Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Firearms

From Metaforce TTRPG
Revision as of 07:00, 26 March 2026 by AlienOvan (talk | contribs) (Added Reload property, buffed reload speed based on proficiency.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Firearms refers to the weapon type and the Combat Metaphor in order to use them effectively. This article explains the weapon type and the rules surrounding their use. They are ranged weapons that use combustion to fire projectiles at high speeds, causing high damage and penetration on hit. They are typically found in Modern settings, though more primitive forms can be found in Fantasy settings as well.

Weapon Design

Property Description Example
Name Weapon Name, generic type given unless it is special or sentimental in some way. Handgun, Shotgun, Revolver, "Marie" (Rifle)
Load/Handedness One-handed Firearms typically weigh 1 load,
two-handed tend to be 2 load or higher.
One-hand (1L), Two-handed (2L)
Range Increment Following Range rules, one increment is given for Close and the rest is assumed to be multiples of this value. 60ft (120ft, 180ft).
Base Damage and Bonus Die Amount of guaranteed damage and the Bonus die for additional effects, also includes damage type. 12 + d6 piercing,
16 + d8 piercing.
Trigger Limit Number of times a Firearm can be fired in one Action frame. Assuming they have ammo to fire. 1, 2, 3, Auto 3
Max Ammo and Type Specifies which ammunition is required to fire the weapon, and how much can be loaded at a time. 12+1 9mm Parabellum Rounds, 6 Magnum Rounds, 1 Rifle Round.
Reload Specifies the reload time or ammunition loaded per Action Frame. Unload+Reload: All (Clip/Magazine),
Reload: 1 (Bolt-Action),
Reload: 3 (Revolver, no Speedloader),
Reload: All (Speedloader),
Reload: 3 (Shotgun)

Rapid Fire / Trigger Limit

Firearms can be fired a number of times in a single Action-Frame up to their Trigger Limit, which serves as the maximum Fire rate for the weapon. The appendage (hand) pulling the trigger is assumed to be in use as long as the action is resolving the recoil of the Firearm.

Normally, the first shot fired in a frame will be at no penalty (Advantage if Proficient, Normal versus an aware opponent). Every shot fired after, but before the next frame will cause the shooter to lose Advantage and then suffer Disadvantage on their subsequent attack rolls. Some equipment, upgrades and abilities may mitigate this in some way.

Because Fire rate is limited by the Trigger limit, Firearms with a limit of 1 can't be fired more than once per frame. Firearms with a Trigger Limit of Auto X can be fired their maximum amount of times and only lose advantage (instead of Disadvantage) for all subsequent shots.

If the shooter is already at Disadvantage when firing their next shot, they suffer a -4 penalty ToHit on their Attack Rolls.

Reloading Firearms

Firearms normally load their ammunition into the weapon itself, instead of having to be primed like a Bow and Arrow, or a Sling and rock. The process to reload is a bit more complication than such primitive weapons so the speed at which one can reload their weapon depends on their Proficiency.

No Proficiency
Any character who can fit their manipulating Appendage onto the trigger can fire a Firearm, but unloading the clip/magazine takes an Action Frame to resolve, and Reloading it again takes another frame. It effectively takes a whole round to reload in this way. Weapons that load ammo over time will also reload half as much ammunition than what the description states (rounded up).

Proficiency
A character who has a Metaphor in Firearms or a specific Firearm will gain Proficiency and be able to take each Unload/Reload activity as a Quickened action. A Clip/Magazine based gun can be unloaded and reloaded in one frame, and a weapon that loads incrementally can be loaded at normal speed.

Expertise
If the character has Expertise in a specific Firearm, or gains a feature to (re)load weapons as fast as possible, then they can reload a Clip/magazine based weapon fast enough to allow one quickened shot of the weapon in the same Action Frame. Incrementally loaded weapons can also be loaded twice as fast or permit the wielder to fire one round in the same action frame as a reload attempt.

Parts and Attachments

Firearms, particularly modern ones, are designed to allow a range of attachments and part upgrades to make them function better. The attachments and components work similarly to how Metaphor Components enhance a Metaphor, they add to or modify how a Firearm works in the effort to make it more powerful.

On a character sheet, one can write the information and benefits of a Firearm attachment in lines below the Weapon itself in the Inventory. Parts and Attachments must be fitted and remain fitted to the Firearm to keep their benefits.

Firearms as a Melee Weapon

Though they are not designed to be used as a Melee or Thrown weapon. If a character decides this to be a course of action, a one-handed weapon typically deals 4 + d4 blunt damage when striking or throwing at a target, two-handed weapons deal 6 + d6 blunt.

Striking or Throwing Firearms may cause damage to the weapon, and a damaged Firearm may not fire or become unpredictable or dangerous. There is possibility of a Firearm discharging upon striking a surface. Firearms with a 'butt' can be safer ways to strike, but ideally one would want to obtain a Metaphor Expertise in the weapon type used to strike, or striking with Firearms in general to avoid dangers present in this activity.

One in the Chamber

Due to the way that Firearms loads ammunition to fire, and the internal compartment that hold them, it is possible to have a single round available to fire even when the Firearm has been 'Unloaded', this is known as One in the Chamber. This can only occur when the Firearm has been fired at least once and has been reloaded before expending all its previous ammo. Not all Firearms benefit from this mechanic.

This is why the Max ammo for most firearms will have a +1 next to their amount. The base amount is what fits in their clip or magazine, the one round is what is loaded after the Firearm has been fired at least once without expending all ammo.

Assume Firearms without this +1 notation to be incapable of using One in the Chamber.

Bullet Penetration

Firearms are considered to be high-powered, firing high-velocity projectiles that pierce most creatures and objects, even ones with armour. Unless the form of protection is particularly thick or specifically bullet resistant, inadequate armour can't protect against a Firearm projectile. The defender's Deflection is ignored and only Evasion counts to mitigate damage and effects.

Furthermore, some Firearms are capable of being Armour-Piercing, which allows them to deal damage through bullet resistance (up to the damage reduced by such resistances). Even with this said, substantial cover and thick surfaces will still stop bullets and surfaces that block bullets will do so without excessive damage to itself.