Sunday, October 19, 2014

OSR Firearms Rules

The basics if inserting firearms into my games.
Stats for basic firearms will be posted separately by era (Colonial, Victorian/Western, Pulp, Modern.)

Here are the basics:
Rate of Fire
Normal Attack
Anyone can make one attack per round with no penalty. The basic careful shot.

Single Action Pistols
The shooter can make two attacks with a -3 penalty per shot.

Semi-Auto and Double Action
The shooter can take two shots per round with a –2 per shot.

Fan the Hammer/Flick the Lever
Holding down on the trigger and fanning the hammer of a single-action revolver with your off hand or quickly flicking the lever and pull­ing the trigger of a lever-action carbine or rifle to fire rapidly.
3 attacks, -4 per attack.

Full Automatic
Full autofire uses  five bullets per attack. The shooter can fire up to three attacks per round with a -2 per attack or up to six attacks at -4 per attack.
The attacks can be concentrated on a single target or down a line of targets within five feet of each other.
Automatic fire is lethal. Watch yourself.

Firearms have five range increments, and suffer the standard –2 penalty per increment after the first.

Firearms which require a magazine take only one round to reload and ready. However a desperate shooter can hurry the reload and attack with a –2 penalty for rushing the attack.

Non-magazine weapons (revolvers and rifles with internal magazines for example) can only reload a maximum of three bullets per round. No other action except movement can be attempted while reloading. However, a shooter can, if desperate, reload one shell and attack with a –4 penalty for rushing the attack.

A single shot weapon (break open, bolt action, etc.) requires a full round to reload.

A muzzle loading weapon takes two rounds, fire on the third.
Any action other than walking requires a Dex check otherwise the reload fails and must be started again,

Aiming with Firearms
Take a round, gain a +2 bonus to one shot. The attacker can do this for two rounds (no more) for a +4 bonus to hit.

Drawing a Weapon
A combatant can draw and fire a weapon in the same round, but doing so incurs a -4 penalty to all available attacks.

Basic Accessories
Reduces autofire penalty by one point for machineguns.

Telescopic Sight
The telescopic sight gives a +2 to +4 bonus to hit depending on strength and quality of the scope.
This stacks with the aiming rules.

Two Weapons
0 penalty primary hand, -4 off hand.
You can use the multiple attack options with this. Example: firing two double action pistols twice.
-2 for each shot is added to the Two Weapon penalties for a total of -2 primary/-6 secondary with a total of four shots.

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