Gunnery, New and Updated

Written by Jimmy Anderson and Chris Johnson

The following are the new (and hopefully) improved tables for determining PWV. As we play test these and fine tune them, we will once again post stats for each weapon. 9mm is the basis for PWV as it is most prevalent. Base PWV is 50 and is for a 9mm with a 4″ barrel. Barrel Length: round fractions of an inch to nearest inch. Each inch above 4″ adds +2 to PWV. Each inch under 4″ takes away 2. Guns have several specs. They include:

Range modifiers have been made more uniform. Simply subtract 1 per foot from shooter to target. Low Velocity ammo is available for all except magnums. It causes -10 PWV, 1/2 silencer value, and -2 Damage. Magnum (and magnum rated shells) cause -5 cumulative, +2 Damage, +5 Silencer. Low Velocity modifiers are in addition to the ones listed. Magnum modifiers have been included. The calibers available in commercially available handguns and their specs are included. Omissions will be added as well as new calibers as they become available.
PWV Self explanatory Damage Damage modifier Silencer Cumulative chance that your silencer will fail to silence effectively. The administrator secretly rolls to determine if silencer is still functioning properly. Each time a shot is made, roll d%. If the number (remember, it’s cumulative) or less is rolled, then the next shot would be louder than with a silencer though much quieter than without one. The player would be told *when that next* shot is made that the sound is going bad. The next time d% rolls lower or equal to the cumulative value, the silencer is gone and the next shot would be at full sound level. Cumulative The cumulative effect of shooting this weapon during consecutive phases. The following reloading speeds are assuming the ammo is easily accessible. For example: if character is crouched down and shells are in pants pocket, then 1 phase would be required just to get a handful of shells.

If a magazine in inserted and there is still a shell chambered, the gun is ready to shoot. If not, don’t forget to adjust the speed for the next phase. A phase may be spent at any time to just chamber a round.

Single Action Revolver
Unload Shell 1 Phase
Load Shell 1 Phase
Double Action Revolver
Unload Single Shell 1 Phase
Unload All 1 Phase
Load Single Shell 1 Phase
Load with Speed Loader 2 Phases
Magazine
Load/Unload Shell 1 Phase
Remove Magazine 1 Phase
Put Away Magazine 1 Phase
Insert Magazine 1 Phase
  PWV Damage Silencer Cumulative
BB +30 1/2 Normal -5
.17 Pellet +30 1/2 Normal -5
.22 Rimfire +20 -3 2 -6
.22 Rimfire Magnum +20 -1 7 -11
.25 ACP +15 -3 2 -8
.30 +12 -2 3 -10
.32 ACP +10 -2 3 -10
7.65mm +10 -2 3 -10
.32 Rimfire +10 -2 3 -10
.32 Rimfire Magnum +10 0 8 -10
.38 Special 0 -1 4 -12
.380 ACP 0 -1 4 -12
9mm Makarov 0 0 5 -14
9mm Para 0 0 5 -14
.38 Super 0 +2 10 -19
.357 SIG 0 +2 10 -19
.357 Magnum 0 +2 10 -19
.357 AMP 0 +2 10 -19
.40 S&W -10 +1 6 -19
10mm -10 +1 6 -19
.400 CorBon -10 +1 6 -19
.41 Magnum -15 +3 11 -20
.44 Special -15 +2 7 -17
.44 Russian -15 +2 7 -17
.44 Magnum -15 +4 12 -22
.44 AMP -15 +4 12 -22
.45 ACP -18 +2 8 -22
.45 Colt -18 +2 8 -22
.45 Long Colt -18 +2 8 -22
.45 Super -18 +4 13 -22
.45 Magnum -18 +4 13 -22
.454 Cassull -20 +5 15 -25
.475 Wildey Magnum -25 +5 17 -27
.50 AE -30 +4 15 -25
Single Action Revolver Uncocked -10
Cocked 0
Double Action Revolver Uncocked -5
Cocked 0
Double Action Only Revolver -5
Double Action Only Automatic -5
Unchambered -15
Unchambered with Slide Open -10
Single or Double Action Automatic Uncocked -5
Cocked 0
Unchamered -15
Unchambered with Slide Open -10
Single Action Only Automatic Uncocked -10
Cocked 0
Unchamered -15
Unchambered with Slide Open -10

PWV: Self explanatory
Damage: Damage modifier
Silencer: Cumulative chance that your silencer will fail to silence effectively. The administrator secretly rolls to determine if silencer is still functioning properly. Each time a shot is made, roll d%. If the number (remember, it’s cumulative) or less is rolled, then the next shot would be louder than with a silencer though much quieter than without one. The player would be told *when that next* shot is made that the sound is going bad. The next time d% rolls lower or equal to the cumulative value, the silencer is gone and the next shot would be at full sound level.
Cumulative: The cumulative effect of shooting this weapon during consecutive phases.

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