GunMaster Gold Frequently Asked Questions
GunMaster Gold (GMG) is a highly detailed firearms combat system. Because it is so detailed, it is recommended for use by Game Masters and players who are at least familiar with N. Robin Crossby's HârnMaster Gold roleplaying rules. I've done my best to present GMG in an easy-to-understand and logical manner, but the relatively complex nature of the rules may cause some uncertainty in those who use it, especially for the first time. Hopefully, this FAQ page will clarify things for you.
What is GunMaster Gold?
Why GunMaster Gold?
Where can I download GunMaster Gold?
What's your favourite firearm?
The Basics
What are the most important tables to keep handy in GunMaster Gold?
What scale should I use for miniatures?
When can I shoot my opponent?
Can I wait for my opponent to move first and then fire?
Can I move and shoot at the same time?
Can I Counterstrike by firing?
Can I fall prone as a Defence Option?
Can I run away as a Defence Option?
Why isn't HârnMaster Gold's missile combat system used?
What are the benefits of a Critical Success for the Attacker in GunMaster Gold?
Advanced Rules
What are all the EML bonuses I can get for firing?
Can I move then Snap Fire in a Turn?
Armoury
Ballistic Armour: Where are the stats for Type I armour?
Ballistic Armour: Do the Armour Ratings in GunMaster Gold correspond with NIJ Threat Levels?
Ballistic Armour: How can I check whether I calculated injury correctly?
Explosive Weapons: Can I be stunned by a grenade blast from around a corner?
Shotgun Blasts: What is the easiest method of working out scatter?
Special Weapons: Plastic bullets vs Ballistic Armour - what are the effects?
Equipment
Can a silencer (sound suppressor) be affixed to my gun in GMG?
Campaign
When do I check for Morale?
Can a Killed character be revived?
General Questions
GunMaster Gold (GMG) is a modern firearm combat system for use with N. Robin Crossby's HârnMaster Gold roleplaying rules. It covers the use of modern small arms and grenades in a manner that is generally consistent with HârnMaster's combat system.
GMG's rules are unofficial and 100% non-profit - they are fully intended for private gaming use and must not be used for commercial purposes without my written consent. I do not hold a license from N. Robin Crossby or Columbia Games.
Of all the commercially available roleplaying systems that I've tried that were set in a contemporary environment, IMHO I've not seen any firearm combat rules that successfully strike that fine balance between Playability and Realism. BTRC's brilliant 3G3 (Guns! Guns! Guns!) weapon design supplement motivated me to design a firearm combat system that I really would be satisfied with, using my favourite roleplaying game - HârnMaster - as the backbone. I made a start on the rules in 1991 (the very first version was unimaginatively called "HârnMaster Gun Combat") and after many years of playtesting and hundreds of revisions, I am pleased to finally present GunMaster Gold.
But why have a firearm combat system for a medieval roleplaying system? The justification came from an article in Encyclopedia Harnica #4 [o.p.], entitled "Kelestia". That article described the concept of mega-gaming, where characters from one world or version of reality (P-world) could enter another, very different one - so why not have a version of Hârn where firearms are used?
As to why I chose HârnMaster Gold (HMG) instead of HârnMaster Core Rules (HMC) as the base for GunMaster, I felt that HMG was more appropriate because of its greater level of detail and complexity. I had produced a number of revisions of GunMaster using the HMC rules (all the different versions of GunMaster II and GunMaster III) but didn't find them particularly satisfactory.
Where can I download GunMaster Gold?
You can download the latest version from Bill Gant's HârnMaster House Rules page. You will also find a lot of other related files that may be useful.
What's your favourite firearm?
No particular choice for rifles, but of all the pistols I've fired, my favourite is definitely the Para-Ordnance P14-45. This fine .45 ACP semi-automatic has excellent balance, sits comfortably in the hand and is highly accurate. The recoil seems more manageable than other .45 pistols, too. There is a newer model that features an advanced double-action design (the LDA series), but I haven't had a chance to try it out yet - no doubt it will become my new favourite once I do!
The Basics
What are the most important tables to keep handy in GunMaster Gold?
You'll probably find that you will be looking up the Range Penalty tables (for both EML and Impact), the Missile Strike Location table and Injury Table the most often. These have been compiled into a single file, the GunMaster Gold GameMaster Screen.
What scale should I use for miniatures?
I find the 25mm scale typically used in roleplaying games to be too large for firearms combat, so I use 15mm miniatures. You should be able to buy bags full of WWII lead or plastic miniatures in this scale from your local gaming retailer.
I have found it difficult to obtain 15mm hexagonal grids, however. Fortunately, there is an excellent graph paper printing program freely available from Dr Philippe Marquis that lets you print hexagonal patterns (and more!) to your heart's content, in almost any scale you like. Download Graph Paper Printer now!
- When it's your Turn and your opponent is within your Arc of Fire.
- If your opponent moves before you do, you can react and open fire at him/her once he/she has moved a proportion of his/her effective Mobility equal to the percentage difference between your Initiative EML and your opponent's Initiative EML. The number of shots that you can fire is either one shot or the half-second ROF of your weapon, whichever is greater. Note that if you are surprised (GM's discretion), you may need to make an Initiative test to determine whether you can react in time.
Example: Your opponent has an Initiative EML of 83 and you have 70. His effective Mobility is 128 (he is running). You can therefore fire at that opponent once he has moved ((1-(70/83))*128=) 20 feet.
- If your opponent moves before you do and enters your Reaction Zone (3 hexes away from you), you can react and open fire. The number of shots that you can fire is either one shot or the half-second ROF of your weapon, whichever is greater. Note that if you are surprised (GM's discretion), you may need to make an Initiative test to determine whether you can react in time.
- If your opponent's Turn comes after yours and he/she moves within your Arc of Fire, you can react and open fire on that opponent with up to whatever is left of your Maximum Shots Per Round (MSPR). If your opponent is outside the Arc of Fire, you cannot shoot at him/her during his/her Turn.
Can I wait for my opponent to move first and then fire?
Yes - this is called taking Opportunity Fire. That is, instead of taking your Turn as normal, you can choose to wait and act at any later point in the Round - this can be useful if your opponent is concealed at the beginning of the Round, for example. However, you must designate an Arc of Fire: if an opponent appears within your Arc of Fire, you may fire up to your Maximum Shots Per Round (MSPR) at him/her, but use the Initiative Index of the opponent instead of your own for determining MSPR.
Can I move and shoot at the same time?
No. The basic framework of GunMaster Gold's firearms combat system makes movement and attack options sequential - you move then attack. That is, after you have finished moving to your chosen location, you can then decide whether to fire or not.
Moving and attacking incurs a movement penalty - the penalty will apply against your Firearms EML during the Turn in which you moved. In addition, if you Dodged before your Turn during the same Round (i.e. as a defence against an opponent with a higher Initiative), a movement penalty is applied during your Turn.
The only exception to not being able to move and shoot simultaneously is when something else is doing the moving for you. You can fire from a vehicle while it is moving, for example. The movement penalty would depend on the smoothness and relative speed of your ride.
Can I Counterstrike by firing?
The answer depends on whether your Initiative is greater than your opponent's Initiative.
If your Initiative is greater than your opponent's (i.e. you have already had your Turn, or you are taking Opportunity Fire), you can shoot back during the opponent's Turn. However, the opponent must be within your Arc of Fire. You can fire up to whatever is left of your Maximum Shots Per Round (MSPR) at him/her. Treat your opponent's attack and your Counterstrike as simultaneous attacks. This can get very bloody - I hope you're wearing good armour!
If your Initiative is less than your opponent's, you cannot shoot back during the opponent's Turn. You can attempt any other defensive maneuver (Dodge, Block, Ignore) as long as you are aware of your opponent.
Can I fall prone as a Defence Option?
Yes, eventually, but you are not counted as being prone against that particular attack. As far as the attacker is concerned, you are simply performing a Dodge maneuver. If you survive the attack, you'll end up prone. Come to think, if you don't survive, you'll probably end up prone, too... :-)
Against any other attacks later in the Round, however, you will be treated as being a prone target.
The same rule can be applied if you wish to crouch or kneel while Dodging.
Can I run away as a Defence Option?
No. Movement options are only available during your Turn.
However, you can move 1 hex - assuming you have enough Mobility remaining to do so - while you are Dodging. This move will not be counted until your opponent's (i.e. the attacker's) Turn has ended - as far as he/she is concerned, you are simply performing a Dodge maneuver. Against subsequent attacks later in the Round, though, you will be treated as being in the new hex.
Only because GunMaster Golds' system is faster. Combat becomes very time-consuming when you apply HMG's missile combat system. HMG does not work well with multiple attacks, such as from automatic fire, grenade fragments and shotgun blasts, but it is quite useful when you are sniping.
What are the benefits of a Critical Success for the Attacker in GunMaster Gold?
There are effectively only two benefits:
- The shot bypasses the Defender's shield, assuming the Defender has a shield and rolled MS to Block;
- Extra aiming benefits are gained in Zone Targeting (see page 15). This does not apply for automatic fire.
Unlike in melee combat, a CS attack roll in firearms combat provides no benefit to the level of impact inflicted on the target.
Advanced Rules
- Range Bonus: up to +20.
- Inherent Accuracy: up to +20 (in theory).
- Visual Bonus: up to +20 (target brightly silhouetted).
- Careful Shot: up to +12 (Skill Index 12), plus IA bonus if applicable.
- Burst Bonus: +20 (or more if the weapon's ROF is high enough).
- Laser Sight: +10 (+20 with a Careful Shot).
- High Morale: +10 (on a Critical Success against Morale EML).
Can I move then Snap Fire in a Turn?
No. Snap Fire and Suppressive Fire are purely attack options - they cannot be combined with movement.
Armoury
On page 40 you will find the Blunt and Point APVs for Type I ballistic armour. I had deliberately omitted the Type I Inconspicuous Ballistic Vest from the Ballistic Armour section (page 21) of GunMaster Gold, because the Blunt Trauma Range for this type of armour is lower than for the other types. I wanted to avoid an information overload and there was already enough new information in the Ballistic Armour section.
The main difference between Type I armour and other ballistic armour with higher ratings is that the Blunt Trauma Rating is 1-12g, not 1-16g. That is, if Strike Impact exceeds the armour's Point APV by 12 or less, then a Blunt Trauma injury can be generated (i.e. compare Strike Impact against the armour's Blunt APV and apply a blunt injury if Effective Impact is 1+). If the Effective Impact is 13+, though, a normal Gunshot wound is sustained by the target.
You can find full statistics on Type I armour on the Modern Armour Table.
Ballistic Armour: Do the Armour Ratings in GunMaster Gold correspond with NIJ Threat Levels?
Generally, yes, but not perfectly. Comparing against NIJ Standard 0101.03 (1987) developed by the National Institute of Justice in the USA, Threat Level I armour is equal to GMG's Type I armour, Threat Level III-A armour is equal to Type II armour and Threat Level III armour is equal to Type III+ armour. This means that GunMaster Gold's Type II+ and III armour ratings lie somewhere between NIJ Threat Levels III-A and III.
Ballistic Armour: How can I check whether I calculated injury correctly?
It is easy to get confused when trying to calculate Blunt Trauma and Gunshot injuries, especially when ballistic armour and specialised ammunition are brought into play. The simplest method of working them out is to use the Effective Impact Calculator, which is a Microsoft Excel worksheet.
When using the Effective Impact Calculator, make sure that you have the Analysis ToolPak add-in function installed, otherwise it will not work!
Explosive Weapons: Can I be stunned by a grenade blast from around a corner?
That depends on how far you are from the blast and how well-shielded you are from it. Every 90º turn that the blast must traverse will halve your chance of being stunned. Simply determine the distance between you and the centre of the blast to calculate your base 1d100 chance of being stunned, then halve that chance for every right-angled turn between you and the explosion.
Shotgun Blasts: What is the easiest method of working out scatter?
The easiest method is to roll 1d100 on the Strike Location Table to find the centre of the shotgun blast - this is where the first pellet or flechette will strike. To work out where each of the remaining projectiles will hit, see below:
- 5-8 Hexes Range: Roll 1d20-10 and add the result to what you rolled for the centre of the blast, then look up that value on the Strike Location Table. This will give you a scatter within 10 points of your first roll.
- 9-16 Hexes Range: Roll ((1d4-1)*10)+1d10-20 (i.e. 1d40-20) and add the result to what you rolled for the centre of the blast, then look up that value on the Strike Location Table. This will give you a scatter within 20 points of your first roll.
- 17-32 Hexes Range: Roll 1d100-50 and add the result to what you rolled for the centre of the blast, then look up that value on the Strike Location Table. This will give you a scatter within 50 points of your first roll.
- Beyond 32 Hexes Range: Roll normally on the Strike Location Table for each pellet or flechette.
Special Weapons: Plastic bullets vs Ballistic Armour - what are the effects?
If a plastic bullet from a weapon such as the H&K MP5 PT strikes ballistic armour and exceeds its Point APV but the Effective Impact is within the armour's Blunt Trauma Range, re-calculate the Strike Impact against the Blunt APV to determine a Blunt Trauma injury. That is, although a plastic bullet inflicts Point Impact instead of Gunshot, it is otherwise treated in exactly the same way as real bullets against ballistic armour.
Equipment
Can a silencer (sound suppressor) be affixed to my gun in GMG?
In general, no, not unless you can prove that it can be done to your firearm. Some weapons cannot be suppressed at all, such as revolvers and shotguns. Others can only be suppressed with special modifications. Others still are fitted with sound suppressors by default, such as the H&K MP5 SD series (statistics for these and other suppressed weapons are listed in the Firearm Data Table).
If you are really keen on having your weapon suppressed, bear in mind that the base Impact of your firearm will drop by roughly 25%, rounding down to the nearest whole number (e.g. 9g drops to 6g).
Campaign
This really depends on the situation. For example, if someone has you pinned down with suppressive fire, you must make a Morale test before you can choose your Action Options. In other circumstances, you may not need to make a Morale test unless the situation changes (e.g. from Normal to Bad). The GM has the final say on when Morale must be tested, but for the sake of game play, it normally shouldn't apply during the first several Rounds of combat.
Can a Killed character be revived?
Yes, as long as first aid is applied quickly enough and advanced medical help arrives soon after. Have a look at the Reviving the Dead article.
Back to Bill Gant's HârnMaster House Rules
This page was last updated on Saturday, 4 December, 2004
All trademarks are the properties
of their respective owners.
All rights reserved. ©