Tuesday, June 8, 2021

Garden- Gun Rules & Chimney Generator

Garden Guns
In Garden, guns are the tool of the masses to protect themselves, and for many, a way to earn their weekly paycheck. Guns are both the tools of the gang, as well as tools of the citizens. Needless to say, players will be using them a lot.

For this ruleset, we are stealing Goblin Punch's gun rules from his Eldritch Americana game system/setting, which was a big inspiration for Garden in the first place.

Gun Fighting
Whenever you shoot a Firearm, you must declare how many bullets you are firing during the round. For every shot you shoot including the first, you get the additional shots benefit for your munition type. For example, a pistol firing bullets would have +1 to hit and deal d6+1 damage on a hit if you fired a single round. If you dumped your magazine of 8 bullets, you'd get +8 to hit and +8 damage.

If you roll a 20 or higher when firing your weapon, your gun jams. Gun jams can be cleared by taking a round to clear the jam. If the gun jam was especially bad (30 or higher on attack roll), you'll need to use field repairs which take an exploration turn or short rest to clear.

If you run out of capacity during a firefight, you must take a round to reload.


Chimney Generator

Gardeners need tools of the trade if they want to survive and thrive within their city. Almost all city-folk either own a firearm or can get one through a friend or college.

All firearms are made of parts. Sidearms are simplified weapons made only of a Munition, Barrel, and Receiver, but they have no inherent flaws. Take the lower, second number in parenthesis for both damage and capacity when creating sidearms. Sidearms only take one hand. (Base Load 1)

Chimneys are the big toys that are made up of a Munition, Barrel, Receiver, Stock, and Flaw. While having greater damage and capacity their flaws make them less reliable then Sidearms. Chimneys take +1 round(s) to reload, takes both hands to aim, and cannot be concealed as easily. Gardeners call two handed guns chimneys because of the soot, smoke, and need for constant cleaning. (Base Load 2)

-Munition-

Name

Base Dmg.

Cap. Mod

Additional Shots

Bullet

d6 (d4)

x3

+1 to hit and damage

Shell

d8 (d6)

x1

+1d4 to damage, knocks off -1 armor per extra shot on a miss

Cartridge

d10 (d8)

x1.5

+1 to damage; (Passive) Half penalties each round you aim.

Payloads

d8 (d8)

x0.5

Can hit 1 additional target; if jams save or gun explodes

-Receiver-

Name

Capacity

Dmg. Size Bonus

Accuracy

Extra

Revolving

4 (2)

x

x

+1 Round to reload

Magazine

8 (4)

-1

x

x

Drum

10 (6)

-1

-1

Drums count as 1 Load items

Break-Action

2 (2)

1

1

Can only fire once per round

-Barrel-

Name

Accuracy

Load

Damage-Die Size Bonus

Extras

Snub

-2

-1

x

Can fire while grappled.

Thick

-2

1

1

x

Suppress'd

-1

1

-1

Quieter Firing

Long

2

2

x

Cannot fire at close combat attackers

Needle

1

x

x

Gun Damage-die size -1 vs Armored

Perforated

-1

1

-1

Roll -1 Flaw (Minimum 1 for Chimneys)

-Stock-

Name

Accuracy

Load

Capacity

Damage Sz+

Extra

Shoulder

2

1

x

x

Aiming cuts penalties to zero

Butt

x

1

x

1

x

Wire

-1

-1

x

x

x

Folding

x

x

x

x

-1 Rounds to Reload (min 1)

Heavy Weapons

x

2

+1/2

x

Roll +1 Flaw

-Flaw-

d10

Name

Effect

1

Fragile

On melee hit or explosion, gun breaks/jams. Requires field Repairs.

2

Hair Trigger

Can only aim the gun for one round at a time.

3

Sloppy

Reloading takes +1 round.

4

Overheats

Roll any >20 on attack roll; gun must cool down to fire again safely.

5

Sparse

Treat base Capacity as if Sidearm sized. Reroll if sidearm or Heavy stock.

6

Rattles

-2 to Sneaking when equipped.

7

Bulky

+1 to Load

8

Unreliable

Jams on a roll of 19 or higher.

9

Greasy

Needs greasing every 1d4+1 turns, or will jam next time it fires.

10

Kicks

After firing you get -2 Accuracy if you shoot again the next round.

No comments:

Post a Comment