Guild Master
First Post
Adjustments For d20 Weapons Locker
This last month marked a moment d20 Modern players around the world
had been anticipating since the release of the game: the official
d20 Weapons Locker. Few words could describe the hope I held for
this book, fewer still the depth of my disappointment.
Perhaps I was naive, but I had hoped for a book that gave
life and breath to my weapons of choice, a supplement worthy of the
game I believe to be quite close to gaming perfection. What we as a
community received, instead, was a pitiful rehash of unimaginative,
and frankly incorrect, statistics packaged in beautiful (and quite
durable, I might add) hard cover. This thirty dollar "Apple from
Eden" has a pretty and pristine shell holding nothing but rot and
ruin inside.
Sometime after the haze of my despair had departed enough
for a fog of anger to take hold, I found myself lamenting the evils
of this fraudulent manual to my dear sister. As the much more
intelligent party in this set of siblings, she pointed out that I
remember (and put to use) the venerated Golden Rule of Gaming:
"If something doesn't work, change it!" What follows is a set of
ballistic damage rules that are more descriptive of real world
weaponry, and the effect said weaponry has when used on living
tissue.
Damage Statistics by Caliber:
"Guns don't kill People... Bullets kill People."
--Unknown
According to the d20 Modern system, as written, the vast
majority of handguns do exactly the same amount of damage,
regardless of the weapon's caliber. This is simply an
unrealistic and undereducated view. If a .45ACP and a .22LR possessed exactly the same effect, then LPD would be packing high-capacity .22's.
Like it or not, bullet size matters. However, the game mechanics do
not accurately portray this. I suggest the following stats, based
on caliber, for handguns.
KB = Knock Back (see below)
These statistics take into account several different
wounding factors, the most (or least, depending upon your point of
view) desirable being Permanent Wound Cavity (the volume of space
within the Target's body after the body's natural elasticity
has returned it's shape to "normal") and the resulting Bleed
Wound Area (the internal surface area of the wound, which is directly related to how fast a Target will "bleed out", thus depriving the
Target's brain of vital oxygen). To a lesser extent, Temporary Cavity (wound volume measured before elasticity has readjusted shape), probability of Full-Metal Jacket round fragmentation and (in the larger, faster calibers) Hydrostatic Shock (the amount of pressure and resulting organ damage due to the "shock wave" that created the
Temporary Cavity) are also incorporated. Psychological effects are not touched upon.
A new mechanical effect incorporated into the stats is Knockback. Knockback is the essential probability that a subject will be moved by the direct impact of a ballistic round. In small arm weapons, Knockback only occurs within the first range increment (with the exception of the 454 Cassul, which is treated as a "Longarm" in regards to Knockback). In longarms, Knockback is viable in the first two range increments. Knockback only applies if the Target took Wound damage from the hit. To resolve a Knockback check, the Attacker and the Target make an Opposed d20 roll. The Target adds his Strength modifier to his roll, the Attacker adds one half the wound damage from the hit (rounded up) as a modifier to his roll. If the roll ends in the Target's favor, the Target is not moved. If the roll ends in the Attacker's favor, the Target is moved back 5 ft. If the Attacker's roll surpassed the
Target's by a margin of ten or greater, th! e Target is moved 10 ft. instead of 5. The effect ends in the Target being moved the appropriate
distance and transposed to a Prone state (ignore the Prone effect if
the Target was not moved).
Long arm stats are listed on the table below. Again, the
stats are reflective of the general wound ballistic data available
from various law enforcement agencies. Please note that some of the
calibers are considered to be traditional "pistol calibers"
(i.e.: .45ACP). This new damage stat reflects the additional
velocity, and potential wound energy, of firing the round out of a
longer barrel, as in the case of a carbine. However, Knockback is
still handled as if the weapon in question was a "small arm".
Of special note on this table is the .50 cal BMG round. To
effectively use a weapon chambering this round, the Attacker must
possess a minimum Strength and Constitution score of 13. If
Strength score is under 16, the Attacker may only use the weapon
while in the prone position. With a score of 16 or higher, the
Attacker may use the weapon as any other long arm, provided he is
able to brace himself properly. Failure to brace or support himself
properly (GM's discretion) may result in a damage roll of 1d4 to
3d4 points of Wound damage to the Attacker.
Exotic Ammunitions:
A Special gift for a Special Someone. or What to get for the Monster that has Everything.
Specialty ammunition applies modifiers and effects to the damage roll of a weapon. These modifiers effects are only applied in case of resulting Wound damage to the Target. If only Vitality damage occurs, treat the damage roll as standard for the weapon's caliber. Damage modifiers are listed in order of effect against No Armor/Light/Medium/Heavy.
* The AP (Armor Piercing) Effect reduces a Target's armor
benefits by two categories before damage is applied to the
Target's Wound Points.
Shotguns:
"What to use when you wanna kill every mutha-f@#ker in the room... accept no substitutes." -- Samuel L. Jackson
One of the most versatile personal weapons on the modern
battlefield is the Shotgun. Though many variations of this weapon
exist, I will focus on the two most prevalent in combat scenarios:
the 12 gauge and the 10 gauge. Though the 12 has a larger numerical
value, the 10 has a larger bore size, and therefore, a greater
potential wound factor. The table below lists damage stats for
these two weapons using their two most common ammunitions.
Shot refers to shell loads of 27 to 32 ball bearings. Slug
refers to a single large caliber ball. Weapons using Shot increase
their Critical Threat range to 18-20, weapons loaded with Slugs do
not alter their Threat range. Knockback is handled as per Longarms
(first two range increments).
Shotguns also have a number of exotic ammunitions available
for use.
*The Fire Effect on the Incendiary round should be treated
as a Flame Thrower with a max. range of 10 feet and a duration of
the Attacker's attack action.
Conclusion
Well, there you have it, Real World stats for most of the
common calibers and exotic ammos. I'm sure I'll be adding to
the
list as time progresses, but until then keep your weapons loaded,
your safeties off, and your heads down... and have a good time!
Reference Sources
FBI Wound Ballistic Evaluation by F.B.I., July 1988
Handgun Wounding Factors and Effectiveness by Special Agent UREY W.
PATRICK 1989
http://www.firearmstactical.com/hwfe.htm
INS National Firearms Ballistic Gelatin Test Protocol 1998
http://www.firearmstactical.com/tacticalbriefs/volume4/number
1/article412.htm
This last month marked a moment d20 Modern players around the world
had been anticipating since the release of the game: the official
d20 Weapons Locker. Few words could describe the hope I held for
this book, fewer still the depth of my disappointment.
Perhaps I was naive, but I had hoped for a book that gave
life and breath to my weapons of choice, a supplement worthy of the
game I believe to be quite close to gaming perfection. What we as a
community received, instead, was a pitiful rehash of unimaginative,
and frankly incorrect, statistics packaged in beautiful (and quite
durable, I might add) hard cover. This thirty dollar "Apple from
Eden" has a pretty and pristine shell holding nothing but rot and
ruin inside.
Sometime after the haze of my despair had departed enough
for a fog of anger to take hold, I found myself lamenting the evils
of this fraudulent manual to my dear sister. As the much more
intelligent party in this set of siblings, she pointed out that I
remember (and put to use) the venerated Golden Rule of Gaming:
"If something doesn't work, change it!" What follows is a set of
ballistic damage rules that are more descriptive of real world
weaponry, and the effect said weaponry has when used on living
tissue.
Damage Statistics by Caliber:
"Guns don't kill People... Bullets kill People."
--Unknown
According to the d20 Modern system, as written, the vast
majority of handguns do exactly the same amount of damage,
regardless of the weapon's caliber. This is simply an
unrealistic and undereducated view. If a .45ACP and a .22LR possessed exactly the same effect, then LPD would be packing high-capacity .22's.
Like it or not, bullet size matters. However, the game mechanics do
not accurately portray this. I suggest the following stats, based
on caliber, for handguns.
KB = Knock Back (see below)
These statistics take into account several different
wounding factors, the most (or least, depending upon your point of
view) desirable being Permanent Wound Cavity (the volume of space
within the Target's body after the body's natural elasticity
has returned it's shape to "normal") and the resulting Bleed
Wound Area (the internal surface area of the wound, which is directly related to how fast a Target will "bleed out", thus depriving the
Target's brain of vital oxygen). To a lesser extent, Temporary Cavity (wound volume measured before elasticity has readjusted shape), probability of Full-Metal Jacket round fragmentation and (in the larger, faster calibers) Hydrostatic Shock (the amount of pressure and resulting organ damage due to the "shock wave" that created the
Temporary Cavity) are also incorporated. Psychological effects are not touched upon.
A new mechanical effect incorporated into the stats is Knockback. Knockback is the essential probability that a subject will be moved by the direct impact of a ballistic round. In small arm weapons, Knockback only occurs within the first range increment (with the exception of the 454 Cassul, which is treated as a "Longarm" in regards to Knockback). In longarms, Knockback is viable in the first two range increments. Knockback only applies if the Target took Wound damage from the hit. To resolve a Knockback check, the Attacker and the Target make an Opposed d20 roll. The Target adds his Strength modifier to his roll, the Attacker adds one half the wound damage from the hit (rounded up) as a modifier to his roll. If the roll ends in the Target's favor, the Target is not moved. If the roll ends in the Attacker's favor, the Target is moved back 5 ft. If the Attacker's roll surpassed the
Target's by a margin of ten or greater, th! e Target is moved 10 ft. instead of 5. The effect ends in the Target being moved the appropriate
distance and transposed to a Prone state (ignore the Prone effect if
the Target was not moved).
Long arm stats are listed on the table below. Again, the
stats are reflective of the general wound ballistic data available
from various law enforcement agencies. Please note that some of the
calibers are considered to be traditional "pistol calibers"
(i.e.: .45ACP). This new damage stat reflects the additional
velocity, and potential wound energy, of firing the round out of a
longer barrel, as in the case of a carbine. However, Knockback is
still handled as if the weapon in question was a "small arm".
Of special note on this table is the .50 cal BMG round. To
effectively use a weapon chambering this round, the Attacker must
possess a minimum Strength and Constitution score of 13. If
Strength score is under 16, the Attacker may only use the weapon
while in the prone position. With a score of 16 or higher, the
Attacker may use the weapon as any other long arm, provided he is
able to brace himself properly. Failure to brace or support himself
properly (GM's discretion) may result in a damage roll of 1d4 to
3d4 points of Wound damage to the Attacker.
Exotic Ammunitions:
A Special gift for a Special Someone. or What to get for the Monster that has Everything.
Specialty ammunition applies modifiers and effects to the damage roll of a weapon. These modifiers effects are only applied in case of resulting Wound damage to the Target. If only Vitality damage occurs, treat the damage roll as standard for the weapon's caliber. Damage modifiers are listed in order of effect against No Armor/Light/Medium/Heavy.
* The AP (Armor Piercing) Effect reduces a Target's armor
benefits by two categories before damage is applied to the
Target's Wound Points.
Shotguns:
"What to use when you wanna kill every mutha-f@#ker in the room... accept no substitutes." -- Samuel L. Jackson
One of the most versatile personal weapons on the modern
battlefield is the Shotgun. Though many variations of this weapon
exist, I will focus on the two most prevalent in combat scenarios:
the 12 gauge and the 10 gauge. Though the 12 has a larger numerical
value, the 10 has a larger bore size, and therefore, a greater
potential wound factor. The table below lists damage stats for
these two weapons using their two most common ammunitions.
Shot refers to shell loads of 27 to 32 ball bearings. Slug
refers to a single large caliber ball. Weapons using Shot increase
their Critical Threat range to 18-20, weapons loaded with Slugs do
not alter their Threat range. Knockback is handled as per Longarms
(first two range increments).
Shotguns also have a number of exotic ammunitions available
for use.
*The Fire Effect on the Incendiary round should be treated
as a Flame Thrower with a max. range of 10 feet and a duration of
the Attacker's attack action.
Conclusion
Well, there you have it, Real World stats for most of the
common calibers and exotic ammos. I'm sure I'll be adding to
the
list as time progresses, but until then keep your weapons loaded,
your safeties off, and your heads down... and have a good time!
Reference Sources
FBI Wound Ballistic Evaluation by F.B.I., July 1988
Handgun Wounding Factors and Effectiveness by Special Agent UREY W.
PATRICK 1989
http://www.firearmstactical.com/hwfe.htm
INS National Firearms Ballistic Gelatin Test Protocol 1998
http://www.firearmstactical.com/tacticalbriefs/volume4/number
1/article412.htm