ExMod/CrunchyFirearmsSystem
Basic Firearms Manuvers
- Shoot: Standard attack; uses 1 shot. Roll Dex+Firearms+Accuracy, as per normal.
- Autofire: Fires a rapid series of 3 bullet bursts, consuming up to a third of the clip; one attack roll is made at a -1 penelty for each volley, but it requires only one dice action (Thus, this is typically more advantagous than splitting your dicepool. Requires the weapon be a semi-automatic or autmoatic.
- Strafe: Fires a wide spray of lead without intending to hit any single target, consumes an entire clip. Make an attack at a +1 to the difficulty and -1 damage against everyone in front of the gunman. Strafing is a Simple action (in Charm terminology). Weapon must be automatic.
- Cover Fire: Fires a series of bursts that help an ally advance and aim, uses 3 bullets; Every success on Cover Fire adds a die to an ally's Dexterity+Firearms and Dexterity+Dodge pools for the rest of the turn. Weapon must be a semi-automatic or automatic.
- Supressive Fire: Fires a series of bursts that hinder an enemy, forcing them to seek cover, uses 3 bullets; Every success on the Suppresive Fire subtracts a die from an opponent's Dexterity+Firearms or Dexterity+Dodge pool for the rest of the turn. Weapon must be a semi-automatic or automatic.
- Reloading: When a firearm is out of ammo, you have to change out the old clip with a new one. This requires a Simple action.
Example Weapons (These numbers are only tangentially related to reality, and are more in line with my view of Action Movie Guns)
Name | Acc | Damage | Class | RoF | Clip Size | Range | Resources | Legality Six Shooter | +0 | 3L | Single | 3 | 6 | 25 | 1 | Permit Sniper Rifle | +2 | 7L | Single | 1 | 2 | 200 | 3 | Illegal Desert Eagle | -1 | 5L | Semi-Auto | 2 | 12 | 35 | 2 | Permit AK-47 | -1 | 5L | Automatic | 2 | 60 | 20 | 3 | Illegal Shotgun | +1 | 4L | Single | 1 | 1 | 30 | 2 | Permit Sawed Off Shotgun | +0 | 6L | Single | 1 | 1 | 15 | 2 | Illegal
Firearms also have a reverse range increment- it's harder to focus and aim at someone who's too close, and requires you lead them better- it's generally harder, and one of the best ways to deal with a gunslinger is to get in their face.
An opponent within 10 yards imposes a -2 to hit penelty to the shooter.\\ An opponent within melee range imposes a -4 to hit penelty to the shooter.\\ Both of these penelties assume an enemy that is aware of the shooter. If the target is unaware, the shooter has no penelty.
Also, I can't recall, are there aiming rules in Exalted already? If not, may I recommend that for every turn you spend aiming (up to your Perception), you aid a die to the attack? Possibly contingent on having a scope (A Resources 2 modification) attached to the weapon? How difficult is it to aim at a moving target?
Additionally, these numbers assume normal ammo, at a Resources cost of 1 less than the gun itself for a clip (A sniper gets 2 bullets for Resources 2- an AK gets 60 for the same price). Speciality ammo may be available- but I'd personally discourage it a bit. Again with the 'firearms should be dramatic, not realistic' angle I personally favor- flaming bullets should be powered by magic, not phosphorous.
If you really want custom ammo, however-\\ Bullets: The Standard. Nothing special here.\\ Armor Piercing: Halve armor soak, but inflict half the base damage as well.\\ Phosphorous: Double the armor soak for the inital hit, but set the target on fire (As per Environmental Hazards, CRB page XX)\\ Rubber: -1 to Damage, inflict Bashing instead of Lethal.
Soul Crucibles: Artifact Firearms
Just as the Exalted craft Daiklaives and Powerbows, giant versions of mundane equipment, so to do they build their firearms. Each one is a custom weapon, custom built to the owner's desires. Some broad generalities may be drawn, however. Soul Crucibles are always Big for the type of gun they're modeled after- a Twelve Shooter is almost half the size of a fully automatic rifle, while a Silent Deathcaster is almost seven feet long from end of barrel to butt of rifle. Second, they almost universally have a setting for one Hearthstone, although some have more, and a few has less. Third, unlike most artifacts, Soul Crucibles can be used without being attuned. Doing so is unwieldly, however, and imposes a -2 penelty to all rolls made with the weapon while it's unattuned. Additionally, they require a Strength+Resistance check, at a difficulty equal to the gun's damage, to resist being Knocked Down by the recoil.
Soul Crucible also automatically inflict knockback, throwing enemies 1 yard back for every die of post soak damage they deal. This is in addition to any other knockback inflicted.
Name | Acc | Damage | Class | RoF | Clip Size | Range | Artifact | Twelve Shooter | +3 | 6L | Single | 4 | 12 | 50 | 1 | Deathcaster | +5 | 12L | Single | 2 | 4 | 500 | 3 | Dire Eagle | +1 | 8L | Semi-Auto | 4 | 12 | 80 | 2 | Thundermaker | +2 | 8L | Automatic | 5 | 60 | 40 | 3 | Blast Rifle | +4 | 7L | Single | 3 | 3 | 50 | 2 | Snub Blast Rifle | +2 | 10L | Single | 1 | 1 | 25 | 2 |
Soul Crucibles all require 5 motes of Essence to committ.
As with other artifact weapons, Soul Crucibles are crafted of the Five Magical Materials. What material they are created from influences their abilities.\\ Orihalcum: Add +1 to Accuracy, +20 to the Range, and add up to 3 yards to the knockback, although not more than doubling it.\\ Moonsilver: Moonsilver Soul Crucibles have as protean a nature as their masters. They can hold two clips at a time, doubling the clip size.\\ Starmetal: Starmetal weapons are the assassin's tools, favored of the Sidereal, and just as hard to notice. Starmetal Soul Crucibles may pass metal detectors undetected, and it's shots are as silent as the grave. Additional, it's bullets are fated to kill, and deal an additional +2L damage.\\ Jade: Jade firearms function as smoothly and cleanly as a single device, operating as one piece. They improve their class by one step- a Single shooter is treated as a semi-automatic, and a semi-automatic is treated as a full automatic. This has no benefit for automatic weapons.\\ Soulsteel: As chill and dire as the grave, Soulsteel weapons seem to scream rather than shout when fired. The dark lead they throw is tainted with Oblivion, and saps the energy of those they strike. Soulsteel weapons drain a number of motes of essence equal to the damage they inflict.
ExMod/CrunchyModernSolarFirearms\\ ExMod/CrunchyModernDBFirearms\\ ExMod/CrunchyModernLunarFirearms\\ ExMod/CrunchyModernAbyssalFirearms\\ ExMod/CrunchyModernSiderealFirearms written by DariusSolluman\\
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Crunchy Firearms by DariusSolluman
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