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ALT RPG

This supplement for the ALT RPG provides detailed statistics for a variety of firearms, both historical and modern, that are easy to use, yet still allow for variety and realism.

A supplement for the ALT RPG Copyright ©2014 For more information, email [email protected] A rules-light RPG for any genre Do not reproduce without permission from the author By Introduction World War II Firearms

Damage: Add your Agility to damage with all firearms. It is left out Damage ROF Range Mag of the damage expressions here to conserve space. BAR 3d+2 3 (-3) 50 20 7.62x63mm M3 Grease 2d+1 3 (-2) 50 30 11.43x23mm : Instead of firing a single shot at time, some Bren Mk I LMG 3d 3 (-2) 75 20 7.7x56mm can spray on full automatic. An automatic fire attack uses up Sten Mk I SMG 2d 3 (-2) 25 32 9x19mm ten bullets total. A weapon with automatic fire has a statistic for Nagant 1895 2d+1 25 7 7.62x38mm it; its ROF (which stands for “Rate of fire”). The first number is the SKS-45 2d+3 2 (-2) 50 10 7.62x39mm number of shots it can fire in one on full automatic. The FG-42 3d+2 4 (-3) 50 20 7.92x57mm second number in parentheses is the penalty while firing on full- MG-42 3d+2 6 (-3)* 75 50 7.92x57mm automatic. For example, the AS-VAL has ROF 4 (-3) means that Thompson SMG 2d+1 4 (-2) 50 75 11.43x23mm the gun can fire 4 shots in a round on automatic fire, and each shot MP-40 2d 3 (-2) 25 32 9x19mm has a -3 penalty to hit. KAR-98 3d+2 Bolt-action 100 5 7.92x54mm Mosin-Nagant 3d+1 Bolt-action 100 5 7.62x54mm Range: This is the weapon's range increment, in feet. All attacks M1 Garand 3d+2 2 (-2) 100 8 7.62x63mm against targets within that distance take no penalty. However, for Springfield M1903 3d+2 Bolt-action 100 5 7.62x63mm each range increment away that target is, the attack gets -1 to hit. SMLE Mk III 3d+2 Bolt-action 100 5 7.7x56mm STG-44 2d+2 3 (-3) 50 30 7.92x33mm Three-round burst: Roll a single shot. If you hit, you deal +2 damage. SVT-40 3d+1 2 (-2) 75 10 7.62x54mm This attack uses up 3 bullets and one action. ZiD-DP 3d+1 3 (-3)* 75 47 7.62x54mm PPSh 41 SMG 2d 5 (-2) 50 35 7.62x25mm Two-round burst: Roll a single attack. If you hit, your target's armor MAS-36 3d+1 Bolt-action 100 5 7.5x54mm bonus to Toughness is reduced by 2 for the purposes of dealing damage. MAS 38 SMG 2d-1 4 (-2) 50 32 7.65x17mm This attack uses up 2 bullets and one action. Weapon Damage Range Mag Special Cartridge Jamming: Whenever you roll a critical miss on a shot with an automatic Ruger 10/22 1d+2 75 10 Semi-automatic 5.6x16mm , roll a die. On a 1 or 2, the gun has jammed, and cannot be Steyr Scout 3d 100 10 Bolt-action 7.62x51mm used until the jam has been cleared. It takes 1 full round to clear a Remington 700 3d 100 5 Bolt-action 7.62x51mm jam, and a Repair or Agility check to clear the jam. this check results in the firearm being disabled and useless, requiring extensive repair.

Magazine Capacity (Mag): This is how many rounds of ammunition a standard for a firearm can hold. Once that ammunition is exhausted, the user must reload the weapon, which takes a full-round. Modern Assault Modern Machine

Weapon Damage ROF Range Mag Cartridge ACE-21 2d+2 4 (-2) 75 ft. 35 5.56x45mm ACE-23 2d+2 4 (-2) 100 ft. 35 5.56x45mm Weapon Damage ROF Range Mag Cartridge ACE-31 2d+3 4 (-2) 50 ft. 30 7.62x39mm M249 SAW 2d+2 5 (-3) 75 100 5.56x45mm ACE-52 3d 4 (-2) 75 ft. 25 7.62x51mm RPK* 2d+3 3 (-2) 75 75 7.62x39mm ACR 2d+2 4 (-2) 90 ft. 30 5.56x45mm RPK-74* 2d+1 4 (-2) 50 75 5.45x39mm AEK-971‴ 2d+1 4 (-2) 75 ft. 30 5.45x39mm M60 3d 3 (-3) 75 100+ 7.62x51mm AK-5 2d+2 4 (-2) 50 ft. 30 5.56x45mm PKM 3d+1 3 (-3) 75 75+ 7.62x54mm AK-12 2d+1 3 (-2) 80 ft. 30 5.45x39mm PKP Pecheneg 3d+1 3 (-3) 50 100+ 7.62x54mm AK-47** 2d+3 3 (-2) 60 ft. 30 7.62x39mm MG-3 3d 6 (-3) 75 200+ 7.62x51mm AK-74 2d+1 4 (-2) 50 ft. 30 5.45x39mm M2** 4d 4 (-0) 100 200+ 12.7x99mm AK-74u 2d+1 4 (-2) 50 ft. 30 5.45x39mm M27 IAR 2d+2 5 (-2) 75 30 5.56x45mm AK-101 2d+2 4 (-2) 75 ft. 30 5.56x45mm M240 3d 4 (-3) 75 100+ 7.62x51mm AK-105 2d+1 3 (-2) 80 ft. 30 5.45x39mm Negev 2d+2 5 (-3) 50 100+ 5.56x45mm AN-94″ 2d+1 4 (-2) 75 ft. 30 5.45x39mm QBB-95 2d+2 4 (-3) 50 100+ 5.8x42mm ARX-160 2d+2 4 (-2) 50 ft. 30 5.56x45mm UKM-2000 3d 4 (-3) 75 100+ 7.62x51mm AS-VAL 2d+2 4 (-3) 50 ft. 20 9x39mm AUG-A1* ^ 2d+2 4 (-2) 100 ft. 30 5.56x45mm EM-2 2d+2 3 (-2) 50 ft. 30 6.25x43mm * – This weapon jams on a 1 instead of 1-2 when checking for jamming. FN FAL 3d 3 (-3) 75 ft. 25 7.62x51mm ** – This weapon cannot be carried and must be mounted. FAMAS* 2d+2 5 (-2) 75 ft. 25 5.56x45mm F2000* 2d+2 5 (-2) 50 ft. 30 5.56x45mm G-36 2d+2 4 (-2) 50 ft. 30 5.56x45mm Submachine Guns Galil 2d+2 4 (-2) 70 ft. 35 5.56x45mm G3 3d 3 (-3) 100 ft. 20 7.62x51mm Weapon Damage ROF Range Mag Cartridge HK416 2d+2 4 (-2) 75 ft. 30 5.56x45mm Colt 9mm 2d 4 (-2) 50 ft. 32 9x19mm HK53‴ 2d+2 4 (-2) 50 ft. 30 5.56x45mm FN P90 2d-1 5 (-1) 25 ft. 50 5.7x28mm KH-2002* 2d+2 5 (-2) 50 ft. 30 5.56x45mm H&K MP5 ** 2d 4 (-2) 50 ft. 30 9x19mm L85A1*** 2d+2 4 (-2) 50 ft. 30 5.56x45mm H&K UMP-45*** 2d+1 3 (-2) 50 ft. 25 11.43x23mm M14 3d 3 (-3) 100 ft. 15 7.62x51mm H&K UMP-40 2d+1 4 (-2) 50 ft. 30 10x21mm M16A2‴ 2d+2 4 (-2) 80 ft. 30 5.56x45mm H&K UMP-9 2d 4 (-2) 50 ft. 30 9x19mm ‴ 2d+2 4 (-2) 50 ft. 30 5.56x45mm H&K MP7 ** 1d+2 4 (-1) 25 ft. 25 4.6x30mm M4A1 2d+2 4 (-2) 50 ft. 30 5.56x45mm H&K MP9 ** 2d 4 (-2) 25 ft. 30 9x19mm QBZ95* 2d+2 4 (-2) 50 ft. 30 5.8x42mm KRISS Vector 2d+1 6 (-3) 25 ft. 15 11.43x23mm SCAR-L 2d+2 3 (-2) 75 ft. 30 5.56x45mm MAC-10* 2d+1 5 (-3) 25 ft. 30 11.43x23mm SCAR-H 3d 3 (-3) 100 ft. 20 7.62x51mm PP Bizon 2d 4 (-2) 50 ft. 45 9x18mm Sig-552 2d+2 5 (-2) 50 ft. 30 5.56x45mm PP2000 2d 3 (-2) 25 ft. 44 9x19mm TAR-21* 2d+2 4 (-2) 50 ft. 30 5.56x45mm QCW-05**** 2d 5 (-2) 25 ft. 50 5.8x21mm * 2d+1 4 (-2) 50 ft. 30 5.45x39mm CZA3 2d 6 (-3) 25 ft. 30 9x19mm * 2d 5 (-3) 25 ft. 30 9x19mm * – This is a bull pup weapon: the magazine and action are behind the VZ Skorpion** 2d-1 4 (-2) 25 ft. 30 7.65x17mm rather than in front of it. It takes 2 rounds to reload instead of 1, but is more compact than a non- assault . * - Can be fired in one hand, but auto-fire penalty increases to -3. ** – This weapon jams on a 1 instead of 1-2 when checking for jamming. ** - Collapsing / folding . *** – This weapon jams on a 1-3 instead of 1-2 when checking for *** - Comes with a built in fore-grip (see Accessories) jamming. **** - Fire subsonic ammunition (-1 on Perception checks to hear) ″ – This weapon has a 3-shot burst function ‴ – This weapon has a 2-shot burst function ^ - Comes with a built in fore-grip (see Accessories) Sniper Rifles

Weapon Damage ROF Range Mag Cartridge Weapon Damage ROF Range Mag Cartridge CZ-52 2d 2 (-2) 25 ft. 8 7.62x25mm AWM 3d+2 Bolt-action 150 ft. 10 8.6x70mm Desert Eagle 2d+2 2 (-3) 25 ft. 7 12.7x33mm XM-500 4d 2 (-3) 300 ft. 10 12.7x99mm Five-Seven 2d-1 2 (-2) 25 ft. 20 5.7x28mm M-82 4d Bolt-action 300 ft. 10 12.7x99mm 17 2d 2 (-2) 25 ft. 20 9x19mm M-95* 4d Bolt-action 300 ft. 5 12.7x99mm Glock 21 2d+1 2 (-2) 25 ft. 20 11.43x23mm SVD 3d+1 2 (-2) 200 ft. 10 7.62x54mm M1911 2d+1 2 (-3) 25 ft. 7 11.43x23mm M-24 3d+1 Bolt-action 150 ft. 5 7.62x54mm Sig P226 2d 2 (-2) 25 ft. 15 9x19mm M-21 3d 2 (-2) 150 ft. 20 7.62x51mm Sig P228 2d+1 2 (-2) 25 ft. 13 9x33mm M-40 3d Bolt-action 200 ft. 5 7.62x51mm S&W Model 27 2d+1 – 25 ft. 6 9x33mm OSV-96 4d+1 2 (-3) 300 ft. 5 12.7x108mm Tec-9 2d 2 (-2) 25 ft. 32 9x19mm QBU-88 2d+2 2 (-2) 100 ft. 10 5.8x42mm Tec-22 1d+2 2 (-2) 25 ft. 30 5.6x16mm SVU* 3d+1 2 (-2) 100 ft. 10 7.62x54mm USP 2d+1 2 (-2) 25 ft. 12 11.43x23mm Walther PPK 2d-1 2 (-2) 25 ft. 7 7.65x17mm * – This is a bull pup weapon: the magazine and action are behind the trigger rather than in front of it. Modern Creating Your Own Firearms

Weapon Damage Range Mag Cartridge Know a firearm not on any of these lists? You can model it in the Remington M870 4d* 15 ft. 7 12-gauge ALT RPG by following these simple instructions. Benelli M3 4d* 15 ft. 8 12-gauge Saiga 12K 4d* 15 ft. 7 12-gauge Damage is by Cartridge DAO-12 4d* 15 ft. 12 12-gauge M1014 4d* 20 ft. 7 12-gauge Cartridge Dimensions Damage SPAS-12 4d* 20 ft. 7 12-gauge H&K MP7 4.6x30mm 1d+2 Winchester M1897 4d* 15 ft. 5 12-gauge .22S 5.6x11mm 1d+1 .22LR 5.6x16mm 1d+2 * – Deals -1d damage per range increment past the first. .223 Remington 5.56x45mm 2d+2 M43 Russian 7.62x39mm 2d+3 .308 Winchester 7.62x51mm 3d Mosin-Nagant 7.62x54mm 3d+1 .338 Lapua Magnum 8.6x70mm 3d+2 .357 Magnum 9x33mm 2d+1 9mm Parabellum 9x19mm 2d .40 S&W 10x21mm 2d+1 .45 ACP 11.43x23mm 2d+1 Tokarev 9x18mm 2d-1 FN 5.7 5.7x28mm 2d-1 .50 AE 12.7x33mm 2d+2

Rate of Fire in-game compared to real-life rate of fire:

Real-Life Rate of Fire In-Game Rate of Fire 1 Semi-automatic 2 400-600 RPM 3 650-800 RPM 4 850-1000 RPM 5 1050+ RPM 6

Range: usually about 1/20th the weapon's effective range, round down to the nearest 10 feet. For example, an AK-47 has an effective range of about 1320 feet. 1/20th of that is about 60 feet.

Recoil: Up to 5.7x28mm, it is -1. Up to 7.62x39mm, 9x19mm or 5.56x45mm, the should be -2; for larger cartridges, it is -3. However, small weapons, or hand-held weapons with extremely high rates of fire, should have higher . For example, the 9mm Uzi is a compact weapon, and while firing on full-auto, its high rate of fire means that it can be difficult to control, thus it has a -2 recoil. Accessories Munitions

- Laser Sight: +1 to hit within 30 feet in a darkened environment Weapon Damage Range Radius Special - Scope: Doubles weapon's range increment. Gives +1 to hit in any RPG 1dx5 75 ft. 15 ft. Takes 2 full rounds to reload round in which the shooter does not move, and fires at something Frag 5d 25 ft. 20 ft. further away than 25 feet. C4 2dx5 – 40 ft. - Reflex Sight: May reroll one missed shot when making firing on GP-25 4d 75 ft. 10 ft. Under-rail automatic. M203 4d 100 ft. 10 ft. Under-rail Grenade Launcher - Hollow Point Ammunition: Hollow ammunition designed to splinter upon M320 4d 70 ft. 15 ft. 6-round drum grenade launcher striking a target, dealing more damage but lacking armor-piercing Flash Grenade – 20 ft. 25 ft. Ag > 4 or blind for 3 rounds* capabilities. -1 damage to targets wearing armor: +1 damage to unarmored targets. - Bipod: Laying prone with bipod lessens auto-fire penalty by 1. – : A cylinder attached to the end of the gun to muffle the Tear Gas Bomb sound of it firing. -2 to Perception to hear the gun firing, -10 feet Molotov Cocktail to the range increment. – Duct-Taped Magazines: Reduces reload time to 1 action instead of a * All creatures able to see a flash grenade must make an Agility check full round. With the Quick Reload trait, a character can reload for and get 4 or higher, or be blinded for 3 rounds. A blinded character free (no action required). rolls twice on all checks requiring vision, and takes the worst result - Fore-grip: May reroll one missed shot when using automatic fire with (this includes attack rolls). Attacks against him roll twice and take a weapon. Requires the weapon to have a tactical rail to attach it to, the best result to hit. He also cannot see movement and can only or for it to be built into the weapon. attack the last known position of a creature; if that creature has - Incendiary Ammunition: 50% chance of igniting flammable objects moved, it cannot fire at it, and instead fires at empty space. (roll one die, 1-3 yes, 4-6 no). Increases to 83% chance with very flammable substances, such as gasoline (roll one die, 1-5 yes, 6 no). Area of Effect Templates

Traits For those who use a combat grid, there are some templates for the areas of effect of the weapons above, by blast radius. - Close-Quarters Battle Expert (1): May reroll one missed shot when firing on automatic at a target within 30 feet. When not firing on automatic, +1 to hit a target 30 feet or closer. - Improved Cover (1) – +1 additional Defense when behind some sort of cover. - Suppression Fire Expert (1) – You can assist at range using an automatic weapon. You must fire on full-automatic to give this bonus. - Quick Reload (1) – Can reload a gun as a single action instead of Make 30 and 40 file is in rpg attempts folder taking a full-round. - Expert (2) – Requires at least 1 point in the Shooting skill. You can attack two adjacent creatures with a shotgun with one shot, making one attack against each. - Shotgun Mastery (2) – Requires Shotgun Expert. You can attack three adjacent creatures with a shotgun with one shot, making one attack against each. - Powerful Blast (1) – Creatures hit by your shotgun blasts must make a Strength check or fall prone, requiring 1 action to get back on their feet. - Nimble Marksman (2) – When firing a semi-automatic and using its Rate of Fire, your penalty to hit is lessened by 1. - Burst Expert (1) – Additional +1 damage when using 3-shot burst - Two-Shot Burst Expert (1) – Reduce target's Toughness due to armor by an additional 1 when using a weapon with two-shot burst function.