Into the Zone - Guns

I'm working on a hack of Into the Odd (using the Electric Bastionland changes as my basis) based on the S.T.A.L.K.E.R. game series. Here's why I decided to focus on the game and not on the book or movie, although I am quite fond of anything Stalker. While I slowly fill out the equipment chart, here are some rules regarding firearms.


Cover is Hit Protection
When a firefight breaks out, everyone involved rolls their HP dice.
You get 1 HP dice + 1 for each Scars you have, up to 3 dice. What you roll depends on cover:

• d4 if you're out in the open
• d6 if you're behind basic cover (a tree, bushes, a wooden wall, going prone also works, etc.)
• d8 if you're behind good cover (a house, a concrete wall, an old tank, etc.)
Switching Cover
If you're under fire, or someone knows where you are, you need to pass a DEX save to do that safely. If you fail they get to do damage + bonus (roll twice, take highest).
Being under suppressive fire means you always take damage if you try to move out of your cover.

If you do manage to switch to a better cover, you can re-roll one of your HP dice if you keep your head down and lose an attack. This is easy to keep track of because with this system, you won't be recording HP on paper - all you need to do is set aside the dice you rolled for HP and switch their values when you take damage, removing them at 0.
What about Aiming?
Most of the time, you'll be taking potshots and sticking to cover as much as you can, because bullets are scary. If for some reason, you have the luxury of having the time to aim, roll damage + bonus.
If you're trying to aim at someone while they can fire back, well you're a fool and they get to roll +bonus against you.
Some Popular Guns in the Zone
Walther P99 (handguns) : d6, Impaired damage beyond close range
SPAS-12 (shotguns) : d8, Bulky, Bonus damage at close range, none beyond that
H&K MP5 (submachineguns) : d8, Impaired damage beyond close range
AK-74 (assault rifles) : d8, Bulky
Dragunov (sniper rifles) : d10, Bulky, useless at close range
RG-6 Grenade Launcher (and RPG Rocket Launcher) : d12, Blast, Bulky
Grenades : d12, Blast

Ammo
Everything is scarce in the Zone. After a firefight, make a Luck Roll for each weapon you used more than once.

1 : you're out.
2-3 : you've got these many shots remaining.
4+ : you've got plenty left
Extra ammo counts as a Bulky item and can be spent to turn a result of 3- into a 4+.
Armor
Works as usual, although I'm going to adapt the "leather ain't enough" idea that's implied by Into the Odd armor values to Into the Zone: most stalkers go around in suits that probably include kevlar. They're the standard, so it doesn't count as armor. Get some mercenary or military armor with flak and a helmet for armor 1, and get your hands on an actual ExoSuit for armor 2.
Also armor gets damaged - make a Luck Roll at the end of a session where you got shot at multiple times (or after a fight with some mutant beast that clawed at you).

1 : it's ruined.
2-3 : it'll need repair, until then it's armor value is decreased by 1.
4+ : it's fine.

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