From: [t--fi--v] at [cui.unige.ch] Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: DOG2.3 - firearms Date: 13 Oct 1994 13:59:15 -0400 Death or Glory ROLE PLAYING GAME Modern Firearms Supplement v.1.0. Copyright Notice : These records are copyright (C) 1993 - 1994 Alexander N. Trofimov. The basic ASCII file version 1.0. can be copied, printed, referred to and uploaded / stored to any archive as long as the file stays unchanged as it is, including this copyright notice and no commercial profit is made. The entire system or any part of it cannot be used for commercial purpose without explicit written permission of the author. Order information : Enhanced formatted edition can be purchased against a modest contribution of Sfr. 10.- (mostly the postage fees from Geneva/ Swizerland to you + some printing/trouble expenses). The packet mailed includes the latest version of Death or Glory main role-playing rules as well as all supplements appeared until now. This way you also become a registered user and all information on the subject - future releases, supplements, etc. - would be communicated to you directly. Acknowledgements : The author wishes to thank the following persons, whos help in the compilation of the supplement cannot be underestimated (not in a random way, this is the order of priority) : Mark Sechrest thanks for emailing me the most part of the precise and correct data on the subject, as well as commenting firing ranges and comparative firepower Brian Wanstall thanks for giving me some books on ballistics / modern infantry weapons as well as some hard numbers of how different factors do influence shooting precision Rick Cordes thanks for emailing me a number of important theoretical considerations from the RPGist point of view A. Taylor (?) [a--y--r] at [NMSU.edu] - sorry, I probably didn't spell your name correctly - thanks for giving me some general comments which clarifyed a lot the whole picture James Douglass Del-Vecchio thanks for giving me some "dice roll" implementations for the damage, inflicted by pistol and rifle bullet calibres Torsten 'Darstan' Helbig thanks for a number of comments and propositions given through irc Jerry LeRoy 'ShadowMage' Dunsmore, Len Lee, thanks for recommending me good books on the subject and a lot more people who gave me precious indications, comments and recommendations - thank you guys ! Short Description : this supplement is supposed to be used with Death or Glory role-playing game system, but hopely can be adopted to any classic skill-based rpg rules - in that case you will probably have to adjust the damage values of the weapons, so that it corresponds to the average hitpoints (in DoG the average HP value is around 13-15). The firearms rules contain more or less detailed data on most classes of modern infantry weapons from the point of view of D.o.G. system, as well as more or less detailed distance combat rules. This version is still being play-tested, so a number of corrections and additions would certainly appear in the next release. Please send your comments to : Alexandre Trofimov; 29, av. de Vaudagne, 1217 Meyrin, Switzerland. E-mail [t--fi--v] at [cui.unige.ch] Changements as compared to the previous version : spelling checked Still to be implemented : Difference between particular calibres Difference between particular weapons Rules to handle landmines and anti-tank grenades Effective Ranges of Infantry Weapons - Distances are in meters Weapon Type Close Medium Far Limit Damage Max+/d+ Light Pistol 2-10 10-20 20-40 60 1d6 - Medium Pistol 2-10 10-30 30-60 80 1d6+2 - Heavy Pistol 2-20 20-40 40-80 100 1d6+4 - Precision Pistol 2-20 20-60 60-90 120 1d6 - SMG 2-20 20-50 50-100 300 1d6+2 20 / 1 Heavy SMG 2-20 30-100 100-200 400 2d6 20 / 1 Shotgun 2-20 20-40 40-60 100 2d6+3 Heavy Shotgun 2-20* 20-50 50-70 150 2d6+5 20 / 3 Light Rifle 5-30 30-200 200-400 600 2d6 20 / 2 Medium Rifle 10-30 20-300 300-600 800 2d6+2 20 / 2 Heavy Rifle 10-50 50-400 400-800 1000 2d6+4 20 / 2 Sniping Rifle - 50-800 800-1000 1200 2d6+6 - Long-Range Sniping Rifle - 100-1000 1000-1600 1800 2d6+6 - Light MG 10-50 50-400 400-1000 1500 3d6 30 / 2 Medium MG 20-100 100-600 600-1500 2500 3d6+2 40 / 3 Heavy MG 20-300 300-1000 1000-2000 5000 3d6+4 40 / 4 Grenade - 20-40 40-50 60 4d6 - Grenade Launcher 30-80 80-200 200-300 400 3d6+2 - LATW Launcher 30-100 100-200 200-400 800 5d6 - HATW Launcher 100-500 500-1000 1000-2000 3000 6d6 - Light Mortar - 100-1500 - 2000 4d6 - Medium Mortar - 200-4000 - 6000 5d6 - Heavy Mortar - 400-7000 - 9000 6d6 - Flamethrower 4-20 - 20 4d6 Light Cannon 100-500 500-1000 1000-2000 3000 4d6 40 / 5 Rapid-Firing Cannon 100-500 500-1000 1000-2000 3000 5d6 60 / 5 Medium Cannon 200-700 700-1500 1500-3000 5000 6d6 - *) If loaded with highly explosive charge or tear-gas container, shots at close range can be dangerous for the shooter himself. Note, that typical ranges for heavy machine guns and cannons are calculated, assuming that the fire is directed onto a large target, such as a group of persons, a vehicle, a building (at least a window) and the like. If the fire is aimed to hit a relatively small target - a single human, a gun-slot - appropriate modifiers may be applied. Technically, all the size modifiers for these weapons are shifted one step in the 'larger' direction - see below. General Rules : For all types of weapons that cause damage by the kinetic energy of the charge and not by an explosion or fire, i. e. bullet weapons, the modifier +1, 0, -2, - 4 is applied to the damage on short, medium and limit distances respectively. The Probability to Hit (PH) value is calculated as : + Shooter's Skill + Burst, Full Auto Modifier (if applicable) +,- Target Range Modifier +,- Target Speed Modifier +,- Target Size Modifier - Target Visibility Modifier - Wind Modifier Target Range Modifier : assuming that weapon skills are measured in percents - modifiers +10, 0, -20 and -50 are to be applied for the short, meduim, far and limit distances respectively, i. e. medium distance is the standard shooting range, shootig at close range is relatively easy and shooting at far distances requires some training. As for the limit distance - it is the range, where bullets are still lethal and non-accidental successful hits are still possible (but one still has to be a sniper to shoot, say at 900 - 1000 m with a medium assault carbine). Target Speed Modifier : MOV Modifier Example 0-5 + 10 Still, crawling or slowly moving person 5-10 0 Normally walking person 11-20 - 10 Quickly moving, running human 30-50 - 30 Jeep-type vehicle 40-80 - 40 Main tank - type vehicle 300-500 - 60 Combat helicopter 800-1000 - 80 Jet airplane Target Size Modifier : Size Modifier Example Very Small - 50 Mouse, Space between a bullet proof shirt and helmet Small - 20 Human head, Gun-slot Rather Small - 10 Human torso, Mashine-Gun slot Medium 0 A person Rather Large + 10 A window, a motorbike Large + 20 A group of people, a jeep-sized vehicle Very Large + 30 A main tank - sized vehicle Huge + 50 A building Target Visibility Modifier : Visibility Modifier Example Awful - 40 Jungle, Thick smoke or mist Bad - 30 Thick forest, Ruins of a building Poor - 20 Light Smoke or mist, Light Bushes Fair - 10 Rain, Snow Good 0 Clear daylight Wind Modifier : is greatly direction- and distance-dependent, that's the reason why a more or less precise scale is difficult to establish. Common sense of GMs is to be applied to. Even a slow breeze can give up to -20% PH modifier if the target is at 1000 m and the breeze is perpendicular to the line of fire. Burst / Full Auto Modifier : valid only at close or medium range. Every next bullet of a burst augments the PH by 5% up to a weapon's limit and adds some points to the damage. The main table above contains the Max+/d+ column, meaning maximum 'plus' added by auto fire and extra damage for every next bullet in the burst. Different weapons have different maximum 'plusses' : one cannot hold a medium assault carbine firmly enough for precise shooting and after a short burst the probability to hit a target doesn't get increased anymore even if you shoot more bullets. Still if one shoots a medium mashine gun installed on a jeep turret - long rounds are rather efficient. Example : a good shooter (rifle skill 60%) fires a 3-bullet burst with a med. assault rifle at close range, good visibility, quickly running human target. PH = 60% (skill) + 10% (close range) + 0% (human-sized) + -10% (running) + (2*5%= 10%) (2 extra bullets) + 0% (good visibility) = 70%. If he hits the target, the burst would do 2d6+2 (rifle) + (2*2=4) (two extra bullets) = 2d6+6 damage. Additional Rules : Shooting semi-automatic weapons : A shooter using a semi-automatic weapon can fire multiple bullets in one round up to a technical maximum of the weapon - in any case not more than 3 bullets per a 3 sec. round (that is the minimal target acquisition time), but all bullets would have a 20% less probability to hit ( not very easy, shooting in hurry). Area weapons - radius of effect : Grenades (also those from grenade launchers), light mortar shells, anti- personnel landmines (not mentioned in the table - damage 4d6, as a hand-thrown grenade) and anti-personnel cannon ammunition - 10 meters. LATW and medium mortar shells - 20 meters HATW and heavy mortars - 25 meters. Armour and Protection : a typical light Kevlar Vest that protects against 99% of standard high-speed 9 mm fire can be worn under a T-shirt; a vest to protect against medium assault rifle rounds looks like a duck-down vest and probably weighs 15 kilos. Those two reference points are to be taken into consideration while describing your own special bullet-proof armour. Normally, the values of protection vary between 6 (light bullet proof shirt - kind of those, that are used in modern police forces) and 18 (many layers of kevlar + ceramic protection partially covering arms and legs, only a strong man can carry such stuff). The burden values (see main rules for details) for bullet proof armour vary from 0 (protection 5-8) to 3 (protection 13-18). Skills : The following skills have to be included into the system in order to operate correctly : Fighting : Pistol, SMG, Rifle, Machine Gun, Aircraft Gun, AT Weapons, Mortar Operation, Artillery Knowledge : Demolition (Pyrotechics, Explosives) Handicraft : Gunsmith, Cannon Repair. It is recommended to roll the initial values of shooting skills as 3d10 and not ½d100. Brief description of weapon classes : Light Pistol - this class of pistols is usually employed for missions where little weight, little size and relative silence prevail over the firepower requirements. The class understands the .22, .32, 5.45x18 mm Soviet, 7.65 mm Browning, 9 mm Short (.380 Auto), .38 British and similar pistols. More generally, the pistols with up to 300 J muzzle energy match this category. Typical examples - 7.65 mm Model 81 Beretta pistol, HK4 Heckler & Koch pistol. Medium Pistol - 80% of standard pistols used in regular armies and police forces match this category, i. e. pistols with muzzle energy from 300 to 600 J - such as 9 mm calibers - Makarov, Police, Luger/Parabellum, Bergmann-Bayard, . 38 spl, .45 ACP. Typical examples - 9mm P1 and P5 Walther pistols, Model 92 Beretta pistols, .45 Model 1911A1 pistol. Heavy Pistol - where the utmost power is required from a handgun, the heavy pistol is the obvious answer. Encumbrant, heavy and noisy - these guns are rarely used for stealth missions, but usually for straightforward close combats. This category includes most 'Magnum' pistol cartridges, such as 9mm Winchester, .357, .41 and (of course) .44, as well as 9 mm and .41 Action Express. Typical examples - Smith & Wesson .44 Magnum Model 29 revolver, Ruger 'Redhawk' revolver. Precision Pistol - pistols generally used for sport, staff training and target shooting, giving a relatively high accuracy, but usually not a great firepower. Typical examples - .22LR Model 89 Beretta pistol, Model 98F target Beretta pistol. (9mm Goncz Assault Pistol may also be included in this class, thought it is more powerful than most target pistols). SMG - Submachine Gun - a weapon defined as a 'One-Handed automatic personal weapon, which can be used with both hands' - practically all selective fire fullauto pistols may be considered as SMGs. Most SMGs fire the standard 9mm Parabellum round. Typical examples - UZI, Spectre M4, Beretta Model 12. Heavy SMG - Heavy Submachine Gun - a weapon defined as a 'Two-handed automatic personal weapon, which can be used with one hand'. Typically Heavy SMGs are just 'shortened' variations of common assault carbines firing rifle cartridges. Typical examples - Soviet AKMS-74, 5.56 mm HK53 Heckler & Koch SMG. Shotgun - large calibre smooth-barreled single-shot gun used mostly in close combats - the typical weapon of principal positive heroes in action films. Most shotguns are chambered for 12-gauge rounds and are feed by manual pump. Almost every shotgun manufacturer produces his own type of cartridge, but normally all 2 3/4" rounds are interchangeable. Most 2 3/4" shotguns do not accept 3" Magnum rounds, but shotguns chambered for 3" Magnum ammo can fire 2 3/4". Typical examples - Mossberg 500 shotgun, Remington M870 Mark 1 US Marine Corps shotgun, Bernadelli B4 shotguns. Heavy Shotgun - even more destructive than a 'normal' shotgun, this weapon, beside firing the usual 12-gauge ammo, is frequently used to fire special cartridges, such as small anti-personnel grenades, flechettes, gas containers etc. Automatic heavy shotguns with 10-15 round magazines also exist. Typical examples - South African 'Striker' semi-automatic shotgun, AAI Close Assault Weapon System, Pancor Jackhammer Mark 3-A2. Light Rifle - short-barrelled light-weight rifles. This can be either a security/guard/police forces carbine, which doesn't require great firepower, but light weight and construction simplicity, or carbine versions of common assault rifles. Automatic models of this sort of rifles are perfect for commando missions, where extreme long-range precision and long barrels are nearly useless. Typical examples - Colt M16A2 Model 723 Carbine, Colt Commando assault rifle, CETME Model LC, Beretta SC70, 70/90 short carbines, Heckler & Koch HK33E carbine. Medium Rifle - this category of rifles represent about 80% of rifles in use in modern army and police forces. Rifles with 1500 to 2000 J muzzle energy, quite accurate up to 400 m and still valid at 500 m match this class. Typical examples - M16A1/A2, AK-47, AKM, AK-74, SIG SG540/550, Beretta SC70/90, Heckler & Koch HK33E, 7.62 mm FN FAL, 5.56 mm Steyr AUG, etceteras, etceteras. Heavy Rifle - when one needs an accurate long-range assault weapon, which is still satisfactory in short range combats - the heavy rifle (2500 to 3500 J muzzle energy) is the answer. This type of gear is quite expensive and quite heavy. Typical examples - 7.62 mm NATO M14 rifle, 7.62 mm heavy barrelled Fabrique Nationale FAL rifle, 5.56 mm Steyr AUG heavy barrelled. Sniping Rifle - many risks of a heavy assault mission may be avoided through usage of a sniping rifle. This extremely encumbrant and heavy weapon is practically useless during a close-range combat, when fast action and rapid fire are critical. Still, at long distances, the precision and exceptional destructive power of these weapons are most wanted. Sniping rifles usually fire high powered 7.62 mm ammo (7.62 x 51 NATO, 7.62 x 54R Soviet). Typical examples - 7.62 mm M21 US rifle, 7.62 mm Dragunov (SVD), SIG-Sauer SSG 2000, 7.62 mm Model SP 66 Mauser. Long-Range Sniping Rifle - a special-purpose sniping rifle (which is, by the way, about 2 times heavier than a normal one) - extremely suitable for fixed surveillance outposts. These rifles are usually chambered for uncommonly high- powered rounds (frequently those, that are used in medium and heavy machine guns, such as .50 Browning or 12.7 x 107 Soviet), Typical examples - .50 RAI Model 500, .50 Barrett 'Light 50'. Light MG - by definition - 'A machine gun, which can be carried and served by one person.' - something a bit more heavy than a heavy rifle. Usually light machine guns are not employed in close-range / indoor combats, but make a perfect light infantry support weapon. Typical examples - PK family Soviet, M60 E3 lightweight, 7.62 mm HK 11A1 Heckler & Koch, 5.56 mm FN NATO Minimi. Medium MG - machine guns, usually requiring a more-than-one-person crew to install and serve it correctly, usually fixed, muzzle energy of the bullet under 5000 J. This kind of guns is usually installed on jeeps and light armoured vehicles or in fixed infantry outposts. Typical examples - 7.62 mm M60, 7.62 mm M134 General Electric, 7.62 mm FN MAG. Heavy MG - machine guns usually employed against aircraft and light vehicles, as well as for heavy fire support of infantry assaults. This kind of guns in no way can be carried by one person and is usually installed on ground attack helicopters or main tanks. Typical examples - .50 GECAL 50, NSV Soviet, Saco Defence 'Fifty /.50', 15 mm FN BRG. Grenade - anti-personnel grenade. Grenade Launcher - either a separate weapon or an additional barrel fixed onto a rifle. Usually grenade launcher ammo is around 40 mm and is quite bulky. Most of grenade launchers are either semi-automatic or shotgun-style manual pump feed. Fully automatic grenade launchers also exist. LATW Launcher - Light Anti-Tank Weapon is a weapon which can be carryied and served by a single person, capable of piercing (blowing through) a typical main tank armour. This category does not include AT landmines. HATW Launcher - Heavy Anti-Tank Weapon - an AT weapon requiring more than one person to be operated correctly. This category does not include AT cannons.