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There Was A Firefight: Gunfighting Rules for Into the Odd/Electric Bastionland/Cairn

Oscillator by Kevin Moran

This is an attempt to bring the risk-management decisions of my Dark Souls inspired combat to a more contemporary form of fisticuffs. Be it for Old West, modern-day, cyberpunk, or sci-fi type adventures, I hope these rules give you some bang for your buck (it helps that it’s free!)

Image: Oscillator by Kevin Moran

What These Rules Try To Do

Tools of the Trade

Let’s start with weaponry. These are slight variations/expansions of the weapons found in the amazing Agents of the O.D.D. by Jason Tocci.

An asterisk (*) marks a weapon as Bulky.

Blast affects all targets in the appropriate area, rolling separately for each target (as per Electric Bastionland).


The ranges are abstract, and as follows:

Each weapon has its ranges noted. The symbols mean:

Firing a Pistol at an enemy nearby means rolling a d6. Firing that same pistol at an enemy far away means rolling a d4.

Basic Actions in a Firefight

On your turn, you can move and take an action, as usual. There are a few new variations and options:


Move one range bracket closer or further from a target. Can be done twice during a turn. Can be done a second time as an Action.


Can be done instead of moving. Carefully take aim at an opponent, allowing you to roll second damage die (pick the highest) when you shoot. Aiming only works in the turn in which it is used, as enemies will throw off your aim during their turn.

Draw Weapon

Can be done both instead of moving as well as an Action. Not having your weapon drawn might be less threatening to others, but requires you to draw when combat starts. Switching a weapon once combat has started does not take an action (allowing you to switch to a backup weapon when empty).

Take Cover

As an Action, dive behind available cover, impairing ranged attacks against you.


Fire your weapon at an enemy.


Rolling max damage on an attack (say, an 8 on a d8) means your weapon is empty. It cannot be fired again until you take an action to reload. Your weapon can also be empty as a result of Suppressive Fire or Covering Fire.

Advanced Actions in a Firefight

To expand more on the basics of gunplay, you can integrate these advanced maneuvers:

Suppressive Fire

Suppressive Fire is a special action that can be taken with firearms. You target a single enemy in cover and within range of your weapon. You do not deal damage unless they move or attack on their turn. If they do, you deal damage as if aiming (roll an extra damage dice). Using suppressive fire causes your weapon to be empty at the start of your next turn, regardless of whether the target provoked an attack or not.

Covering Fire

Covering Fire is a special action that can be taken with firearms. It requires a weapon with the Blast property. You can target multiple enemies that are within Blast range of your weapon, wildly spraying bullets at them. Each enemy must make a WIL Save to be able to act on their turn. This action does not deal damage. Using covering fire causes your weapon to be empty at the start of your next turn.

Diving Into Cover

Caught out in the open? When targeted by gunfire and currently not in cover, you can make a DEX Save after the attacks are declared but before damage is rolled.

For this DEX Save, roll equal to or under your DEX score, but above the number of meters to the nearest cover. If you are already behind cover, count it as 1 meter.

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