Since I’m designing my own Modern-Day OSR system, I’ve been taking a crack at a number of rules and concepts. One that is quite hard to get right, in my opinion, is firearms.

Firearms in OSR systems have always seemed very lackluster to me. This ranges from D&D’s renaissance firearms to modern-era games where the weapons aren’t much deadlier than a thrown knife.

They tend to be either way too detailed or not detailed enough. In that context, I wrote these rules based on the statistics of average types of gunfights. Most gunfights happen at 6 feet or less, with an advantage to the defender but also a first-shot advantage to whoever attacks first.

Generally, I did not concern myself with pedantic details regarding firearms or their differences, nor with types of scenarios that would almost never come up, such as sniper duels or vehicle-mounted machine guns. Likewise, damage is determined with the consideration that humans in my system, and in most OSR systems, have an average of 1d6 HP, which is not very much.

The system I’ve devised is roughly based on Invisible College and Gang Busters B/X and would be a fine drop-in replacement for either of those games.

Firearm System

Damage

Ballistic Damage: Unlike other damage types, Ballistic Damage has an explosive quality. When rolling damage, if the maximum value on the die is rolled, you reroll and add the damage of both rolls together. If you roll another maximum, repeat.

Damage Die Types: Damage dice are typically organized by caliber.

  1. Varmint Rounds: Such as .22 LR, do 1d4 damage.
  2. Small Caliber: Often found in handguns, such as 9mm or .45 ACP, do 1d6 damage.
  3. Intermediate Cartridge: Such as the 5.56 NATO or 7.62x39, do 1d8 damage.
  4. 12 Gauge 00 Buckshot: Does 2d4 damage.
  5. Full-Power Cartridge: Such as the 7.62x51 NATO or .30-06 Springfield, do 1d10 damage.
  6. Anti-Materiel Cartridge: Calibers of this class include .50 BMG or 12.7×108mm Russian, and do 2d10 damage.

Rate of Fire

Weapons have variable rates of fire depending on their reloading and firing mechanisms. These rules represent how many accurately aimed shots a character can squeeze off in a roughly 6-second combat round.

  1. Semi-automatic: Weapons always get two shots per round, whether handguns or rifles.
  2. Pump-action, Lever-action, single-action: These forms of non-semiautomatic designs always get 1 shot per round.
  3. Double or Multi-Barreled: Weapons sporting more than a single barrel can fire all barrels at a single target in a single round or split fire between two targets.
  4. Burst-Fire Modifier: Weapons with burst fire do not modify the number of times a character can shoot. Instead, they modify semi-automatic fire, adding +1 to attack and increasing the exploding damage range by 1 at the expense of 3/5 ammunition per attack. So a handgun with a burst option would do exploding damage on a 5-6 instead of just 6. Weapons with a special burst mode typically spend only 3 ammunition, while automatic weapons in burst fire mode spend 5.
  5. Fully-Automatic Modifier: Weapons that are fully automatic, like burst weapons, modify semi-automatic fire, adding +2 to attack and increasing the exploding damage range by 2 at the expense of 10 ammunition per attack. Fully automatic weapons can also perform suppressive fire for 20 ammunition; this creates a cone in front of you. Anyone caught in the cone must make a saving throw or be hit.

Ammunition & Reloading

Ammunition is how many times a weapon can be shot before reloading and is listed next to a weapon’s stats. Certain modes of fire use more than 1 ammunition per round, so keep that in mind. Most ammunition is typically reloaded in single discrete magazines, but that varies from weapon to weapon.

Reloading: Reloading always takes 1 action, and you cannot attack and reload on the same turn with the same weapon. For tube-fed weapons such as shotguns, lever-action weapons, or revolvers without a speed loader, a player can load three shells or bullets per turn into the tube. For belt-fed or older style flintlock or gunpowder weapons, reloads can take from 2-3 turns.

Range & Distances

Weapons have effective ranges that modify their attack bonuses, listed for normal and far distances. Normal range applies no penalties, while far range applies a -2 to attack. Anything beyond far range applies a -4 to attack and -2 to damage.

Firing in Melee: Firing your weapon while someone is in melee combat with you applies a -2 to attack.

Firing Into Melee: Firing at two or more people in melee or grappling applies a -2. Failing the attack means you hit an unintended target if the attack roll was above their AC.

Firearm Maneuvers

Aimed Shots: Taking a turn to aim and not move adds a +2 to the next round’s attack, up to a maximum of +4. Adding optics can improve this to a maximum of +6.

Concealed Draw: Actively readying your draw and firing stance before a fight breaks out gives a +1 to initiative, and for the first round of combat +1 to attack.

Akimbo Guns when wielding two handguns or SMGs at the same time you get to attack at their full fire rate for both weapons that turn, the weapon in your primary hand is -2 to attack, and the weapon in your off is -4, or when burst/automatic firing that is -4 and -6 to attack.

Fan the Hammer: when using a revolver with a hammer a character may fan the hammer, each shot after the first is a cumulative -1 to attack.

Handguns

Name Damage Ammo Type Ammo Amount Magazine Type Fire Rate Automatic/Burst Range (Standard/Far)
Glock 19 1d6 9mm 15 Magazine 2 No 50ft / 100ft
Colt 1911 1d6 .45 ACP 7 Magazine 2 No 50ft / 100ft
Beretta M9 1d6 9mm 15 Magazine 2 No 50ft / 100ft
SIG Sauer P226 1d6 9mm 15 Magazine 2 No 50ft / 100ft
Smith & Wesson M&P 9 1d6 9mm 17 Magazine 2 No 50ft / 100ft
HK USP 1d6 .45 ACP 12 Magazine 2 No 50ft / 100ft
Desert Eagle 1d8 .50 AE 7 Magazine 2 No 50ft / 100ft
Ruger SR1911 1d6 .45 ACP 8 Magazine 2 No 50ft / 100ft
Walther PPK 1d4 .380 ACP 7 Magazine 2 No 30ft / 60ft
CZ 75 1d6 9mm 16 Magazine 2 No 50ft / 100ft

Submachine Guns

Name Damage Ammo Type Ammo Amount Magazine Type Fire Rate Automatic/Burst Range (Standard/Far)
Thompson 1d6 .45 ACP 30 Magazine 2 Yes (Full-auto) 100ft / 200ft
MP5 1d6 9mm 30 Magazine 2 Yes (Full-Auto/Burst) 100ft / 200ft
P90 1d6 5.7x28mm 50 Magazine 2 Yes (Full-auto) 150ft / 300ft
Uzi 1d6 9mm 32 Magazine 2 Yes (Full-auto) 100ft / 200ft
UMP 1d6 .45 ACP 25 Magazine 2 Yes (Full-auto) 100ft / 200ft

Rifles

Name Damage Ammo Type Ammo Amount Magazine Type Fire Rate Automatic/Burst Range (Standard/Far)
AR-15 1d8 5.56 NATO 30 Magazine 2 No 300ft / 600ft
AK-47 1d8 7.62x39 30 Magazine 2 Yes (Full-auto) 300ft / 600ft
M16A2 1d8 5.56 NATO 30 Magazine 2 Yes (Burst) 400ft / 800ft
Remington 700 1d10 .30-06 5 Internal mag 1 No 500ft / 1000ft
SCAR-H 1d10 7.62x51 NATO 20 Magazine 2 Yes (Full-auto) 400ft / 800ft
FN FAL 1d10 7.62x51 NATO 20 Magazine 2 Yes (Full-auto) 500ft / 1000ft
G3 1d10 7.62x51 NATO 20 Magazine 2 Yes (Full-auto) 500ft / 1000ft
M14 1d10 7.62x51 NATO 20 Magazine 2 Yes (Full-auto) 500ft / 1000ft
M1 Garand 1d10 .30-06 8 Internal mag 2 No 600ft / 1200ft
M4A1 1d8 5.56 NATO 30 Magazine 2 Yes (Full-auto) 400ft / 800ft

Shotguns

Name Damage Ammo Type Ammo Amount Magazine Type Fire Rate Automatic/Burst Range (Standard/Far)
Remington 870 2d4 12 Gauge 00 Buckshot 6 Tube-fed 1 (Pump-action) No 50ft / 100ft
Mossberg 500 2d4 12 Gauge 00 Buckshot 6 Tube-fed 1 (Pump-action) No 50ft / 100ft
Benelli M4 2d4 12 Gauge 00 Buckshot 7 Tube-fed 2 (Semi-auto) No 50ft / 100ft
Winchester 1897 2d4 12 Gauge 00 Buckshot 5 Tube-fed 1 (Pump-action) No 50ft / 100ft
Saiga-12 2d4 12 Gauge 00 Buckshot 10 Magazine 2 (Semi-auto) No 50ft / 100ft

Revolvers

Name Damage Ammo Type Ammo Amount Magazine Type Fire Rate Automatic/Burst Range (Standard/Far)
Colt Python 1d6 .357 Magnum 6 Cylinder 2 (Double-action) No 50ft / 100ft
Smith & Wesson 686 1d6 .357 Magnum 6 Cylinder 2 (Double-action) No 50ft / 100ft
Ruger Blackhawk 1d6 .45 Colt 6 Cylinder 1 (Single-action) No 50ft / 100ft
Smith & Wesson Model 29 1d8 .44 Magnum 6 Cylinder 2 (Double-action) No 50ft / 100ft
Taurus Judge 1d6 .45 Colt / .410 Bore 5 Cylinder 2 (Double-action) No 50ft / 100ft

Lever-Action Rifles

Name Damage Ammo Type Ammo Amount Magazine Type Fire Rate Automatic/Burst Range (Standard/Far)
Winchester Model 1894 1d8 .30-30 7 Tube-fed 1 (Lever-action) No 150ft / 300ft
Marlin 336 1d8 .30-30 6 Tube-fed 1 (Lever-action) No 150ft / 300ft
Henry Big Boy 1d8 .44 Magnum 10 Tube-fed 1 (Lever-action) No 150ft / 300ft
Winchester Model 1873 1d6 .44-40 14 Tube-fed 1 (Lever-action) No 150ft / 300ft
Marlin 1895 1d10 .45-70 Govt 4 Tube-fed 1 (Lever-action) No 150ft / 300ft