I recently picked up a copy of the rules. Wow. This is my favorite implementation of Fate Core. The setting is fantastic and I'm amazed how closely the authors stayed true to FC.

Hi all. This setting looks great, but I can't decide whether to grab the Fate or Savage Worlds version. It looks like most of the game development/content is for Savage Worlds, but I'm more familiar with the Fate game system. Has anyone in this community played both versions to give me a good comparison? Thanks in advance.

Alright, here are all my house rules surrounding ranged weapons and firearms (including the reload rules I posted a while ago).

Under the current rules, bullets basically drop out of the air when they reach their maximum range (or automatically miss). To make ranged attacks a bit more versatile, weapons gain -2 penalty when firing at targets beyond their Range stat. So, a pistol with range 2 will gain a -2 penalty at range 3 or 4.
From there, a GM might either repeat the same rule, adding a -2 penalty for each time a target is beyond the weapon’s range stat, or let all ranged attacks automatically miss beyond range x2.

Basic ranged weapons (also counting bows and thrown weapons) count as being Semi-Automatic, and can split their dice among two targets. Weapons with the “Single Action” flaw cannot split dice and only fire at a single target (with the exception of weapons with the “Spread” perk, see below).
Weapons with levels in the “Rapid Fire” aspect roll an additional +1 dice per level. These dice are dubbed “Rapid Fire dice” and must be of a different color than the player’s ordinary dice. In addition to the extra dice, a player may also split his or her total amount of dice among an additional target per level of the Rapid Fire
Example: an Assault Rifle with Rapid Fire 2 rolls two additional dice and may divide these dice among four targets in total.
Level 1 of the Rapid Fire perk represents weapons with a “Burst Fire” setting, firing up to three rounds with a single pull of the trigger. Rapid Fire 2 weapons are fully automatic weapons such as assault rifles. Weapons with Rapid Fire 3 are high-velocity chain-fed machine guns. Level 4 of the rapid fire perk represent miniguns or other insanely-high velocity weapons.
Damage shifts gained of the Weapon-aspect are added per target which failed to defend. With weapon level 1 being medium to high-caliber machine guns.

Some rapid-fire weapons have ways for compensating the kickback they produce while firing multiple rounds. Weapons with levels of the Recoil Compensation aspect may re-roll a number of Rapid-Fire dice equal to its level, with the first invoke being free. The player must accept the following result.

When determining when to reload a weapon: instead of the GM compelling the weapon like an aspect, whenever an attack roll a ends up with no '+'s, the amount of '-'s, and the weapon’s Reload-stat determines whether or not you need to reload:

1-: Revolvers, bolt-action rifles, and drum-fed grenade launchers.
2-: Light and heavy semi-automatic pistols, semi-automatic rifles, shotguns
3-: Standard pistols, SMG's, assault Rifles, etc.
4-: Machine guns, rifles with extended magazines.

When firing with rapid-fire weapons +’s rolled on the additional, rapid fire dice do not count for determining when a reload occurs, but the -’s do.
Reloading costs a single action and exhausts a single ammo clip/reload. If a player by chance rolls an amount of '-'s triggering a reload, not long after having reloaded, the player may either ignore it, or the GM might judge that the weapon jams, or a round misfires, and the player needs to spend an action to clear the round, but no additional ammo is spent.
Weapons with the Single Shot flaw require reload after every shot (missile launchers, single shot grenade launchers, double-barreled shotguns, flare guns).

Spread weapons which fire a hail of smaller projectiles (such as shotguns) will have Weapon 1 against targets within the same zone (not within range 1), and do their ordinary amount of damage within normal range. When firing at targets beyond their range stat, Spread Weapons do not gain a -2 hit penalty (see Range above), but suffer a -1 to damage.
Also, Spread weapons which also have the Single Action flaw, may fire at multiple targets, only if they are adjacent to each other and in the same zone.

Are there any good write ups of threats yet?


Quick question: weapons all have a range stat (measured in zones) but there's no actual rules on how range works in IZ/Fate, and I can't seem to find them anywhere in Fate Core or the System Toolkit.

Does it work like in D&D 3rd with Range Increments? That every time the range to the target is greater than the Range Increment beyond the first, a cumulative penalty is applied to the roll?

Is this penalty -1 Step per increment beyond the first, or -2 steps?

Or is the range of the weapons absolute and do the projectiles automatically miss beyond their maximum range?

Thanks in advance for your answers!

What's your adventures adventure for IZ? Preferably FATE but SW will do as well. I'm planning to run one shot or two to demo FATE to my game and just love IZ. Pregens if included are very much welcome.

Why doesn't Amy's Folley Surplus Arms have any kind of description in the book?

Just an idea for if you want to differentiate between the rates of fire of different automatic weapons, you could limit the amount of attacks you can do in a single exchange depending on the rate of fire a weapon has or the firing mode your character is using.

For instance: when firing with a SMG, machine pistol, or on burst-mode (which is about 3 to 5 bullets), you can hit up to 2 targets, fully automatic SMG's or assault rifles/carbines 3 targets, while high-velocity machine- and miniguns might even make up to 4 or 5 attacks in the same zone.

Hey there ami's!

Here's some ideas I had on reloading/ammo checks for weapons.

Instead of the GM compelling the weapon like an aspect, I wanted to use a die roll system. And before you all start typing furiously, no I'm not going include and extra roll into the game, I'm going to use the the same results of the attack- roll.

Whenever an attack roll a ends up with no '+'s, the amount of '-'s, and the type of weapon determines whether or not you need to reload:

1 or more '-' = 15/81 (about 1/5 chance): revolvers, bolt-action rifles, and drum-fed grenade launchers.
2 or more '-'s = 11/81 (about 1/8 chance): light and heavy semi-automatic pistols, semi-automatic rifles, shotguns
3 or more '-'s = 5/81 (about 1/16 chance): standard pistols, SMG's, assault Rifles, etc.
4 '-'s = 1/81 (about 1/80 chance): machine guns, extended magazines.

If, by chance, the player rolls an amount of '-'s triggering a reload, not long after having reloaded, the player may either ignore it, or the GM might judge that the weapon jams, or a round misfires, and the player needs to spend an action to clear the round.

I did the maths on the numbers, and while the chances are not perfect, this way the GM doesn't need to compel players for reloads.

Hope you guys like this idea.

Hello, newbie to this board here.

My name is Pepijn (pronounced 'Pep' as in Pepsi and 'ijn' as in Einstein), 35 years old and I come from the Netherlands. Been RPG'ing for over 20 years now and am a veteran of three editions of ShadowRun, Alternaty, Cyberpunk, and a little bit of GURPS cyberpunk. I am completely new to Interface Zero, but not to the fate system and am pretty excited on how the game handles a lot of cyberpunk rules in an simple, but elegant way.

I was directed to this group in a e-mail conversation with +Don Bisdorf, because I had some ideas about home brew rules for building your own gear and modifying existing gear, and other stuff I have in my head.

I'll post some of my ideas later, and hope you ami's will like what I have to offer.
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