Adjustments For d20 Weapons Locker

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
 

log in or register to remove this ad

Sounds to me like D20 Weapons Locker was written by someone who knows nothing about firearms, just what they've seen in movies and TV shows.

JediSoth
 

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. 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, the 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).
So... if a bullet has the ability to move the target backwards five feet... wouldn't firing a burst of 5 rounds from submachinegun move the shooter back 25 feet? After all, a bullet gets momentum FROM somewhere, and the acceleration of the bullet actually produces MORE energy than the impact, since the bullet loses some momentum as it travels.

If anything, the belief that being hit by a bullet will send someone flying backwards five feet is something based on movies and TV shows, not reality.

Let's take this system to the extreme... a .22 round deals 2d4 damage. With this system, average Joe -WILL- be knocked back 5 feet from a .22 impact. As a footnote, a .22 round will NOT knock over a jug of water, nor a can of pop in most cases. On average, we are looking at a knockback roll of 12.5 for the firer and 10.5 for average Joe. But the possibility exists that this same shot will knock Joe back 10 feet. Stop and look around you. Ten feet is the distance from one side of my bedroom to the other, wall to wall.

Now, a lot of bullets pass through the victim... so we are often not dealing with 100% transfer of energy... Conservation of energy indicates that the firer would also have to make this save to prevent himself from flying back 10 feet. I just can't see it.

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.
So, failure to stabilize a .50 BMG can quite likely be a FATAL injury to a green soldier? (level 1 normal, with average hit points).

If a .45ACP and a .22LR possessed exactly the same effect
If a .45 ACP and a .22LR possessed exactly the same effect in the d20 system, they would deal the same damage. They don't. A majority of .45ACP firearms deal 2d6 damage, while a majority of .22LR firearms deal 2d4 damage.
 
Last edited:



An episode of Mythbusters dealt with the idea that guns knock their targets back. End result: guns really don't knock anything back at all, even when they used some gigantic hand cannon.

That said, I totally agree that d20 Modern is pretty silly in their damage depictions of guns. I don't care so much what's actually more realistic, but I prefer things to seem more realistic and I like my weapons to do different things (like how a longsword is different from a rapier in D&D).

My suggestion is to pick up the Spycraft Modern Arms Guide by AEG. Every caliber has different damage and each gun it details (and there're a TON) has a short writeup as well as some additional stats (like reliability, extra accuracy, etc.). The book is well-researched--they tell you which guns are used by which branch of the military (US and other countries), which special forces unit uses what, etc. It's a really cool book.

Keep in mind that Spycraft uses Vitality/Wound Points (and critical hits only occur upon spending an action die, Spycraft also has a critical error mechanic) whereas d20 Modern uses hit points and the Massive Damage Threshold mechanic. The end result of this difference is that increased threat range is more deadly in Spycraft than in d20 Modern.
 

I wouldn't exactly call this an adjustment to d20 Weapons Locker so much as an adjustment to firearms rules in d20 Modern. One thing I noted was the constant references to Wounds. This makes me think you are working on a Vitality/Wound point system, which is kind of an option beyond the default ruleset. Not everyone uses VP/WP in their games (if that is indeed the assumption of this article).

Also, formatting. Bad. Ow. Made my eyes hurt. You really need to do something about that line wrapping. This looks like it was copied & pasted from another format, and that likely explains the odd line returns. I'd recommend fixing that if you want more people to try reading it.

For the record, a .22 round and a 9mm round are not statisically the same in d20 Modern. Most .22 handguns deal 2d4 damage, whereas 9mm to .45in caliber handguns deal 2d6 damage.

Also, HellHound hit the nail on the head when talking about the transference of energy. Most bullets pass through their targets instead of transferring momentum to them (or, if so designed, they break apart inside them). The kind of "knockback" we witness on TV and in movies is fairly unrealistic, and doesn't have much place in the game if you are, in fact, trying to incorporate more realism into the mechanics.
 

Enforcer said:
That said, I totally agree that d20 Modern is pretty silly in their damage depictions of guns. I don't care so much what's actually more realistic, but I prefer things to seem more realistic and I like my weapons to do different things (like how a longsword is different from a rapier in D&D).

My suggestion is to pick up the Spycraft Modern Arms Guide by AEG. Every caliber has different damage and each gun it details (and there're a TON) has a short writeup as well as some additional stats (like reliability, extra accuracy, etc.). The book is well-researched--they tell you which guns are used by which branch of the military (US and other countries), which special forces unit uses what, etc. It's a really cool book.

Keep in mind that Spycraft uses Vitality/Wound Points (and critical hits only occur upon spending an action die, Spycraft also has a critical error mechanic) whereas d20 Modern uses hit points and the Massive Damage Threshold mechanic. The end result of this difference is that increased threat range is more deadly in Spycraft than in d20 Modern.
Meh. The Spycraft Modern Arms Guide is a bit too detailed and distinguished between guns that uses the same caliber ammo to the point where one should just eliminate damage rolls entirely. May work for Spycraft or a modern version of the True20 System game but not anywhere else. Not where a civilian lawyer took several bullets at point-blank from a disgruntled client and is still alive (seen that on the news as it happened) while a soldier who returned home from a dangerous battlefield only to get shot once and killed in an apparent burglary attempt which is just a ruse set up by his wife so she can be with her lover.
 

Ranger REG said:
The Spycraft Modern Arms Guide is a bit too detailed and distinguished between guns that uses the same caliber ammo to the point where one should just eliminate damage rolls entirely.

As far as I know every weapon of the same caliber does the exact same damage in the Modern Arms Guide (all 9mm handguns do 1d10+1, for example). Did you mean something else? If so then I'm not too clear on what you mean by "one should just eliminate damage rolls entirely."

As for the details, yes, the book is very very detailed. Some will like this, some will not. *shrugs* I'm obviously someone who likes lots of details on the guns, your mileage may vary. :)

Oh, and something else that I forgot to put in my first post, Spycraft's armor uses Damage Reduction (only really important for guns with the Armor-Piercing quality in the Modern Arms Guide).
 

HellHound said:
As a footnote, a .22 round will NOT knock over a jug of water, nor a can of pop in most cases.

A .22 round will most definately knock back a full jug of water (ok, the jug will explode really and only have an entrance hole, not an exit hole when put back together) where a .45 round will go right through. An empty container, well, that's a different story.

And if you don't believe me, it's a standard practice in the Hunter's Safety course (or was when I took it almost 20 years ago) to take a full milk jub full of water and shoot it with a .22, a .45 (or even a .357 mag) and a shotgun and then discuss the results.
 

Remove ads

Top