To create a simple weapons system that divides weapons into broad types having certain stats in common.
To provide more detail than Vanilla Fudge while minimising any increase in complexity during gameplay.
Small, Hand Weapon, 2 Handed, Exotic
Small Pistol, Large Pistol, Rifle, Support, Vehicle, Starship
|Type||e.g. small pistol, rifle, hand wpn, used for conceal & enc|
|Shots||6 Single, 4 Burst, 3 Full Auto etc|
|Damage||Damage Rating as in Phudge Damage|
Concealability rated Terr to Sup (difficulty of Perception)
Combine Phudge Labels and distances with Grammarye/Terra Incognito/Phudge Deadlands descriptors.
|Phudge Range||Grammarye||Terra Incognita|
|Touch||-||-1||Point Blank (contact)|
|Close||5m||0 close fighting||v Short (across table)|
|Very Short||15m||Short (across room)|
|Short||50m||+1 thrown weapon||Medium (down block)|
|Medium||150m||Long (several blocks)|
|Long||500m||+2 sight/pow wpn||Very Long (several ovals)|
|Extreme||5000m||+4 out of sight||Extreme (as far as can see)|
Normal Range: All ranged weapons have a Normal range at which a Good task roll is required to hit. E.g. Auto Pistol Medium
Close Range: The base difficulty at Close range is Fair, unless Close range is the weapons Normal range. It is up to the GM to decide if a weapon bearer is at a disadvantage for being too close based on the actual circumstances.
Maximum Range: Weapons can shoot into the next higher range band. This has a base difficulty of Superb and gains no damage bonus for Relative Degree.
Auto fire gives a bonus to hit and all bullets are wrapped up into 1 bundle so that 'I fire a burst' is a quick action.
|ROF||Base to hit||Base Damage Mod||Multi-Target Spread Fire|
|Full Auto (6-10)||Fair||+2||Relative Degree = targets hit up to number declared
+1 dam each for each remaining point of Relative Degree
|FA extra +10||Poor||+1 each|
e.g. Rate of Fire: pistol single, SMG Burst, HMG Full(10), M16 Burst or Full
Any attack roll of or containing , indicates that the weapon is out of ammunition.
When Burst or Full Auto is used then, until the weapon is reloaded, rolls containing also indicates that the weapon is out of ammunition.
Roll a dice with equal or less sides than the number of shots the weapon has along with the Fudge dice. If the ammo dice comes up 1 then the weapon is out of ammo.
E.g. for a 6 shooter roll a d6, for a 14 round auto pistol roll a d12, for a auto rifle that fires 5 bursts of 3 rounds roll a d4.
When Burst or Full Auto is used halve the dice type (round up) until the weapon is reloaded.
E.g. a d10 assault rifle is used Full Auto and so rolls d6 for ammo.
For Full Auto fire and Heavy Weapons any miss also indicates that the weapon is out of ammunition.
Extra ammo capacity allows the wielder to ignore the first out of ammo roll.
These conversions are not designed to stand up to abuse but as a way for weapons from other RPG systems to be converted to this weapons system. It is probably very easy to create killer weapons and the converted weapons may need to be adjusted.
To be done
Look up the dice component on the table below. Note anything like AP or Area Effect after the damage value.
|Up to 2d||1||Scratch|
|2d+1 to 4d||2||Low|
|4d+1 to 6d||3||Mid|
|6d+1 to 7d||4||Mid|
|7d+1 to 9d||5||High|
|9d+1 to 10d||6||High|
|10d+1 to 11d||7||Low+High|
|11d+1 to 13d||8||Mid+High|
|13d+1 to 14d||9||Mid+High|
|14d+1 or more||10+||All|
|GURPS Multiplier||Fudge Multiplier|
|x2 to x15||x2|
|x16 to x25||x3|
|x26 to x35||x4|
|x36 to x45||x5|
|then goes by groups of 10|
Rough Fudge Damage = (avg dam of GURPS weapon)×20%
Range = 1/2D (treat as m, choose closest range band)
|CT & MT||Fudge||LMH|
|6d to 7d||8||Mid×2|
|8d to 9d||10||High×2|
|10d to 11d||11||Mid×3|
|12d to 15d||15||High×3|
|16d or more||20+||High×4|
note: setting each # of dice actually used in CT to a different Fudge damage
Classic DS = Norm, HEAP = AP, HE norm dif range and damage