Basics

The new GunWank rules allow you to fully customize your hardware to your exacting tastes and requirements. A number of different aspects can be modified to bring about just about any gun in just about any configuration. While realizing that there are probably as many "correct" and/or "realistic" ways of constructing a gun wanking rules system as there are gun geeks, we here present our own modest attempt at it.

Start with a size category and a caliber, and take off on a journey into GunWank wonderland!

Size Category

The size of your weapon is a combination of weight and size, and determines basic magazine capacity, basic range and recoil absorption. Size categories range from palm-sized sub-compact pistols to heavy machine guns.

Size Recoil Mag Range Base RoF Base Cost
Palm-size -0 10 5 Semi 100
Hold-out -1 20 10 Semi 100
Pistol -2 30 30 Semi 200
Hvy Pistol -3 50 30 Semi 300
Compact SMG -4 50 30 50 400
Medium SMG -6 100 50 30 600
Heavy SMG -8 200 50 20 800
Light Rifle -8 40/160/240 100 Bolt/Semi/30 800
Medium Rifle -10 50/200/200 150 Bolt/Semi/20 1000
Heavy Rifle -12 75/150/300 200 Bolt/Semi/10 1200
Light Machine Gun -12 600 150 30 1200
Heavy Machine Gun -15 900 200 10 1500

Recoil

This is the amount of recoil absorbed from the base recoil of the caliber used.

Mag

To calculate magazine capacity for guns firing pistol and shotgun calibers, divide this by the number of dice of damage for the caliber used, and drop fractions. For rifle calibers, use twice the number of damage dice. For caseless ammunition, subtract one die. Ex: Heavy pistol shooting 44Mcl: Mag 50 divided by 3 for 4d6 caseless = 16 shots in one clip.

Range

This is the base range band for your weapon. Range may be improved as follows:

  • One range band: Pistols, SMGs, machine guns and fully automatic rifles.
  • Two range bands: Semi-automatic rifles.
  • Three range bands: Bolt action rifles.
Range Weapon Type
5 Palm
10 Hold Out, Snubnose
30 Pistol, Hwy Pistol, Com. SMG
50 SMG, Shotgun
75
100 Light Rifle
150 Medium RIfle, LMG
200 Heavy Rifle, HMG
300
400
500

Additionally, semiauto and full auto rifle may be given a bullpup configuration, as a one step improvement. This gives the weapon a base range one range band higher than the listed base range for its size category.

For shotguns, base rifle range is 50, regardless of rifle type. For shotgun pistols, the base range is 10.

Caliber

The caliber of your weapon affects not only how much damage it will cause to its target, but also the Body Requirement to fire it and its magazine capacity. The web hosting base recoil for pistols and shotguns is equal to the number of damage dice of the caliber used. For rifles, the base recoil is twice the number of damage dice.

Handguns Damage Cost
.22, .32 1d6 100
9mm Parabellum, .45 ACP, .38 2d6 200
10mm , 11mm, .357M, 9mm Long 3d6 300
12mm, .44 M 4d6 400
.454 5d6 500
50M 6d6 600
14mm 7d6 700
Rifles Damage Cost
4.5 mm, 5.7 short 2d10 400
5.56 mm, 7.62 B (AK) 3d10 600
6.5 mm 4d10 800
7.62 mm 5d10 1000
9mm B 6d10 1200
12.7mm BMG 7d10 1400
14.7mm B, 15mm BRG 8d10 1600
Shotguns Damage Cost
20G 4d6 300
16G 5d6 400
12G 2.75" 6d6 500
10G 3" 8d6 700
10G 3.5" Magnum 10d6 900

Rate of Fire

There are two basic categories for RoF, distinguishing mainly between fully automatic weapons on the one hand and all others on the other hand. RoF is a number describing how many bullets you can fire as part of a single attack action, in accordance with the Unified Fire Resolution rules. Higher RoF will make your weapon more difficult to control, which is represented by an addition to your caliber base recoil. Higher RoF not only lets you increase your fire volume for higher hit probablities, but may also improve your Multiple Hit Class (MHC).

Base RoF for revolvers is 2, and may be improved to 3, but no higher than that. Self-loaders have a base RoF of 3, which may be improved to 4 or 5. Bolt-action weapons have a RoF of 1 which may not be improved, while pump-action has RoF 2, which may also not be improved.

RoF Recoil MHC
Semi 2 +0 1
Semi 3 +0 1
Semi 4 +1 1
Semi 5 +2 1
Auto 10 +2 d3
Auto 20 +4 d3
Auto 30 +6 d6
Auto 50 +8 d10
Auto 100 +10 d10

Recoil

All guns can shoot all people, but not all people can shoot all guns. Depending on the base recoil of the caliber used and the weapon's overall ability to absorb it, there may or may not be an amount of kick that you will have to absorb with your body. As long as your Body bonus is equal to or greater than the Recoil of your gun, you may fire it normally with no adverse effects.

Firing Electro-Thermal ammunition, in addition to converting the damage type, adds 1 to Recoil.

Recoil dampening modifications may reduce recoil by up to 3.

Multiple Hit Class

Under the Unified Fire Resolution rules, you may hit with more than one bullet if you fire multiple bullets in a single attack action. This is regulated by your weapon's MHC, which is based off of the weapon's RoF. MHC may not be directly improved through modifications. Instead, if your weapon's recoil is a negative number, MHC for your weapon is improved one notch. It may not be improved further.

Concealability

<<<<<<< Your version The ability of your gun to be carried undetected on your body is expressed as a difficulty number to an Awareness skill roll by others trying to detect it * bowls online. ======= The ability of your gun to be carried undetected on your body is expressed as a difficulty number to an Awareness skill roll by others trying to detect it * bownls online.

Other version

These Diff numbers are for a normal visual inspection, with a few typical modifiers added below.

Size Awareness diff
SMG 15
Comp SMG, Hvy Pistol 20
Pistol 25
Holdout 30
Palm-sized 40

Patdown: +5
Search: +10
Quick glance: -5
Baggy clothing, etc: -5
Per gear attachment: +2

Weapon Cost

The cost of your gun is calculated by adding together the individual costs of each aspect of the gun that you wish to modify. Each one of these aspects starts at the Base Cost of the gun, and is then increased using the 1-3-10 model, if the aspect is improved more than one notch.

Base Cost

Add together the costs for Size Category and Caliber. For example, a 5.56mm Light Rifle would have a Base Cost of 600 for caliber plus 800 for size for a total of 1400. If you make no modifications to this weapon, this would be its final, total cost. If, on the other hand, you improve any of the following characteristics of your weapon, you add the base cost times 1, 3 or 10 for 1, 2 or 3 steps of improvement, respectively. Note, however, that not all characteristics may be improved as many as 3 steps, and that some may not be improved at all.

Rate of Fire

The only types of weapon that may have its RoF improved more than one step are semi-automatics. The base semi RoF is 3 and may be improved to 4 at 1x Base Cost and to 5 at 3x Base Cost. Revolvers and full automatics may be improved one step, at 1x Base Cost. Bolt and Pump action weapons may not have their RoF improved. Continuing our example, we want a fully automatic gun, and we are happy with the light rifle base RoF of 30.

Range

The range of your weapon may be improved up to 3 range bands, depending on its type. Use the 1-3-10 model to calculate the extra cost for the extended range. Ex: Since our 5.56 rifle is full auto, we may only improve range by one band. In our case from a base range of 100 to the next range band of 150. Doing so will add Base Cost x1, making the total cost 1400 + 1400 = 2800 so far.

Recoil

Fitting your gun with recoil dampening modifications will subtract 1, 2 or 3 from the gun's recoil stat, costing 1, 3 and 10 times the base cost respectively.

Ammunition Type

Caseless and Heavy Metal capability count as one step each, while Electro-Thermal counts as two steps of improvement. All of these three may be combined, for a total improvement of 4 steps. Continuing the 1-3-10 model, this means that 4 steps of improvement costs 30 times the base cost. Let's say we may not quite want to go over the top here, and settle for Caseless and Heavy Metal, for a two step improvement cost of Base Cost x3. Our example gun so far costs 4200.

Unified Ammunition Cost

For simplified handling of ammo shopping, all ammunition is sold in two container units: Box and Crate. A Box has 100 ammo space and a crate has 2000. Divide ammo space by the number of dice for rounds using d6, and by twice the number of dice for d10. For boxes, drop fractions, and for Crates, round down to nearest 10.

For example, a Box of 5.56 contains 100 / (3d10 => 6) = 16 rounds, and a Box 2000 / 6 = 330 rounds.

The base cost for a Box is 10, and 200 for a Crate. Ammo may be improved by adding special capabilities or non-standard properties to it, and the cost follows the 1-3-10 model. So, continuing the previous example, a crate of Caseless Heavy Metal ammunition costs 200 x 10 = 2000.

Page Execution took real: 0.241, user: 0.220, sys: 0.020 seconds, Memory: 1832624
Valid XHTML 1.0! Valid CSS!