Firearm Rules Compendium
Table of Contents
“Violence, naked force, has settled more issues in history than has any other factor, and the contrary opinion is wishful thinking at its worst. Breeds that forget this basic truth have always paid for it with their lives and their freedoms” ― Robert A. Heinlein, Starship Troopers
Introduction⌗
Over the last year and change of running a playtest for a system I’m working on, I’ve been putting a lot of deliberation into the way firearms are handled. Given the setting of Be Not Afraid is modern day urban horror/fantasy, much of the combat in modern times is centered on firearms, so getting firearms rules that feel correct was a big hurdle I wanted to tackle. Other OSR systems handle them adequately, but only just.
Admittedly, I’m somewhat of a firearms autist myself. I wanted to try a balance between realism and streamlined design, going a step above the typical OSR simplification of them while not getting into GURPS or Twilight 2000’s waters, and I’m quite happy with the results as they’ve performed in my ongoing playtest campaign.
Getting to the Point: This article is the complete compendium of a series of other firearm articles I’ve written, going back and cleaning up the language, presentation, and updating some of the rules from those articles to the current ones used at my table. A Definitive Article I can point to, and one that I plan on updating if any other major breakthroughs or changes occur instead of creating a wholly new article.
Another thing I want to impress is how utilitarian this article is. As I do use these articles as rules references for stuff at my table, thus the somewhat dry and terse bullet point fashion of conveying the rules.
As to the older articles, I’ll have them linked below for completion and posterity’s sake, though mind you most everything in them will be here and done better in my opinion, but if you’re interested in the evolution of the mechanics here then there is that.
First Firearms rules Ammo And Optics Body Armor Attachments Destructive Devices
Clarifications and Considerations⌗
Mechanics are not created in a vacuum; my firearms rules are no different in this respect and are built around a couple other ideas in my system. That said, besides a couple references to things like weight slots, System Shock and Negative Hit Points (which I’ll have the simplified mechanics presented as well if you want to use them), the firearms rules could be lifted into any other OSR which setting permits modern firearms, though I have some advice regarding this.
1. Optional Rules: This Article is split between The Rules and Optional Rules. Optional rules are more pick-and-mix options that add more tactical choices to the system. I don’t even use all of them in my main campaign, but they are there depending on how detailed you want to get with the firearm options and mechanics.
2. Use an Encumbrance System: I have my own which I’ll detail later but any will do. The reason I recommend it is weight is everything to an operator or soldier; how heavy their gear and kit is decides a lot of what people take into battle. More attachments makes your rifle heavier, more ammo is more stuff to carry, armor isn’t light and how much you expect to cover multiplies that. Equipment load is a budget of your strength and endurance, and I think that’s an important detail when balancing firearms.
3. Use a Monetary System: Guns are expensive toys at the very least; cost is one of the large factors on what someone can or can’t take into battle, so being realistic about that helps. Though I don’t have much direct advice on this beyond that, I have a wealth score mechanic, but explaining it in full in this article is a bit beyond the scope of this article.
Encumberence System⌗
- A character can carry a number of weight slots equal to their Strength score + Constitution score.
- Weight Slots:
- Most handheld items (e.g., small tools, handguns) take 1 slot.
- Melee weapons or SMGS/PDWs/rifles take 2-3 slots, depending on size and type.
- Armor varies in slot usage based on its type and weight.
- Stackable items: Three handgun magazines or a single rifle magazine can fit in 1 slot.
- Overburdened: Characters cannot carry more than their STR + CON slots + 5 without special circumstances (e.g., magical assistance, vehicles, etc.).
System Shock⌗
When a creature takes damage equal to or greater than half their maximum HP in a single Round:
- Target must make a Fortitude Save (Vs. Paralysis )
- On failure: Target is stunned for 1 round
- On success: No additional effect
Negative Hitpoints⌗
To slighty offset the lethality of my firearms rules, instead of characters dying at zero they have a pool of negative HP.
- A characerts negative HP is equal to their CON score.
- When a character runs out of negative hit points they die.
The Rules⌗
Firearms Core Rules⌗
Ballistic Damage⌗
Firearms and explosives deal Ballistic damage, a special damage type with the following properties:
- When rolling maximum damage on the weapon’s damage die, roll again and add the result to the total
- Continue rolling and adding as long as maximum damage is rolled
- This is called “exploding damage”
Autoloading Weapons⌗
Weapons with autoloading mechanisms (semi-automatic firearms) grant the wielder +1 to their number of attacks per round. This bonus applies only to autoloading weapons, not to:
- Single-action revolvers
- Pump-action firearms
- Bolt-action firearms
- Lever-action Firearms
- Other manually operated weapons
Burst and Spray Fire⌗
Certain weapons can fire in burst or spray modes, expanding the range that trigger exploding damage:
Important: Players must declare all burst and spray attacks they intend to make at the beginning of their round, before rolling any attacks.
Burst Fire:
- Expands the exploding damage trigger to include the second-highest number on the damage die
- Example: A weapon using 1d6 damage triggers exploding damage on both 5 and 6
- Consumes 3 ammunition per attack
Spray Fire (Full Auto):
- Expands the exploding damage trigger to include the third-highest number on the damage die
- Example: A weapon using 1d6 damage triggers exploding damage on 4, 5, and 6
- Consumes 10 ammunition per attack
Reloading⌗
Different weapon types have varying reload times based on their feeding mechanism:
Magazine/Stripper Clip Fed:
- Takes 1 full action (entire round) to reload
Revolvers:
- With speed loader: Same as magazine-fed (1 full action)
- Manual loading: 3 bullets per action
Shotguns:
- Can load 3 shells per action
Belt-Fed Weapons:
- Takes 2 full actions (two rounds) to reload
Damage by Caliber⌗
Different ammunition types deal varying amounts of base damage before any modifications from firing modes:
Varmint Rounds (1d4)
- .22 Long Rifle
- .17 HMR
- .22 Winchester Magnum (+1)
- .25 ACP (+1)
Small Calibers (1d6)
- 9mm Parabellum
- .380 ACP
- .38 Special
- .32 ACP
- .40 S&W (+1)
- .45 ACP (+1)
Intermediate Cartridges (1d8)
- 5.56×45mm NATO
- 5.45×39mm
- 6.8mm SPC
- .300 Blackout (+1)
- 7.62×39mm (+1)
Shotgun, 00 Buckshot (2d4)
- 20 Gauge (2d3)
- 12 Gauge (2d4)
- 10 Gauge (2d4+1)
Full-Power Cartridges (1d10)
- .308 Winchester
- 6.5 Creedmoor
- 7.62×51mm NATO
- .303 British (+1)
- .30-06 Springfield (+1)
Anti-Materiel Cartridges (2d8)
- .338 Lapua Magnum
- .50 BMG
- 12.7×108mm Russian
- 14.5×114mm (+1)
- 20mm (2d8+2)
Firearm Specific Actions⌗
-
Aim Action: Taking a turn to aim and not move adds a +2 to the next round’s attack, up to a maximum of +4.
-
Concealed Draw: Actively readying your draw and firing stance before a fight breaks out gives a +1 to initiative, +1 on ambush checks.
-
Fan the Hammer: when using a revolver with a hammer a character may fan the hammer, declaring how many shots they intend to make up to the capacity of the revolver, each shot after the first is a cumulative -1 to attack.
-
Splitting Fire: The player must declare how may targets they are splitting on, for every target after the first they gain a cumlative -1 to attacks.
-
Suppressive Fire: The player may delcare they are doing suppressive fire at the start of the round, the cone of supressing fire is 15 ft wide by weapons normal range in length, anything caught in the cone of fire must make a Reflex Save (Vs. Dragon’s Breath) or take damage from the weapon. When doing this a character can take no other actions without stopping the supressing fire, and must have a spray capable (full auto) weapon Note: DMs should consider AC bonuses from cover to apply for the saving throw.
Range & Distances⌗
Weapons have effective ranges that modify their attack bonuses, listed for close and far ranges. Normal range applies no penalties, while far range applies a -4 to attack. Anything beyond far range applies a -6 to attack.
Double-Barreled Shotguns⌗
This applies to Break-action shotguns sporting more than one barrel.
- Can fire both barrels as:
- Two separate attacks against different targets
- Single attack against one target
- No penalty for splitting attacks between targets
- Different ammunition types can be loaded in each barrel
- Requires full reload action to load both barrels.
Akimbo Weapons⌗
Characters may wield two weapons at once in combat, this confers the following benefits and penalties:
- Characters gain twice as many attacks
- Autoloading weapons still grant their +1 attack bonus to the total
- All attacks with the primary hand suffer -2 penalty
- All attacks with the off-hand suffer -4 penalty
- Cannot use the Aim action
- Cannot benefit from optical sights or scopes
Example:⌗
A fighter with 2 base attacks using:
- Two autoloaders = 6 attacks total (2 base + 1 auto + 1 auto = 4, then doubled)
- One autoloader + revolver = 5 attacks total (2 base + 1 auto = 3, then doubled)
- Two non-autoloaders = 4 attacks total (2 base attacks, doubled)
Weapon Tables⌗
Handguns⌗
Weapon | Caliber (Damage) | Capacity (Type) | Close/Far (ft) | Autoloader | Burst | Spray |
---|---|---|---|---|---|---|
Colt M1911 | .45 ACP (1d6+1) | 7+1 (Magazine) | 50/100 | Yes | No | No |
Glock 17 | 9mm (1d6) | 17+1 (Magazine) | 50/100 | Yes | No | No |
S&W Model 629 | .44 Magnum (1d8) | 6 (Cylinder) | 50/100 | No | No | No |
Desert Eagle | .50 AE (1d8) | 7+1 (Magazine) | 50/100 | Yes | No | No |
Ruger MkIV | .22 LR (1d4) | 10+1 (Magazine) | 40/80 | Yes | No | No |
Submachine Guns⌗
Weapon | Caliber (Damage) | Capacity (Type) | Close/Far (ft) | Autoloader | Burst | Spray |
---|---|---|---|---|---|---|
MP5 | 9mm (1d6) | 30 (Magazine) | 150/300 | Yes | Yes | Yes |
P90 | 5.7×28mm (1d6) | 50 (Magazine) | 150/300 | Yes | Yes | Yes |
UMP45 | .45 ACP (1d6+1) | 25 (Magazine) | 100/200 | Yes | Yes | Yes |
MAC-10 | .45 ACP (1d6+1) | 30 (Magazine) | 50/150 | Yes | Yes | Yes |
MP7 | 4.6×30mm (1d6) | 40 (Magazine) | 100/200 | Yes | Yes | Yes |
Rifles⌗
Weapon | Caliber (Damage) | Capacity (Type) | Close/Far (ft) | Autoloader | Burst | Spray |
---|---|---|---|---|---|---|
M16A2 | 5.56 NATO (1d8) | 30 (Magazine) | 300/600 | Yes | Yes | No |
AKM | 7.62×39mm (1d8+1) | 30 (Magazine) | 300/500 | Yes | Yes | Yes |
SCAR-L | 5.56 NATO (1d8) | 30 (Magazine) | 300/600 | Yes | Yes | Yes |
AUG | 5.56 NATO (1d8) | 30 (Magazine) | 300/600 | Yes | Yes | Yes |
G36 | 5.56 NATO (1d8) | 30 (Magazine) | 300/600 | Yes | Yes | Yes |
Light Machine Guns⌗
Weapon | Caliber (Damage) | Capacity (Type) | Close/Far (ft) | Autoloader | Burst | Spray |
---|---|---|---|---|---|---|
M249 SAW | 5.56 NATO (1d8) | 200 (Belt/Magazine) | 400/800 | Yes | Yes | Yes |
RPK | 7.62×39mm (1d8+1) | 75 (Drum) | 400/800 | Yes | Yes | Yes |
M240B | 7.62 NATO (1d10) | 100 (Belt) | 500/1000 | Yes | Yes | Yes |
MG42 | 7.92×57mm (1d10+1) | 250 (Belt) | 500/1000 | Yes | Yes | Yes |
PKM | 7.62×54mmR (1d10) | 100 (Belt) | 500/1000 | Yes | Yes | Yes |
Sniper Rifles⌗
Weapon | Caliber (Damage) | Capacity (Type) | Close/Far (ft) | Autoloader | Burst | Spray |
---|---|---|---|---|---|---|
M24 | 7.62 NATO (1d10) | 5 (Internal) | 800/2000 | No | No | No |
Barrett M82 | .50 BMG (2d8) | 10 (Magazine) | 1500/3000 | Yes | No | No |
SVD Dragunov | 7.62×54mmR (1d10) | 10 (Magazine) | 800/2000 | Yes | No | No |
M14 | 7.62 NATO (1d10) | 20 (Magazine) | 600/1200 | Yes | No | No |
AWM | .338 Lapua (2d8) | 5 (Internal) | 1000/2500 | No | No | No |
Shotguns⌗
Weapon | Caliber (Damage) | Capacity (Type) | Close/Far (ft) | Autoloader | Burst | Spray |
---|---|---|---|---|---|---|
Remington 870 | 12ga (2d4) | 6+1 (Tube) | 50/120 | No | No | No |
Mossberg 500 | 12ga (2d4) | 5+1 (Tube) | 50/120 | No | No | No |
SPAS-12 | 12ga (2d4) | 8+1 (Tube) | 50/120 | Yes | No | No |
AA-12 | 12ga (2d4) | 20/32 (Drum) | 50/120 | Yes | Yes | Yes |
Benelli M4 | 12ga (2d4) | 7+1 (Tube) | 50/120 | Yes | No | No |
Optional Rules⌗
Attachments⌗
Attachments help modify or enhance a weapons overall performance at the cost of total weight or other select tradeoffs. attachments come in 4 variates Optics, Barrel Attachments, Grip Attachments, and Sighting Attachments.
Attachments have two distinct bonus types:
- Attack Bonus: Applied to all attacks
- Aim Bonus: Additional bonus when taking a turn to aim
- Aim bonuses do not stack with Attack Bonus, when using the aim action only the aim bonus applies unless there is no aim bonus
Optics⌗
Optic Type | Attack Bonus | Aim Bonus | Short Range Penalty | Weight (Slots) |
---|---|---|---|---|
Iron Sights | +0 | +0 | None | 0 |
Compact Red Dot | +1 | +2 | None | 1 |
Reflex Sight | +1 | +2 | None | 1 |
Holographic Sight | +1 | +3 | None | 2 |
2x Magnification Sight | +0 | +4 | -1 at <20ft | 2 |
4x Magnification Sight | +0 | +4 | -2 at <20ft | 2 |
6x Magnification Sight | -1 | +5 | -2 at <30ft | 2 |
8x Magnification Sight | -2 | +6 | -3 at <30ft | 2 |
12x Magnification Sight | -3 | +8 | -4 at <40ft | 3 |
Thermal/Infrared Optic | +0 | +4 | -1 at <30ft | 3 |
Barrel Attachments (1-2 Weight)⌗
Attachment | Weight | Effect | Notes | |
---|---|---|---|---|
Suppressor | 1 | Reduces noise, 1-3 for Ambush checks | Requires threaded barrel | |
Heavy Barrel | 2 | +1 damage hit on Spray/burst fire | Is Heavy | |
Bayonet | 1 | 1d6 piercing in melee | Can’t use with most muzzle devices |
Grip Attachments (1 Weight)⌗
Attachment | Weight | Attack/Aim Bonus | Effect | Notes |
---|---|---|---|---|
Vertical Grip | 1 | +1/+0 | Better control in close quarters | Common on shorter weapons |
Angled Grip | 1 | +0/+1 | Better target transitions | Popular on rifles |
Bipod | 1 | +0/+2 | Only when prone/supported | Setup takes 1 action |
Hand Stop | 1 | +1/+0 | Better recoil control | Minimal profile |
Sighting Enhancement (1 Weight)⌗
Attachment | Weight | Attack/Aim Bonus | Effect | Notes |
---|---|---|---|---|
Red Dot Magnifier | 1 | +0/+2 | Enhances red dot at range | Can be flipped to side |
Laser Sight | 1 | +1/+0 | Works in darkness | Visible to enemies |
IR Laser | 1 | +1/+1 | Can be see with Night Vision | Best used with NODs/NVGs |
Additional Attachments (1 Weight)⌗
Attachment | Weight | Effect | Notes | |
---|---|---|---|---|
Weapon Light | 1 | 40ft cone, no darkness penalty | Reveals position | |
Shell Catcher | 1 | Catches ejected brass | Useful for stealth, and ammo recycling |
Additional Notes⌗
- The Suppressor gives a higher chance of surprise on an Ambush Check, but this applies to the target being shot at from ambush. As well this stacks with subsonic ammo, so a Silencer + Subsonic Ammo is a 1-4 out of 6 on an Ambush Check.
Special Ammunition Types⌗
-
Full Metal Jacket (FMJ): Standard ammunition, no modifiers.
-
Hollow Point (HP):
- +1 damage against unarmored targets.
- -1 damage against armored targets.
- Increased chance of incapacitation (on System Shock save, target has a penalty of -1).
-
Armor Piercing (AP):
- -1 damage against unarmored targets.
- Ignores 1-4 points of Damage Resistance (DR).
- 5.7 caliber for PDWs and handguns (AP 1)
- “Green Tip” for 5.56mm (AP 2).
- “Black Tip” for larger calibers (AP 4).
-
Subsonic:
- -1 damage
- Reduced noise profile ( increases Ambush Check range by 1).
-
+P (Overpressure):
- +1 damage.
-
Tracer:
- No damage modification.
- +1 to hit for subsequent shots thereafter (does not stack with aiming or optics).
- Reveals the shooter’s position (-2 to -4 penalty on stealth checks).
-
Incendiary:
- Normal damage.
- 1-2 out of 6 chance to ignite flammable materials.
- Dragon’s Breath Shotgun Shells (1d4 ballistic damage, 1d4 added fire damage, 1-4 out of 6 chance to ignite flammable materials).
-
Silver Tipped:
- Normal damage.
- Capable of harming certain supernaturals normally immune to mundane damage.
- Extra expensive.
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 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 lethal 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) 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.
Body Armor⌗
Here’s the corrected version while maintaining your original wording as much as possible:
Firearms deadliness probably should be offset somewhat by body armor that can stop it. So here are some rules on body armor based on the NIJ Body armor tiers. Two things of note: my system uses Damage Resistance (DR) as well as Armor Class, and for Armor Class, armor is purely additive - it does not change the base AC calculation. Thus, AC is always calculated as 9 + DEX mod + Armor.
However, for more traditional armor statistics, I’ll include in brackets the AC value an ascending AC retroclone might use (such as Basic Fantasy). And if you want it in THAC0, well, I think you know how to do the conversion work for that already.
Key bullet points:
- Armor Class (AC): Armor class embodies the how hard it is to hit or hurt a target outright, this stat starts at 9 and is modified by DEX + armor.
- Damage Resistance (DR): Applies to oncoming damage and reduces it by the number value. e.g DR 4 would reduce an attack of 6 damage to merely 2.
- Weight Slots: The weight value of any given item as represented as slots, characters can carry a number of weight slots equal to their STR + CON score.
Armor Levels⌗
Level | Description | Protection Rating | Examples |
---|---|---|---|
I | Soft armor designed for low-velocity handgun rounds | .22 LR, .380 ACP | Light concealment vest |
IIA | Soft armor effective against common handgun rounds | 9mm FMJ, .40 S&W FMJ | Standard police vest |
II | Enhanced soft armor for higher velocity handgun rounds | 9mm FMJ, .357 Magnum JSP | Tactical soft vest |
IIIA | Heavy soft armor rated for magnum handgun rounds | .357 SIG FMJ, .44 Magnum SJHP | High-threat soft armor |
III | Hard plates rated for rifle rounds | 7.62×51mm NATO FMJ (M80), 5.56×45mm FMJ | Steel, ceramic, or PE plates |
III+ | Enhanced rifle plates (not official NIJ) | Previous plus M855/SS109 green tip | Enhanced ceramic/PE plates |
IV | Advanced hard plates for armor-piercing rounds | .30-06 M2AP, plus all lower threats | Multi-hit ceramic composite |
Soft Armor⌗
Type | AC Bonus | DR | Weight Slots | Stealth Penalty |
---|---|---|---|---|
Concealed Vest (I) | +1 (12) | 1 | 1 | 0 |
Light Vest (IIA) | +1 (13) | 2 | 1 | 0 |
Standard Vest (II) | +2 (13) | 2 | 2 | 0 |
Tactical Vest (IIIA) | +2 (13) | 3 | 3 | -1 |
Heavy Vest (IIIA+) | +3 (14) | 3 | 4 | -2 |
Plate Carriers⌗
Type | AC Bonus | DR | Weight Slots | Stealth Penalty |
---|---|---|---|---|
Partial (Front) | +1 | * | 2 | -1 |
Standard (Front/Back) | +2 | * | 3 | -2 |
Full Coverage (Front/Back/Side) | +3 | * | 4 | -3 |
*DR depends on the plates inserted
Plates⌗
Type | DR | Weight Slots | Additional AC |
---|---|---|---|
III Steel | 4 | 2 | +1 (15) |
III Ceramic | 4 | 1 | +1 (15) |
III+ Ceramic | 5 | 1 | +1 (16) |
III+ Polyethylene | 5 | 1 | +1 (16) |
IV Ceramic | 6 | 2 | +1 (17) |
IV Composite | 6 | 2 | +2 (17) |
Armor Configurations⌗
- Basic Soft Armor: Choose any Soft Armor type.
- Plate Carrier + Plates:
- Choose a Plate Carrier
- Add 1-2 Plates (Front only or Front/Back)
- Add AC Bonus from carrier and Additional AC from plates
- Use DR from plates
- Composite Protection:
- Choose a Soft Armor type
- Add a Plate Carrier
- Add 1-2 Plates
- Use highest AC Bonus among components +1
- Use Combined DR among components
- Use all penalties among components
Special Rules⌗
- Layering: When using composite protection, Add all Weight Slots value together
- Weak Points: On a critical hit or called shot, ignore the DR from plates if hitting an unprotected area.
- Directional Attacks: Like weak points, attacking from a flank or rear halves the DR value (rounded down) for unprotected side.
- (Optional) Durability: At the end of any battle roll a d6, on on a 1-2 the armor’s DR is reduced by -1, this repeats until the armor is destroyed. (for added realism, this procedure can be done on a per hit basis.)
Splinter Thy Gear⌗
Many OSR systems feature a very fun rule to handle equipment durability as well, called Splinter Thy Shield where the player may declare before taking a critical or normal attack to negate the critical or reduce the damage of the normal attack by sacrificing their shield.
In the same vain, Splinter Thy Gear is an optional rule where the players may choose to sacrifice their equipment in order to negate damage, acting as a sort of voluntary durability mechanic.
- The Player may sacrifice a piece of equipment; Armor or Weapon, to negate taking a critical strike (still take normal damage however)
- The player may reduce oncoming damage relative to the weight slot of the weapon or DR of the armor (1d6 per point of DR) or (1d4 per weight slot of weapon)
- The player may only do this once per Turn in combat.
Firing Mode by Caliber Attack Modifiers⌗
These are very much “take it or leave it” rules in my opinion. I don’t use them at my table often, but I could see them being useful, as they help balance out some of the more powerful calibers.
The thing about automatic firearms and the advantage they bring to the table is hit probability - quantity is a quality all its own. While the Ballistic damage rules emulate the idea of burst/spray fire well, where they might lack is in representing how it affects muzzle climb. This is less important with Intermediate and smaller calibers, but becomes a significant factor when more powerful loads are in play.
Burst Fire Modifiers⌗
Caliber Type | Attack Modifier | Notes |
---|---|---|
Varmint (.22LR, etc.) | +3 | Minimal recoil allows for excellent grouping |
Small (9mm, .45 ACP) | +2 | Low recoil, good controllability |
Intermediate (5.56, 7.62×39) | +1 | Balanced recoil and power |
Full Power (7.62 NATO, .30-06) | -1 | Significant recoil impacts follow-up shots |
Anti-Materiel (.50 BMG) | -3 | Extreme recoil severely impacts accuracy |
Shotgun (12ga) | -2 | Spread pattern makes burst fire difficult |
Spray Fire Modifiers⌗
Caliber Type | Attack Modifier | Notes |
---|---|---|
Varmint (.22LR, etc.) | +2 | Easy to control in full auto |
Small (9mm, .45 ACP) | +1 | Manageable in extended bursts |
Intermediate (5.56, 7.62×39) | +0 | Standard baseline for automatic fire |
Full Power (7.62 NATO, .30-06) | -2 | Hard to control in sustained fire |
Anti-Materiel (.50 BMG) | -6 | Not practical for spray fire |
Shotgun (12ga) | -3 | Not recommended for spray fire |
Additional Rules⌗
-
Weapon Design Considerations:
- Belt-fed weapons reduce spray fire penalties by 1
- Prone or supported position reduces penalties by 1
-
Range Impact:
- All modifiers are for Normal range
- At Far range, reduce positive modifiers by 1
- At Far range, increase negative modifiers by 1
Weapon Malfunctions⌗
Much of these weapon malfunction rules are dependent on GM discretion. I wouldn’t take great efforts to keep track of all characters’ weapon quality ratings or what quality of ammo they are using. This is the kind of rule you use when player characters pick up trash, outdated or salvaged weapons and you want to punctuate the gritty action of the whole thing.
When to Check⌗
If a player rolls a natural 1 In conditions where a weapon could feasibly malfunction, roll on the malfunction table. such conditions may include:
- After submersion in water/mud
- After sustained spray fire (10 combat rounds)
- Using a Poor quality weapon
- Using Poor quality ammunition
Malfunction Table⌗
Roll 1d20 - Quality modifiers
Roll | Malfunction | Time to Fix | Damage Risk |
---|---|---|---|
1-5 | Misfire | 1 round | None |
6-11 | Failure to Extract | 1 round | None |
12-17 | Double Feed | 2 rounds | None |
18-19 | Severe Malfunction | 2 rounds | None |
20 | Broken Part | Special | None |
21+ | Catastrophic Failure | Special | Yes |
Catastrophic Failure Details⌗
Only possible on modified rolls of 24 or higher:
- Cracked Chamber
- Out of Battery Detonation (1d6 damage)
- Case Head Separation
- Catastrophic Failure (2d6 damage)
These tables modify the malfunction table roll:
Weapon Quality/Maintenance Table⌗
Condition | Modifier |
---|---|
Military Grade, Excellent Maintenance | -2 |
Well Maintained | -1 |
Standard Maintenance | 0 |
Poor Maintenance | +1 |
Neglected/Poor Quality | +2 |
Ammunition Quality Table⌗
Quality Level | Modifier |
---|---|
Match Grade | -1 |
Standard | 0 |
Poor/Surplus | +1 |
Environmental Conditions Table⌗
Condition | Modifier |
---|---|
Optimal Conditions | 0 |
Rain/High Humidity | +1 |
Salt Water Exposure | +1 |
Heavy Dust/Sand | +2 |
Mud/Dirt Exposure | +2 |
Final Roll = 1d20 + Weapon Modifier + Ammo Modifier + Environmental Modifier
Example:⌗
A poor quality pistol (+2) using standard ammo (0) in sandy conditions (+2) would have a total modifier of +2 to the malfunction roll.
Destructive Devices & Utility Items⌗
While not strictly firearms these often go hand and hand with modern conflicts and thus their happy inclusion by me, though I did add them near the tail end of the article for a reason. many of these weapons unlike the firearms above are listed in a more generic form instead of specific model as at least from an infantry standpoint it doesn’t really matter what kind of flamehtrower or rocket is coming your way, it’s going to do about the same thing regardless.
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 | - |
- 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
- 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.
- 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.
- 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 |
- 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
- 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. Targets wearing heavy, non-conductive armor have +4 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.
- 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.
- 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.
- 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 |
- 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.
- 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.
- 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.
Ballastic Critical Hit Table⌗
Unlike traditional OSR systems I use an injury table for critical hits made, this is of course optional but I wanted to include as usual for compeletin sake. I also have tables for piercing, slashing and Bludgeoning damage types, those can be found in the Body Armor and Critical Hits article I did.
One thing of note: I made Charisma the modifier for these tables for 3 reasons. -
- The table that inspired these critical tables did the same thing and for the following reasons.
- Charisma in many OSR systems is often presented a soft-luck stat, being used in places where the players skill plays no factor but their mere presence might.
- Many old School systems fail to give Charisma more things to do. I don’t care much for social skills as a mechanic, so modifying Morale and Reaction tables are good starts for Charisma as is this.
Ballistic Critical Hit Table (d20 + Charisma modifier)⌗
Roll | Effect |
---|---|
10- | No special Effect |
11 | Grazing shot: -1 to all ability checks for 1d4 rounds |
12 | Arm wound: -2 to attack rolls and ability checks with that arm |
13 | Leg wound: Movement speed reduced by half |
14 | Hand shot: -4 to manipulate objects or make attacks with that hand, drops held item |
15 | Shoulder hit: fortitude Save (Vs. Paralysis) to Drop held item, -2 to attacks with that arm |
16 | Gut shot: -2 to all actions, 1 point of bleeding damage per round |
17 | Painful groin hit: Stunned for 1d4 rounds, -4 to all actions for 1 hour |
18 | Upper-Chest shot (d6): 1-4: Lung puncture, -4 to penalty ability checks 5-6: Heart wound, death in 1d4 rounds without immediate medical attention |
19 | Neck Shot (d6): 1-3: Carotid arteries hit, 1d6 bleed loss per turn 4-5: Damaged trachea, can’t breathe 6: Damaged spine, instant death |
20 | Headshot (d6): 1-2: Grazed skull, stunned for 1d6 rounds 3-4: Eye shot, permanent blindness in one eye 5-6: Brain hit, instant death |
21+ | Instant Death |
Historical Firearms (16th-18th Century)⌗
I was debating whether or not to include firearms in this article. Many OSR games have handled them fairly well, but for the sake of completeness, I wanted to provide rules for those who wish to incorporate them into their frameworks. For those who want firearms in a more traditional D&D or historical setting, here are some basic historical firearm rules. While I am not a historian, I believe I have captured something authentic here.
A notable thing about historical firearms is that they did not take as long to reload as you might think. A well-trained rifleman in the 18th century could fire four shots per minute! Another important point is that these firearms tended to use larger calibers than modern firearms (12mm to 23mm), meaning that at shorter ranges, they are comparable in “oomph” to modern full-powered rifle cartridges.
As for the question “Do firearms belong in traditional D&D?”, my answer is yes. While I’m aware that D&D has a strong mock-medieval tone, it nevertheless has roots in historical wargaming, and I believe firearms have a place in D&D settings. In our own world, firearms overlapped with plate armor for two centuries or more. Firearms did not instantly change the medieval paradigm. Something people often overlook is that simply because a technology exists, it doesn’t mean military doctrine changes immediately. It takes time for tactics and ideas to catch up with technology.
General Rules⌗
- Historical firearms deal Ballistic damage and have all the special properties associated with Ballistic damage.
- All historical firearms require an action to prime (adding powder to the pan) before firing.
- All historical firearms have a chance of misfiring. Rolling a natural 1 causes a misfire.
- All weapons suffer a -2 penalty to attack rolls in rain or severe weather.
Matchlock Weapons (Early 16th Century)⌗
Weapon | Damage | Range (ft) | Reload Time | Notes |
---|---|---|---|---|
Matchlock Musket | 1d10 | 100/200 | 4 rounds | Requires lit match, 2+ rounds to reload in rain/wind |
Matchlock Pistol | 1d8 | 30/60 | 3 rounds | One-handed possible |
Hand Bombard | 2d6 | 40/80 | 4 rounds | Scatter shot, unreliable |
Wheellock Weapons (Late 16th Century)⌗
Weapon | Damage | Range (ft) | Reload Time | Special Rules |
---|---|---|---|---|
Wheellock Pistol | 1d8 | 40/80 | 3 rounds | Reliable in wet conditions |
Wheellock Carbine | 1d10 | 150/300 | 3 rounds | - |
Wheellock Musket | 1d12 | 200/400 | 3 rounds | Two-handed only |
Flintlock Weapons (17th-18th Century)⌗
Weapon | Damage | Range (ft) | Reload Time | Special Rules |
---|---|---|---|---|
Brown Bess Musket | 1d12 | 200/400 | 2 rounds | Standard military weapon |
Charleville Musket | 1d12 | 200/400 | 2 rounds | - |
Blunderbuss | 2d6 | 30/60 | 3 rounds | - |
Naval Pistol | 1d8 | 40/80 | 2 rounds | One-handed, reliable |
Rifled Musket | 1d12 | 300/600 | 3 rounds | does not suffer -2 to rain/weather. |
Special Ammunition Types⌗
Type | Effect | |
---|---|---|
Shot Load | -2 damage, +2 vs unarmored | |
Buck & Ball | Roll twice for damage, use higher | |
Paper Cartridge | Reduce reload time by 1 round | |
Rifled Ball | +1 damage |
Loading Sequences by Type⌗
Matchlock (4 Rounds)⌗
- Pour powder in barrel
- Add wadding and ball
- Ram charge
- Prime pan and adjust match
Wheellock (3 Rounds)⌗
- Pour powder and ball
- Wind the mechanism
- Prime pan and ready
Flintlock (2-3 Rounds)⌗
- Pour powder and ball (or insert cartridge)
- Ram charge
- Prime pan and cock
Misfire Rules:⌗
- Natural 1: Weapon misfires
- Rain: natural roll of 1-4 chance of misfire
- Wet powder: Automatic misfire
Special Actions:⌗
- Fix Bayonet: 1 action
- Clear Misfire: 2 actions
Ammunition Compatibility⌗
Matchlock Compatible⌗
- Basic Lead Ball
- Shot Load
- Basic Powder Loads
Wheellock Compatible⌗
- Basic Lead Ball
- Shot Load
- Refined Powder Loads
- Early Paper Cartridges (rare)
Flintlock Compatible⌗
- All Standard Ammunition Types
- Paper Cartridges
- Buck & Ball
- Rifled Ball (only in rifled weapons)
When Attacked While Loading⌗
- Save Required: Must make a Reflex Save (Vs. Wand) to avoid dropping components
- Progress Loss:
- Failed Save: Lose all loading progress
- Successful Save: Lose only current round of progress