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Here are some “official” play-test rules for adding modern firearms to Ghastly Affair. They facilitate not only GROOVY Ghastly Affair Sagas set in the Swinging Sixties (and beyond), but Affairs involving characters traveling back and forth through time between the 18th and 20th centuries (perhaps by way of an old New England mansion riddled with dimensional portals).

About Modern Guns

A big difference between the assumed time periods of regular Ghastly Affair and GROOVY Ghastly Affair is the power and effectiveness of available firearms. While most guns of the Ghastly Age (1765 – 1820) are inaccurate smooth bore weapons, with relatively limited ranges and low rates of fire, the guns available to characters in the Swinging Sixties and Groovy Seventies are potentially much deadlier.

The Simple Approach

If you want a simpler, faster-moving game, simply treat an attack from modern firearms like any other, inflicting Lethal Damage of 1d6, plus the shooter’s Damage Bonus. In the simple approach, all long guns have a range of 1,000 feet, while all handguns and shotguns have a range of 300 feet. This is probably the approach you’ll want to use if your Saga involves a team of Parapsychologists investigating psychic phenomena, or is the type of Gothic Romance where young women in diaphanous gowns look over their shoulders as they flee old mansions in the night.

What follows is a more detailed and “realistic” treatment of guns that takes into account the capacities and particular characteristics of late 20th century firearms. If your Sage involves a team of Demon Hunters bravely fighting an international Satanic conspiracy that has infested the highest levels of government, try the following rules.

The Detailed Approach

If the shooter only fires a single shot in a Round, a shot from a gun is treated just like any other ordinary attack in Ghastly Affair, usually inflicting 1d6 points of Lethal damage, plus the shooter’s Damage Bonus. (High caliber guns, however, inflict 2d6 +Damage Bonus).

If the type of the gun used allows for multiple shots in a ten-second Round, then the shooter must first announce how many shot they will be firing at the target, before the Attack Check is made. If the Check fails, all the shots are wasted. If the attack succeeds, it inflicts the usual damage for an attack, plus one additional point per shot fired. (Multiple shots from High caliber firearms, on the other hand, inflict two additional points per shot fired).

  • For example: An insane Cultist (Level 2 Everyman) fires five shots at a Parapsychologist from a Revolver. The cultist makes their Attack Check, and rolls a 3 for Damage. The Parapsychologist takes 9 points of Lethal Damage: 3 from the die roll, 1 additional because of the Cultist’s Damage Bonus, and 5 more because five shots were fired.

A Telescopic Sight (or “Scope”) grants the shooter a +2 Bonus on the Attack Check, if they only fire one shot that Round. This Bonus stacks with all others, For example a single shot from a Bolt Action Rifle with a Scope is made at a +4 Bonus.

Special characteristics for each type of firearms are detailed hereafter. Only weapons available during the mid 1960s to mid 1970s are included.

Assault Rifle (AK-47, FN FAL, M14, M16, G3, etc.)

Assault Rifles are lighter and more portable than Machine Guns. They differ from Submachine Guns in using medium-sized rifle cartridges, rather than handgun ammunition. An Assault Rifle can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round (detachable) magazines. The weapon can be reloaded in the same Round it is fired if a pre-loaded magazine is available. Otherwise it takes 3 Rounds to fully reload the magazine. An Assault Rifle has an effective range of 1,000 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, an Assault Rifle can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine of the gun.

Derringer

These small single-shot handguns are designed to be concealed. Most derringers can only be loaded with a single shot, and have an effective range of 30 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Derringer.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Revolver (.38 Special, .357 Magnum, .44 Magnum, etc.)

Most full-size revolvers hold 6 shots in their cylinder, and take a full Round to completely reload. They have an effective range of 300 feet.

  • Accurate: If a shooter fires only once in a Round, their Attack Check is made at a +2 Bonus.
  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Pistol, Snubnose (Colt Detective Special, Smith & Wesson Model 36, etc.)

Designed for use by detectives, these weapons are often carried in ankle holsters, pockets, in even inside purses. Most Snubnose Revolvers hold 6 shots in their cylinder, and take a full Round to completely reload. They have an effective range of 100 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Pistol.
  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Saturday Night Special

These cheap guns hold 6 shots in their cylinder like any other Revolver, and take a full Round to completely reload. They only have an effective range of 60 feet, however.

  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Prone to Malfunction: There is a 1 in 20 chance per shot fired that the gun will either jam (wasting the entire Attack), or explode (inflicting 1d6 Lethal Damage on the shooter).

Pistol, Semi-Automatic (.45 Caliber M1911, 9mm Browning Hi-Power, Walter P38, etc. )

Most automatic Pistols have magazines that hold 7 to 15 shots. They can reloaded in the same Round they are fired, if a pre-filled magazine is available to be inserted. Otherwise, it takes a Round to fully reload the magazine with bullets. They have an effective range of 300 feet.

  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Pistol, Semi-Automatic Pocket (Walter PPK, Baretta M418, Marakov Pistol, etc.)

These small semi-automatic Pistols are often carried by undercover operatives. Like Snubnose Revolvers, they can be easily carried inside a waistband, or concealed in pockets and purses. A Semi-Automatic Pocket Pistol has a magazine of 6 to 9 Shots, and takes 1 Round to Reload (unless a pre-loaded magazine is swapped in). It has an effective range of 100 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Pistol.
  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Machine (Stechkin APS, Skorpion, MAC-10, etc.)

Machine Pistols are automatic weapons that use handgun ammunition and are designed to be used with one hand. A Machine Pistol can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round magazines. The weapon can be reloaded in the same Round it is fired if a pre-loaded magazine is available. Otherwise it takes 3 Rounds to fully reload the magazine. Like other handguns, Machine Pistols have an effective range of 300 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Machine Pistol can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine.
  • Hard to Control: Machine Pistols are notoriously hard to control when firing more than 9 shots in a Round. Unless the shooter employs a stock, they will suffer a -2 Penalty to their Attack Check, and an unmodified roll of 20 further indicates they have actually shot a random target near them – possibly a friend or ally.

Rifle, Bolt-action (M1903 Springfield, Lee-Enfield, Karabiner 98K, etc.)

The magazine of a typical Bolt-Action Rifle holds 5 bullets, and takes a Round to fully reload. A modern rifle has an effective range of 3,000 feet.

  • Accurate: If a shooter fires only once in a Round, their Attack Check is made at a +2 Bonus.
  • Multiple Shots: The shooter can fire up to 3 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Rifle, Lever-Action (Winchester Rifle, Marlin 1894, etc.)

The magazine of a typical Lever-Action Rifle holds 7 – 10 bullets, and takes a Round to fully reload. A modern rifle has an effective range of 3,000 feet.

  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Rifle, Semi-automatic Carbine (M1 Carbine, M1 Garand, AR-15, etc.)

The magazine of a typical Semi-automatic Carbine holds 15 bullets, and takes a Round to fully reload. A Carbine has an effective range of 1,000 feet.

  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Submachine Gun (Tommy Gun, Sterling, Uzi, etc.)

Submachine Guns use the same type of ammunition as handguns, unlike Assault Rifles and full Machine Guns. A Submachine Gun can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round magazines. The gun can be reloaded the same Round it is fired if a fresh, fully-loaded magazine is available, but reloading an empty magazine with bullets takes 3 Rounds. A Submachine Gun has an effective range of 500 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Submachine Gun can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine of the gun.

Machine Gun (M1919, M60, PK Machine Gun, etc.)

A Machine Gun is battlefield weapon that is larger and heavier than an Assault Rifle (and much larger than a Submachine Gun), using high caliber ammunition that is typically fed into the weapon in belts. A typical belt will have 100 to 200 rounds on it, but two operators with sufficient ammunition can keep a Machine Gun running for a full Turn (when it overheats and stops working). It takes 1 Round for a single operator to reload a new belt into a Machine Gun without aid. A Machine Gun has a range of 3,000 feet.

  • High Damage: A Machine Gun shot inflicts a base damage of 2d6 + Damage Bonus.
  • Heavy and Awkward: Shooter suffers a -2 Penalty on the Attack Check, unless the gun is securely mounted.
  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to double the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Machine Gun can also be used to turn a 100’ x 300’ area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 2d6 damage. A Spray uses a full belt of ammunition.

Shotgun, Break-Action

A Break-Action Shotgun can only be loaded with a single shot a time. It can fire either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell: +2 Bonus against targets within 100 feet.
  • Fire Slug: Inflicts 2d6 + Damage Bonus.

Shotgun, Double-Barreled

A Double-Barreled Shotgun is a break-action weapon with two side-by side barrels that can each be loaded with a single shot at a time. The shooter can fire one barrel at a time, or both simultaneously. Each barrel can be loaded with either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell (Single Barrel): +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Shot Shell (Two Barrels): +4 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug (Single Barrel): Inflicts 2d6 + Damage Bonus.
  • Fire Slug (Two Barrels): Inflicts 2d6 + 4, + Damage Bonus.

Shotgun, Pump-action

A Pump-action Shotgun can hold five shells in its magazine, located in a tube under barrel. The forestock is moved back and forward to expel used shells, and load new ones. The magazine can be loaded with either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading the magazine takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell: +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug: Inflicts 2d6 + Damage Bonus.

Shotgun, Sawed-Off

A Sawed-Off Shotgun is usually a single-or double barrel Shotgun whose barrel has been shortened to create a more maneuverable and concealable weapon. It has an effective range of only 100 feet, however.

  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.
  • Concealable Under a Jacket: Wisdom Check to notice, if the bearer has the weapon inside a garment at least the size of a typical suit jacket.
  • Fire Shot Shell (Single Barrel): +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Shot Shells (Two Barrels): +4 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug (Single Barrel): Inflicts 2d6 + Damage Bonus.
  • Fire Slugs (Two Barrels): Inflicts 2d6 + 4, + Damage Bonus.