Guns and cover Contents

Any era

Guns and cover

Kinds of gun, fire modes, rounds and reloading, range, pinning, full cover, fleeing under fire, machines, and guns under a rule system.

Kinds of gun

A fight changes once someone in it holds a gun. Pistols, shotguns, rifles, blasters and energy rifles each have a range, a magazine and a weight of hit, and a common pistol hits about twice as hard as a common sword. Fantasy fights are untouched until someone draws one. Engine

A gun's kind is read from its name ("sniper rifle", "fusil à pompe") in every first-wave language; a name the list doesn't know is judged. Its kind sets its best range, magazine and how hard it hits.

KindBest rangeMagazineBurst
Pistol, revolvermedium12 / 6no
SMGmedium30yes
Shotgunclose6no
Riflelong30yes
Sniper riflelong5no
Machine gunlong100yes
Musketmedium1no
Blastermedium20no
Energy riflelong40yes
Railgun, plasma cannonlong6no
Launcherlong1no
On the battle map, close is up to 3 squares, medium up to 10, long beyond.

How you fire

Describe the shot ("I take my time and aim for his knee", "I lay down fire on the doorway"). The storyteller reads which mode you meant; the engine resolves it. Storyteller

  • Single shot. One round.
  • Aimed. One round, more likely to hit and harder, but only standing still.
  • Burst. Three rounds, harder and a little less accurate. Automatic guns only.
  • Suppressing fire. Five rounds and no harm, but the target is pinned: they shoot blind until after their next turn.
  • Reload. Refills the magazine. Shooting in the same turn is hurried.

Range, ammo and cover

  • Each gun has a range it works best at: close, medium or long. A shotgun across a car park barely hurts; a pistol at long range is a long shot.
  • Your rounds are counted on the gun and shown in the fight. An empty gun clicks. Foes run out and reload too.
  • No single shot takes more than about half your health, so one lucky hit never ends you.

Pinned

A pinned fighter shoots blind and counts as down behind cover, so the way to them is a flank. Foes suppress too, and the fight shows when you're pinned.

Cover

  • Half cover works as in any fight: low cover beside the target, on the line.
  • Someone down behind full cover can't be shot through it. The way to them is to flank or flush them out.
  • A grenade or launcher's blast still reaches someone behind full cover; a shotgun's cone doesn't.
  • Cover you make: a holo barrier, a riot-shield wall or a shield generator raises a wall on the map that blocks movement and shots for four turns. A smoke grenade leaves smoke.

Stand-offs and surrender

A levelled gun can be talk. Pinned, outgunned or empty foes may give up or run, and someone surrendering ends the fight.

Running from a gunfight costs a parting shot from everyone with a line on you, less through cover. Engine

Machines

In a present-day or science-fiction world, drones, turrets, robots and mechs are machines: they don't talk, carry no purse and fight with machine weapons. Androids and cyborgs talk.

Under a rule system

Guns roll their own dice. A shot past its range counts as long range (under Classic d20 in a modern or sci-fi world, that's disadvantage). Classic d20 in those worlds also brings modern or sci-fi gear and foes: pistols and vests; blasters, energy shields, drones and war mechs.

Everything else about fights is as it is in any world. See Fighting.