OAGS Assault Rifle

These are optional rules in a first-draft form. Not yet part of the core rules of OAGS. If using these rules, do not use the Grenadier or Slater Technique combat styles in your game.

Assault Rifles are the ubiquitous weapon of the modern era. When the heroes are menaced by bad men with guns, assault rifles are likely the guns the bad men use. As such, these optional rules allow assault rifles to be more customized, allowing a wider range of bad man with more distinct stats.

The Basics

The basic assault rifle, as detailed in OAGS Weapons, is a two-handed weapon that fires two shots a round, dealing 8 damage with each shot. It requires Firearms Training to use, but has no minimum Strength requirement. This can be taken to represent a 5.56 NATO or 5.45 Soviet assault rifle with an iron sight.

Upgrades

These upgrades improve the assault rifle but also increase its weight and bulk, imposing a minimum Strength requirement.

Number of Upgrades Minimum Strength Requirement
1 3
2 4
3 5

Advanced Sights: The assault rifle has a reflex, laser or telescopic sight in place of the basic iron sight. This gives the weapon +1 to hit.

Bigger Bullets: The assault rifle fires the larger 7.62 NATO or 7.62 Soviet rounds in place of the lighter rounds fired by the default assault rifle. Each shot from the assault rifle does 9 damage instead of 8.

Fore-Grip: The assault rifle has a foregrip, which helps to control the rifle and prevent burns from the barrel while firing full auto. The wielder suffers no to hit penalty while firing full auto.

Underslung Grenade Launcher: The assault rifle has an underslung grenade launcher. This allows the wielder to fire a grenade and then switch back to firing the rifle without taking the time to holster and draw different weapons. An assault rifle can only have one underslung weapon.

Underslung Shotgun: The assault rifle has an underslung automatic shotgun. This allows the wielder to fire the shotgun and then switch back to firing the rifle without taking the time to holster and draw different weapons. Although both the assault rifle and the automatic shotgun fire two shots per round, only one weapon may be fired in a given round; you can shoot two shots from the assault rifle or two shots from the automatic shotgun, but not a shot from each. An assault rifle can only have one underslung weapon.

Full Auto

Not sure if this is balanced, but throwing it out there.
The default rules for an assault rifle assume it is being fired in short, controlled bursts. It is possible, however, to shoot an assault rifle on full auto. When doing this, the assault rifle wielder gets to make 3 attacks, but with a -1 penalty to hit. Firing on full auto for one round empties the assault rifle's clip. The wielder must spend his next action reloading, drawing a new weapon or fighting unarmed.

This could be applied to most SMGs also.
Yes. Automatic shotguns too.
I have a thought concerning the penalty for upgrades. I feel an Initiative penalty would be more apt, conveying the increased awkwardness and number of features rather than a great increase in weight and bulk.
While that does make sense, it is good to have a system where a person with firearms training still benefits from a high Strength without using Heavy Weapons.