Windy City Blues
Firearms are dangerous. Like, really dangerous. So I'm changing the rules for firearms a bit from the core d20 Modern rules here.
|Beretta 92F 9mm||3d6||S||15 box||Small||3 lb||DC 16||Lic (+1)|
|Beretta 93R 9mm||3d6||S, A||20 box||Med||3 lb||DC 18||Res (+2)|
|M1911 .45||4d6||S||7 box||Med||3 lb||DC 17||Lic (+1)|
|Colt Python .357 Revolver||4d6||S||6 cyl.||Med||3 lb||DC 15||Lic (+1)|
|Derringer .45||3d6||S||2 int.||Tiny||1 lb||DC 14||Lic (+1)|
|Desert Eagle .50AE||9d6||S||9 box||Med||4 lb||DC 18||Lic (+1)|
|Glock 17 9mm||3d6||S||17 box||Small||2 lb||DC 18||Lic (+1)|
|Glock 20 10mm||4d6||S||15 box||Small||3 lb||DC 18||Lic (+1)|
|MAC M-10 .45||4d6||S, A||30 box||Med||6 lb||DC 15||Res (+2)|
|Pathfinder Revolver .22 Mag||2d6||S||6 cyl||Tiny||1 lb||DC 14||Lic (+1)|
|Ruger .385 Revolver||3d6||S||6 cyl||Small||2 lb||DC 14||Lic (+1)|
|S&W M29 .44 Magnum||7d6||S||6 cyl||Med||3 lb||DC 15||Lic (+1)|
|Skorpion .32 machine pistol||2d6||S. A||20 box||Med||4 lb||DC 17||Res (+2)|
|TEC-9 9mm machine pistol||3d6||S, A||32 box||Med||4 lb||DC 15||Res (+2)|
|Walther PPK||2d6||S||7 box||Small||1 lb||DC 15||Lic (+1)|
|AK-47||6d6||S, A||30 box||Large||10 lb||DC 15||Res (+2)|
|Barrett Light Fifty .50 sniper||40d6||S||11 box||Huge||35 lb||DC 22||Res (+2)|
Attacking with melee weapons means your opponent is right next to you – or at most, 10 feet away, assuming both of you are at opposite ends of your combat squares. And since the d20 combat system is built for melee fighting rather than ranged combat, I have adjusted things to compensate for a more firearm based combat scenario. The farther away the target is, the smaller it appears, and therefore should be harder to hit. Assuming 5 feet away is "full size," at 10 feet away, a human appears to be about half their normal size.
So, at 15 to 20 feet attacks are at -1, which is the same size bonus that Small size creatures get. From 25 to 45 feet, attacks are at -2, 50 to 90 at -4, 95 ft to 155 ft at -8, 160 ft to 300 ft at -16, and anything beyond that at -32. Scope use reduces the effective range to targets, because the targets appear larger.
Other factors also contribute to your attack penalty using ranged weapons.
|Target walking towards or away||+0|
|Target running towards or away||-1|
|Target walking perpendicular||-2|
|Target running perpendicular||-4|
|Target well camouflaged||-2|
|Aiming for one round before firing||+2|
|Aiming for two rounds before firing||+4|
|Aiming for three rounds before firing||+6|
Cover also provides protection, depending on the material being used as cover, and how much of your "center of mass" is being protected. Permeable protection, like interior walls and regular car doors provide a 25% to 50% miss chance and half to three-quarters damage on a miss. Impermeable protection, like masonry walls 6" or thicker, or armored car doors provide 50% to 90% miss chance and full damage protection on a miss.