Rolemaster: Firearms and Other Modern Stuff

Overview

Iron Crown Enterprises published several books with information on modern scenarios, rather than their more common fantasy scenarios.  They also published the Spacemaster series on science fiction gaming.  ICE1304, At Rapier's Point, published in 1993 as a genre supplement to RM2; ICE4500, Spacemaster: Privateers, published in 2000 as the core rulebook for the Spacemaster series; ICE4512, Equipment Manual - Tech Law, published in 2000 as part of the Spacemaster 2nd edition rules; ICE5524, Weapon Law: Firearms, published in 1996 as an Arms Law expansion to RMSS; ICE5700, Black Ops, published in 1997 as a genre supplement to RMSS; ICE5701, Pulp Adventures, also published in 1997 as a genre supplement to RMSS; and ICE5705, 10 Million Ways to Die, published in 1999 as an add-on system for use with any role-playing game all provide new skills, armor types, and other necessary infrastructure to allow the introduction of firearms, blasters, radiation damage, and even plasma weapons into a Rolemaster game.

Unfortunately, there is no single book with everything necessary for a modern- or future-era Rolemaster game.  This page is intended to be a compilation of the relevant sections for quick reference to all the information, from all the sources, in a single place, so I don't go completely crazy.  It is also provided for the use of the players in my game who need to know which rules I am using.

Items in this document that appear with this icon are either of my own invention or only used for my games.

Items in this document that appear with this icon are “official” rules, but not used in my games.

Glossary / Definition of Terms

Throughout this document, the following abbreviations and definitions apply:

Action Percentage
Action percentages indicate the range of effort required to perform an action, from the minimum necessary when “hasting” through the maximum required to “do the job right.”  If less than the maximum listed % indicated is used, there is a -1 modification for every 1% under the maximum.
RM2
Rolemaster, 2nd edition.  This is the edition of the rules primarily published in the middle- to late-1980's.
RMC
Rolemaster Classic.  Beginning in 2006, Iron Crown Enterprises cleaned up and republished the RM2 ruleset with new typesetting.  Very few changes were made to the original rules, except where absolutely necessary.  The result is a new publication of rules almost identical to the original, but finally available directly from Iron Crown instead of as a dog-eared, beat-up copy from eBay.
RMSS
Rolemaster Standard System.  The third edition of the Rolemaster ruleset, primarily published in the 1990's.

New Skills

Weapons

The new weapons skills are “One-handed firearm” and “Two-handed firearm.”  These two skills both use standard weapon cost progressions and the primary attributes of {Ag/Ag/St}.  Each skill can be taken multiple times to account for proficiency with different types of firearms within the same category.  For example, revolvers, pistols, and one-handed operation of a shotgun are all one-handed firearm skills, while a black powder muzzleloaded rifle, .50-calibre machine gun, two-handed (normal) operation of a shotgun, and the M4 rifle are all 2-handed firearms, but each requires different proficiency to use well.

Because there is minimal difference between a semiautomatic pistol and a revolver, it is not necessary to develop separate skills for each.  Developing “one-handed firearm: handguns” is sufficient to use both with equal skill.  Similarly, it is not necessary to develop separate skills for bolt-, lever-, and semiautomatic-action rifles.  Rifles with a three-round burst mode (i.e., “Auto3”) or fully automatic mode, as well as machine pistols, machine guns, and vehicle-mounted weapons are special cases.  Each must be developed separately.  Please consult the GM for the specific details.

Hand grenades are considered to be “Thrown” weapons, though the skill bonus to attacking with a grenade modifies the accuracy of the throw, not the effectiveness of the attack itself (which is totally dependent on the grenade itself and the distance between the target and the grenade).  Grenade skill must be developed separately from any other thrown weapon.  It is, after all, a very different thing to throw a grenade versus throwing a knife or boomerang.  See the special section on grenades, below.

Grenades fired through a launcher have the same attack as a thrown grenade, but the accuracy of where the grenade lands is determined by the character's skill with the launcher, which must be developed separately as with any weapon.  Most grenade launchers will be Two-handed Firearms due to recoil.

Weapon Attack Actions

Weapon attacks with firearms are slightly different than melee attacks, in that it is reasonable to expect a trained fighter to make more than one aimed attack in a round.  Most modern firearms thus get two attacks per round, but only two, as it is assumed that normal attacks include aiming between shots.

Single Shot

Any firearm can use the Single Shot action.  It represents aiming the weapon at one target and pulling the trigger once.  A single shot action takes 30-60% activity and does normal damage.

Note: Characters using an automatic weapon capable of a 3-round burst (i.e., Auto3) may use 3 rounds of ammunition to get a bonus of +10 to a single shot action.

Double Shot

A double shot action represents a single attack by aiming at a single target and then pulling the trigger twice in rapid succession.  A firearm must have a semiautomatic, single, or double action to be used in this fashion.

This action takes 50-90% activity, but allows you to make two attack rolls against the same target. The first attack resolves normally, the second one is at -30.

Spread Burst

A spread burst action is the firing of several rounds into an area to increase the odds of hitting a single target.  The burst may optionally be fired in a pattern.  It is assumed that five (5) rounds are used in a spread burst action, unless the (optional) variable ammunition expenditure rule is being used.  A weapon must have an automatic action to be used in this fashion, and weapons with selectable fire modes cannot be in “Auto3” (3-round burst) mode.

A character using a spread burst action must spend 30-60% of their activity that round, and gets a +30 bonus to their attack roll.  However, the normal OB for the weapon is halved, and all criticals are reduced one level, with “A” criticals resolved as an “A” critical at -25.

Aimed Burst

An aimed burst is similar to a spread burst, except the targeted area is smaller.  The purpose of an aimed burst is to attempt to do lots of damage against a single target.  Any weapon with an automatic action may fire an aimed burst.

An aimed burst consumes 50-90% activity and will use five (5) rounds of ammunition, except for weapons in 3-round burst (“Auto3”) mode, which will then use three (3).  A weapon in Auto3 mode must be at point blank, short, or medium range to attack using an aimed burst.

Aimed burst attack rolls suffer a -20 penalty, but criticals are resolved on the Shrapnel Critical Strike table.

Aim and Targeting Class

Weapon sights and optical devices are assigned a Targeting Class to represent the aid provided to the attacker.  A typical hunting rifle scope will have a Class IV or Class V rating.  The best, high-powered sight available is normally Class VII, though there are rumors about classified military gear that could go as high as Class X.

It is worth noting that regardless of the type used, sights and optical devices can only reduce the range penalty, not provide a bonus.  Thus, there is no effect at Point Blank and Short Range, and the penalty reduction at longer ranges cannot be larger than the range penalty itself.

Reduction = (Targeting Class) x 5

Option: at GM's discretion, sights and targeting devices may be used at Short Range to reduce the penalty for a “called shot,” e.g., the attempt to hit a target at a specific location, which normally carries a -50 penalty.  This is normally only for LAMs / IrLAMs.

Table 1 – Weapon Optics / Targeting Class

Sight / Optic Description Class
Iron Sights 0
Illuminated dot sights in normal light I
Optical 1.5x ≤ n < 2.0x I
Optical 2.0x ≤ n < 3.0x II
Optical 3.0x ≤ n < 4.0x III
Illuminated dot sights in low light III
Optical 4.0x ≤ n < 5.0x IV
Optical 5.0x ≤ n < 6.0x V
Optical 6.0x ≤ n < 7.0x VI
Optical 7.0+x magnification VII

Weapon Accessories

Compensator

A compensator is an alteration of the weapon that reduces recoil and muzzle rise when firing.  A compensated weapon has the penalty reduced by 5 on the second shot of a Double Shot action (-25 instead of -30).  Weapons capable of firing bursts are +5 to OB when firing a burst.

Flash Suppressor

A flash suppressor hides the muzzle flash when firing a weapon, making it harder to locate the firing character in the dark.

Attempting to perceive a character with a flash-suppressed weapon receives a -25 penalty at night and a -10 penalty for an otherwise hidden character during the day (e.g., a character hidden among trees or bushes might be concealed except for the muzzle flash).

Laser Aiming Module

A Laser Aiming Module (LAM) uses a visible-spectrum laser to place a red dot along the bullet's flight path to improve aiming, especially in low-light situations.  A LAM only assists with aiming when time and care are taken to aim the weapon properly.  Burst-fired weapons and unaimed firing do not benefit from the LAM, but it may still be used to intimidate potential targets.

An Infrared Laser Aiming Module (IrLAM) works identically to a LAM, except that the laser used is in the infrared spectrum instead of the visible spectrum.  The benefit to this is that an opponent does not know ahead of time that he is being targetted, which is especially helpful when stealth and a surprise attack are required.  The disadvantage is that the attacker cannot see the targetting dot without additional optics, usually Night Vision Goggles (NVGs).  IrLAMs also cannot be used for intimidation.

A LAM or IrLAM adds one (1) to the normal sight's Targeting Class, up to an effective Class V.  Optics already at or above Class V do not receive any benefit from laser aiming, as they are operating at a range beyond the calibration of the laser, such that it no longer accurately pinpoints the placement of the shot.

“Silencers”

Hollywood movies notwithstanding, it is not possible to completely silence a firearm, and these devices are more accurately called sound suppressors, or often just suppressors.  A sound suppressor is a long tube that attaches to the weapon's muzzle and captures the escaping gases.  It is these gases that make most of a firearm's noise.  Sound suppressors must be manufactured specifically for the make and model of weapon, and the weapon itself must have been manufactured to accept a suppressor, usually by having a threaded barrel on the muzzle end.

A sound suppressor requires 50% activity to attach or remove.

Sound suppressors are not available for revolvers, as gases escape around the cylinder, rendering suppression a moot point.

The suppressor reduces the sound from firing the weapon by about 80%.  Note that supersonic rounds will still “crack” upon firing, from the projectile breaking the sound barrier.

Any attack made with a sound suppressor takes a -10 penalty to OB, as the suppressor slows the round slightly.

Tritium, or Illuminated Dot, Sights
Handguns may be fitted with sights featuring a luminescent material in the form of dots.  One dot on the front post and one dot on each of the two sides of the rear sight.  Aligning the glowing dots provides assistance to aiming in a low-light situation.

Secondary Skills

Situational Awareness (Ammunition) {In}

One of the optional rules with firearms is variable ammunition expenditure.  If the variable ammunition expenditure rule is in effect and a character takes the Situational Awareness (Ammunition) skill, then the player may roll their ammunition expenditure roll twice and choose the result desired.  If variable ammunition expenditure is not used, then Situational Awareness (Ammunition) is not used and does not apply.

Rapid Fire {SD}

Rapid Fire is firing a gun as fast as possible until it is empty.  Any character can declare the static maneuver of Rapid Fire, regardless of whether they have developed the Rapid Fire skill.  Rapid fire may be aimed or unaimed.  Unaimed rapid fire will empty a firearm in a single round and means that no time is taken to aim the weapon.

Aimed Rapid Fire means that the character is stationary, has the time and focus required to prepare properly, takes aim with the weapon, and then empties it in a single action.  Aimed Rapid Fire, therefore, takes a full round for preparation, doing nothing but aiming the weapon, and in the following round the gun is emptied at the target.  If the aimed rapid fire maneuver is successful, the attack is resolved as an aimed burst.  Otherwise, it is resolved as a single shot.

Developing the Rapid Fire skill provides a bonus to the success roll of aimed rapid fire maneuvers.

Suppression Fire {Ag}

Suppression Fire is a static maneuver in which the character fires his / her weapon repeatedly, usually in order to send a large amount of ammunition downrange to prevent the enemy from moving freely or easily returning fire.  The weapon must have at least five (5) rounds of ammunition to complete a suppression fire maneuver, and the character must use 30% activity.

Success at the Suppression Fire static maneuver roll will result in a modifier to the OB for the attack against each target in the suppression zone that fails to take cover.  Developing the Suppression Fire skill provides a bonus to success at the static maneuver.

When a character declares a suppression fire maneuver, he must designate at what range he is attempting to use suppression fire: point blank, short, or medium.  Suppression fire is not allowed at long and extreme range.  The range chosen determines the arc covered by the suppression fire.  At point blank range, a 45° arc is sprayed with bullets.  At short range, a 30° arc is covered. At medium range a 15° arc is covered. Only targets at the chosen range are affected.

Option: A character can cover a wider arc, but suffers a -10 to the static maneuver for each extra 5° added to the arc.

Option: A character can use more than 5 rounds of ammunition in a suppression fire maneuver. Each round above 5, gives a +1 to the static maneuver roll.

Each target within the suppression fire area must choose to take cover or take the chance of being hit.  After each target has determined whether they are taking cover or not, the character laying down the suppression fire makes a +0 OB attack on everyone in the area with the OB modifier generated by the static maneuver.

Option: Allow all targets between the firer and the chosen range to be affected. Targets at point blank range have a special modifier of -10 to the attack roll against them.  Targets at short range will have a special modifier of -30 to the attack roll against them.

Characters who chose to take cover get double the benefit from any cover (i.e., double all DB modifications for cover).  However, they lose all remaining activity for the round and will be limited to 50% activity on the following round.  Characters who choose to not dive for cover must take the attack.  If the character takes any benefit from cover (e.g., he was already standing behind the wall), he will be limited to 75% activity next round.  However, he can take actions this round normally.

Table 2 – Suppression Fire Results

Static Maneuver Result OB Mod
Spectacular Failure -40
Absolute Failure -25
Failure -10
Unusual Event +0
Partial Success +0
Unusual Success +30*
Near Success +20
Success +20
Absolute Success +30

* – one random target in the arc gets a +50 OB modification; all others get a +30.

Gunsmithing {Ag/SD}

Gunsmithing is the ability to create a completely new firearm from raw materials.  The skill represents the character's training and knowledge of how the pieces must fit and work together to create a weapon of a specific type.  Gunsmithing is a special application of the “Crafting” skill and development cost is the same as for Crafting.

This skill must be developed separately for each distinct weapon type and action - for example: revolver, semiautomatic pistol, bolt-action rifle, lever-action rifle, automatic rifle, blackpowder muzzleloader, machine gun, gatlin gun, single- or double-barrel shotgun, and automatic shotgun all require special, distinct knowledge and must be developed separately.  Learning gunsmithing, like most skill development, requires someone to teach the skill and the tools with which to perform the work.

However, this does not mean the character could produce a weapon from raw ore, but rather that he could take unworked ingots and turn them into gun parts, given sufficient time, tools, and space.  The raw materials must be available or created using the Forging or Smithing skills.

Option: once a character has learned gunsmithing for one weapon class, subsequent classes may be learned at ½ cost.

Firearm Repair {Ag/SD}

Firearm repair is the cleaning, maintenance, and repair of existing firearms and is handled through the skill “Weapon and Armor Maintenance” (RM2 Arms Companion, pg. 80).  The skill represents the character's training and knowledge of how to properly care for his weapon, similar to the skills taught in military basic training.  This skill must be developed separately for each class of firearm or armor, similar to Gunsmithing.

Maintenance of weapons can prevent or repair damage due to neglect, heavy usage, or battlefield conditions.  This skill cannot be used to create a new firearm from raw materials, but could be used to assemble a bin spare parts into a serviceable weapon at the GM's discretion.

Performing maintenance on a firearm through this skill and with the proper tools will restore a firearm back to its full reliability rating.

New Armor Types

The original armor types presented in the RM2 / RMC rules are still valid, but they represent either medieval or natural armor types. Modern and Sci-Fi body armors are handled through new armor classes. The Rolemaster Standard System handled armor slightly differently, dividing armor into categories of light, medium, and heavy.  The new armor types fit very well into these categories.  Under RM2 / RMC, armor familiarity must be developed separately for each type of armor.  To use these new armor types there, create a new Maneuver in Armor skill for that class (e.g., Class VI), with the same development cost as the indicated Maneuver in Armor skill (e.g., Chain Mail).

Different ICE publications redefined these new armor types over time.  Early ICE publications had no definition for Class V armor, for example.  These descriptions come from the book Spacemaster: Privateers, but the skill development costs for RM2 / RMC are my own.

Class I
Class I body armor is made of ballistic cloth (Kevlar) and covers only the torso.  This is the traditional “flak jacket” or “bullet-proof vest” used by most police and soldiers.

Ruleset Maneuver skill cost
RMSS Armor - Light
RM2 / RMC as Rigid Leather
Class II
Class II body armor is similar to Class I in composition, but covers the torso and shoulders (and is generally thicker than Class I armor).  Armored winter gear, overcoats, etc.

Ruleset Maneuver skill cost
RMSS Armor - Light
RM2 / RMC as Rigid Leather
Class III
Class III body armor covers the torso, shoulders, and thighs and also includes metal inserts (in addition to the Kevlar ballistic cloth).  It is difficult to conceal this type of armor, though some heavy outer garments, such as overcoats, may be made.

Ruleset Maneuver skill cost
RMSS Armor - Medium
RM2 / RMC as Chain Mail
Class IV
Class IV armor is reinforced full-body armor.  It covers the entire body and includes many metal inserts.  Riot gear and armored vacuum suits.

Ruleset Maneuver skill cost
RMSS Armor - Medium
RM2 / RMC as Chain Mail
Class V
Class V armor is kinetic armor – a sci-fi armor intended to be the successor to Kevlar. It becomes rigid when dealt a blow and is designed to take high-speed impacts and absorb the energy, preventing both penetration and impact injuries.  It works best against projectile weapons and is less effective against energy weapons. Class V armor is a vest that covers the body from the waist up.

Ruleset Maneuver skill cost
RMSS Armor - Medium
RM2 / RMC as Chain Mail
Class VI
Class VI armor is like Class V armor, but is a jacket that covers the torso, arms, groin, and upper legs.

Ruleset Maneuver skill cost
RMSS Armor - Medium
RM2 / RMC as Chain Mail
Class VII
Class VII body armor is kinetic armor that covers the entire body.  It is usually worn as a full suit, including gloves, boot coverings, and a transparent polymer helmet.  It is the preferred equipment for future bomb squads.

Ruleset Maneuver skill cost
RMSS Armor - Light
RM2 / RMC as Rigid Leather
Class VIII
Class VIII armor is combat armor – a sci-fi throwback to the medieval armor of days long gone.  It is made from a hardened composite shell, is relatively lightweight, and is designed to be the best protection against energy weapons (blasters, lasers, etc.), but still gives pretty good protection against firearms and melee weapons as well.  Class VIII combat armor is a one piece full torso covering.

Ruleset Maneuver skill cost
RMSS Armor - Light
RM2 / RMC as Rigid Leather
Class IX
Class IX body armor is Class VIII combat armor that includes greaves.  It is more restrictive to movement, but covers most of the body except for hands, feet, and joints.  It is the preferred armor for future SWAT teams.

Ruleset Maneuver skill cost
RMSS Armor - Medium
RM2 / RMC as Chain Mail
Class X
Class X body armor is full combat armor.  The heaviest armor available, covering the entire body with reinforced panels, an undersuit, joint coverage, gloves, and boot covers.  Powered versions have been made that include built-in weapons and sensors.  Think Iron Man, Boba Fett, or Stormtroopers.

Ruleset Maneuver skill cost
RMSS Armor - Heavy
RM2 / RMC as Plate Mail

Table 3 – Modern Armor Types

Armor Type Min. Maneuver Mod* Max. Maneuver Mod † Ranged Attack Penalty ‡ Quickness Penalty §
I 0 0 0 0
II -5 -40 0 0
III -10 -60 5 5
IV -15 -80 10 10
V 0 0 0 0
VI -5 -40 0 0
VII -10 -60 5 5
VIII -10 -70 0 5
IX -20 -100 10 10
X -30 -130 20 15

* — minimum maneuver modification applied to a combatant fully trained in maneuvering while wearing the given armor type.

† — maximum maneuver modification applied to a combatant totally untrained in maneuvering while wearing the given armor type.

‡ — the ranged attack penalty acts as a modification to the ranged OB for a combatant wearing the given armor. for a combatant wearing the given armor.  This is meant to reflect the disadvantageous effect of armor worn on the arms of a combatant.

§ — an Armor Quickness penalty can reduce or cancel a combatant’s Quickness stat bonus for his DB. Unlike those penalties above, this penalty can only reduce the armor wearer’s Quickness Stat bonus. It will not reduce a combatant’s overall DB below the level that it would be at with a zero Quickness stat bonus.

Successful hits to a character wearing body armor resolve all critical hits on the Ballistic Impact Critical Strike Table, so long as the part of the body hit is covered by the armor.  Otherwise, use the Ballistic Puncture Critical Strike Table (i.e., do not roll again, keep the same roll).

Optional Rule: If a portion of the body is hit that is not covered by armor, reapply the same attack roll on the AT 1 column instead.

Special Armor

Combat Helmet
Made of Kevlar, these helmets sometimes also have a 3mm visor.  Treat these as Class II body armor for the head only.  If the critical result indicates a head shot, resolve the attack with the same rolls but in the column for Class II body armor.
Riot Helmet
Riot helmets offer protection against the most common attacks during civil unrest, such as clubs, rocks, and bottles, but are not bulletproof.  Treat a riot helmet as a +5 DB against thrown attacks.
Riot Shield
Used by Law Enforcement Agencies (LEAs) in crowd control, civil unrest, and some SWAT situations, these are usually made of high-impact, transparent plastic.  Some are made of metal, though these are less common due to the additional weight.  Treat as Class II body armor in a single direction, usually the direction the character is facing.  Resolve all attacks from that direction as if the target were wearing Class II body armor.

Action Percentage

Table 4 – Firearm Actions Percentage Activity

Attack Action % of Total Activity
Single Shot 30-60%*
Double Shot 50-90%*
Spread Burst 30-60%*
Aimed Burst 30-60%*
Firing a Bolt or Pump Action +10% †
Firing a Lever Action +5% †

* — if less than the maximum % activity indicated is used, the attack has a -1 modification for every 1% under the maximum.

† — add the indicated percentage activity to the normal percentage activity requirements. For example, firing a pump action shotgun will normally take 40-70% activity (not 30-60%).

Table 5 – Special Actions Percentage Activity

Special Action % of Total Activity
Rapid Fire Varies (GM’s discretion)
Aimed Rapid Fire Special
Suppression Fire Varies (GM’s discretion)

Reloading

The activity required to reload a gun depends on the type of gun, type of round, and number of rounds loaded. Note that reloading should be considered a variable percentage activity requirement (i.e., the percentage activity requirement can be spread out over many rounds as desired).

Option 1: A weapon shown as having a fixed reload % activity can be loaded faster than shown.  If using this rule, the % activity shown is the % activity for no increase in the fumble range.  To determine the variable range, halve the number shown for the minimum % activity that can be used.

Option 2: A character who has “quick-loaded” his weapon (i.e., spent less than the maximum % activity to reload) can choose to reduce the fumble modification by -1 in exchange for a -5 from his next attack (down to the original fumble number). For example, if the fumble range was increased by 4 points, a character can take a -20 to his next attack to remove the 4 point increase in the fumble range.

Table 6 – Reloading Actions Percentage Activity

Reloading Action % of Total Activity
Rifled muzzleloader 300%
Smooth-bored muzzleloader 200%
Rifled muzzleloader (w/paper cartridge) 150%
Smooth-bored muzzleloader (w/paper cartridge) 100%
Breechloader (per round loaded) 20-40% §
Percussion cap revolver (per round loaded) 100%
Revolver (first round loaded) 40% *
Revolver (subsequent rounds loaded) +10% *
Revolver (w/Speed loader) 20-40% §
Reloading with a clip 15-30% §
Reloading with a stripper clip 20-40% §
Changing belts 50-100% §
Reloading a belt (per round loaded into belt) 15%
Reloading into an internal magazine (per round) 20%

* — reloading a revolver can be declared as one action, regardless of how many bullets are loaded. To determine the percentage activity needed to reload, it is 40% for the first bullet, then 10% for each bullet thereafter.

§ — if less than the maximum % activity indicated is used, the next attack made with the weapon has its fumble range increased by 1 for every 5% under the maximum.

Variable Ammunition Expenditure

For a more realistic approach to ammunition expenditure, the following optional rule can be implemented.

Before resolving the attack with a spread burst action or an aimed burst action, roll d5+2. This is the number of rounds used up by the burst. If the result is less than or equal to the number of bullets left in the gun, resolve the attack as a normal spread burst or aimed burst action (outlined above).

If the result is greater than the number of bullets left in the gun, the burst uses the remaining bullets, but is resolved as a single shot action. If the action was a spread burst action, the attack is resolved with a special bonus of +5 per bullet in the burst (this replaces the bonus for performing a spread burst action). If the action was an aimed burst action, the critical delivered is a Ballistic Puncture Critical.

Note: When using this rule, a spread burst action does not receive a fixed bonus of +25 to the attack roll. Instead, the bonus is +5 per bullet in the burst.

Note: Any weapon capable of a 3-round burst attack (Auto3) automatically expends 3 rounds with every shot (no die roll is made for variable ammunition expenditure).

Option: If the character makes a successful Situational Awareness (Ammunition), he may take the full +25 bonus.

Note: The attack action cannot be cancelled after this roll for ammunition expenditure is made (i.e., the trigger has already been pulled; this roll just tells you how many bullets were used and exactly how to resolve the effects of the shot).

Shotguns

Shotguns hit a target with some of their damage potential, at the expense of the ability to hit it with all of their damage potential. Traditional shotgun ammunition contains a number of pellets, called “shot”. The size of these pellets is used to classify the cartridge. Normal shot is sized from #1 to #9 (with #1 being the largest). Buckshot is a class of shot larger than normal and is numbered from “BB” (yes, as in a BB gun) up to “No. 000” (i.e. Triple-aught). The final end of the “shot game” is the slug, a single large bullet, that effectively turns the shotgun into a very large-caliber, two-handed, smooth-bore firearm.

If you are using shot sizes from No. 1 to No. 000, and are firing at a normal-sized target, use the shotgun table indicated in the Master Weapon Listing. Otherwise, use the chart below to determine a modification to the SG number shown in the Master Weapon Listing.

All shotguns gain a special modification of +25 at point blank and short range (in addition to any other range modifiers) and all critical hits are resolved on the Shrapnel Critical Strike Table.

Note on Slugs: Shotguns use the normal firearm attack tables when firing a slug. In addition, they lose the +25 modification for point blank and short range when firing a slug; and they must use the Ballistic Puncture Critical Strike Table.

Option 1: Because the shotgun fires a pattern of pellets more than one target can be hit. A typical spread is about 3' at a distance of 120'. Any creature (not counting the original target) within this cone will face an attack based upon the original roll, but not modified by the attacker’s skill (i.e., just the roll and the target’s normal DB are applied).

Option 2: Because the Shotgun Table Modification Chart is based upon the shot spread, treat all shot sizes as slugs at point blank range (because the spread is so small at that range). Resolve the attack as if a slug were fired (except that Shrapnel criticals are used).

Option 3: “Sawed-off’ shotguns remove the “choke” that enhances the spread pattern. Treat all shots at point blank or short range as slugs (see Option #2). Additionally, decrease the table number by 1 to 4 (depending on the amount of barrel removed).

Table 7 – Shotgun Table Modification Chart

Shot size Tiny Small Medium Large Huge
9-6 +2 -1 -7 -11 -14
5-1 +1 +1 -5 -7 -11
BB - No. 2 +1 +1 -1 -4 -7
No. 1 - No. 000 +0 +0 +0 +0 -5
Slug +1 +1 +1 +1 +1

Example: a Remington 870 (12 gauge magnum), when used against a person with No. 1 shot, will use Shotgun Attack Table SG 15.  However, if used against a charging elephant (a huge target), resolve the attack on Shotgun Attack Table SG 10.  Alternatively, if using #9 shot against a person, use Shotgun Attack table SG 8, and if using a slug at the charging elephant, resolve the attack on Firearms Attack Table ME 16.

Grenades

Attacking a target with a grenade represents a slightly different dynamic than other weapons.  A grenade will deliver the same attack force every time, regardless of the skill of the attacker, not withstanding some defect in the grenade itself.  The skill of the attacker is applied to the delivery of the explosive instead - the accuracy and range of the throw.

A character attacking with a thrown grenade makes the usual open-ended roll and adds his Thrown weapon skill bonus.  The range modification is applied and the result looked up on the grenade attack table.

Option: A character being attacked with a thrown grenade has the opportunity to Perceive the attack and dive for cover (below).  The dive for cover maneuver is modified by 100 - attack result.  Perceiving attacks by launched grenades is considered “Extremely Hard” at a minimum due to the greater range and velocity.

Example:  Frank's squad has been attacked while on patrol by a German force attempting to retake St. Lô.  One German soldier throws a Stielhandgranate at them.  The player rolls for Frank's Perception and gets a 58, adds Frank's Perception bonus, 52, for a 110 total.  The GM considers seeing the grenade attack to be of Medium difficulty (+0), so Frank sees the attack.  The GM rolls a 74 and adds the NPC's grenade attack skill, 64, for a 138.  The range is extreme - 60m - for a -30 penalty, making the total attack 108 (74+64-30=108).  Assuming the German soldier's accuracy was good, Frank and his buddies will take a -8 penalty to their dive for cover (100-108=-8).  If the attack roll had been 64 instead, Frank would have received a +2 bonus (64+64-30=98; 100-98=2).

Once the grenade is thrown, it must be determined how accurate the throw was to know how far away from the target it lands.  First, the GM determines how many degress off from center it lands, then how many feet away.

First, the player rolls 1d100, open-ended, and applies the range modification for the attack.  The GM also rolls 1d100, unmodified (not open-ended).  If the GM rolls doubles (e.g., 11, 22, 33), the grenade lands right on target and the player's roll is discarded.  If the GM's roll is not doubles and is even, the grenade lands to the right of the target (from the attacker's perspective).  If odd, it lands to the left.  The GM takes the two rolls and finds the difference to determine how far off the throw was left-to-right.  The process is repeated to determine whether the throw was long or short.  The original distance from the attacker to the target is used for the number of feet off, so if the throw went wide, it will start off short of the target.

The official ICE rules are all over the place.  For example, ICE5700 - Black Ops and ICE5701 - Pulp Adventures, both published in 1997, have the grenade accuracy tables inverted.  (Pulp Adventures considers the grenade to be more accurate if the difference between the two rolls is larger, while Black Ops thinks the difference should be smaller.)  The Black Ops book has overlap in the grenade accuracy table.  ICE5524 - Weapon Law: Firearms (1996) and ICE5705 - 10 Million Ways to Die (1999) don't mention grenades at all.  (While that is somewhat understandable for the Firearms resource book, it seems to me that ICE missed a golden opportunity to bring all this information to one place when they left it out of 10 Million Ways to Die.)

 For purposes of my games, I use the rules from ICE5700 - Black Ops, except that I've fixed an overlap problem and cleaned up the ranges in the accuracy table.  The original table had a larger range for a difference in the 80's (81-95) and a smaller one for the 90's (96-99) and I changed it to be a straight 10-point scale for simplicity.  The accuracy for a grenade isn't great to begin with, and I think ICE accounted for that but kept the fun in the game by using the “doubles” rule.

Table 8 – Grenade Accuracy

Difference
Between Rolls
Degrees Off Feet Off
91 to 99 9d10° 10d10'
81 to 90 8d10° 9d10'
71 to 80 7d10° 8d10'
61 to 70 6d10° 7d10'
51 to 60 5d10° 6d10'
41 to 50 4d10° 5d10'
31 to 40 3d10° 4d10'
21 to 30 2d10° 3d10'
11 to 20 1d10° 2d10'
0 to 10 1d10'
100+ 0'

The result of all this is to determine where the grenade ended up after all its bouncing and rolling.  At this point, determine the actual attack damage by rolling 1d100, open-ended, and consult the attack table.  Most grenades have a blast radius of 20 feet.

Cover

A character may attempt to use any cover available. Characters attempting to move to cover while under fire have all moving maneuvers increased by two difficulty levels for normal fire from a single source and four levels for characters under suppression fire or normal fire from multiple sources.  If the character succeeds at his maneuver roll, he gains the protection provided by the cover multiplied by the result of the moving maneuver as a percentage (e.g., a result of 80 on the Moving Maneuver Table would give 80% of the cover’s normal protection).  All other rules for cover should be used.

Note: Use the same modifications for both normal firearms and shotguns. However, shotguns will simply use the first categories (as there are no shotgun attack tables above SG 20).

Table 9 – Cover Chart

Type of Cover 1-6 7-12 13-18 19-24 25-29
Full Soft Cover +50 +40 +30 +20 +10
Half Soft Cover +25 +20 +15 +10 +5
Partial Soft Cover +15 +10 +10 +5 +5
Full Hard Cover +100 +80 +60 +40 +20
Half Hard Cover +50 +40 +30 +20 +10
Partial Hard Cover +25 +20 +15 +10 +5
Full Hardened Cover +150 +120 +90 +60 +30
Half Hardened Cover +75 +60 +45 +30 +15
Partial Hardened Cover +40 +30 +25 +15 +10
Full Impenetrable Cover +200 +160 +120 +80 +40
Half Impenetrable Cover +100 +80 +60 +40 +20
Partial Impenetrable Cover +50 +40 +30 +20 +10

Note: Hardened Cover is defined as any cover that has been reinforced or hardened against weapon fire.  Impenetrable Cover is defined as any cover that the shot has no chance of penetrating. This type of cover modification is only used when a character is “moving to cover.” A character already in this type of cover cannot be hit at all.

Example: Frank's squad is still engaged with the oncoming German infantry unit outside St. Lô.  Frank attempts to move to the cover of a nearby ruined building. Normally, the difficulty of this maneuver is “Light”, but because Frank is under fire from multiple sources this increases four levels to an “Extremely Hard” maneuver. Frank rolls a 76.  This means he will get 30% behind the building wall this round.  In order to get 100% protection, Frank would have needed a 146 or better.  The German Mauser 98k has ME15 and the wall is considered Hard cover, so Frank will get a +15 to his DB.

Special Ammunition

Generally speaking, specialty ammunition modifies the weapon's attack by changing the muzzle energy (ME) rating.  If the resultant ME is below 1, use ME1 with a -10 modification for each level below 1.  If the resultant ME is above 29, use ME29 with a +10 for each level above 29.

Armor Piercing Rounds

Weapon Law: Firearms treats any round that is designed to have increased penetration as an armor piercing round.  Armor piercing rounds are designed to be extremely hard and durable so the projectile will not deform or lose too much energy as it passes through a target. The round can pass through armor, wood, or large amounts of fatty tissue and still be able to damage the underlying organs. Armor piercing rounds use the Armor Piercing Critical Strike Table, even if they hit an area covered by modern body armor.

Option: Because armor piercing rounds tend to pass through unarmored flesh without doing major tissue trauma, they do half concussion damage to unarmored targets.

Black Talons

A specialty hollow point round designed to shred itself into jagged fragments as it expands.  Against unarmored targets, resolve attacks using Ballistic Shrapnel criticals at +1 (i.e., “A” criticals become “B” criticals).  For an indicated “E” critical, use an “E” Ballistic Shrapnel and an “A” Ballistic Puncture secondary critical.

Against armored targets, treat these rounds as a normal hollow point round.

Federal Hydra-Shok

A specialty hollow point round with a metal post in the center of the hollow part of the projectile to increase uniform expansion of the round.  This round is treated as a hollow point round, but gives a special +5 bonus to the attack and a +1 severity to all criticals.

Glaser Safety Slugs

Glaser Safety Slugs are designed to be a home defense handgun round.  Instead of a solid metal projectile, Glaser rounds use a thin, plastic shell containing #12 shot.  Upon impact, the plastic shell shatters, hitting the target with the shot pellets, making Glaser rounds like a small shotgun shell in a handgun.  Glaser rounds were designed specifically to have zero penetration in order to protect family members that might be on the other side of the wall from a confrontation between a family member and a home invader.

Against unarmored targets, resolve attacks at +2 ME and using Ballistic Shrapnel criticals.  Against armored targets, resolve attacks at -2 ME.  For weapons that normally attack using ME10+, shift the critical instead of the ME attack table (i.e., +1 or -1 to any critical result).

Hollow Point Rounds

Expanding or fragmentary rounds, referred to as hollow points, expand as they penetrate to leave a large wound channel in the victim. They do not penetrate well against armored targets, but are very effective against unarmored ones. Unarmored targets struck by a hollow point take criticals on the Hollow Point Critical Strike Table.

Option: Because hollow points have reduced penetration, cover modifications are doubled against hollow points.

Mercury Tip

Mercury tip rounds have a small hole drilled in the nose of the projectile into which a drop of mercury is placed and then sealed with a lead plug.  The initial wound is similar to that of a traditional round, but the mercury enters the bloodstream and is poisonous.  In the real world, mercury tip rounds are increasingly rare due to the environmental concerns surrounding the heavy metal.

Treat attacks with mercury tip rounds as Glaser rounds, except all criticals are Ballistic Punctures.

I disagree that these rounds deliver damage similar to Glaser rounds.  Resolve the impact on the standard firearms attack and critical tables.

Toxic effects of mercury include damage to the brain, kidney, and lungs.  Symptoms typically include sensory impairment (vision, hearing, speech), disturbed sensation and a lack of coordination.  Common symptoms of mercury poisoning include peripheral neuropathy (presenting as itching, burning or pain), skin discoloration (pink cheeks, fingertips and toes), swelling, and shedding of skin.  Epinephrine excess causes profuse sweating, tachycardia (persistently faster-than-normal heart beat), increased salivation, and hypertension (high blood pressure).

Plus P

Plus P (sometimes written +P) ammunition uses a lightweight projectile with an increased amount of gunpowder, resulting in a very light, fast round with lots of kinetic energy.  Because of the light weight of the projectile, it will stop in the target, transferring more of its energy and doing more damage at the expense of reduced ability to penetrate cover.

Plus P ammunition attacks at +1 ME, but has range reduced by 10%.  For weapons that normally attack at ME10+, resolve criticals at -2.

 Rubber Bullets

Rubber bullets are typically used for less-than-lethal crowd control, being designed to do no permanent damage, though they can still do great damage and even kill.

Rubber bullets have a -2 ME.  All criticals resolve as Ballistic Impact instead of Ballistic Puncture and are reduced by -2 (“A” criticals are “A” -50 and “B” criticals are “A” -25).

Semi-Wadcutter

Semi-wadcutter ammo has a tapered projectile with a flat nose.  These rounds have a high rate of jamming in automatic and semiautomatic actions.

Semi-wadcutter rounds attack at +1 ME against unarmored targets and at -1 ME against armored targets.  For weapons that normally attack using ME10+, shift the critical instead of the ME attack table (i.e., +1 or -1 to any critical result).  Additionally, the weapon is at +2 Breakage while using this type of ammunition.

THV

A round with a concave, rather than convex, nose.  These rounds have good armor penetration with low ricochet and recoil.  Attacks against unarmored targets are at -2 ME, while attacks against armored targets are at +2 ME.  For weapons that normally attack at ME10+, shift the critical instead of the ME attack table.

Tracer Rounds

Tracer rounds have a hollowed out bottom filled with an incindiary material that ignites when fired, causing the round to glow as it travels.  The glow is bright enough to be seen in daylight or night.  Tracer rounds are often interspersed with normal rounds in automatic weapons to assist in aiming and homing in on targets.

 Aimed Burst or Spread Burst attacks receive a +5 bonus, but are at -1 to criticals because of the lighter weight of the round.

Wadcutter

Wadcutter rounds are pistol practice rounds that are flat-nosed, instead of convex, to make a clean hole in paper targets.  It is effective as a defense round as it makes a larger entry wound but doesn't penetrate very deep compared to other rounds.

Wadcutter rounds attack at +1 ME if the target is unarmored and -2 ME if the target is armored.  For weapons that normally attack using ME10+, shift the critical instead of the ME attack table.

Special Ammunition - Shotguns

Breaching and Shok-Lock

Shok-Lock is a brand-name of breaching shotgun round.  The round is loaded with a ceramic-metal projectile or metal powder in a wax binding agent and is specially designed to break locks and hinges off doors.  The round disintegrates into a fine powder and disperses.  Though designed to not ricochet or penetrate the door, a breaching round can easily be lethal if fired directly at a living target.

Shotguns firing breaching rounds must be 12-gauge or larger.  Against an unmoving, inanimate target, this round is +20 to all attacks.  However, against a mobile target, all ranges are at 1/2.  Resolve breaching round attacks at -2 ME and with Ballistic Impact criticals.

Flexible Baton Rounds (“Bean Bag” Rounds)

The flexible baton shotgun round consists of a small fabric “pillow” filled with #9 lead shot weighing about an ounce and a half.  It is fired from a normal 12 gauge shotgun.  “Bean bag” rounds are used when a person is a danger to himself or others, but is not a direct threat in such a manner that lethal force would be appropriate. The round is intended to disable or stun the person without killing them.  Half of cases are when the assailant has a bladed weapon. Nearly half of the uses also involve a suicidal and armed individual.

When fired, the bag is expelled at around 70–90 meters/second; it spreads out in flight and distributes its impact over about 6 cm² of the target.  Due to the large surface area of these rounds, they lose velocity rapidly, and must be used at fairly short ranges to be effective.  The shotgun round is inaccurate over about 6 meters and has a maximum range of around 20 meters.  At extremely short ranges, under 3 m (10 ft), flexible baton rounds can result in broken bones or other serious or lethal injuries. The rounds can also fly in a frisbee-like fashion and cut the person or animal targetted.

Shotguns dedicated to being used for bean bag rounds are often visibly modified with either yellow or green markings or bright orange stocks and stops to avoid the possibility of a user loading lethal munitions into the weapon or vice versa.

Changes to the bean bag round since its inception in the early 1970s have included a velocity reduction from 400 to 300 feet per second as well as a shift from the square shape to a more rounded sock shaped projectile.  Bean bag rounds have caused around a death a year since their introduction in the US.

For more information on the round, see the Wikipedia article.  Shotguns firing flexible baton rounds must be 12-gauge or larger and may only do so at Point-Blank and Short range.  Resolve attacks as if using a slug, but with Unbalancing criticals.

Rock Salt, Nylon, Stinger, and Zytel

Rock salt rounds are often used by homeowners as a less-lethal round.  The salt is brittle and unlikely to cause serious injury, especially at long ranges.  Stinger is a brand name for a load using No. 00-sized balls of nylon or zytel plastic.

These rounds are unlikely to penetrate except at point-blank range, but cause painful, stinging injuries and are effective at “correcting” undesirable behavior.

Resolve attacks as if using No. 00 shot, but with -2 to criticals.

Starflash

A Starflash is a shotgun round that acts like a stun/flash grenade.  The maximum range is about 160 ft., at which time they ignite into a flash, loud bang, and a series of white sparks.  All targets in a 10' radius take a “C” Ballistic Impact critical.  All targets 10-15' away must make an RR vs. a 10th level attack.  Targets failing the RR are at -10 to all actions for one round per 10% of failure.

Resolve attacks as a launched grenade using the following ranges:

Table 10 – Starflash / Tearblast Ranges

Weapon Point-Blank (+10) Short (+0) Medium (-25) Long (-50) Extreme (-100)
Starflash 5 15 40 90 160

Tearblast

A Tearblast is a shotgun round that acts like a CS tear gas grenade that covers a 10' area.  All targets in a 10' radius must make an RR vs. a 10th level attack.  Targets who fail the RR have a -50 to all actions for one round per 10% of failure.  There is only minor discomfort to those outside the 10' radius.

Resolve attacks as a launched grenade using the ranges listed above for Starflash rounds.

Range

Table 11 – Standard Weapon Ranges and Modifications

Weapon Point-Blank (+10) Short (+0) Medium (-25) Long (-50) Extreme (-100)
Rifles
5 70 150 600 1000
H1 5 75 180 800 2500
H2 5 80 200 1200 5000
H3 5 100 250 2000 10000
Assault Rounds
10 65 120 400 750
H1 10 70 140 550 1500
H2 10 75 175 700 2000
True Carbines and Submachine-guns
10 55 110 300 400
H1 10 65 120 400 600
Revolvers and Black Powder Pistols
10 30 55 90 130
I 10 35 60 100 150
Automatic Pistols and Submachine-guns
10 25 45 80 120
H1 10 30 50 85 125
Smooth-bore Muskets and Shotguns
10 45 80 130 160
H1 10 55 90 150 200
H2 10 65 110 300 400

Gunsmithing - Determining Attack

Creating a new, exotic, or improvised firearm isn't difficult, it really just comes down to some basic calculations.  Most importantly, determine the muzzle energy of the weapon and consult the table below.  This determines the attack table to use.

Table 12 – Muzzle Energy Chart

Muzzle Energy in ft / lbs. ME Table Hunting Class
< 95 1
96-190 2
191-280 3
281-375 4
376-560 5
561-750 6
751-950 6 I
951-1200 7 I
1201-1400 8 I
1401-1650 9 I
1651-1900 10 I
1901-2100 11 I
2101-2300 12 I
2301-2500 13 I
2501-2700 14 I
2701-3000 15 I
3001-3300 16 I
3301-3500 17 I
3501-3750 18 I
3751-4000 16 II
4001-4200 17 II
4201-4500 18 II
4501-4750 19 II
4751-5000 20 II
5000-5350 21 II
5351-5650 22 II
5651-6200 23 II
6200-6750 24 II
6751-7300 25 II
7301-7900 26 II
7901-8500 27 II
8501-9000 28 II
9001-9500 25 III
9501-10,500 26 III
10,501-11,000 27 III
11,001-12,000 28 III
12,001-13,000 29 III

Note: Weapons with muzzle energy greater than 13,000 foot/pounds are considered to be indirect fire weapons.