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Old 01-20-2015, 05:58 AM
simonmark6 simonmark6 is offline
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Join Date: Dec 2008
Location: Swansea, South Wales, UK
Posts: 374
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These are the rules I used when I had finicky bean counters as players. If each player has a primary and secondary weapon then it's just complicated. If they have several weapons, NPCs and vehicle weapons it becomes very boring.

Another way I worked on it was that any Critical failure caused another roll and if that was a 20 the weapon was broken. Players could also sacrifice kit for a reduction in a wound, usually $10 of kit for one point less damage.

Here are the rules: they are long, boring and probably unworkable in any campaign apart from Accountants and Auditors.

Suggested rules for weapons wear:
1) Condition of a weapon:
The weapon’s condition is very important. It determines the following points:
Maintenance Time (MT): How long it takes to do basic care of the weapon. This is in minutes for basic care and hours for work a gunsmith needs to do.
Maintenance Interval (MI): The number of firefights a weapon goes through before it must be maintained. If no maintenance is done at this point it drops a level. If a weapon is not being used, this is months rather than firefights.
Accuracy: This is a penalty to the hit roll if a weapon is deteriorating.
Range: The lowering of range for deterioration.
Reliability: The lowering of the JAM roll.
2) Effects of Condition:
0: Factory Fresh: MT: Value in Dollars/10/mins. MI: 10 firefights
1: New used: MT: Value in Dollars/10/mins. MI: 9 firefights
2: Great condition: MT Value in Dollars/10/mins: MI: 8 firefights
3: Good condition: MT Value in Dollars/10/mins: MI: 7 firefights
4: Starting to show wear: MT Value in Dollars/10/mins: MI: 6 firefights -2m range
5: Worn: MT Value in Dollars/10/mins: MI: 5 firefights -2m range +1 JAM
6: Quite Worn: MT Value in Dollars/10/mins: MI: 4 firefights -4m range +2 JAM -1 Acc
7: Very Worn: MT Value in Dollars/8/mins: MI: 3 firefights -6m range +3 JAM -2 Acc
8: Worn Out: MT Value in Dollars/6/ mins: MI: 2 firefights -8m range +4 JAM -3 Acc
9: Wreck: MT Value in Dollars/4/mins: MI: 1 firefight -10m range +5 JAM -4 Acc
10: Total Wreck: MT Value in Dollars/2/mins: MI: 1 firefight -12 range +6 JAM -5 Acc
3) Determining Condition:
This can be GM mandate or depend on certain circumstances or quality of the weapons.
User’s Experience: This is based off Initiative.
6+: Best of the best: Weapon Condition 1.
5: Veterans: Weapon Condition 2
4: Experienced: Weapon Condition 3
3: Regulars: Weapon Condition 4
2: Green: weapon Condition 5
1: Untrained: Weapon Condition 6

Other Qualities:
Antique: Weapon is from before WW1: -4 Condition
Old Timer: Weapon is from before WW2: -3 Condition
Long in the tooth: Weapon is from before 1980: -2 Condition
Poor storage: -d6 Condition

Note: This is general advice. In the end, the GM may mandate condition according to the demands of the story.
4) Losing Condition:
Eventually weapons wear out no matter how well they are looked after. Weapons lose condition under the following circumstances:
No maintenance: -1 Condition for every MI missed.
Bad shooting: -1 Condition for every critical miss.
Poor maintenance: -1 Condition for a critical failure of maintenance.
Bad use: -1 for any excessive abuse judged by the GM.
5) Restoring Condition:
Condition can be restored but only if a spare with the right parts can be found. One level of condition can be restored at a time.

Finding the parts: A looted or found or bought weapon of the same type can be used for spare parts. The number of parts that can be gained is equal to the Condition minus 10. To determine if the parts available solve the problem, roll a d100 and check the weapon’s Condition. There is a -10% chance of gaining the right parts for every point of Condition so a Condition 6 rifle has a 40% of finding the right part from a spare.

Eg:
Tommy has a battered M16 with a Condition of 7. He finds another M 16 in a wrecked M2 that is condition 8. He strips it for two parts and rolls to see if either can improve his gun. He rolls a 19 and an 87 with a target of 30%. He gets lucky and finds one part to help him. He fits the part successfully and his gun goes up to WV 6 and loses several minuses to his abilities.

If there are several guns that could be fixed, roll for each weapon. Once the parts have been rolled for they cannot be used for that weapon again until it drops a Condition band. You can roll again for a different rifle however.

Note: No weapon can rise from 1 to 0.
6) Magazines:
Magazines also wear out and have the following issues:
Condition ranges from 0 to 10 and lose condition as follows:
-1 for every 10 reloads or top up (effectively every 10 firefights)
-1 for bad use
-1 for a monthly roll (roll a d20 and on a 20 lose a point)

Magazines cannot be maintained or fixed.

Effects:
0-5 No effect
6-10 -1 chance for JAM per point. Can be cleared with a recharge.
7) Brass:
Reloading brass can wear it out too.

Every time brass is reloaded it gains one point of wear. A failed gunsmith roll adds an extra point.

Effects:
0-5 none
5+ -1 chance of JAM per point.

Brass cannot be repaired
8) Other issues:
If the GM wishes, the following qualities can be given to guns:

AK: Parts can be gained from any AK family weapon
Lemon: - 1 to wear value
Reliable: Halve MI and MT
Complicated: Double MT
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