Simplified
Bang Bang Gun Rules
Shooting targets at Medium range are -3 to hit.
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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