Modern Firearms In Fudge
by James Wedig
Modern firearms are dangerous, efficient, and deadly. One of the more challenging parts of any roleplaying experience is accurately portraying firearms. Some systems tend to have a heavy set of rules and charts for handling firearm combat. The problem with these types of systems is that they tend to greatly slow down play. A campaign becomes an endless succession of combat round after combat round. Other systems tend to forget reality and just use a very simple means for using firearms. These rules are good for getting combat over fast and moving on to more role-playing, but they often don't allow for the feel of a true gun battle that may be desired by the GM and the players.
The following system has been designed to fit somewhere in the middle. It tries to be light in rules while still maintaining some edge of real gunplay.
There are a few things that both players and GMs should note when entering a gun battle. The first point is that in most real life gun battles, the majority of the shots fired miss. Most of the time the battle is between two poorly trained or untrained combatants firing poorly placed shots at each other while trying to catch their breath. Elements such as darkness, fatigue, etc. can all have a great deal of effect on a person trying to fire off a shot at an attacker.
Now this is not meant to discourage anyone, feel free to run in head first with guns blazing, just don't be too surprised when you get plugged a few times from a better position. But that's not what you wanted to hear, so here's how to handle firearms.
No matter how fast you think you are, no human being can actually dodge a bullet. Most firearms can fire a projectile at hundreds or even thousands of feet per second, so don't go thinking you can outrun one. For that reason, all firearms attacks are considered to be unopposed actions. Now, that doesn't mean you can't try to dodge the attack, we'll just cover that later.
The first thing to do before a firearms attack can be made is to determine the range to the target. This range is then compared to the weapon's Base Range. A weapon's Base Bange is the maximum range at which a Fair result is required to hit. For every halving of the Base Range, the difficulty of the shot drops one level. For every doubling of the Base Range, the difficulty increases one level. Assuming a Base Range of 10m (35 ft), the following chart shows an example of range to-hit values.
| To-hit | Range |
| Terrible | 1m |
| Poor | 2.5m |
| Mediocre | 5m |
| Fair | 10m |
| Good | 20m |
| Great | 40m |
| Superb | 80m |
This means that if character A is firing at another character B who is 10 meters away, character A needs a Fair result to hit. If character A was firing at a target 65 meters away a roll of Superb would be needed to hit since the range is above the maximum value for Great.
The following chart shows the general range categories for different kinds of weapons. They are not true to every weapon of that kind. It is more of a general value for simplicity. In many cases a weapon may have a maximum range far above the value for a Superb shot. In this case the chart can easily be expanded by doubling the range value until the maximum range is reached.
| To-hit | Handguns | SMGs | Rifles | Sniper Rifles | Shotguns* |
| Terrible | 1m | 2.5m | 3m | 5m | 2.5m |
| Poor | 2.5m | 5m | 6m | 10m | 5m |
| Mediocre | 5m | 10m | 12.5m | 20m | 10m |
| Fair | 10m | 20m | 25m | 40m | 20m |
| Good | 20m | 40m | 50m | 75m | 40m |
| Great | 40m | 80m | 100m | 150m | 60m |
| Superb | 80m | 160m | 200m | 300m | 80m |
| * Shotguns do not double their Base Range value. |
There are many factors that can contribute to a shooter's accuracy. Here are a few examples of possible modifiers.
| Mod. | Effect |
| -1 | Hurt, injured, etc. |
| -1 | Fatigued, heavy breathing |
| -1 | Low light conditions |
| -1 | Target behind partial cover |
| -2 | Target behind nearly full cover |
| -1 | Firing rifle one handed or from hip |
| +1 | Target in brightly lit area |
| +2 | Target is unaware of attack |
| +* | Target is dodging |
| GMs and players may add their own modifiers as they see fit. |
* Here is where dodging comes into play. Naturally, a moving target is much harder to hit than a stationary one. Therefore, a dodging target is harder to hit. A character may elect to dodge if they have not already acted for the combat round. They may then add the positive value of whatever trait the GM says is appropriate (Dodge skill, Agility attribute, etc.) to the difficulty of the attack. So what happens if you don't have these skills or have them at a low rating? Don't worry, if you take your action to dodge, you always get at least a +1 added to the difficulty of the attackers to-hit roll.
Damage is handled normally by adding the relative degree of success to the weapon's damage value.
Some weapons will be able to fire more then one shot in a single combat round. This means the weapon has a Rate of Fire higher than 1. In the case of such weapons, each shot is fired as a separate to-hit roll against the target. Each shot past the first suffers a cumulative -1 penalty. So the second shot is at -1, the third at -2, etc.
Some weapons have the ability to fire a tremendous amount of shots in a single combat round. These are Automatic Weapons. For automatic weapons their rate of fire is broken down into bursts. Each burst is three rounds (rounded normally). A weapon that can fire ten rounds will fire three bursts. The tenth shot is lost. But a weapon that can fire eleven shots would fire four bursts (the twelfth shot is not needed). A burst adds +2 to the damage of the weapon. Each burst is considered a separate attack and is rolled separately. Each burst past the first suffers a cumulative -1 penalty. So the second burst is at -1, the third at -2, etc.
Bursts can be also be used to spray an area hitting multiple targets. Each burst is considered to fill up a 1 meter (3 foot) area. Each burst past the first can fire either 1 meter to the left or right of the first. So firing five bursts could fill up a five meter area.
Guns tend to do more damage at very close range and less damage at long range. A gun striking a target at Terrible range adds +1 to its damage. On the other side, a gun striking a target a Superb range is -1 to damage.
Shotguns using shot have the ability to spread at range making them more accurate. Shotguns receive a +1 to hit at a range of Fair and Good, but are also -1 to damage as the shot spreads. The shotgun is +2 to hit and -2 to damage at Great range and +3 to hit and -3 to damage at Superb range.
The following is a list of some common modern firearms as well the damage for various kinds of weapons.
| Revolvers | |
| Name | Shots | RoF | Caliber | Notes |
| Colt Cobra | 6 | 2 | .38 | Double Action |
| Smith & Wesson M12 | 6 | 2 | .38 | Double Action |
| Colt Python | 6 | 1 | .357 | Double Action |
| Ruger Blackhawk | 6 | 1 | .44 | Single Action |
| |
| Automatic Pistols | |
| Name | Shots | RoF | Caliber | Notes |
| Glock Model 17 | 17 | 2 | 9mm | |
| Walther PPK | 7 | 3 | .32 | |
| SIG-Sauer P230 | 8 | 2 | 9mm, .32 | |
| IMI Desert Eagle | 9 | 1 | .357 | |
| Beretta M92 | 15 | 2 | 9mm | |
| Colt M1911a1 | 7 | 1 | .45 | |
| Smith & Wesson 4006 | 10 | 2 | .40 | |
| |
| Submachine Guns | |
| Name | Shots | RoF | Caliber | Notes |
| Skorpion M61 | 10, 20 | 3, 20 | .32 | Folding Stock |
| H&K MP5 | 15, 30 | 2, 20 | 9mm | Folding Stock |
| UZI | 25, 32, 40 | 2, 20 | 9mm | Folding Stock |
| Thompson M1 | 20, 30, 50 | 1, 20 | .45 | |
| Ingram MAC-10 | 32 | 1, 20 | .45 | Folding Stock |
| |
| Rifles | |
| Name | Shots | RoF | Caliber | Notes* |
| FN FAL | 20 | 1, 20 | 7.62mm | Bipod, Bayonet |
| FAMAS | 25 | 1, 3, 20 | 5.56mm | Bipod, Bayonet |
| H&K G3 | 20 | 1, 20 | 7.62mm | Bayonet |
| M1 Garand | 8 | 1 | 30-06 | Bayonet |
| Armalite AR-15 | 20, 30 | 1, 20 | 5.56mm | Bipod, Bayonet |
| Colt M16a1 | 20, 30 | 1, 20 | 5.56mm | Bipod, Bayonet |
| Colt M16a2 | 20, 30 | 1, 3 | 5.56mm | Bipod, Bayonet |
| Kalishnikov AK-47 | 30 | 1, 20 | 7.62mm | Bayonet |
| |
| Sniper Rifles | |
| Name | Shots | RoF | Caliber | Notes |
| PSG1 | 5, 20 | 1 | 7.62mm | |
| SSG2000 | 4 | ½ | 7.62mm | Bolt Action |
| Dragunov SVD | 10 | 1 | 7.62mm | |
| Barrett M82a1 | 11 | 1 | .50 | Bipod |
| |
| Shotguns | |
| Name | Shots | RoF | Caliber | Notes |
| FN Riot | 5 | 1 | 12ga | |
| Benelli M1 | 7 | 1 | 12ga | |
| Mossberg 590 | 9 | 1 | 12ga | |
| Damage Values |
| |
| Handguns/Submachine Guns |
| .32 | +3 |
| .38 | +3 |
| .357 | +4 |
| .40 | +4 |
| .44 | +5 |
| .45 | +5 |
| 9mm | +3 |
| |
| Rifles |
| 30-06 | +7 |
| .50 | +8 |
| 5.56mm | +6 |
| 7.62mm | +7 |
| |
| Shotguns |
| 12ga Slug | +5 |
| 12ga Shot | +4 |
|