Please advise

Hey Veeky Forums,
which system would you recommend with FUN (I know, I know) firefights? Would be looking for modern-ultramodern setting.

Maybe D20 (I've heard good things), I started making my own game for just this reason,

GURPS

Well, how do you define fun?

I mean, Dark Heresy firefights are always a delight.

Tactical shooting is actually my idea of Fun. It's really fucking fun.

Though OP didn't specify what type of fun. He may not like that type of fun, and instead prefer other types of fun. Like being a shooty guy in Fung Shui.

steal reaction fire from original xcom pls

Eh... Not fond of d20. Played it too much back in the day and d20 wasn't a real good system for handling firearms in general IMO.
I am familiar with GURPS, but isn't it little too overcomplicated at handling firearms? I mean, all the range penalties and stuff. Maybe I need to re-read the rules again, but I hated it for modern.
I guess a mix of realism and fun must be there. Enough realism to warrant individual weapons, but enough fun not to have roll to clean your rifle after every encounter.
I also like Dark Heresy, but somehow unsure if it will work with modern day weapons.

The 40k rpgs' firefights are fun in large areas. Don't ever put the group at one end of a corridor and the bad guys at the other. That's just a roll of.
Also put a 1min timer on each player so that that one faggot doesn't take 10 literall minutes to decide which guy to shoot when everyone includeing him knows exactly whom he is going to shoot! Jesus fucking Chris just roll allready! ARGH!

What do you mean by 'large areas'?
I use square/hex grid, so what distances are we talking about here?
Would it not work in CQC scenarios?
How does cover/concealment work in 40K?

Dark Heresy needs some tweaks. For suppresion mostly as it affects people way to much after geting out of immediate danger.
I'd give a character that has been shot at a penalty to his BS for one round (1 per bullet fired at him, more for scary stuff like Artillery, grenades, and Sniper fire). To a maximum of 20 and after that he has to beat a WP-1 per point beyond 20 test or suffer a more severe penalty (stress, fatigue, losing an action, has to stay in cover etc. Make a table).

The guns the system is made for are generic enough. The Autogun is basicly all Assault rifles for example. And in a modern setting there'd be much less Armor so you don't have to worry about invincible PCs.

I meant open areas, with room to flank. Like in X-Com. Though many weapons have very long ranges (Autogun has no penalty up to 200m) that almost never come into play, having a long range engagement from time to time would be nice. Melee is shit anyway.

Cover works like this:
You switch the to-hit-roll's digits which tells you which body part is hit and if the body part is in cover you deduct the cover's AR from the damage.

Example:
>Person fires his autigun at a subhuman
>He rolls a 30, well bellow his Ballistic Skill of 42
>he switches his rolls' digits so 35 becomes 53
>The table says that 53 is a bodyshot
>The subhuman's body is behind cover from Person's position and it is wearing armor with an AR of 3
>He deals his autogun's damge minus the cover's and armor's AR

So just look at hit location and determine if that part of body is behind cover, then subtract the total damage from cover and other armor and protection? What if someone is out of line of sight? Behind a wall, but you don't see them (or at least shouldn't be able to)?

There are to hit penalties if there's something preventing sight (like shadow, fog, or a wall). In addition to this, there's the cover system which functions as damage reduction, or extra armour.

So for example, if you're behind an opaque tarp, your opponent gets a pretty significant to-hit penalty because they can't actually see you, but if they do connect, the tarp does nothing to reduce damage. If you're behind a bullet proof sheet of glass, they don't suffer a to-hit penalty at all, but there's a lot of damage reduction for when they do hit.

Okay, thanks. Sounds like something I am looking for. Will probably going to have to use DH/RT/OW as a 'core' for a homebrew.
Thanks again user!
P.S. - Does it have some combat/skills/abilities or is it just 'shot','aim','burst','auto'?

OW has a whole bunch of abilities, but it's mostly aim, move, and shoot.

d6 Adventure seems to work fairly well for me and my group.

>GURPS
>Complicated
>you literally just roll 3d6

There are rules for damage. Rules for ammunition. Rules for range. Rules for movement. Rules for damage resistance. Rules for fuck you.

How is second edition of Dark Heresy?

>I use square map grids
>I want fun in a modern setting
>nobody has mentioned Savage Worlds yet

What the fuck Veeky Forums
Take that, get the Modern Ops book (it's for using the system as a wargame but all weapons and gear should be compatible) and get ready to kick ass.
If you want to go full tacticool I feel bad for you son, laser sights are for some reason in the supers supplement while scopes are in there and also the sci-fi book. No idea if suppressors are in Wasted Land, but it has specialised ammo types if that's your bag.

If you want fast, mobile gunfights where tactics are your friend and every bullet can kill you, SW is your system.

Savage Worlds is simple as fuck, and works really well for anything where positioning and cover are important.

Call of the Void

>oh no it has rules for things
>things like counting ammo!

Fellow SWbro!
Stuff I would like to mention for using the system:
Shotguns as written are broken due to getting a +2 to hit with buckshot, either use the updated rules from East Texas University where it only applies to shots beyond a certain range or what I do: houserule it so regular shotguns only get a +1, while sawed-offs get a +2 to compensate for their shit range.
Also swap the statblocks of the AK and G3 if you like, the fact an AK deals more damage than a full-fledged battle rifle rustles my jimjams

>he doesn't automatically count his ammo every turn
do you even tacticool bro?

Herp. I meant Hell on Earth, and yeah, suppressors are in there too, as well as all the other gun toys I mentioned.

Which AK?

Actions are kinda extensive, I'd say which cover shooting (single, burst, auto) dodging and aiming etc, but there are talents that're modifiers to those actions