HMS Apollyon Firearm Rules
Overview
This module adds firearms to an OD&D or Basic/Expert-adjacent chassis without simply declaring them better bows. Its explicit design target is tension: guns should feel dangerous and modern enough to matter, but limited enough that melee weapons, bows, cover, and ammunition management still structure play.
The rules accomplish this by combining three main levers:
- exploding damage on maximum rolls
- burst-fire logic that trades ammunition for multiple hits
- a cover-and-saving-throw procedure for automatic weapons and shotguns
Core Mechanical Ideas
Exploding damage
Most firearms deal 1d6 per bullet, but maximum results explode. A 6 on damage rolls another die and adds it, continuing as long as maximum damage keeps appearing.
This means even a nominally modest weapon can produce sudden lethality without requiring a large default damage die.
Burst fire
Some firearms can convert one attack roll into multiple bullet hits. For every two points by which the attack roll exceeds the needed number to hit, another bullet in the burst strikes, up to the weapon's burst value.
Burst fire spends ammunition fast. The module uses ammo burn as the main balancing factor rather than pure accuracy penalties.
Cover-based auto-fire and shotgun procedure
Automatic weapons and shotguns often stop making normal attack rolls at all. Instead, the target saves versus wands or devices.
- fail the save: take full or double weapon damage depending on weapon type
- succeed: take half damage
- take cover: reduce the result further, often to no damage on a successful save
This is the subsystem's strongest distinctive move. It makes cover the real defense against suppressive gunfire rather than armor alone.
Weapon Handling Logic
The article distinguishes firearm families by tactical role rather than catalog completeness.
Pistols
- usable in melee more easily than longarms
- less accurate at longer range
- dual-wielding is possible but incurs escalating penalties
Black powder guns
- strong opening shot
- three-round reload cadence
- often best as ambush or first-contact weapons
Revolvers and cartridge weapons
- faster reload than muzzle-loaders
- burst capability on some models
- good for repeated short-fight output at the cost of ammunition
Longarms and rifles
- better range profile
- awkward in melee without bayonets
- scoped rifles reward concealment and deliberate aiming
Automatic weapons and shotguns
- strongest interaction with the cover/save procedure
- capable of forcing movement or pinning tactical choices
- best when the environment offers meaningful cover states
Balance Strategy
The module does not try to balance firearms by pretending they are just re-skinned crossbows. Instead it gives them clear strengths and clear liabilities.
Strengths:
- high lethality spikes
- usability by any class
- good alpha-strike potential
- strong suppression and anti-cover pressure
Liabilities:
- reload friction
- ammunition consumption
- cover sharply reducing effectiveness
- poor melee handling for many longarms
That is a sound old-school balance philosophy. The answer to guns is not a hidden math patch. It is terrain, logistics, reload time, surprise, and pressure.
Comparison Hooks
Compared to simpler firearm add-ons, this module is more procedural and more tactical. It cares about:
- how many rounds a reload really takes
- whether the target dove for cover
- whether burst fire is worth the ammunition spend
- whether a rifle is being used as a firearm or an improvised club
Compared to fully simulationist gun systems, it stays compact. It still fits inside an OD&D combat loop.
Referee Use
Use this module when you want firearms to:
- change battlefield behavior around cover
- create occasional brutal lethality spikes
- feel materially different from bows and crossbows
- support science-fantasy, post-collapse, or weird-industrial campaigns
It works best in games that already care about ammunition, positioning, reload windows, and environmental protection.
See Also
- rad-hack.md - Another science-fantasy chassis where ammo and firearms matter structurally
- ../concepts/emergency-survivability-buffers.md - Damage-absorption and survival-pressure framing that complements high-lethality weapons
- hms-apollyon-carousing-tables.md - Another Apollyon module with campaign-pressure fallout
- hms-apollyon-specialist-skills.md - Another Apollyon module with noncombat procedure support
Sources
- https://dungeonofsigns.blogspot.com/2013/12/simplified-hms-apollyon-or-od-gun-rules.html