Rulez for Gunz
I have rules for guns in my game that are fairly simple: 2d6 damage and a stat called Caliber. If your targets HP is equal to or lower than the guns caliber, they save or die. Fairly brutal but most calibers are between 1 and 5, slightly more than the average damage of all the weapons in my games (1d6) and those are likely to kill you to at that HP range anyways, just with saving throws.
[Can make your rifles 2d8 if you want and your shotguns a 10 ft. cone if you want I suppose]
Of course, you may tack on as many misfire, gun jam, reload, critical fail tables as you like but they've never intrigued me.
[Snake eyes on a 2d6 could be a jam if you want. The second jam in the same fight could blow the gun up for all I care]
Duels are kept very simple. Both Duelists roll under Dex. Over Dex is a miss. Lowest under Dex hits the other, save or die. A tie could be both dead. One of my players has won three duels this way against vampire cowpokes, gambling his life and its always the highlight of any session.
Count your bullets!
Rulez for Lazers
Lazer weapons do not require reloading, only recharging and cooling off. They deal 1d6 damage + 1 for each point of Heat it possesses. They gain 1 Heat each round you use them and each time they roll 6 on the dice. If you ever roll less on the dice than your current Heat, the laser gun Overheats, gaining +3 damage and +3 Heat. If it happens again before the gun completely cools off, roll on the Kablooie! Table.
A laser weapon sheds 1 Heat per minute. Their cores can be swapped out in a round or so though they are prohibitively expensive.
Kablooie! Roll 1d6. Add Heat to roll!
2. Gun fizzles and pops, shorted until it cools off in 1 round.
3. Gun fizzles and pops, shorted until it cools off in [Heat] rounds.
4. Gun fizzles and pops and deforms, -1 damage, +1 Heat at all times.
5. Gun spits and 'splodes and begins to melt, dealing 1d6 damage to the user. -2 damage, +2 Heat at all times
6. Gun spits and 'splodes and begins to meltdown, dealing 1d6+ Heat damage to the user. -3 damage, +3 Heat at all times
7+ Gun explodes in your hand dealing d6 damage per heat. Try throwing it before that happens?
Of course, the fun of ray guns is modifying them. These could be weird alien treasure or taken from defeated enemies.
1. Splitter - Fires 1d3+1 beams that deal 1d3+Heat damage to number of targets equal to beams.
2. Cooling Cell - Slakes off 1 extra Heat per minute but is bulkier (extra inventory slot, two handed etc.)
3. Prism Cap - added to the business end of the weapon, shifts the beam into alternate dimensional frequencies, e.g. you can now shoot ghosts or other ethereal/incorporeal creatures.
4. Sci-Fi Dial - Can now set lazers to stun as opposed to vaporize! Save versus Paralysis or whatever
5. Atomizer - Disintegrates chunks of enemies into nothing but dust, perfect for pesky healers.
6. Antimatter - Target must save vs total annihilation (Death). A successful save is a dodge. A failure also does 1d6 damage to anything within 10 ft. If you ever roll a 7+ on the Kablooie! Table a small blackhole is formed at the center of the antimatter core instantly destroying all matter within its event horizon (15 ft.). Anything within 15 ft. of that must Save vs Death or be sucked in and also destroyed. It disappears after 1 round due to Hawking radiation.
Here's a great fighter class that uses is guns with some more meat on its bones
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