Thursday, May 26, 2016
1974: Weapons of Choice (w/ Special Thanks)
Of course I probably come off as contradictory when I immediately add a few other rules to 1974 Style, betraying the essence of what it's suppose to be about. Also this is a case where I took something from other games and added it on. So, before we go further I'd like to pay some compliments to White Lies by DWD studios and The Black Hack. This post will now be all about guns!
A brief word before I throw nostalgia pie in your face. Let's chat about Ammo Die.
Ammo Die: Each gun is assigned an Ammo die, so, rather than counting each shot in a clip a character has a die on their weapon. This will read as the following from maximum ammunition to low ammo: d12, d10, d8, d6, d4.
Whenever a prolonged firefight occurs (typically at the end of a combat encounter) characters roll dice to see if they have significantly lost ammo during the firefight. On a 1, their current ammo die is reduced by 1 size. Rolling a 1 on a d4 equals a gun being out of ammunition.
Example: Agent Mark has a semi-automatic handgun at d8 ammunition (he's carrying a lot of clips on him it seems.) He gets into a firefight with some henchmen, firing for several rounds. At the end of the combat he rolls his d8. On a roll of 1, his ammo dice reduces from d8 to d6. He used a lot more ammo than he thought he did in that fight.
Let's now take a look at various gun categories. For illustration effect I have opted to use weapons from the game Goldeneye. Why? Well when you're playing a spy game, you might as well recall fondly those guns you used to blast your friends on the N64... unless you owned a computer.
Standard sidearm of agents and are popular for rapid fire. Semi-automatics can often be fit with silencers for a quiet kill.
A slightly antiquated weapon. The revolver trades rapid fire for an extra punch in damage.
Special: (Burst Fire): +2 attack and x2 damage. Generally ammo die is automatically checked when using this special ability.
SMG's bridge the gap between pistols and machine guns with a high rate of fire. Unfortunately that higher rate has a bad habit of eating up ammunition.
Size: Heavy / Regular
ROF: 1 (2 w/ Auto-Shotgun).
Special (Shot): At close range the Shotgun deals 1d8 points of damage and often (with GM discretion) gives the shooter the Advantage (or +2 Static) when firing due to spray of buckshot at the target. At medium or long range the weapon deals 1d6 damage and loses or perhaps gains Disadvantage (or -2 Static) when making an attack.
Special (Auto-Shot): Whenever a character makes a second attack with a Auto-shotgun, the GM is advised to ask for an immediate ammo-die roll.
Shotguns are, as the name suggests, a gun that fires a spray of shot rather than a solid round. They trade up a higher rate of fire and range for heavy damage when up close.
The Auto-shotgun does try to up the ante by being able to discharge rounds quickly. The gun still deals with the issues of spraying shot instead of slugs and eats up ammo quickly.
Special (Burst): +2 Attack and x2 damage. When using "Burst" a GM is advised to make an ammo check after the attack.
Assault Rifles are the workhorse or armies and Eliminator agents who are not one for subtlety. They require both hands to be effective and are known to eat up ammo real quickly.
Special (Snipe): Sniper rifles are great for long range attacks but are terrible at short range. Whenever making an attack at long or extreme range, the character gains the Advantage (or +2 Static) while at Short range the character has the Disadvantage (or -2 Static).
Sniper rifles are the weapon of choice for long range assassins who need to take out a target. Most sniper rifles available from "The Bureau" use flash and sound suppressors. Get in. Neutralize from afar. Then get out.
Size: Artillery (Elephant Killer)
ROF: 1 / 2 (1 shot every two rounds)
Special (Explosive): Targets nearby the direct fire must make saves to take half damage from the explosive warhead.
Heavy-duty weapon that is designed to help take out tanks, helicopters, or just hurt someone really... really bad.
Special (Laser): This advanced weaponry has currently outpaced most protective outfits available to governments and para-military units. This weapon typically ignores armor except for what is viewed by the GM as "Hi-Tech" armor.
The latest in weapon technology. Very, very rarely seen on the battlefield today. Governments and special interest groups would pay very high to get their hands on plan sand a working prototype of this weapon.
Damage: Artillery (Man-Elephant Killer at GM's discretion)
Special (Concealable): Despite packing enough stopping power to kill at least any man, possibly horses and elephants, this weapon is easily concealed and typically is disguised as several disassemble parts.
The strangest weapon, a sort of advanced tech in bullet and bullet delivery manufacturing. Despite looking like a handgun, the Golden Gun is capable of instantly killing men and is rumored to be able to bring down wild game with just a single shot.