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Gun Rules

This is not real life, kids. In real life, guns kill, and autofire overkills.


Gun Rule Success

Some of the gun rules have been so successful, they have been moved into the general rules chapter. Guns are affected by range in the same manner most other attacks are. Concealment is also covered in the general rules. So are Snapshots.

Autofire

Hosing down a target with bullets in Feng Shui does more damage, but it is mostly a cool special effect. For every three bullets you fire, you get a +1 bonus to damage, but for every three bursts, you suffer a -1 penalty to-hit.

Drawing

Drawing a gun normally takes a single shot, so a single schtick pick in Fast Draw reduces this to zero. More complicated hiding places or very large guns might take a 3-shot action to draw, thus requiring three schticks in Fast Draw to reduce this time to zero.

In some cases, the GM may make a whole montage out of a single draw scene, especially if your story is set in the old west. In such cases, unnerving your opponent can be as important as the draw itself, so expect some special dramatic procedure.

Malfunction

Guns fail a lot more in T3 than in real life. This gives you a reason to carry lot's of guns. On a fumble a gun has jammed, and unreliable guns can jam on a snakeyes dice roll as well.

Clearing a jam is a 3-shot action, requiring a Guns or Fix-It roll against a difficulty equal to the gun's Damage Value. If you make it, the gun jam is cleared. If you fail the roll, the gun is damaged and needs repair, several hours at a workshop, uninterrupted by gunfire. A Signature Weapon is never damaged this way, but can still jam.

Reloading

Each type of gun has a capacity, this is the number of bullets the gun can fire before it needs to be reloaded. You need to know a gun's capacity. When you run out of bullets, you need to reload, which costs you precious time.

Clip-fed pistols take a single shot to reload. You can also insert a single round into a tube or box magazine in one shot. Most guns take three shots to reload. Some antiquated weapons take even longer. Lightning Reload can be used to reduce reload time.

Ammo

All gun characters love ammo, speak about it, compare types and so on, but in game terms it is mostly bullshit. Only characters who have picked Gunsmith actually get any extra effect out of their ammo. Some special ammo might be required to use gun schticks like Eagle Eye and Great Balls of FIre, but this is never an issue in play unless the GM has a subplot for it.

Aiming

Guns can be aimed, each shot spent aiming gives a +1 bonus to the attack, with a maximum bonus of +3. You may do nothing in between aiming and shooting, or the bonus is lost.

Loosing Guns

Guns which are not Signature Weapons will often get lost or damaged, or get abandoned in the course of a session. In fact, any seriously gun-oriented character should go through expensive firearms like underwear. This should almost never be a hustle. Just as Magic players are assumed to find new specimens of that very rare black lotus or whatever they need for their spells, gun characters usually find new guns without actually having to actually play out every meet with a seedy dealer or loyal retainer. Sometimes, such a scene may be played out to provide atmosphere, especially if they players have had it easy and the GM wishes to introduce some extra information, interesting NPC or random violence, but mostly such programming belongs in the Home Shopping Channel.

Throwing

You can throw grenades and rocks using Guns skill. Other throwing weapons are governed by Martial Arts.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Sun, Apr 30, 2000.