Gunplay - Simple Skirmish Rules

Gunplay is meant to be a fast set of generic skirmish rules for simple tabletop skirmish games. These rules can also be used as a fast combat system for convention games, or as a simple replacement for overly complicated combat rules in your otherwise favourite game.

This is just one of several sets of intermediate modules. Add the parts you like to the basic rules and ignore the rest. For the basic rules click HERE.




Weapon Stats

Weapon types tend to be divided into 3 categories: Light, Medium, & Heavy. Example weapons are given in brackets.
ROF = rate of fire, Requirements = character trait or action required to avoid negative Difficulty Level shift.

Weapon Charts - Projectile

Pistols Range
ROF (Close/Effective) Damage Requirements
Light (.22) 1 6" / 12" 0 none
Medium (.38) 1 6" / 18" 1 Braced if Weak
Heavy (.45) 1 6" / 18" 2 Strong or Braced
Notes: None

Rifles Range
ROF (Close/Eff/Extreme) Damage Requirements
Light (.22) 1 6"/24"/36" 1 none
Medium (.30) 1 6"/36"/72" 2 Braced if Weak
Heavy (.50) 1 6"/36"/96" 3 Strong or Braced
Notes: None

Shotguns Range
ROF (Close/Eff/Extreme) Damage Requirements
Light (20 gauge) R 6"/12"/18" none
Medium (16 gauge) R 6"/18"/36" none
Heavy (12 gauge) R 6"/18"/36" none
Notes: Restricted Rate of Fire / no negative Difficulty Level shift at Extreme range / +1 damage modifier at Close range and a -1 at Extreme range / +1 damage modifier for double barrelled

Submachine Guns Range
ROF (Close/Eff/Extreme) Damage Requirements
Light (X) 3 6"/12"/18" 0 none
Medium (X) 3 6"/24"/36" 1 none
Heavy (X) 3 6"/24"/36" 2 none
Notes: Autofire; if used, weapon requires 1 action to reload

Carbines Range
ROF (Close/Eff/Extreme) Damage Requirements
Light (.22) 1 6"/12"/18" 0 none
Medium (.30) 1 6"/24"/36" 1 Braced if Weak
Heavy (.50) 1 6"/24"/36" 2 Strong or Braced
Notes: None

Bolt Action Rifles Range
ROF (Close/Eff/Extreme) Damage Requirements
Light (X) R X 1 none
Medium (X) R X 2 none
Heavy (X) R X 3 none
Notes: Restricted Rate of Fire;

Thrown Weapons Range
ROF (Close/Eff/Extreme) Damage Requirements
Light (X) X X none
Medium (X) X X X none
Heavy (X) X X X none
Notes: Expended Rate of Fire;

Notes:
ROF: R (Restricted)- these weapons have a slow rate of fire, and may only fire once per TURN instead of once per action.
ROF: X (Expended)- these weapons only fire once per game, they are expended when thrown unless the scenario permits recovery.

Modifiers:
Positive Difficulty Level shifts - Close range, Aim action
Negative Difficulty Level shifts - Extreme range, Cautious move, no shooting skills, failed weapon requirement
Positive Dice Modifiers - per shooting skill level
Negative Dice Modifiers - wounded (per wound)




Weapon Charts - Melee

Clubs Damage Requirements
Light Club (fist) 0 none
Heavy Club (bat) 1 not Weak, or 2 handed
Special (large object) 2 Strong, or not Weak and 2 handed
Notes: None

Blades Damage Requirements
Small Blade (large knife) 1 none
Medium Blade (axe/sword) 2 not Weak, or 2 handed
Great Blade (polearm) 3 Strong, or not Weak and 2 handed
Notes: None

Positive Difficulty Level shifts - strong, charging, target down
Negative Difficulty Level shifts - weak, failed weapon requirement
Positive Dice Modifiers - per melee skill level
Negative Dice Modifiers - wounded (per wound)


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