We only role play when it was found that the bad guys worked against everyone else. Our games run to 12 turns typically. We created a Weapons Ranges for various typical guns and bows so not everyone shoots the same, but also put in some downsides to some of the weapons for firing at very close or very long range.
RANGES of Guns
Weapon Short Medium Long Eagle Eyed
Pistol 0-6 7-12 (-1D) 13 – 18 (-1D)
SMG 0-6 (+1D) 7-12 13-18 (-1D) 19 – 24 (-1D)
Rifle 0-6 (-1D) 7-12 13-24 (-1D) 25 – 36 (-1D)
MG 0-12 (+2D) 13-24 25-36 (-1D) 37 – 48 (-2D)
Bow 0-6 7-18 (-1D) 19 – 24 (-1D)
Thrown 0-4 5-8 9 – 12
Pistols: any type, multi shot to single shot
SMG = Sub Machine Gun, Place small burst marker center on main target per Burst rules.
Rifle: any type of multi shot to single shot
MG = Machine Gun, adds 2D to shooters SHOOT ability, place long burst marker center to encompass enemy targets per burst rules
Bows of this period are simple wood bows firing poorly made arrows
Thrown: knives, throwing stars, javelin, rocks, grenades,
Grenades, dynamite, bombs (all referred to as GRENADES for simplicity): place a marker, roll Might, score 2 success if Medium range, 1 success if only up to short range, 4+ is a success and lands center 3” burst marker on the target spot. Failure, roll d8 for scatter direction and then roll D6 for distance in inches. Blasts cannot be dodged.
Plot Points: Some weigh nothing, such as a bunch of papers, a Vial etc. Some can and will have movement reductions penalties or carry penalties of taking One Hand or Two Hands (carrying a large crate of artifacts means they use both hands if they move and cannot fire, a large tote bag would occupy a single hand, leaving the other hand free to shoot a pistol with etc.)
Weapons costs in Gear Points
Pistols 1 point
Rifle 2 points
SMG 4points
MG 6points
Bow 1pt
Thrown 1pt
Grenade 2pts 1 use
Teams start with 1 point per member to start
We also have a "KO penalty" where if a character is down and out he will recover as usual after the game BUT has to roll 2 D6, if he rolls 11 or 12, he loses a single die from any ability of his choice. IF he is Carried off before the game ends, his penalty roll is done but only a 12 will lose his die of choice.... the sacrifice of his buddy to "save him" reduces the chance of mean things happening to him and of course the buddy cannot move more than 6" or use a weapon......
Can post more later if you want, but time to git to working.