Every time one character attempts to harm another with a punch,
kick, knife thrust, pistol shot, artillery barrage, nuclear weapon
strike or whatever, they are making an attack.
Weapons have a number of statistics, but the most important are:
Range (RNG), Accuracy (ACC), Penetration (PEN) and Damage Class
(DC). PEN and DC will be explained later in the sections on armour
and wounds. Some weapons do lethal damage and some do non-lethal
damage.
Below are listed some common historic melee weapons and modern
firearms calibres. More complete lists for different historical or
futuristic settings can be found in the source books.
Melee
Weapons PEN DC
Switch-blade
knife 1 ½
Dagger, hunting knife 1 1
Bowie knife 1 2
Broadsword, cutlass, sabre etc. 2 4
Battleaxe, one-handed 3 3
Common
Firearms Calibres:
Pistol
and Submachine Gun PEN DC
.22 Long Rifle 2 1
.25 ACP 2 1
.32 ACP, .32 S&W 2 1
.380 ACP 2 2
.38 Special 3 2
9mm Parabellum 4 2
.357 Magnum 4 3
.45 ACP 3 3
.45 Long Colt 4 3
.44 Magnum 5 4
Rifle
and Light Machine Gun PEN DC
5.56mm NATO, 5.45mm Soviet 5 2
7.62mm Soviet, .30-30 Win 6 3
7.62mm NATO (and similar) 7 4
.44-40 Winchester 5 3
Shotgun PEN DC
20-gauge * 6
12-gauge * 7
10-gauge * 9
* Large buckshot 4, small buckshot 3, large birdshot 2,
small birdshot 1.
Heavy
Machine Gun PEN DC
.50 Browning 12 10
Weapon Profiles
Each weapon in Lead and
Chrome has a standard set of statistics as follows:
Name:
The generic or commercial name
and/or military designation of the weapon.
Type:
The class of weapon, and therefore what skill is needed to use
it Types include: Handgun (HG), Sub Machine Gun (SMG), Carbine
(CAR), Rifle (RIF), Shotgun (SHG), Heavy Weapon (HVY), Muzzle-Loader
(MZL) Thrown (THR), Bow (BOW), Crossbow (XBW), Energy Weapon (EW)
and Melee (MEL).
Action
(ACT): The operating principle
of the weapon. This has an effect on Single Shot, including
multi-barrelled weapons (SS), Single-Action (SA), Double-Action
(DA), Self-Cocking (SC), Lever-Action (LA), Pump-Action (PA),
Bolt-Action (BA), Self-Loading/semi-automatic (SL), Automatic (AU)
and Gatling (GA, including revolver cannon and motor cannon).
For melee weapons this stat represents the class of weapon –
Bludgeoning (B), Cutting (C) or Thrusting (T), which has an effect
on PEN versus different types of armour (flexible or rigid).
Reliability
(REL): A measure of how physically strong and mechanically or
electrically sound a weapon is. Reliability has five classes:
Dangerous (D), Bad (B), Average (A), Good (G) and Excellent (X).
Accuracy
(ACC): The inherent precision and ease of use of a weapon,
measured as a to-hit modifier from -5 to +5. Weapon accessories such
as telescopic or laser sights add their own to-hit modifiers.
Recoil
Modifier (RM): Automatic weapons have a second accuracy modifier
after the first, applied cumulatively to additional shots after the
first when firing in fully automatic mode. The number is always a
negative modifier, and may be a whole number or a fraction.
Maximum
Range (RNG): This is the limit at which a ranged weapon can be
used effectively, given in metres and yards (or kilometres and
miles).
Penetration
(PEN): This measures the weapon's effectiveness against armour,
from 0 to 100.
Damage
Class (DC): The wounding
potential of the weapon, from ⅙
to 100.
Calibre
(CAL): The type of ammunition fired by a firearm. Some calibres are
compatible with others – see appendix 1. This statistic does not
apply to explosives, bows, thrown or melee weapons.
Ammunition
Capacity (CAP): The number of shots a weapon holds in its
magazine, cylinder or barrel(s). A +1 after the number indicates
that an extra round may be loaded into the chamber above a full
magazine.
Rate
of Fire (ROF): For non-automatic ranged weapons, this indicates
how many shots can be fired in one combat action. For automatic
weapons, it is the maximum number of rounds that can be fired in one
burst or in one combat round, and is calculated by dividing the
weapon's real-world ROF in rounds per minute (RPM) by 30 and
rounding to the nearest multiple of five.
Concealability
(CON): How easily hidden a weapon is. There are four classes of
Concealability: Vest Pocket (V), Pocket (P), Jacket (J), Long Coat
(L) and Not Concealable (N).
Weight
(WT): In kilograms and pounds.
Availability
(AV): How easy it is to find and purchase a weapon of this kind.
The four classes are: Rare (R), Uncommon (U), Common (C) and
Everywhere (E). This stat is based
on a combination of production numbers and legality. All things
being equal, Rare availability means a production run of less than
10,000, Uncommon means between 10,000 and 100,000 produced, Common
between 100,000 and 1,000,000 and Everywhere more than 1,000,000.
Price:
In the most widely accepted currency for the setting.
Weapon
profiles are presented as follows:
Name
• Type • ACT • REL • ACC
•
RM
•
RNG • PEN • DC • CAL • CAP • ROF • CON
•
WT • AV • Price
Some example weapon profiles are given below:
Colt
Single Action Army or 'Peacemaker'
HG
• SA • X • +2 • 100m/yd • 4 • 3 • .45LC • 6 • 1 •
J • 1kg/2lb • C • $750
Luger
P08
HG
• SL • A • +1 • 200m/yd • 4 • 2 • 9mmP • 8 • 2 •
J • 1kg/2.25lb • C • $1,200
IMI
Uzi
SMG
• AU • G • +1 • -1/2 • 200m/yd • 4 • 2 • 9mmP •
20/25/32 • 2/20 • L • 4kg/9lb • E • $900
Winchester
Model 1912 riot/trench gun
SHG
• PA • G • 0 • 32m/yd • by shot • 7 • 12ga • 6 • 1
• N • 3kg/6.5lb • E • $400
AK-47
RIF
• AU • X • -1
•
-3 • 600m/yd • 6 • 3 • 7.62mmS • 30 • 2/20 • N
•
5kg/11lb • E • $500
How
many attacks can I make?
A character can attack once per Action in a combat round, and a
character can perform up to two actions. For ranged weapons, the
character can fire as many single shots as the weapon's basic,
non-automatic rate of fire (ROF) per attack (generally 1-3), up to
the remaining number of shots held in the weapon. Fully automatic
weapons can be fired up to their automatic ROF as a single Long
Burst attack, which effectively takes the whole round and negates a
second attack, or two bursts of up to one-third of automatic ROF.
Weapons with a Controlled Burst feature can fire as many such bursts
as their semi-automatic ROF.
Recoil
and ROF
A weapon's ROF is listed in its profile, so it is not usually
necessary to calculate it. There should be enough guns in the
equipment list to satisfy anyone's appetite for destruction.
However, since the GM and players may wish to make rules for even
more real-world weapons, or invent some new ones, We need to explain
how ROF is worked out.
To decide the in-game ROF of a self loading, selective fire,
double-action or self-cocking firearm, we need to make an estimate
of how much recoil it produces. Take the weapons PEN or DC,
whichever is highest, and consult the following table:
Handguns and SMGs
Calibre ROF
5.45mm
pistol, .22 Long Rifle, .22 Magnum,
.25
ACP, .32 ACP, .41 Short Rimfire etc. 3
4.6mm
H&K, 5.7mm FN,
7.62mm Nagant,
7.65mm
Luger, 7.62mm Mauser/Tokarev,
9mm
Parabellum, 10mm Auto, .380 ACP
.38
Special, .357 Magnum, .40 S&W,
.41
Long Colt .41 Magnum, .44 Special,
.45
ACP, .45 Colt etc. 2
.44
Magnum, .454 Casull, .50 AE etc. 1
.500
S&W Magnum, .500 Maximum etc. 1/2
Rifles
Calibre ROF
.22
Long Rifle, .22 Magnum etc. 4
4.6mm
H&K, 4.73mm
Caseless,
5.45mm
Soviet, 5.56mm NATO, 5.7mm FN,
.30
Carbine etc. 3
7.62mm
Soviet, 7.62mm NATO,
7.92mm
Mauser, .30-30, .30-06,
.303
British etc. 2
9.3mm
Brenneke, .375 Magnum,
.458
Magnum etc. 1/2
12.7mm
Soviet, 14.5mm Soviet,
15.5mm
BRG, .50BMG etc. 1/4
A weapon with some kind of muzzle compensator or gas porting, or
which has a special layout which reduces felt recoil and 'muzzle
flip', or which is just unusually big and heavy for its calibre has
an ROF one level higher than normal. Having more than one of these
design features doesn't increase the ROF any further, but each
additional feature increases accuracy by +1.
A weapon which is unusually small and light for its calibre has its
ROF reduced by one level. The other features listed above can be
used to cancel this penalty.
Semi-auto ROF can never increase beyond four, since there is a
practical limit to how fast one can pull the trigger.
Single-action
weapons (such as the Colt Peacemaker or the Remington Model 95
Derringer) automatically have an ROF of 1, regardless of calibre,
although this can be increased by fanning the hammer (see below).
Recoil
to-hit modifiers for multiple shots
Every single-shot attack made from a firearm after the first in the
round suffers a cumulative -1 to-hit modifier. Thus, the first shot
has no modifier, the second has a -1 penalty, the third -2 and so
on. For handguns, using a two-handed grip reduces the penalty by one
point, so the first two shots have no modifier, the third -1, the
fourth -2 etc.
Low-calibre firearms (those with a combined PEN and DC of 1-3) have
so little recoil that the penalty for additional shots is halved
(rounded down): 0 for the first two shots -1 for the next two, and
-2 for the two after that.
Fanning
and Slam-Firing
Single-action revolvers can be fired rapidly by 'fanning' the hammer
with the non-shooting hand, as seen in hundreds of western films.
Slam-firing is a similar way of firing a pump-action shotgun, by
holding down the trigger while cycling the action. This can only be
done with older pump-guns which lack a trigger disconnecter (a
safety feature design precisely to stop slam-fires), specifically
the Winchester Models 1897 and 1912 and the Ithaca Model 37.
In game terms, this doubles the ROF of the revolver or shotgun from
1 to 2, but the to-hit modifier for shots after the first is also
doubled. The first shot has no modifier, the second has a -2
penalty, the third -4 and the fourth -6. Remember to add any
penalties for fast-drawing, snap-shooting or shooting from the hip.
The reliability of the weapon is reduced by one level while fanning
or slam-firing.
Ranged
Attacks
The To-Hit task difficulty for ranged weapon attacks (guns, bows,
thrown weapons etc.) is dependent on the range or distance between
the attacker and the target and the type of weapon used. The table
below sets out the different range bands (from Point Blank to Very
Distant) and the corresponding shooting task difficulty numbers for
various classes of weapon.
Shooting Task Difficulties
Range Band
|
Handgun
|
SMG/ Carbine
|
Shotgun
|
Rifle/MG
|
Bow
|
Thrown
|
Cannon, GL or Rocket
|
Missile
|
Point Blank (0-1m/yd)
|
10
|
10
|
10
|
15
|
15
|
15
|
N/A
|
N/A
|
Close (1-12m/yd)
|
15
|
15
|
15
|
20
|
20
|
20
|
25
|
N/A
|
Short (12-25m/yd)
|
20
|
20
|
20
|
20
|
20
|
25
|
20
|
20
|
Medium (25-50m/yd)
|
25
|
25
|
25
|
20
|
25
|
30
|
20
|
20
|
Long (50-100m/yd)
|
30
|
25
|
N/A
|
25
|
25
|
35
|
20
|
20
|
Very Long (100-200m/yd)
|
35
|
30
|
N/A
|
25
|
30
|
N/A
|
25
|
20
|
Far (200-400m/yd)
|
40
|
35
|
N/A
|
30
|
35
|
N/A
|
30
|
25
|
Very Far (400-800m/yd)
|
N/A
|
40
|
N/A
|
35
|
N/A
|
N/A
|
30
|
25
|
Distant (800-1,600m/yd)
|
N/A
|
N/A
|
N/A
|
40
|
N/A
|
N/A
|
35
|
30
|
Very Distant (1,600-3,200m/yd)
|
N/A
|
N/A
|
N/A
|
45
|
N/A
|
N/A
|
40
|
35
|
Situational
To-Hit Modifiers
Unaimed shot: -5
Shooting from hip: -2
Using two weapons: -3
to both
Two different
targets: -3 to 2nd
Dim light: -1 to -5
Total
darkness/blind: -10
Smoke or dust
obscuring: -3
Bright light shining in
eyes: -3
No-stress, non-combat
situation: +5
Ambush/shooter not under
attack: +3
Aiming for a Round (first
shot only): +3
Shooting from rest: +2
Telescopic sight:
Medium range: +1
Long to Very Long
range: +2
Far range: +3
Very Far range : +4
Distant range and
beyond: +5
[At Long range or
greater, treat as one range band less – effectively +5 to hit]
Laser/red-dot sight, up
to Long: +1,
no penalty for shooting
from hip.
Cybersight: +2
Cybersight + optic
reticule: +3
Shooter walking: -3
Shooter in moving
vehicle: -2
Shooter driving
vehicle: -3
Target
immobile/helpless: +3
Target walking: -1
Target
running/evading: -Agility/3
Target size:
Huge (building, ship,
airliner): +10
Very large (truck, tank,
helicopter): +6
Large (car, microlight,
large animal): +4
Small (football, bottle,
small animal): -4
Tiny (ping-pong ball,
mouse, insect): -6
Aimed shot to body
location:
Arm/leg: -4
Hand/foot: -6
Chest: -2
Abdomen: -2
Heart: -6
Head: -6
Eye: -10
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