Guns, Guns, Guns


Simplified Bang Bang Gun Rules


The following rules apply:

Firearms completely ignore armor protection: the target is considered to have no armor. The magic +'s can be added to Dex Base.
    Firearms can be fired only once per combat during Missile Combat Phase.

    They can be used in melee as bludgeoning weapons: pistols deal 1d4 damage. The arquebus and muskets deal 1d6 damage and must be wielded with two hands.

    The discharge of a firearm causes an immediate Morale Check.

    A bag of bullets and a horn of powder for 20 shots cost 10sp (encumbrance 1 item cost).

    All firearms use a match lock firing mechanism (is your match lit?).
Light a Torch / Lantern in Combat +2 to Bushcraft Roll.  If fail then roll 1d3 rounds before retry attempt.

In Addition

A pair of pistols is called a "brace", and occupies a single equipment slot.

Muskets count as over sized items for encumbrance purposes, with or without a fork.

Muskets require a fork in order to fire, otherwise the musketeer incurs in a -2 to the attack roll.

Forks are sold with muskets (at no additional costs) or separately (4sp).

Powder Snakes, Powder Tubes, & Twelve Apostles

These are devices are used to quickly reload the weapon. +15% to regular gun powder cost.

It allows to recharge a firearm during a combat in 1d4+1 rounds.

If a character carrying any of these devices is hit by a fire attack the character must Save vs Breath or suffer 4d6 damage from the exploding powder and consequent shrapnel.

Bayonet

An edged weapon similar to a dagger mounted on the muzzle side of an arquebus or a musket.

When mounted it allows the weapon to be used as a Polearm.

When not mounted it can be used as a dagger.

Cost is Dagger + 5%
There are two bayonet types:

Plug Bayonet - it must be inserted in the muzzle, where it remains secured, but prevents the weapon from firing. It takes a full round to insert or extract it.

Ring Bayonet - fixed to the firearm encircling its barrel by the means of rings in the bayonet hilt. It keep the muzzle free and allows to fire while it's mounted. It is less stable than the plug counterpart: with a melee attack roll of 1-4 the bayonet will come off and break.

Mishaps Table (Guns are a great responsibility)
Anytime the attacking players rolls 7 or Less on D20 Roll Firing a Gun it will be a MISS and a roll of 1d10 on the Fire Arms Mishaps Table

Roll of a Natural 1 follow the Missile Fire Critical Miss Guides.

Fire Arms Mishaps Table
Roll a D10 to determine

1. Squib Fire Big Flash and No Bang 5% chance load is stuck and if so roll 3d6+3 rounds to clear it.

2 – 4 Dud Load 2d6+2 rounds to reload

5 – 6 Trigger / Lock Damage – gun must be repaired d4 Turns and 2 successful Tinker Rolls must be made.

7. Long Delay in firing which caused shooter to miss. Reload as normal.

8. Spark in eye or mildly burnt which led to a miss. Take 1HP Damage.

9. Match will not stay lit. 1d4 rounds to change out match.

10. Kaboom take 4d6 Damage and gun is destroyed.

Roll of a Natural 20 - Roll 1d2+1 rounds for Combat Reload Time

Shooting targets at Medium range are -3 to hit.
Long range targets are -6 to hit.

Cost Range
Firearms        City       Rural       Damage      Short     Medium     Long
Pistol             30sp      60sp         1d10           <30’        <50'            <75’
Arquebus      45sp      75sp         2d8             <50’        <100’          <400’
Musket          50sp      90sp         2d8             <50’        <100’          <500’


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