- Guns of Power - Guns of Power is a supplement for Words of Power. It is meant to alter and expand the core rules to better suit a campaign* that will almost exclusively focus on ranged combat, instead of melee or magic. A foundational understanding of Words of Power is necessary to use these rules effectively. Anything in this document is meant to override the core rules. When in doubt, do the thing that seems raddest. * As these rules are more involved and require a strong understanding of the game, they may not be suitable for one-shots or low commitment games - Weapon Stats - Each gun should be balanced around the same set of stats. We have the classic Hit Die / Damage Die / Range Limit to represent Accuracy / Damage / Effective Range, but many gun-based settings will feel more complete if we go a bit further. Rate of Fire - We abstract this into the number of attacks per fire action, all must target the same unit Recoil - Each time a weapon is fired continuously (back to back fire actions), the base Hit Die will increase by the this number of sizes, it will reset after 1 non-firing action for semiauto and 2 non-firing actions for auto Mag Size - How many fire actions can be taken before using an action to reload, track this instead of absolute ammo count Fire Modes - For weapons with multiple firing modes, list stats for each - Rule Changes - Units may (ranged) attack more than once per turn. We count ammo by the number of magazines. Treat magazines as items. Use the Pouch & Pack system to determine how long reloading takes, based on where they are stored + 1 action. Two back to back misses will result in a jam and require an action to clear it. This may occur within one fire action, if your rate of fire is higher than 1. - Examples - This section is only to show how to use these expanded stats. Please generate your own list of weapons, based on the setting you're playing and your preferred balance! Pistol Accuracy : 1d6 Damage : 1d4 Effective Range : 1d6 Rate of Fire : 1 Recoil : 1 Magazine Size : 12 Fire Modes : Semiauto A pistol is a reliable sidearm with minimal effective range. While the magazine size is 12, many players will most likely opt to carry one round in the chamber to start. Allow this. SMG Accuracy : 1d6 Damage : 1d4 Effective Range : 1d8 Rate of Fire : 2 Recoil : 2 Magazine Size : 30 Fire Modes : Auto The submachine gun is a short but fast rifle used for spray and pray. With a 3 rate of fire, the player will make 2 damage and attack rolls per action. This means they can put out 4 attacks per turn. However, the recoil stat of 2 means that the second attack action (attacks 3 and 4) would be made from a base die of 1d10. Having a magazine size of 30 will allow this weapon to sustain fire far beyond what a pistol could do. Sawed-off Shotgun Accuracy : 1d4 Damage : 1d6 Effective Range : 1d6 Rate of Fire : 1 Recoil : 2 Magazine Size : 2 Fire Modes : Semiauto The sawed-off is only effective at the minimum ranged attacking distance : 1d6. It also has a small magazine size and will require frequent reload. However, it can't miss and deals a boatload of damage. Sniper Rifle Accuracy : 1d6 Damage : 1d12 Effective Range : 1d100 Rate of Fire : 1 Recoil : 2 Magazine Size : 6 Fire Modes : Semiauto The sniper rifle is an expert's weapon. It has high recoil and only fires one bullet. It has (effectively) unlimited effective range and deals a lot of damage. It is expected that players will use attachments and context to improve the limitations of the sniper rifle. Get a scope to improve the accuracy. Use a bipod to reduce the recoil. - Reminders - While these are not a departure from core rules at all, they may be worth pointing out. Words of Power is a context-heavy game. Do not lose sight of the narrative! Units may be obscured by various kinds of cover. If someone is standing behind a waist-high concrete barrier, it is appropriate to treat their leg hitzone as protected. That same person is able to duck down behind cover entirely, should they desire. Allow for grenades and other specialty attacks to bypass that protection, as context dictates. It is up to the Storyteller to generate all kinds of attachments, ammunition types, and related equipment. Help your players get into the mindset and feel tacticool! Suppressive fire is not a stat or mechanic. However, the joy of a TTRPG is having a Storyteller who can play out the effects of firing an SMG down a hallway. Do not be restricted by these rules! This document was made with a low-magic setting in mind but Words and Tags still play a big role. They represent not only magic but luck and skill. Using [Assassinate] with a sawed-off shotgun does not have to be magically enhanced. It is an expression of circumstances coinciding with the character somebody made to lean towards succcess. Allow players to use Enhanced Combat Actions to do awesome things with their guns. Perhaps [Aim] is an action that reduces Hit Die. Maybe using a word allows a player to clear a jam off a guy's face. [Trick] [Shot] surely leads to some hilarious moments. Loot is a major factor in adventurers getting out of bed. Make sure to create unique weapons with their own quirks. Not just over-the-top things, like a tranquilizing sniper, but simply differently-balanced versions of the base items. Having a pistol with a bit more range but higher recoil or smaller magazine size lets the players make choices. Players like choices. Sight lines and manuevering can be a big part of the tactical fantasy for many players. The Battle Board is not well-suited to this. Consider using a freeform map and a piece of string to run that type of encounter. A grid could be appropriate but Words of Power doesn't support exact distances or any of the logistics involved.