Forward Thoughts.

Like many of rules and weapons I’ve been creating in this series of firearms articles, it’s been born out of player suggestions throughout the play-test games being run for my system. As a result some of the technical language is used is based around my system, though it is entirely OSR compatible.

Though for attacks or weapons that require saves I leave add in brackets the type of save required for a B/X derived system for ease of conversion. Again these articles more represent me documenting my progress on my system while releasing them for public view, so any jank noticed is hopefully forgiven.

Rules Refresher

  1. Ballistic Damage: This is a special damage type reserved for firearms and explosives. When the maximum number is rolled on the damage die, the player may reroll the damage and add it. If they roll the maximum number again, they repeat, ad infinitum.

This mechanic is modified by the firing mode of the weapon. A burst fire weapon expands the range in which the damage die can “explode.” For example, if a 9mm handgun rolls a max of 6 on a 1d6 die, then a burst fire PDW does exploding damage on a 5 and 6 on the 1d6. For fully automatic spray, that expands to 4, 5, and 6.

  1. System Shock: In my game system, when a player takes half or more of their maximum Health Points in a single attack, they must make a saving throw to avoid going into System Shock. When in System Shock, they are stunned for 1d4 turns and do not add their Dex to their Armor Class.

  2. Armor Class and Damage Resistance: Armor Class functions the same as in D&D and most standard OSR systems—a combination of the ability to avoid getting hit and the protection your armor offers. Damage Resistance, however, is a number by which incoming damage is reduced. So, for example, a Kevlar Vest might be +2 AC followed by DR 2, which negates 2 points of incoming ballistic damage.

  3. Weight Slots: My system handles encumbrance by dividing it into weight slots. A standard handgun is 1 weight slot, 3 pistol mags are 1 weight slot, and a rifle is 2-3 weight slots. The number of weight slots is equal to a character’s STR score + CON score.

Explosives

Device Damage AOE Weight Slots Special Rules
Molotov Cocktail 1d8 Fire Damage 5ft Radius 1 Ignites combustible surfaces, continues burning 10 rounds rounds
Fragmentation Grenade 3d6 Ballistic 20ft Radius 1 -
Pipe Bomb 3d8 Ballistic 10ft Radius 1 -
Shaped Charge 4d6 Ballistic Focused 5ft 1 6 points Armor penetration, double damage against structures
C4 Explosive 6d6 Ballistic 40ft Radius 2 -
  1. Molotov Cocktail - Named by the Finnish during the winter war, as a stab at the soviet foreign minister Vyacheslav Molotov, these are often improvised Incendiary devices commonly some mix of alcohol or gasoline, in a bottle with a form of wick, often in the form of cloth or rag which is then lit and thrown.

System Note: The direct target of the Molotov and anyone within 5 ft of it takes 1d8 damage, every round there after anyone ignited takes 1d6 damage per turn until they put themselves out. the fire can spread beyond 5 feet if there is nearby flammable objects

  1. Pipe Bomb - An improvised explosive device typically constructed from a metal pipe or tube packed with explosive material and shrapnel. Notorious for their use in irregular warfare, terrorism, and criminal activities. Despite their crude construction, they can be devastating in confined spaces.

System Note: The pipe bomb deals 3d8 ballistic damage in a 10-foot radius. Targets in the blast area must make a Reflex Save (VS Breath Weapon) to take half damage. The explosion automatically destroys non-reinforced structures within its radius.

  1. Shaped Charge - A specialized explosive device designed to focus explosive energy in a specific direction, creating a concentrated, high-velocity jet of metal capable of penetrating armored targets. Primarily used in military applications for breaching fortifications, destroying vehicles, or precision demolition.

System Note: The shaped charge deals 4d6 ballistic damage with 6 points of armor penetration. It creates a focused 5-foot radius of destruction, completely bypassing up to 6 points of armor or structural defense. Against structures, the charge deals double damage, making it exceptionally effective for breaching walls, doors, or vehicle armor. The precision of the blast means collateral damage is minimized compared to traditional explosives.

  1. C4 Explosive - A plastic explosive composition developed during World War II based on C3 and RDX mixtures, known for its remarkable stability, malleability, and high explosive potential. Primarily used by military and demolition experts for precision destruction of structures, obstacles, and strategic targets. Unlike many explosives, C4 is incredibly stable - it can be heated, dropped, or even shot without detonating, making it a preferred choice for controlled demolitions and special forces operations.

System Note: C4 deals 6d6 ballistic damage in a 40-foot radius, making it the most powerful man-portable explosive in the arsenal. Targets in the blast area must make a Reflex Save (VS Breath Weapon) to take half damage. Structures and vehicles within the blast radius suffer double damage. The explosive can be precisely shaped or molded to direct its destructive force, allowing for surgical demolition of specific targets.

Utilities

Device Effect Range Weight Slots Special Rules
Smoke Grenade Visual Obscurement 20ft Radius 1 Provides concealment for 1d4+10 rounds
Flashbang Sonic/Light Stun 10ft Radius 1 Save or Blinded/Deafened 1d4+6 rounds
Taser 1d6 Electric 10 ft 1 Automatically triggers System Shock on hit
Pepper Spray No Damage 5/10ft 1 Save or be blinded for 1d10 x2 minutes
Signal Flare 1d6 Fire damage 100ft 1 Bright light, potential to attract attention
Tear Gas Grenade No Direct Damage 30ft Radius 1 Save vs. Poison or suffer -4 to all actions 1d10 rounds
  1. FlashBang - also called a stun grenade is a utility weapon that produces blinding light/deafening noise in a sudden burst. typically thrown into a room or area before a breach or entry is made as to caught any opposition off guard, this type of grenade is employed a great deal of military and law enforcement agencies.

System Note: Creatures when caught in the radius of the effect may make a Reflex Save (Vs, paralysis) to not be blinded by the flashbang, creatures caught in the same room as the flashbang are automatically deafened unless they were wearing some form of ear-protection. DMs may also invoke System Shock if a creature caught within 5 feet or less of the Flashbang

  1. Taser - An electroshock weapon designed to incapacitate targets by delivering a high-voltage, low-amperage electrical charge that disrupts voluntary muscle control. Typically used by law enforcement and security personnel for non-lethal subdual, tasers fire two small dart-like electrodes that connect to the target via thin conductive wires, delivering an electrical pulse that causes neuromuscular incapacitation.

System Note: When a taser hits a target, it automatically triggers a System Shock check. The target must make a Fortitude Save (VS Paralysis) or be completely incapacitated, dropping prone and unable to take any actions. On a successful save, Targets wearing heavy, non-conductive armor have advantage on their saving throw. The battery on most Tasers can last 30 seconds (5 rounds) the effect only applies if the Taser is being effectively used which takes an action.

  1. Pepper Spray - A non-lethal self-defense tool containing oleoresin capsicum (OC), a derivative of chili peppers that causes immediate and intense inflammatory effects. Originally developed as a personal protection device, it has become standard equipment for law enforcement, security personnel, and civilians seeking a compact defensive weapon.

System Note: When deployed, pepper spray affects targets within 5 feet automatically, or can reach up to 10 feet with a precise spray. Targets must make a Fortitude Save (VS Poison) or be completely blinded, experiencing extreme burning sensations, and unable to take effective action for 1d10 × 2 minutes. On a successful save, the target still suffers -2 to all actions and experiences significant discomfort for 1d4 rounds. Targets wearing sealed goggles or respirators are immune to the effect. The spray temporarily inflames mucous membranes, causing uncontrollable eye watering, difficulty breathing, and intense pain that can completely neutralize an opponent’s ability to fight or resist. Creatures with enhanced senses such as wild animals or monsters suffer -4 to the saving throw.

  1. Signal Flare - A pyrotechnic device designed to produce a bright, high-intensity light used for signaling, illumination, or marking locations in emergency or tactical situations. Commonly used in maritime, military, and wilderness survival contexts to attract attention, mark landing zones, or provide temporary illumination in low-visibility conditions.

System Note: Signal flares have a range of up to 100 feet and provide bright illumination in a 60-foot radius. They burn for 1d6+6 rounds, potentially attracting attention within a 1-mile radius. Targets hit by the flare directly have a 1 out of 6 chance of igniting, taking 1d6 fire damage for 1d4 rounds thereafter.

  1. Tear Gas Grenade - A chemical weapon designed to cause severe irritation to the eyes, mucous membranes, skin, and respiratory system. Primarily used for crowd control, riot suppression, and military/law enforcement tactical operations to incapacitate targets without causing permanent injury.

System Note: When deployed, the tear gas fills a 30-foot radius. Creatures in the area must make a Fortitude Save (VS Poison) or suffer debilitating effects: -4 to all actions, blindness, and uncontrollable coughing for 1d10 rounds. Creatures with sealed respirators or gas masks are immune. Each round a creature remains in the area requires an additional save. The gas persists for 1d4+6 rounds unless dispersed by wind or ventilation.

Heavy Weapons

Weapon Damage AOE Weight Slots Special Rules
Infantry Flamethrower 3d6 Fire Damage 10ft W x 120ft L Cone 5 Continues burning 1d4+10 rounds, ignites combustible surfaces
40mm Grenade (Fragmentation) 3d6 Ballistic 20ft Radius 1 Ballistic damage explodes on 5-6
40mm Smoke Grenade No Direct Damage 30ft Radius 1 Provides concealment for 1d4+10 rounds
40mm Incendiary Round 2d8 Fire Damage 10ft Radius 1 Continues burning 10 rounds
Rocket (Anti-Personnel) 4d6 Ballistic 25ft Radius 2 Ballistic damage explodes on 5-6
Rocket (Anti-Tank) 6d6 Ballistic 10ft Radius 2 10 points of Armor Penetration, double damage vs. vehicles
  1. Flamethrowers - Most backpack mounted designs after world war 2 have relatively speaking the same overall specs, and a deceptively long range at that, despite what movies show, these things can hurl flames over a hundred feet, depending how how much fuel could continuously hold the trigger down anywhere from 7 to 20 seconds. (1 to 4 turns)

System Note: Flamethrowers are not an aimed weapon, they do an AOE based attack, a creature must be in cover or out of range to avoid being attacked, creatures caught in the AOE must make a Reflex Save (VS. Breath Weapon) on a success they only take half damage. creatures struck by these flames automatically ignite and burn for 1d8 damage per turn for 1d4+10 turns unless they can put themselves out.

  1. Grenade Launchers - Grenade Launchers have two primary configurations, Underslung launchers; designed to be mounted to an existing rifle platform, and independent systems that are a standalone weapon. regardless their typical effective range is in the ballpark of 400 meters (1,300 feet) the major differences in systems are rate of fire and distance, as most NATO nations of stuck to the 40mm grenade design.

System note: For Underslung launchers, that adds an additional 2 weight slots, not including ammo, for standalone systems it can range anywhere from 2-4.

  1. Rocket Launchers - Unless featuring in military specific campaign such heavy weapons are likely not on the table, however in the rare case players stumble across a weapon of this potency I wrote up the damage for both variants employed by most, anti-personal and anti-tank/vehicle. effective ranges on weapons like this are about 2000 feet or more, likewise most systems of this nature are fire-and-forget disposable man-portable types such as the FGM-148 Javelin.

Less Lethal Munitions

Typically when an NPC is dropped to zero it is assumed they are killed, unlike player characters or NPCs made with player character rules, which have a pool of negative hit points equal to their CON score.

In instances where non-lethal damage is used. NPCs have a number of negative hit points equal to their half their HD number, so a person with 2 HD has negative 2 hit points. while that might not seem like a lot consider that rubber bullets and bean bag rounds are still quite deadly, as is punching someone in the head, there is still a chance of killing them.

Rubber Bullets

These projectiles are designed to be fired from standard firearms but constructed with a rubber or rubber-coated metal core to reduce fatality risk while still delivering significant kinetic impact. Typically used in riot control, law enforcement, and crowd dispersal scenarios.

System Note: Rubber Bullets deal 1d4 Bludgeoning Damage (non-ballistic). Unlike ballistic damage, these do not have an exploding die effect.

Bean Bag Rounds

A specialized shotgun ammunition designed as a less-lethal alternative to standard buckshot. Fired from a 12-gauge shotgun, these fabric pouches filled with lead shot deliver a massive kinetic impact intended to incapacitate rather than kill.

System Note: Bean Bag Rounds deal 1d6 Bludgeoning Damage (non-ballistic). Unlike standard 00 Buck (2d4 Ballistic), these rounds do not have an exploding die effect. On a successful hit, the target must make a fortitude Save (VS. paralysis) or be knocked prone.

Special Rules for Both Munitions:

  • Cannot critically hit
  • Primarily designed to incapacitate, not kill
  • Increased chance of causing temporary disability
  • Effective range is reduced compared to standard ammunition (½ normal weapon range)