Ultimate Firearms Combat System
by Phil Hall
Theory of Operation:
It is an established fact that all projectiles fired from a firearm have their Characteristics of operation governed by the two values of Muzzle Velocity and Muzzle Energy. These values are determined at the time the projectile is released from the end of the barrel. There are no random factors involved. Thus, the sheer concept of having randomly determined damage in an RPG for a gunshot wound is not realistic.
The human body has the ability to absorb up to a certain amount of physical Punishment before being rendered into one of the following states:
Regardless of how much physical actual damage a firearm is capable of delving To the hapless victim, the human body can only absorb a certain percentage of That damage before being reduced to one of the listed states. With the known Lethality of firearms not being in dispute, one can easily see that, realistically, There should be a progression of points of damage for an RPG firearm that Begins at zero and ends in the automatic termination of the victim. Certain Firearm types are more effective at performing the task of termination, measured In the FUZION system by their DC, or Damage Class, which is still accurate, however, using the DC in dice as a random roll of damage is not.
Using the FUZION DC value as a basis for basic capability or effectiveness in The task of terminating the life of a wounded victim, we can determine that The higher the DC of the firearm the greater the damage it is capable of giving. Using that as axiom, we determined that there is a "threshold" that only weapons Of a certain DC or higher can obtain, with respect to doing damage to the human Body.
Certain gunshot wounds, although not immediately fatal, in a sensitive area Of the human body, which if left untreated will result in a quicker termination of The life of the victim than would normally be attributed to a wound of such a Magnitude. With that, one can see the value of a "critical hit" location which Does reoccurring damage per time segment. In RPGs this is usually a time Period of "one round."
But with critical hit locations notwithstanding, a penetrating round (bullet) is only capable Of doing X amount of damage and no more. Thus the need for static damage values based upon the DC of the weapon as well as a threshold for the damage the weapon can do based solely upon the DC of the firearm. The most perfectly placed shot with a .22 caliber firearm will never have the Physical cavitation and disruption effects that a .44 caliber firearm can achieve, for example.
System Limitations:
This firearm-only system takes into consideration the following rules:
Intention of Operation:
To provide a fast, highly accurate, deadly, and fun, small arms combat Plug-in for the FUZION game system, by Hero Games and R. Talsorian Games.
The value for the Killing Defense (KD) is still used to indicate a measure Of difficulty to the chance of hitting/damage procedure, but no longer provides Any Basic damage reduction.
How to:
What you need to know:
Things you will need:
What you do:
Determine Initiative as per the Main Fuzion rules.
Step #1: Take the Skill Level of the Weapon being used And multiply it by 10.
Step #2: To that number add the Weapons Skill's governing Statistic.
Step #3: To this number add in any offensive Situational Modifiers as listed in the FUZION rulebook multiplied By 10.
Step #4: To this number add the Weapon's WA multiplied By 10.
Step #5: Record this number as the AV (Attack Value).
Step #6: Take the Defensive Skill being used and multiply It's value by 10.
Step #7: Add to that the Defensive Skill's governing Statistic.
Step #8: To that, add in any Defensive Situational Modifiers Multiplied by 10.
Step #9: Add to this the Killing Defense (KD) of the defender's Armor, if any.
Step #10: Record this number as the Defensive Value (DV).
Step #11: Roll the percentile Dice in an open ended manner, Modifying the final roll by the result of the AV - DV.
Open Ended Percentile rolls are the same as Any other Percentile roll except that a roll in The range of 95 to 100 gains one additional Percentile roll added to it, and a roll between the
Ranges of 1 to 5 subtracts a single percentile roll from the initial percentile roll. The highest possible roll is 100 + 100 = 200 (plus the result from step #10, above). The lowest possible roll is 01 - 100 = -99 (minus the result of step #10, above).
Step #12: Consult the Damage Chart, cross-referencing the roll you gained.
Regardless of a reduction of damage done, if your roll Dictates a Critical Damage modification, that critical will Still be in effect even if your damage roll becomes modified Because of overcoming your weapon's DC Threshold.
Step #13: Apply the Killing damage as listed to the target, remembering that for every Hit of damage taken the target will also receive one Stun Damage Point (without receiving any Stun Defense (SD)).
FIREARMS DAMAGE CHART |
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Modified Percentile Die Roll: |
Hit Damage Taken: |
DC Damage Threshold: |
Critical Damage Taken: |
150+ |
70 |
9 and above |
Target is slain if BODY <9 If not, then Apply critical As if roll was In the 133 to 150 range . |
133 to 150 |
50 |
9 |
Additional 4 Hits/round (bleeding), Primary Stats reduced by 4 (minimum of 1) until healed, -8 to all skills* |
131 to 132 |
47 |
8 |
Additional 3 Hits/round (bleeding), Primary Stats reduced by 3 (minimum of 1) until healed, -6 to all skills* |
123 to 130 |
44 |
8 |
Additional 2 Hits/round (bleeding), Primary Stats reduced by 3 (minimum of 1) until healed, -4 to all skills* |
121 to 122 |
40 |
7 |
Additional 1 Hit/round (bleeding), Primary Stats reduced by 1 (minimum of 1) until healed, -2 to all skills* |
113 to 120 |
37 |
7 |
None |
111 to 112 |
34 |
6 |
None |
103 to 110 |
31 |
5 |
None |
101 to 102 |
28 |
5 |
None |
93 to 100 |
25 |
4 |
None |
91 to 92 |
22 |
3 |
None |
83 to 90 |
18 |
2 |
None |
81 to 82 |
15 |
2 |
None |
79 to 80 |
12 |
1 |
None |
78 |
8 |
1 |
None |
77 |
4 |
1 |
None |
76 |
2 |
1 |
None |
0 to 75 |
0 |
n/a |
YOU MISSED! |
Below 0 |
n/a |
n/a |
CRITICAL FUMBLE? (See Firearms Critical Fumble Chart) |
Notes:
*: These penalties are in addition to, and applied after, all other penalties as listed in the main Generic Fuzion rules (such as stunned, or Statistic being halved or quartered). Penalties also may make assumptions that the character is still conscious to use skills as penalized.
FIREARMS CRITICAL FUMBLE CHART |
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Modified |
Fumble |
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Percentile |
Result: |
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Roll: |
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From 0 to -30 |
Dud Round. Spend one Turn clearing the chamber. |
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From -31 to - 75 |
You dropped it! Spend one turn recovering the weapon! (D'OH!) |
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From -76 to -95 |
Recoil Spring is defective. Spend one turn between firings to manually load next round. |
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From -96 to -99 |
Overpressure deforms barrel. Weapon fires at a penalty of -30% until repaired. |
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From -100 to -115 |
Snapped spring in Firing Mechanism. Firearm will not operate until repaired. |
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Lower than -116 |
Weapon explodes. Lose 1d10/2 fingers off that hand and take 15 Hit Points damage. Also lose initiative for the next three turns. Firearm and hand is useless. |