weapons
Differences
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| weapons [2020/08/28 22:19] – [Firearms] dungeonmaster | weapons [2020/08/28 22:57] (current) – [Misfiring and Backfiring] dungeonmaster | ||
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| Firearms may not be available in all campaigns. The GM is welcome to introduce these into their campaign if they so choose. Ancient firearms tended to be slow to load and finicky when fired. The GM may choose to add these factors into their own game if they so choose, but this isn't generally necessary considering standard weapons and magic do considerable damage in their own right, and nerfing firearms only serves to make it so characters wouldn' | Firearms may not be available in all campaigns. The GM is welcome to introduce these into their campaign if they so choose. Ancient firearms tended to be slow to load and finicky when fired. The GM may choose to add these factors into their own game if they so choose, but this isn't generally necessary considering standard weapons and magic do considerable damage in their own right, and nerfing firearms only serves to make it so characters wouldn' | ||
| + | ^ Name ^ Offense (([[abbreviations|Abbreviations Key]])) ^ Range ^ Encumbrance ^ Description ^ | ||
| + | | Cannon | B*6, Bu*10 | Extra-Long | Cannot be carried | Generally rolled around or mounted. Useful on ships or rolled around on the battlefield as a siege weapon. Ammunition (cannon ball) explodes on impact causing burning damage to everything within five meters of the point of impact. Burning damage is caused whether or not blunt damage is taken. Cannon loading requires a combat action. | | ||
| + | | Musket | B*4 | Long | 1 | If mounted with a bayonet, can cause damage as a spear at closer range. Muskets require a combat action to load and only contain one ball, so depending on the number of actions a character has, a character might only be able to fire a musket every other round. | | ||
| + | | Pistol | P*4 | Long | 1 | Pistols generally contain six shots (more for modern pistols with magazines). Fully reloading pistols takes a combat action unless the bullets are part of a magazine in which case they are a non-combat action. | | ||
| + | | Rifle | P*4 | Extra-Long | 1 | Rifles generally are generally loaded with one to four bullets (more for modern magazines, which might have ten or more). Loading a rifle takes a non-combat action unless the bullets are part of a magazine in which case they are a non-combat action. | | ||
| + | | Shotgun | P*5 | Medium | 1 | Shotguns generally contain six shots. Fully loading a shotgun takes a combat action. | | ||
| + | ==== Misfiring and Backfiring ==== | ||
| + | If a character rolls all 1s, the gun is considered to have misfired or backfired, and even if the attacker has more dice than the defender and would have done damage, it does no damage the defender. Instead all dice damage is counted toward the attacker as burning damage and the weapon cannot be used again during that battle. If no dice would have been done to the defender, it is considered to have simply misfired and can be used again the next round. | ||
| - | ^ Name ^ Offense (([[abbreviations|Abbreviations Key]])) ^ Range ^ Encumbrance ^ | + | ===== Ranges |
| - | | Cannon | P*10 | Medium | Special((Too big to carry. Must be wheeled around.)) | | + | |
| - | | Pistol | P*4 | Long | 1 | | + | |
| - | | Rifle | P*4 | Extra-Long | 1 | | + | |
| - | | Shotgun | P*5 | Medium | 1 | | + | |
| - | + | ||
| - | + | ||
| - | ==== Ranges ==== | + | |
| Short-ranged weapons have a maximum range of 10 meters, less in the case of a whip or flail. | Short-ranged weapons have a maximum range of 10 meters, less in the case of a whip or flail. | ||
weapons.1598653156.txt.gz · Last modified: by dungeonmaster
