Simulating Firearms & Ranged Combat In Fudge

I am hoping that this post inspires comments. I want to hear from others about the rules and supplements that they have used to simulate firearms combat in Fudge. In particular I want to address the following areas:

  • damage
  • hit locations
  • ammunition

I want to create a set of rules for a simulation that is very lethal. The reason for this is because I believe that too many role playing games treat weapons as objects that are ineffective without skills, or even worse that firearms are “safe” in the hands of someone without the appropriate skills.

Firearms are merely tools, but they are incredibly simple tools to use in most cases. Firearms are never “safe” when fired, but instead their destructive potential is either controlled and focused or unrestrained and sporadic. The person who uses the firearm is the one who determines whether its destructive potential will be set loose or not, and if so whether or not that destructive potential will hit the right target. In other words, it is the shooter that determines when a firearm is safe and when it is dangerous.

With this in mind I am considering a system where the ammo determines the base damage, and the skill of the shooter determines the wound location. I want the chances for a character to be killed or crippled by the use of a firearm to be very high. I want the chances for an unskilled character to hit unintended targets to be very high. I want the consequences of using firearms in the game to be very high.

I do not want these rules for the purpose of portraying firearms as “evil”, because they are just tools. I want these rules because I want firearms to be taken seriously in the game. I do not want characters whipping out guns to negotiate with. I want the players to think twice about bringing firearms into a scene, and to react appropriately when NPCs bring firearms into a scene. I want the rules to reflect how one bullet can end a life easily, so that players do not fall into the temptation of trying to win a situation by having better guns for their characters.

Please leave your comments below. I look forward to reading what others have to say.