[Spycraft 1.0/2.0] Rates of Fire for Lever and Bolt-Actions?

Henry

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A question has come up in my reading of the Spycraft 1.0 core books & the Modern Arms Guide. I was preparing to run a demo game, and what leapt to my attention is the fire rate of various firearms, particularly Single-Action weapons, Lever & Bolt-Action Weapons, as well as the reload times on each.

Single-action firearms I understand from the Modern Arms guide, they are supposed to gain the "Awkward" quality (a -2 penalty on initiative instead of an actual restriction of rate of fire, if I'm right). Also, the reload time is supposed to be one half-action for a magazine-fed weapon, and 3 shots per half action for everything else, bolt-actions included. Are these correct?

However, the real mystery are numerous references to how bolt-action weapons take "extra time to fire", but I don't see it spelled out how long they DO take to fire.

So does a bolt-action weapon fire as a half-action? Or as a full action?
Does a lever-action weapon fire as a half-action? Or as a full action?

And finally, are the answers to these questions also included in Spycraft 2.0?

Thank you in advance for anyone who knows.
 

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The Awkward penalty is gonna cost you actions eventually as your initiative keeps slipping lower and lower. Also if you are dealing with the type of bolt-action weapon that has an ammo capacity of 1, you' are gonna have to stop and reload after every single shot - effectively cutting your fire rate in half. Both off these contribute to a slower rate of lead hissing down range compared to a semi-automatic :).
 

In Spycraft 2.O, weapons have different qualities that are broad rules that apply to its function. Several of these qualities apply to the rate of fire and speed of reloading.

Examples:

Manual Action - these firearm requires the user to perform some additional action to chamber each new bullet after firing (bolt action?). Each time an attack is made with this weapon, the attacker's Initiative decrease by a set number. So if the weapon had Manual Action 2, it would drop by 2 every time you chambered a new bullet.

Non-Standard Fire Modes - Single shot, Burst, Full Auto, or any combination of them.

Slow Loading - Each reload take a required number of half actions to perform. Example: Slow Loading 3 would take 3 half actions to reload the gun.

There are a lot of different weapon qualities for different weapon types and it really gives weapons some nice individuality.
 

Could someone post what a stat block of a weapon would look like(i.e. MP5, AK47, Glock17)? When Spycraft 1.0 came out initially with their generic weapons I cringed big time. I am wondering if I will do the same for 2.0?
 

Glock 18 9mm P

Damage: 1d10+1
Error/Threat: 1-3/20
Ammo: 31M2 or 19M3
Recoil: 17
Range: 25 ft.
Size/Hand: D/1h
Qualities: CMP, NFM, (S/B/F)
Weight: 1.5 lbs.
Comp: 25/+1
Year: 1988
Street Value: R$1000

Weapon Basics: This weapon is a Service Pistol. It's proficiency is Handgun, its Key Attribute is DEX, its Untrained Penalty is -4, Damage Save +14, and Fire Mode is Single-Shot. Different categories of weapons have different basic rules.

Some weapons have specific rules that only apply to that weapon.

Ammo: M is for self-contained removable magazine, S is for an interal supply of shots, B is for belt, and D is for a removeable drum. The number before the letter is the number of shots that the weapon can hold and the number after the letter is the number of reloads that are automatically supplied with the weapon.

Recoil: If a character whose STR is less than the Recoil rating fires a firearm in Single-Shot mode they get a -1 penalty to his attack check. If they fire in Burst or Full Auto mode, the penalty is the difference in the Recoil rating and the character's STR.

Qualities:
Composite (CPM): The weapon is made of a non ferrous material that rendere the weapon less obvious to magnetic detection. A metal detector does not automatically spot this weapon but rather must make a Notice/Awareness check with the skill bonus equal to its Power rating x 2. The character trying to slip the weapon past the detector opposes its skill check result with a Seight of Hand/Conceal Action check.

Non-Standard Fire Modes (NFM): The weapon's fire modes don't conform to the standard for it's sub-category. Its actual fire modes follow this quality in parentheses - S for
Single shot, B for Burst, F for Full Auto (e.g. S/B/F means that the weapon can toggle between the Single-Shot, Burst, and Full Auto modes.

Complexity (Comp): The weapons complexity DC and error range modifiers used in Build, Repair, Modify, and other skill checks targeting the weapon.
 
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