Firearms Rules

All firearms are two handed ranged weapons that have no strength requirements to use. However, if you wish to use the firearm one handed, you must meet the minimum strength requirement listed in the chart. If you don’t have the strength and you still attempt to use the firearm one handed, you have the following penalties:-2 to hit, half damage, and range is halved. These penalties are cumulative with other penalties.

Weapon Groups:

1.     Handguns (Accuracy/Perception) (handguns and SMGs)

2.     Longarms (Accuracy/Perception) (rifles, carbines, shotguns)

3.     Heavy Weapons (Accuracy/Perception) (machine guns; grenade launchers; portable anti-aircraft and anti-tank guns; recoiless rifles; portable launchers of anti-aircraft and anti-tank missile systems; and mortars)

 

1.     In Fantasy Age, SMGs (sub machine guns) are considered full auto versions of medium or heavy handguns. If firing a single round, treat damage as handgun. If firing 3 rounds, use the damage listed. If firing a full burst, treat as suppression fire.

2.     In Fantasy Age, Assault Rifles (Assault Carbines) are considered automatic versions of medium rifles (carbines). If firing a single round, treat damage as medium rifle. If firing 3 rounds, use the damage listed. If firing a full burst, treat as suppression fire.

3.     In Fantasy Age, Shotgun (birdshot) behaves similar to a blunderbuss. Make a single attack roll vs all targets in a 2 yard wide path.

4.     All firearms gain an additional d6 against non-ballistic armored apponents

 

Weapon: This is a category of firearms, not a specific firearm.

Damage: Some weapons do variable damage based on range or rate of fire.

Minimum Strength: see above

Range: Ranges are listed in abstract concepts: Personal, Short, Long, Extreme. A ‘–‘ in the range increment means not applicable.

Rate of Fire: Some firearms have variable rates.

Reload: Speed loaders for revolvers and magazines/clips for automatic weapons take a minor action to reload. Filling a handgun magazine, a stripper clip, an assault weapon magazine with stripper clips, a shotgun magazine, or a revolver is a major action.

Notes:

SS=single shot: user must manually clear the chamber, load the chamber, and cock the weapon between each shot, e.g. pump-action shotgun or bolt-action rifle. This is a free action but the GM may limit the number of free actions you can perform in a round.

SA=semi-automatic: these firearms feed and cock themselves with each shot (included in this category are double action revolvers which rotate the cylinder, cocks the gun, and fires with each trigger pull).

FA=full auto: these weapons can fire a burst or stream of shots with a single squeeze of the trigger.

  

Additional Firearm Rules

Longarms against a melee combat opponent (within 2 yds) are -2 to hit. Exception: Carbines do not take this penalty.

Suppression Fire: Uses Major and Minor Action. Force an Agility (Quick Reflexes) check on the target to take cover to avoid damage. Target is considered ‘Pinned’ until the start of your next round (unless you are stunned or fall unconscious). Pinned characters cannot move unless they want to take damage. Pinned characters may fire back from cover as if firing into heavy obscurement (-3 to hit). Suppression Fire requires the weapon to be automatic (no single shot weapons like bolt action rifles). Suppression Fire will empty your ammo (handguns and longarms but not heavy weapons).

Ammunition: You are assumed to have enough ammunition to use your firearms up to three times (whether this is single shot, or double tap, or 3 round burst). After that, whenever you attack and miss AND your dragon die is a 1, you must reload (you run out of ammo, or there is a misfire, or there is a jam, etc.).

  

Talents

GUNSLINGER STYLE

Classes: Mage, Rogue, Warrior

Requirements: Trained in Hanguns or Longarms weapon group

Novice (Quick Draw): Minimum strength requirements for one handed use is reduced by two; can use Ready as free action with handguns.

Journeyman (Double Tap): +2 damage against one enemy in short range (costs two bullets, must be a SA weapon to perform this action).

Master (Sweep): Suppression Fire against multiple targets (or area?) as long as they are within two yards of each other.

 

RIFLEMAN STYLE

Classes: Rogue, Warrior

Requirements: Trained in Handguns or Longarms weapon group

Novice (Dead Shot): If you Aim, +1 to attack for medium range, no penalty for long range.

Journeyman (Double Shot): Perform “lightning attack” stunt for 2 SP (must be a SA weapon)

Master (Marksman): When you use the pierce stunt with a firearm, your damage is penetrating.

MOUNTED CARBINE STYLE

Classes: Warrior

Requirements: Trained in Longarms weapon group and Horsemanship

Novice (Cavalry Man): Similar to Mounted Combat Style talent, move part of allowed distance on horseback, fire your weapon, and then continue moving the rest of the allowed distance.

Journeyman (Cowboy): You do not suffer a -2 to hit when using carbines on horseback.

Master (Wild Bill): When mounted, can use Aim as a Major action while moving.

 

GRENADIER STYLE

Classes: Warrior

Requirements: Trained in Longarms weapon group and Craft Grenades

Novice (The Pitcher): On throw test fail, the grenade only lands d3 from target instead of d6

Journeyman (The Catcher): Range increased to 8 + double Strength. Immune to the Kaboom! Stunt

Master (I can throw all the things!): A Throw attack is a Minor action.

HEAVY STYLE

Classes: Warrior

Requirements: Trained in Heavy weapon group. Minimum Strength 6

Novice (Not as awkward as you’d imagine): +2 Initiative when using heavy weapons.

Journeyman (Scary as Fuck): +2 on all intimidation checks.

Master (Come Git Some!): Dual Wielding Light Automatic Weapons? Sure! Fire ‘em both for a Major Action.

  

Armor

Light Ballistic Vest, AR3, penalty 0

            Soft ballistic vest

(Light)Armored Ballistic Trench Coat, AR 4, Penalty -1

Medium Ballistic Vest, AR5, penalty -2

            As light, with plates to stop rifle rounds, plus helmet

Heavy Ballistic Armor, AR8, penalty -4

            As medium, with improved shoulder, torso, and back protection

 

Ballistic Armor is effective against all handgun rounds.

Light Ballistic Armor is pierced by longarm rounds (exception is shotgun birdshots).

Ballistic Armor is 2 less AR against bladed weapons.