rules:firearms
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rules:firearms [2012/09/19 18:51] – sam | rules:firearms [2019/08/11 20:42] (current) – sam | ||
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- | Modern firearms can be difficult to do well in an RPG system, and many rule systems fail dismally when it comes to trying to replicate them. Things aren't helped by the fact that most people (including | + | Modern firearms can be difficult to do well in an RPG system, and many rule systems fail dismally when it comes to trying to replicate them. Things aren't helped by the fact that most people (thankfully, |
The main issues involved in porting the real world to a simple set of game rules included: | The main issues involved in porting the real world to a simple set of game rules included: | ||
- | Lethality of firearms. In Hollywood, mooks die with a single shot to the toe, heroes only ever suffer flesh wounds. Reality is complex, and though a single shot can kill, many people either survive, or die much later from bleeding. | + | **Lethality of firearms.** In Hollywood, mooks die with a single shot to the toe, heroes only ever suffer flesh wounds. Reality is complex, and though a single shot can kill, many people either survive, or die much later from bleeding. |
- | Accuracy of firearms can vary greatly on circumstances. Modern | + | **Accuracy of firearms.** This can vary greatly |
- | Automatic fire is good at suppressing, | + | **Automatic fire is very inaccurate.** It is good at suppressing, |
- | The variety of firearm types is there for a reason. Capturing those reasons without getting horribly complicated is tricky. | + | **There is a huge variety of firearms.** There' |
- | Yags aims for what it calls Cinematic Realism, keeping to a style more in keeping with grittier action films - a certain level of realism | + | **YAGS** |
===== The Man with the Golden Gun ===== | ===== The Man with the Golden Gun ===== | ||
- | A good marksman can pretty much kill a person with a single shot, but in the heat of combat shots are taken quickly and may be lucky to hit the target at all, let alone hitting a vital organ. | + | A good marksman can pretty much kill a person with a single shot, but in the heat of combat shots are taken quickly and may be lucky to hit the target at all, let alone hitting a vital organ. |
- | A typical pistol shot will inflict 2-3 wounds against a person without body armour. This is survivable, but not something you'd want to suffer too often. An assualt | + | A typical pistol shot will inflict 2-3 wounds against a person without body armour. This is survivable, but not something you'd want to suffer too often. An assault |
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+ | There is a big difference between someone who knows how to fire a gun, and someone who knows how to use a gun effectively in combat. The first is represented by a character with a //Guns// skill of 4 (competent professional). They will be the sort of person who fires at a gun range, or possibly a gang member with no formal training. | ||
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+ | The second class of person is represented by a character who also knows a number of firearm techniques - such as sharpshooter, | ||
===== Body Armour ===== | ===== Body Armour ===== | ||
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As everybody knows, Imperial Stormtroopers couldn' | As everybody knows, Imperial Stormtroopers couldn' | ||
- | To some extent however, this isn't as necessarily unrealistic as it seems (there are a number of resources available on the internet which go into some detail on just how ineffective guns can be at anything other than point blank range when used in real combat), and Yags focuses on two core points in order to give heroes a fighting chance. | + | To some extent however, this isn't as necessarily unrealistic as it seems (there are a number of resources available on the internet which go into some detail on just how ineffective guns can be at anything other than point blank range when used in real combat), and **YAGS** |
- | Firstly, automatic weapons are horrendously inaccurate, especially at anything more than short range. They are good at suppressing an area, and forcing the enemy to keep their head down (you probably won't get hit, but most people aren't willing to take the risk), but not actually effective at taking the enemy out. Many modern | + | Firstly, automatic weapons are horrendously inaccurate, especially at anything more than short range. They are good at suppressing an area, and forcing the enemy to keep their head down (you probably won't get hit, but most people aren't willing to take the risk), but not actually effective at taking the enemy out. Many modern |
- | Secondaly, mooks are often not very well trained, and don't understand the first point. Most assualt | + | Secondly, mooks are often not very well trained, and don't understand the first point. Most assault |
- | It is expected that trained soldiers (which may be PCs) will tend to go for semi-automatic shots rather than automatic fire, giving them a better accuracy. However, | + | It is expected that trained soldiers (which may be PCs) will tend to go for semi-automatic shots rather than automatic fire, giving them a better accuracy. However, |
- | There' | ||
===== Keeping your Head Down ===== | ===== Keeping your Head Down ===== | ||
- | Yags has two rules in particular which limit firearm effectiveness in a real fight - initiative and cover. | + | **YAGS** |
Clever use of cover enables a character to dodge a bad guy's reflexes, rather than their bullets. The rules for cover are deliberately quite detailed, allowing a number of options depending on the type of risk PCs wish to take. | Clever use of cover enables a character to dodge a bad guy's reflexes, rather than their bullets. The rules for cover are deliberately quite detailed, allowing a number of options depending on the type of risk PCs wish to take. |
rules/firearms.1348080683.txt.gz · Last modified: 2015/02/04 22:40 (external edit)