In a previous article, Violent Resolution looked at the skills used for ranged weaponry. In this column, I look at the weapons themselves.
Similar to differentiation found in hand-to-hand weapons, differentiation in ranged weapons, including the titular guns, provide a way of showing strengths and weaknesses, and providing different dramatic opportunities, within games. Most games (but not all, even in this list!) will feature the gross physical stats of the weapon: weight and cost.
GURPS is a tactically-driven game resolved with one-second rounds, and it has a fairly large scoreboard for equipment statistics. Each of them can matter in play, and are listed in weapons tables in various books, including a generic one in the Basic Set Characters book (p. 278).
Tech Level tells you when the weapon was made, and will dictate availability in some cases older items are easy to come by (the TL6 M1911 pistol is manufactured and readily available in modern-day TL8), but in other cases they are not: a high-draw longbow that might have seen use in medieval or Renaissance Europe – TL3 or TL4 – can be had, but it will be a custom job, not available off the shelf, although a high-draw-weight recurve or compound bow will be. The other part of availability is a weapon’s Legality Class, with higher numbers being more available. Restrictive governments may well disallow even LC4 weapons, permissive ones might allow the possession of LC1 military grade hardware (for reference, LC0 is banned, LC1 is military only, LC2 is restricted, LC3 is licensed, LC4 is open).
Most weapons are also differentiated by Range, which gives the distance at which a projectile’s damage falls to half its usual value, as well as the maximum range at which a shot can be attempted at all. To a certain extent, max ranges rarely matter for many firearms. Even your bog-standard 9mm pistol has a maximum range of 1,850 yards, which is enough to suffer the penalty for a shot between 1,500 and 2,000 yards (about a mile): a whopping -18 to hit. Even with plenty of time to Aim, you’ll need Guns-15 (a reasonably respectably expert skill) to be able to roll at all, and Guns-22 (bordering on inhumanly skilled; this is a good baseline for a gun clamped in a vise grip/bench rest).
Mentioning Aim segues nicely into the Accuracy stat of the weapon, which is a bonus to skill you can collect by taking a second or more to draw a bead on the target. Really poor weapons can be Acc 0 (you need to steady for two or more seconds to get any value out of it), while a quality assault rifle with a full-length barrel is Acc 5, and a sniper rifle might be Acc 6, and with +3 more for a scope with a magnification of 8-15x. Since every +6 to skill is equivalent to reducing the range by 10x, this means that a boost of +6 means you can hit as easily at 1,000 yards a target that the less accurate weapon can engage at 100 yards. Man-portable Ultra-Tech weaponry can have Acc ratings as high as 12 in the Basic Set, and the mounted versions, such as the Rainbow Gatling Laser, can go as high as Acc 18 (with an appropriately enormous weight of 70 lbs., but a maximum range of over 13 miles).
Other game-useful stats of weapons can include the Rate of Fire (shots per second), which can vary by quite a bit, from single-shot to gatling guns with RoF as high as 60 or even 100. Also listed is the ammunition capacity, which in some cases might be lower than the number of shots that can be fired in a turn!
The Glock 18, a full-automatic 9mm pistol seen used by Morpheus in Matrix Reloaded, can be in this category. It cuts loose at over 20 rounds per second, and if loaded with a standard 9mm magazine will empty it in less than one second. Extended magazines of 30 rounds were used in the movie, and even so it’ll lock open on an empty magazine in the middle of the second turn . . . probably having hit very little in the process.
The game also notes how long it takes to reload, a Bulk rating that penalizes you when shooting on the move (and a few other places), and how strong the user has to be to use it properly. An M16 can be used by someone as low as ST 9, while our machine pistol or a .44 Magnum Auto pistol both require ST 12. Finally, it lists a Rcl score (shortish for Recoil), which tells you the required margin of success to achieve multiple hits. If your final, net skill is Guns-15 and you’re shooting 10 bullets from a weapon with Rcl 2, you will hit once if you roll 15, twice at 13, and seven times if you roll a 3 (the other bullets continue downrange).
That’s all well and good. But how much damage does it do?
In many respects, that may be all the “typical” or “average” gamer needs or wants to know. GURPS provides some of the widest variation in penetration and injury numbers of any game dealt with here. The game differentiates by raw penetration (the dice of damage, always using d6) and final injury, represented by a bullet size modifier. Armor piercing bullets or arrows, which might cut the Damage Resistance of armor worn by a factor of 2 or more, are also available.
This allows the game to make very fine distinctions based on real-world numbers if you’re willing to do the math (disclaimer – I wrote that one), and it can provide such minor distinctions as the difference between a 9mm pistol (2d+2 piercing damage, for 9 penetration and 9 injury on the average) and a .45 ACP (2d large piercing damage, also written pi+, for 7 penetration but 10.5 injury – again on the average). So your 9mm penetrates better, but your .45 ACP wounds better.
Damage can get almost egregiously high. A typical assault or battle rifle will do between 5d6 and 7d6 damage per bullet that hits. A .50 BMG (a machinegun bullet used for long-range sniping and on lightly armored vehicles) would do about 6dx2. The Soviet-era 125mm tank cannon (the D-81TM Rapira) clocks in at 6dx33(2) huge piercing incendiary, with the (2) being an armor divisor. Mostly you will not be shooting that at people (though you may use the HE round, which explodes for 6dx6 crushing explosive damage and tossing 6d+1 fragments about the landscape).
The end result of this range of damage is that it’s just not that hard for any PC that can get their hands on firearms to have the capability to render an unarmored foe really, really dead with one successful round of fire. Three rounds semi-auto with a 9mm pistol to a non-vital area will average 27 HP of damage, enough to force a death check on an above-average hero with 13 HP. Upgrade that to even a semi-auto in .223, and that’s 52 HP (still not auto-death for an average 10 HP guy). On the other end, the anemic .25 ACP only does 1d pi-, which means the average penetration is but 3.5 points, and that’s halved for injury, so 1-3 HP per shot to a non-vital area (vital areas overwrite bullet size modifiers; you get the same x3 to injury for shooting someone in the vitals with a .22LR as with a .50 BMG)
Damage isn’t everything, of course. The player character still has to put lead on target. But with a wide set of differentiation possible by equipment selection, many with game-mechanical effects, the choice of hardware can matter, and small levels of differentiation can be had for players that care. If they don’t care, then using the limited selection of weapons – or even a reduced set of them – from the Basic Set Characters book will be fine, or even further reduced: Pistols are Acc 2, 2d, and damage is halved at 100 yards. Rifles are Acc 5, 6d, damage halved at 500 yards. Shotguns are Acc 3 and 2d but fire nine pellets at a time, and damage is halved at 50 yards. It doesn’t have to be detailed, but if detail is desired GURPS has your back. In spades.
Even if you’re happy with the equipment lists, there are treatments available for many types of ammunition. Conventional ammo is of course provided for, but hollow point (increased wounding, decreased armor penetration), armor piercing (increased armor penetration, often decreased wounding), explosive, incendiary, rubber bullets, dragon’s breath, and in at least one supplement, silver and wooden projectiles are all given specific treatments. You can even get custom-loaded match-grade ammunition and gain mechanical benefit. Or load “duplex” rounds which fire two smaller bullets from every trigger pull. Or, always a crowd pleaser, saboted ammo with ridiculous penetration and velocity. If it’s been done in real life, or been thought about, it’s probably been represented in GURPS.
Not only does the basic book have a reasonable list of equipment, there are volumes – multiple sets of them, actually – dedicated to statting out weapons from various eras, countries, and Technology Levels. Three hardbacks (Ultra-Tech, High-Tech, and Low-Tech, in publication order), plus a plethora of books in digital format, most of which are written by Hans-Christian Vortisch (and if you’re looking for a guy to write about guns, this is the guy). These books sell quite well, and they often carry detailed descriptions about who manufactured the weapons, in which services or actions they saw use, and sometimes notes about famous people who used them, or movies in which they appeared.
A short story, and pretty much the polar opposite of GURPS.
Fate does not inherently provide for differentiation based on equipment. Aspects can be invoked that are weapon-ish, of course. Stunts are the best way to drive differentiation that is related to character concept, but as with all of Fate, if it’s not codified in an Aspect, Stunt, or Extra, it carries no inherent mechanical weight.
That being said, Equipment Aspects are real things, and powerful if you’re willing to spend the points. Since an Attack roll involves both a hit and damage roll, spending a Fate point to invoke an appropriate Aspect will give both an increased ability to hit as well as increasing damage (it’s an opposed roll with stress and consequences based on margin of victory). Equipment Extras might give a boost to damage. Creating an Advantage might be used to Aim – each successful advantage might give +2 shifts to hit (but not damage) or damage (but not to hit), and success with style might allow invoking both at once, or two of each.
But overall, there are no hard and fast rules or exceptions for ranged weapons in Fate. If you have the Shoot skill, you either have or can use a gun (and likely bows and crossbows too). If you have the right Aspects, you may invoke them, or have them invoked against you. I suspect that the #1 cause of running out of ammunition in Fate games is an foe invoking a firearm-related aspect to force his opponent’s gun to run dry.
There are no lists of equipment in Fate Core or Fate System Toolkit. There are lists and extra Stunts and specific rules for firearms and other projectile weapons in genre treatments based on the Fate rules, such as Nova Praxis, a sci-fi game using the customized Strands of FATE system..
As with Fate, NBA is a strongly narrative game where the characters and their abilities drive the story, not the props and their stats. Certain weapons do get better or worse attributes, but these situations are somewhat limited. There are no equipment lists per se in NBA . . . but for a narrative-heavy, gear-rules-light game, there are a surprising number of ammunition types with game-mechanical effects. Hollow point, dragon’s breath, depleted uranium, and armor-piercing ammunition are given some love, with special focus on silver, silver nitrate, and special wooden projectiles, for obvious blood-sucking reasons.
So by and large, NBA has mechanics only where the Bond- , Bourne-, and Batman-esque hunters can look cooler by pulling out some fancy ammunition to make for a moment of coolness in the narrative. It uses semi-defined range bands for all weapons (not too far wrong; it’s a simplification used in GURPS too in some games) as Point-Blank (face to face with the target), Close range is in the same room, Near range is something like 30-40m, Long is up to 100m, and Extended depends on the weapon – rifles and assault rifles can shoot to 500m, while purpose-built sniper rifles can shoot to 1,000m. Speaking of purpose-built, the game limits pistols and shotguns to Near range, and rifles to Long range, unless you spend a few Shooting points to make it happen.
Ammunition either doesn’t run out or runs out when dramatically appropriate.
Relatively speaking, larger and more powerful weapons get minor bonuses to the standard 1d6 roll for damage. A small pistol such as a .22LR does 1d6, a 9mm pistol or 5.56mm assault rifle does 1d6+1, while the .50 BMG might do 1d6+2. All firearms get +2 to damage at Point-Blank range, and +1 at Close range, so most combat firearms will do 1d+2 within a room, against Health pools that (for bad guys in the ‘mook’ to ‘bodyguard’ range) will be 3-8 until the foe starts taking wounds.
The variability is thus low, with small pistols doing (at Close range) 2-7 points, and giant anti-materiel rifles up at 4-9 at the same range.
The latest edition of D&D is parsimonious with stats that differentiate weapons, while still allowing differentiation where it matters to the game. The Player’s Handbook gives cost, damage and damage type, weight, and some notes, such as if the weapon needs to be reloaded (as with crossbows), counts as a heavy weapon, has a range beyond which shots suffer Disadvantage, and so forth.
The d20 Modern variant, as one might expect, gives more stats for firearms: it uses a range increment instead of a range maximum, includes a statistic for rate of fire (single, semi-auto, or automatic), and tells you how many shots are in a magazine, belt, box, or cylinder.
There is relatively little differentiation in damage with firearms in d20 Modern, though perhaps more than in NBA. A small revolver like a .22LR will do 2d4 damage while the mighty .50BMG does 2d12, roughly 3x as much. Bows will either do 1d6 or 1d8 plus any attribute bonuses, and for a DEX 16 character with a +3 bonus to Damage (in 5e) that means 4-9 points from a shortbow, or 4-11 points for a longbow. That’s not that different than a small pistol (2-8 points) and a standard 9mm one (2-12 points), which isn’t too far wrong for injury, if not penetration.
There’s no great way to represent armor-piercing weapons in the PHB or the d20 Modern SRD. House rules would be easy to come by – lowering the AC of the target by a few points (but not below that given without any armor at all) would work. Bullets like hollow-points similarly might add a point or two to the foe’s AC if he’s wearing armor at all, but if it hits, might either add a point or two do damage, or increase the die type (I like that one) by one step.
Much like D&D, Savage worlds keeps its differentiation by stat block short and sweet. It gives a unique range (in inches, since it’s based around a tabletop with miniatures in the rules text), damage, rate of fire, cost, weight, and shots (which corresponds 1:1 with the usual magazine capacity). Some weapons have a minimum Strength die needed to use it, and many firearms have special properties, most often negating points of armor rating (AP 2 seems common) or restrictions on being able to move and fire (Snapfire Penalty).
Savage Worlds allows multiple shots on a foe, each using a Shooting die (up to the weapon’s RoF, usually 1-4) for each attack, which may be at different targets. Full-auto attacks are the same way, rolling Shooting dice equal to the RoF, but more bullets are expended (each burst uses bullets equal to RoF; an RoF 2 weapon can shoot up to 4 bullets, while RoF 4 is up to 16).
Damage is by weapon type, with a .22LR doing 2d6-1 and a Barrett .50 BMG doing 2d10. Each damage die can “explode” if it rolls its maximum value on a particular die. That’s a range of about 1.5x accounting for exploding dice.
Really, in this group of game systems there’s GURPS, and then there’s “everyone else” in terms of how detailed and differentiated a weapon’s stat list can be. GURPS goes out of its way to provide differentiation and mechanical support for very (very, very, very) fine resolution in why a player might choose to pick one weapon over another. The (endless and eternal) debate over the 9mm vs the .45ACP that has been waged for years can be waged in GURPS as well. The 9mm has more penetration, while the .45ACP does more injury.
Ironically, the answer to “which is better” in GURPS is actually quite clear: take a .40S&W. Due to mechanical breakpoints, it does more penetration than the .45ACP, but retains the x1.5 size modifier because the 10mm/.40 bullet sits exactly on top of the differentiator between pi and pi+
But why? Players vote with their dollars, and books full of guns with slight differentiation sell well enough that they keep being funded. But further than that, a character’s kit is often a plot point and a mechanism for narrative differentiation as well as characterization. These things matter to the characters and the players, and GURPS gives a very large number of mechanical handles to provide those talking points.
The other games are not “worse,” in this respect. They are “less,” in terms of what differentiation they can provide from a “number of hooks” perspective, but in the case of NBA and Fate, this is mostly brushed aside in the focus of the rules – providing just enough mechanical hooks that it’s the character shining, using the gear as a spotlight with which to look cool. From that perspective, the focus is on the shooter, the warrior, not the weapon, in most cases. Though, of course, sometimes the weapon does deserve special focus – The Golden Gun is right there in the title, a pair of pearl-handled revolvers can make quite the statement, and, of course:
“Six men came to kill me one time. And the best of ’em carried this. It’s a Callahan full-bore auto-lock. Customized trigger, double cartridge thorough gauge. It is my very favorite gun … This is the best gun made by man. It has *extreme* sentimental value … I Call Her Vera.” Jayne Cobb (Adam Baldwin), Our Mrs. Reynolds (S1E06)
The other games provide stats where it matters to the games they play. D&D is mostly about HP ablation, and so while one could give a .50BMG 20d6 or 6d10 damage (and perhaps one should) compared to a 9mm’s 2d6 or so, being able to do that turn after turn with barely a pause will radically change the feel of the game. Savage Worlds, as usual, straddles an intermediate zone between resolution and Spartan rules-keeping, with enough meat to allow some differentiation, but not a lot – most of the weapons are functionally identical within a class
This is not an uncommon event, even with as high a resolution system as GURPS, of course. Sometimes, why one person chooses a Springfield XDM in .40S&W where another chooses a Walther PPQ comes down to personal aesthetics and feel, not mechanical stats. The character likes it because he likes it, not because of some obvious mechanical advantage that would make one stupid to choose anything else.