From: mebonar@sn01.sncc.lsu.edu (MsciDave) Subject: FUDGE; Modern Gun Combat Gun Combat for FUDGE ==================== General This is a simple addition to the FUDGE rules meant to cover modern firearm combat. For the most part this is a listing of weapons, their effects, and some simple modifiers. Weapon Damage Guns do damage according to bullet type. Specific examples aren't given. However, the following covers most of the common types. Note, this is not a very dangerous table. If you would prefer deadly guns just add one to all the damage codes (+2 to the heavy machine gun numbers). Weapon Table Calibre Damage notes ------------------------------------- 22 +1 this is for a pistol, a rifle would be +2 32 ACP +1 judgement call, I've heard its underpowered 38 +2 9mm +2 10mm +2 basically a new version of 9mm, civilian 45 ACP +2 7.62 T +2 357 mag +3 44 mag +3 5.45 B +3 5.56 N +3 7.62 S +3 7.62 short, used in AKM 30-30 +3 civilian 30-06 +4 civilian 8mm +4 civilian 7.62 N +4 7.62 L +4 7.62 long, used in Pact light machineguns 12 gauge slug +5 50 cal +5 12.7mm +5 14.5mm +6 vehical mount Any weapon firing on full automatic (5 round or more burst) gains +1 on its damage class. Thus a 9mm SMG fired on automatic does +3 damage while it does +2 damage if fired in single shot mode. This applies to the above table and the following table (the simplified one) Simplified Firearms Damage (Modern weapons) Class Normal Damage Notes ------------------------------------- Pistol +2 SMGs use pistol ammunition, Heavy Pistol +3 thus they count as auto pistols Rifle +3 This covers the newer assualt rifles Heavy Rifle +4 Most hunting rifles Very H. Rifle +5 Also shotguns with slugs LMG +4 MGs are almost always fired HMG +5 on auto (adding +1) Body Armor This includes armor for both a modern game and for near future games with slightly advanced personal protection. Armor Table Name Resistance notes ------------------------------------- Backup -1 -1 vs. non-bullets Light -2 -1 vs. non-bullets (modern kevlar) Medium -3 -2 vs. non-bullets Heavy -4 -2 vs. non-bullets Ranges and Task Levels Ranges are based losely on the weapon ranges in Twilight 2000. The task levels assigned are based on combat situations. A character only receives a dodge/resistance if he declares that as his only action for the turn. In that case he gets a dodge versus Agility. Sample Range Table weapon range distance (in meters) -------------------------------------------------- pistols 10-12 SMG 30-40 rifles 50-65 sniper rifles 75 LMG 90 from bipod; 65 from hip for he-men HMG 150 from bipod shotguns 40 A weapon (SMG's can't use a scope) fitted with scope adds 15 to its range (normal optical scopes; better ones are possible). Advanced equipment (laser sights, smartguns) do not effect the range or the task. Instead, they modify skill. Range Table range task ------------------------------------ v. short mediocure 0.5x range short fair range medium good 2x range long great 4x range v. long superb 8x range The task will be modified by various conditions; target suprised -1 non combat conditions -1 shooter is braced -1 carefull aim (takes an action) -1 automatic fire (3 round or more burst) -1 poor conditions +1 shadows, light cammo, light rain or snow, windy and dusty very poor conditions (this is very rare) +2 dark night, heavy rain or snow shooter is moving faster then walk or is a passenger +1 target is moving faster then a walk +1 snap shot +1 cover +1/+2 Firing Actions In general, firing a modern semi-automatic weapon is much faster and easier then using muscle powered missle weapons. Similarly, if you get the drop on someone it makes sense that you might be able to shoot more then once before they can react. Thus, each firing action allows up to 3 shots. Obviously this does not allow a character to fire more shots in an action then the gun contains! All of the shots do not have to have the same target, however, there is a -1 cumulative penalty per extra target (first target = 0, second targets = -1, third targets = -2). The GM should keep recoil in might when a character wants to fire multiple shots (or worse, bursts) from heavier weapons (or just imitating Rambo and firing an M60 from the hip!). A -1 modifier might be in line if the character's strength just doesn't seem up to what he's doing. An example would be a fair strength character firing a .357 mag pistol. One shot is no problem. I'd probably even allow two. The third shot, if fired, would be at -1. Finally, automatic fire is not nearly as accurate as aimed fire. Normally a skilled shooter would prefer to use aimed shots except at close range or for suppressive fire purposes. Additionally, even if the shooter is a marksman, the firing of a weapon on automatic is inherently harder to control. Thus it is recommended that the maximum effective weapon skill of a character using a weapon on automatic be limited to Fair. This applies to any weapon firing 5 round, 10 round or longer burst. A three round burst (as in the M-16) is supposes to be easier to aim and control so I wouldn't penalize the shooter. Final Notes While this looks complicated, I think it can play fairly well. I've left out any rules for using one burst of automatic fire against multiple targets (either intentionally or just by the spreading nature of automatic fire). I have ideas that I might use in play, however, I feel this might be an area left up to each GM and the nature of their game. As I mentioned at the begining, this isn't an extremely deadly set of rules for dealing with guns. This is intentional; its caused by my reaction to the nature of FUDGE. Since each hit does at least the damage code of the weapon I felt that weapon's damages shouldn't be excessive. Otherwise you'd never get minor hits. Most NPC's are out of combat when they reach 5 hits (very hurt). The same is true for many PC's unless you are running an extremely cinematic game where the PC's are all well above average in constitution/damage resistance and combat skills. It wouldn't be out of line to add some rules dealing with the amount of coverage that each armor gives you. Thus and kevlar vest protects your chest and abdomen but not your arms and legs. I've decided to ignore that but I'd like to hear any solutions that other people have. Finally, shotguns firing buckshot have eluded me. If I was to play test this right now I'd just assign shotguns a range related damage code such as the following. Shotgun damage Range Damage Close +6 Short +4 Medium +2 Buckshot is ineffective beyond medium range At all ranges the task is reduced one level in difficulty Shotguns are deadly at very short ranges but they drop off very fast. At short and medium range there should be some rules to cover spreading but that is another area that I'd prefer to hear some comments on before I decide how to handle it. __________ Dave Bonar mebonar@lsuvax.sncc.lsu.edu __________