PULP FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Special Gun Rules
- Ranges: S = Short, thrown objects, melee range, within 50 yds; M = Medium, pistols and arrows, within 100 yds; L = Long, rifles and machine guns, more than 100 yds.
- Sniping: Without the sniping skill, the attacker is only making a surprise, normal attack.
- Taking Cover: When gunfire goes off, most people duck for cover. Finding cover takes 1 rd (if it's available) and you cannot attack that rd.
- Partial Cover: Either behind an object that affords full cover, but still counter-attacking; or cover is only partial; or prone (only if under attack at Long range), but can still make a ranged attack. You will not have the initiative over anyone in the open. You lose your Dex AC bonus, but can only be hit on a Called Shot (a hit on a Natural 16 and up).
- Full Cover: Completely covered and is not vulnerable to ranged attack (but is to area effect attacks). Cannot attack for that rd.
- Flimsy Cover and Blind Firing: Curtains and such won't stop bullets, however if completely obscured, the attacker loses all attack bonuses on the target for one rd. Likewise, attacking someone in complete darkness or with obscured vision will be without all attack bonuses.
- Out in the Open: Characters in the open always have the initiative over those taking cover and have their Dex bonus added to their AC.
- Suppressing or Cover Fire: This is called before making a firearm attack. A successful roll against a partially (doesn't require a Called Shot) or fully covered target doesn't cause damage, but keeps the target from attacking or moving for one rd.
- Flanking: In gunfights between covered opponents, smart combatants normally attempt to flank or get behind the other side. This can be achieved through Covering Fire and breaking cover (by the shooter or another) or by Stealth. A flanked opponent will likely surrender immediately.
- Firing into Melee: Without the specific Muscle skill, to hit a specific target engaged in a fight with someone else is considered a Called Shot. On a miss, if the roll was a natural 1 to 10, the other combatant is hit.
- Reloading: Takes one rd. Lose your Dex bonus if in the open.
- Burst: Using a submachine gun or machine gun and firing at a single target. The attacker loses their Dex bonus (though keeping their BAB), but a successful attack causes damage x 1d4.
- Spray: Using a machine gun against up to adjacent four targets. The attacker makes one attack roll, but loses their Dex bonus (though keeping their BAB). Each successful attack causes damage x 1d4.
- Massed Small Arms: A hail of gunfire made with multiple weapons, at least 10 single shot weapons can spray up to four targets like a machinegun. Make one attack roll, but use the shooter with the highest attack value and add damage x 1d4.
- Target Shooting: For shots not taken in combat. Stationary AC 12. Moving AC 18. Natural 16 and up, potential bulls eye or a hit to a small target.
- Point Blank: Automatic hit, maximum damage. May require a Stealth check or some confidence scam subterfuge to get close enough to do it. DC set by the situation.
- Execution: A close range gunshot to the head of a helpless person is assumed to be fatal (unless it's a character or an important NPC). It is also a fairly evil act which characters should not normally engage in, unless they want to be viewed as a vigilante.
- Armor: Works as normal against melee weapons and bows, but has no effect on gunfire (in fact, it makes one easier to hit as it cancels out your Dex bonus). At best, characters might have access to primitive bulletproof vests (that become useless after a few hits) or a "Captain America-like" experimental metal shield (which requires a +3 Str and Dex rating to use). Magic armor will protect against bullets, but anything heavier than elven chain mail will have a Dex penalty (and look silly in a modern setting).
- Monster AC is a different matter. Any Dex bonus still applies. Any primitive armor is still canceled out by gunfire (and may interfere with Dex bonus). Creatures with natural armor and large creatures should still have an AC bonus, but should only add to 1 to 2 to the base AC (10).
Unarmored magical creatures requiring magic weapons to hit, still keep that requirement, but will only have a Dex bonus. Magical creatures with natural armor, like dragons and some demons, should add 4 to 6 to their base AC.
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