GUN COMBAT

My house rules regarding gun combat are basically a d6 version of the TNE gun combat system that appears in the Main Rule Book. The guys in the group wanted to stick with d6 rather than use a d20. I really liked the TNE system but understood their point. So, I've finally come up with a compromise. I also felt that TNE was a little generous with Hit Points so I scaled them down a bit.

Assumptions:
1. Max Gun Skill level = 5. Divide TNE skill levels by 2.
2. Each weapon has a value which is considered its "short range." This is built into TNE. I'll work on converting weapons over from other editions later on. Multiply a gun's short range value by 2, 4, & 8 and you'll get its medium, long, and extreme range values respectively.

PROCEDURE:

1. Figure out the distance to the target.
2. Figure out where this distance lies within the gun's range.
3. Calculate how many bullets are lost due to recoil.

1 is the minimum # of shots per burst available. Half of the bullets lost to recoil may be re-rolled on an adjacent target. The difficulty is treated as one higher due to loss of control.

 Bullet Availability Table
Burst Size Short Medium Long Extreme
33211
55311
1010741

4.

Roll to hit for each bullet on the table below.
RANGE TASK ROLL
    - Easy 4+
Short Average 8+
Medium Difficult 12+
Long Formidable 16+
Extreme Staggering 20+

DIE MODIFIERS:
Weapon Skill Level = + DM.
Controlling Attribute: 9+ = +1, 12+ = +2
Telescopic and Electronic Sights: +1 to +3 depending on type (more detail later)
Recoil DM = S - (F x B); if > 0, Recoil = 0 (- DM only)
Natural roll of 12, entitles an additional roll of d6-1 (Sometimes you just get lucky).

Recoil: Influences the ability to hit a target. There is a recoil factor (F) per shot or burst (B) of shots. If the total recoil (FxB) is greater than a character's strength, then the difference is subtracted from the "To Hit" roll, otherwise it is left unadjusted. Recoil can never be used as a positive die modifier.


5.

Determine Hit Location. Make note of what body parts, if any, are not covered by armor. Roll d10 for each bullet.

1Left Arm3-4Left Leg 7-9Torso
2Right Arm5-6Right Leg 10Head

And for those who'd prefer 2d6. This is as close as I could get.
2
3
4
5
6
7
8
9
10
11
12
Head
Torso
Left Leg
Left Arm
Left Leg
Torso
Right Leg
Right Arm
Right Leg
Torso
Head
These %'s break down as:
Left Arm 11.1%
Right Arm 11.1%
Left Leg 22.2%
Right Leg 22.2%
Torso 27.8%
Head 5.6%

6.

Calculate Damage.
Once you've hit the target, you'll need to penetrate their armor, if they have any. Each weapon has a penetration rating which determines how effective it is at penetration. The lower the number is, the better it is at penetration. Some weapons won't penetrate any armor at all. I'll work on a conversion for other editions later on.

Total Damage Dice = Initial Damage Dice - (Weapon Penetration Rating x Armor Value)

"Blunt Trauma" still has to be taken into account. Bullets and bolts of plasma carry with them momentum (Lasers do NOT). This energy needs to be taken into account. Each die absorbed by the armor is transferred to the body as 1 point of damage.

7.

Apply Damage.

Hit Points:
By body part. S = Strength; E = Endurance

Body PartHPAt 0 Critical WoundResult
ArmsS+EUnusable 2 x (S+E)Major Trauma*
LegsS+EUnusable 2 x (S+E)Major Trauma*
Torso1.5 x (S+E)Unconscious 3 x (S+E)Death
HeadEUnconscious 1.5 x EDeath

* Major Trauma: Depending upon the weapon type, damage can be severed limbs, compound fractures, severed artery, etc. In any case, major surgery is required.


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