In my ICRPG Fantasy campaign A player wanted a gun and I said, heck, why not. After one session I think I need better gun rules and would like to pick your Lumpyhead brains.
So far I do:
Damage is d8
On a Crit Fail gun will Explode
On a 1 on the damage dice you need to spenda turn reloading.
The last one is fast, but does not really fit my vision of a gun in a fantasy setting. I looked at ghost mountain but these rules are too deadly. Any ideas? I am considering adding supply to the game but I dread the book-keeping for that and rather make do without ammo counting.