Posted on : 01-08-2011 | By : Brian | In : Gamma World, House Rules
Tags: GammaWorld, rpg
First, I’ll tell you: I really like the way guns are handled in Gamma World. They’re better than standard ranged weapons (light guns are more accurate, heavy guns do more damage), but they require ammo. If you use your gun more than once in an encounter, you’ll be out of ammo at the end of the encounter, while if you use it only once, you’ll still have ammo. Simple, requires little book-keeping, and fairly cinematic. That said, there are a couple of things missing.
Guns are, by default, single-target weapons. That can be described as firing a burst at a single target, but in the game there’s no way to model spraying at an entire area. Luckily, there’s a pretty simple fix.
If you have a gun that would logically be able to spray an area (a submachine gun or assault rifle, for example), you can make an attack that targets a burst 1 within the gun’s range, with a -2 penalty to attack. It targets all creatures within the burst, and if you do it, you’ll be out of ammo at the end of the encounter (so you might as well go for broke). This is, however, an encounter power; it uses up most of your ammo.
Grenades and Grenade Launchers
A couple of the monsters in the game have grenades or grenade launchers on them. The creatures, themselves, contain rules for them using these weapons in the form of powers. They do not, however, detail what happens when a player takes a grenade launcher off of a fallen enemy.
Per the rules, it would probably just be a heavy gun of some sort; that, however, is somewhat unsatisfying. Instead, I’d be inclined to make a grenade launcher statistically equivalent to a heavy two-handed gun, except that it targets a burst 2 within 10 squares (attacking all creatures within the burst). In addition, grenade launchers do not run off of generic ammo the way other guns do. You should track the number of grenades you have, and each use of a grenade launcher uses one of them up (it’s also a minor action to load a grenade into the launcher; it can only hold one at a time).
You might even use rules for different types of grenades. Concussion grenades might have a knockdown effect and some forced movement, while incendiary grenades deal ongoing 5 fire damage (save ends).
For thrown grenades I’d use similar rules, except that I’d cut the range of the thrown weapon down to 5 squares, and I’d make it a one-handed weapon (though I’d keep the accuracy and damage the same).