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Guns

Name
Guns
Skill Attribute & Difficulty
Dex - Easy
Defaults
6+Dex
Prerequisites
None
Description
This is the ability to use a handheld chemical-propellant or mass-driver projectile weapon. Roll against Guns skill to hit your target. Make an Int-based skill roll to take immediate action (E.g, eject a dud round), should your weapon fail.   You must specialize by weapon type. The available specialties vary by tech level, but include one or more of:
Specializations

Grenade Launcher (GL)

Any Large-bore, low-powered small arm that fires a bursting projectile. Includes under-barrel grenade launchers, flare pistols, and high-tech "Tanglers"  

Gyroc

Any kind of small arm that fires miniature rockets.  

Light Anti-Armor Weapon (LAW)

All forms of rocket launchers and recoilless rifles.  

Light Machine Gun (LMG)

Any machine gun fired from the hip or a bipod.  

Musket

Any kind of smoothbore long arm that fires a solid projectile.  

Pistol

All kinds of handguns, includes derringers, pepperboxes, revolvers, and automatics. But not machine pistols.  

Rifle

Any kind of rifled long arm. Assault rifle, hunting rifle, sniper rifle, etc. that fires a solid projectile.  

Shotgun

Any kind of smoothbore long arm that fires multiple projectiles. (Flechettes, shot, etc.).  

Submachine Gun (SMG)

All short, fully automatic weapons that fire pistol-caliber ammunition, including maching pistols.  
  Most of these specialties default to one another at -2, but defaults involving GL, Gyroc, or LAW are at -4 in either direction. The weapons covered by each specialty vary by TL. For example, Guns (Rifle) covers muzzle-loaders, lever actions, and self-loaders. In particular, ammunition varies with TL, from black powder and loose shot, to smokeless powder cartridges, to power cells for electromagnetic guns.   Familiarity is crucial here! Guns (Rifle) covers both bolt-action 12.7mm sniper rifles and 5.56mm assault rifles, but going from one to the other gives you -2 for weapon type (12.7mm to 5.56mm), -2 for action (bolt-action to self-loader), and -2 for grip (bipod to hand-held), for a total of -6 to skill until you familiarize yourself with all the differences.
Modifiers
All applicable ranged combat modifiers; -2 for an unfamiliar action (e.g., an automatic when you’re used to a revolver) or grip (e.g., a shoulder-fired antitank weapon when you’re used to a bipod), or for an unfamiliar weapon of a known type (e.g., a 5.56mm rifle when you are used to a 7.62mm rifle -4 or more for a weapon in bad repair.

Created by

Sirplyot.

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