RPG with best shooting mechanics?

Metus

First Post
So, a question completely unrelated to D&D, but one I feel like the grizzled veterans on this board can help me with.

I've searched as best I can, but I've never found an RPG that seemed to have really solid and fairly detailed firearm mechanics. I'm talking about reloading/accuracy/different ammunition/recoil/etc.

I ask because I'm thinking about running a kind of SpecOps game, with a large focus on realistic firearm combat. This isn't to say that there won't be fantastical elements in the game, but the detailed firearm system is what I'm looking for.

I play (and like) Shadowrun, but I'm looking for something different.

I like World of Darkness, but am not very impressed with the firearms (which is fine, since they're not really focusing on that).

D20 Modern (and others related, such as Spycraft) are just horrible, just terrible for firearms as far as my tastes go.

I checked out GURPS but if I recall correctly, I really wasn't digging it.

I'm curious to know if some people on here know of some great RPG or RPG supplement that I'm not aware of, that would be great for firearms. Anyone?
 

log in or register to remove this ad


The Compendium of Modern Firearms should do the trick. It has a bunch of conversion notes near the back too, for things like HERO and CP2020.

For that matter, CP2020 itself (or CP2013) isn't too bad either. Not super detailed, sure, but not the worst. Especially when you use some of the splatbooks and mags that came out, many with guns info.
 

Hero does weapons/firearm combat pretty well. All kinds of different ammo and guns in Dark Champions. Ranged Martial arts or trick shooting is part of the inherent system. Guns are fairly lethal but for some odd reason you can still dodge bullets rather than take it on the chin. Bullet proof vests are wonders but even with them you can still have your world rocked.
 

Twilight: 2000 had the best firearms rules I can recall, with recoil properly factored in; strong PCs could use higher recoil weapons accurately. Also it had the best autofire rules; basically you roll a d6 for every bullet and hit on a '6'; if recoil exceeds STR or firing at range then some bullets automatically miss, ie d6s are deducted from the pool. Also had workable rules for suppressive fire. It's the only system I've seen where firefights bore some resemblance to real life.

Edit: Basically the way recoil worked, each single shot or burst had a recoil; you added up the total recoil for shots fired in a round and if it exceeded STR then that was the to-hit penalty. Eg with STR 10 and a pistol with recoil 3 you could fire 3 shots (recoil 9) before taking penalties.

Edit 2: Also had knockdown - if damage exceeded STR, you fell over.
 


You seem to be looking for something that is heavy on the reality simulation, in which case the Phoenix Command Small Arms Combat System stands alone. It goes so far as to actually calculate individual bullet trajectory and force of impact based on windage, muzzle velocity, and ammunition weight. Here's a link. It's out of print, naturally, but it's fairly easy to find on eBay or at Noble Knight Games.
 

Metus said:
D20 Modern (and others related, such as Spycraft) are just horrible, just terrible for firearms as far as my tastes go.

Just how much do you know about Spycraft? Because D20 Modern does have pretty poor firearm rules... but Spycraft 2.0 is far and away better, and grapples with many real world (and cinematic) issues with firearms that D20 Modern fails to. Recoil, autofire modes, special ammunition (match grade, armor piercing, etc.) are all elements of the system.
 

Actually, amusingly enough, Call of Cthulhu has pretty detailed weapons rules, and lots of specific weapons. With the kind of game you're talking about, Delta Green might be an option; its a modern Cthulhu setting with a bit of a special ops/spy/x-files vibe.
 

I really liked Twilight:2000. I felt that it reflected accuracy and recoil very well. Spray-and-Pray works like it should. :)

Overall I think it still has one of the best systems for Modern Combat ever published. Explosions have a fragmentation area of effect and a concussion area of effect that most games forget about.

If you can find a copy (it is out of print) I'd highly recommend Twilight:2000 for a SpecOps game. You can use the rules and character creation as written... just dictate that the PCs have to end their pre-game career as Seals, Special Forces, Snipers, or Force Recon.
 
Last edited:

Remove ads

Top