Much of this is a reorganization of the Music Wars data. It is not a completed draft. So, MJ, you've been warned...
The following is as most rules in role-playing games: Optional. The Referee (or as I prefer the Gamemaster) is free to alter the numbers below. In point of fact, there are no doubt good reasons to do so. But, if you're in a mood to tinker, this gives you a good starting place. And if you need a quick set of stats to arm your villainous gunslinger with then you're most welcome too...
1D20 List of Modern Projectile Weapons
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1.==Weapon:Mary Piper Epsilon: Old West Derringer: Range 2’: 5’: 15’:X: -10 SM to hit: Two shots: Lethal damage: RF 1
The pearl-handled friend of ladies of ill repute and gamblers also resides in many more honest hands. It is occasionally stored in a rig in the sleeve which enables its use as an initiative stealer weapon.
2.==Weapon:Mary Piper Epsilon: Old West Colt Peacemaker: Range 10’: 20’: 30’: 40’:+2/1‘: Six shots: Lethal damage: RF 3.
This widely famed revolver is found in most Western movies. The longer the barrel, the more accurate the weapon. These numbers assume a six inch barrel.
3.==Weapon: Winchester rifle: Range 20’: 60’: 120‘: 240’: +10 SM to hit: Lethal Damage RF 2
4.==Weapon: Flamethrower: It does Lethal damage with a Dangerous rider every turn until the target is stopped from being on fire by a Difficult attribute check, or by a Fire-fighting skill. RF 1.
Range is as follows: Point Blank N/A; Short--10 feet; Middle--25 feet; Long--50 feet; Extreme--70 feet.
5.==Weapon: .45 Colt Revolver with six bullets. It does Dangerous damage. Point Blank is 5 ft.; Short is 10 ft.; Middle is 20 ft.; Long is 40 ft.; Extreme is 60 ft. RF 3.
6.==Weapon: .30-30 Lever Action Rifle can hold up to seven bullets before requiring reloading. Point Blank is N/A; Short is 25 ft; Middle is 50 ft.; Long is 100 ft.; Extreme is 200 ft. Damage is Lethal. RF 2.
7.==Weapon: Double Barrel Shotgun loaded with Buckshot can fire once per two seconds maximum speed with two shots available before needing reloading. Point Blank is 5 ft.; Short is 10 ft.; Medium is 15 ft.; Long is 20 ft.; Extreme is 30 ft.. It gets a +15 sit-mod to hit due to the wideness of its spread pattern. Damage is Fatal, but any armor reduces that to Damaging. RF 1.
8.==Weapon: 9 MM Pistol: This gun has thirteen bullets in a clip. It does Dangerous -10 Die Roll (it is a lighter, and faster weapon than a .45). Lightly armored targets are considered to have 10% less armor than otherwise as this weapon is good at punching through light armor. Range: 5"/10"/20"/40"/75". RF 3.
9.==Weapon: AK-47: This is an automatic weapon with single-shot, three-round burst, and full automatic selections. It carries a banana clip with a thirty round magazine. If it is fired one-handed, it has a -25 Sit-mod.
Damage is Lethal (A rifle is inherently more dangerous than a pistol, but this is a light round.). A three-round burst is Fatal with a -10 Sit-mod (Its hard to aim). A full automatic 'spray and pray' is Fatal with a Fatal intrinsic damage rider with a -35 sit-mod. This can be used as an area effect attack at -20 for Dangerous damage.Range: N/A; 8"/15"/40"/90". RF 2 at single or three round, and RF 30 at full auto.
10.==Weapon: Pump Shotgun: Damage is Lethal at Point Blank range. It is Dangerous after that. Range: 5"/10'/20"/30"/40". RF 2. NOTE:Drive by shootings use the speed of the vehicle driving as if the target was moving, and are thus much harder to hit. Of course, the rider is harder to hit as well by any counter-fire. Also, any failure in a Drive check by the Driver penalizes the Riding Shooter. It may or may not (GM's discretion: Penalize the Counterfire.) The shotgun carries seven shells in its under the barrel 'clip'.
11.==Weapon: .32 caliber revolver carries six shots that do Damaging damage. It is a lighter, smaller pistol. -15 Sit-mod. (This weapon is easily concealed, but frequently too small to be adequately controlled. Also the length of the barrel makes accuracy an issue.) For some such weapons a further negative sit-mod should be applied as these weapons are frequently in a modern world in not very good condition. However this is a Dimensional Differerential that the Referee has to decide on for himself.
Range: 3"/ 7"/ 15"/ 23"/40". RF 2.
12.==Weapon: .45 automatic pistol or the Model 1911A is an excellent weapon. It carries seven bullets in its clip. It does Damaging damage with a +5 Die Roll (its a big gun, and may be too much for many people) and a +5 Sit-mod (Its a good gun.). Range is 8"/20"/35"/50"/70". RF 2.
13.==Tommy gun. NOTE: Ya know, the Tommy Gun hidden in the violin case?
14.==Weapon: Mary Piper Epsilon: Old West version Double-barreled shotgun: Range 5’: 15’: 30’: 40:+5/1‘: Two shots: Fatal Damage if 15’ or less; lethal damage if more: RF 1
Reloading requires “breaking†the gun apart, and inserting two new shells.
15.==Weapon: .38 revolver with six rounds of ammunition in the gun. Damaging: Repeat Factor 3: 3'/10'/20'/40'/60'.
1d10 List of Heavy Combat Weapons
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1.==Weapon: MOAB aka Mother of All Bombs is a 12,000 pound packet of high explosives. It does Obliteratory damage in the central area of a hundred yard circle. For the first twenty-five yards past that, drop the damage to Annihilatory, and at the next twenty-five yards down to Fatal, and so on down to Annoying which is from 226-250 yards from the center point of the explosion.
2.==Weapon: JDAM aka Joint Direct Ammunition is a bolt-on to 'dumb' bombs. It allows much greater accuracy when target information can be relayed to it. This is one reason that DM has not tried to knock down the satellites in orbit because GPS is needed for this system. This is a Tech 11@0 Computer Control System skill which offers a +25 sit-mod to hit.
3.==Weapon: FAE Bomb or Fuel-Air Explosive spreads a gasoline mist, and then ignites it. It does Annihilatory damage in the first forty yards, and then drops one damage level every ten yards further out in a circle from the center point.
4.==Mortar
5.==Anti-personell Mine
6.==Weapon: Gatling gun: This weapon is terrifically damaging as it fires a hail of bullets (it is the precursor to the Heavy Machine Gun), and does Annihilating damage to its target if held on that target for any length of time. Every hundred bullets requires a stoppage, and a lever to be pulled, and a metal plate with holes in it for storing bullets to be removed since all the bullets are spent. Then another plate is put in, and the whole process is reversed. Then the winding lever is started up again, and the Gatling gun starts spitting out fire.
The gun is heavy enough to require two strong men to move it. It usually has a tripod upon which it can be freely rotated.
The bullets it fires have not the penetrating power to hurt serious armor, but against an unarmored human it does very well. 25’: 50’: 75’: 100’: +2/1’.
7.==Anti-tank/Anti-Hardened Position Team launched Missile
8.==Tank Cannon
9.==Artillery 105 MM Howitzer
10.==.50 Calibre Machine-gun
11.==Weapon: Dynamite stick: This has a hissing fuse that can be set anywhere from a minute to a second before detonation. The damage is Fatal, and affecting all like so if they are within ten feet. Within twenty feet, and it is Lethal, and within thirty feet and it is Damaging. Beyond that it is Annoying out to fifty feet.
It can be wrapped in steel chain as a primitive shrapnel producing method which This 'wrapped stick' is 8'/15'/20'/30' for the above blast damage, but to the first three it has an attached Fatal Damage Rider.
The Dangerous category is deliberately skipped for the circles of damage.
RE: Wrapping the dynamite in a chain. A chain is not the only thing you could wrap that with. Wrapping it with heavy wire would have a similar effect. Wrapping it with tape and nails would do that, too. Taping rocks, nails, drill bits, anything really, would have a similar effect.
Modern Crusader Martial Weapons
1. Dealt with below....
2. Arming Sword (as per 1d10 list of swords.)
3. MC Martial Arts
1d10 List of Armors
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1. Bucket Shield with Kevlar Lining (from Praise and Worship Swordsmen in Music Wars World).
2. Long Duster Coat: This flowing coat helps hide the users body outline so that he can shift his body a bit and “hide†in the open, and thus it denies precise targeting information to his assailant.
Use of this is a skill. B7@4 Improved Defense, require a skill roll to activate it for the combat, and cap the sit-mid at -5 (or, possibly, -5 x skill level, if the referee is feeling generous or if it is important that expert NPC gunslingers derive great benefit from their costumes).
It also causes a -1 DC to hand-to-hand weapons.
Contributions William T. Wodium, John "A1Nut" Cross. Created by Eric R. Ashley.