Monday, 12 November 2018

Guns


Ive done a few versions of this but handy in one spot
1" = 10 foot of 3 yards indoors or 10 yards out doors
black powder weapons misfire 1 in 20
If wet can raise to 2 or even 4 in 20


Guns
Holdout Pistol d4 6 rounds to load Range 1/2/3" 600gp
Small Pistol d6 8 rounds to load Range 1/2/4" 800gp
Large Pistol d8 10 rounds to load Range 2/3/5" 1000gp
Dwarf Pistol 2d4 10 rounds to load Range 2/4/6" 2000gp
Hellfire Pistol 2d6 10 rounds to load Range 3/6/9" 4000gp
Light Musket d6 8 rounds to load Range 3/6/12" 1000gp
Musket d8 10 rounds to load Range 4/8/16" 2000gp
Dwarf Musket 2d4 10 rounds to load Range 6/12/24" 2500gp
Hellfire Musket 2d6 10 rounds to load Range 8/16/32" 5000gp
Arquebus d12 uses bipod 10 rounds to load Range 6/12/24" 3000gp
Dwarf Arqubus 2d6 uses bipod 10 rounds to load Range 8/16/32" 4000gp
Hellfire Arquebus 3d6 uses bipod 10 rounds to load Range 10/20/30" 6000gp
Blunderbuss d6/d4/d2 10 rounds to load Range 1/2/3" 800gp
Dwarf Blunderbus 3d4/2d4/d4 10 rounds to load Range 2/3/4" 3000gp
Hellfire Blunderbus 3d6/2d6/d6 10 rounds to load Range 2/4/6" 5000gp

black powder skill halves loading time 
using ammo of superior guns destroys a gun unless magic

Accessories

-Waterproof mechanism 1000gp
-up to 4 extra barrels +50% weight per barrel +100%gp per barrel
-knuckleduster d3 punch on pistol +10%gp
-heavy stock d8 instead of d6 as 2h club +10%gp
-iron sights +1 to hit +10%gp
-long barrel improved range 20%, +30%gp
-pistol bayonet d4 handgun as dagger +10%gp
-longarm fixed bayonette as spear +10%gp
-detachable bayonet (as dagger if removed) +20%gp


Explosive & Incendiary* 2lb each
Grenaide 2d4 1" radius, light fuse and throw STR x1" 2lb* 50gp
Mine 3d4 2" radius save halves, various fuses possible 6lb, placed or as a trap* 300gp
-usually fuse lit and smoulders, bumping it or trip line sets it off

Burning Oil 2d4 1" radius, save or burns 1pt d4 rounds, light fuse and throw STRx1" 2lb* 30gp
Hellfire 2d6 2" radius, save or burn d3 for d6 rounds, light fuse and throw STRx1" 2lb* 100gp

*Explosive weapons can be saved to resist
in most cases this halves damage or prevents incendiary effects
save means you dived for cover and mostly prone after


Range and Misses

short STRx1 medium thrown range STRx2 and STRx3 long

Short Range = STRx1 1d6 yards off aim on a miss
Medeum Range =STRx2 -2 hit 2d6 yards off aim on a miss
Long Range =STRx3 -4 hit 3d6 d8 yards off aim on a miss


d12 for compass direction of bounce

Rocket Arrows

rocket arrow tube d6 on us Range 2/6/12" 10gp per shot - one use
1 to 3 on a spear or pole arm handy
Cart with 30
Waggon of 400

Experimental Operations Command Weapons
Gloch Pistol 9mm 2d4 Rate 2 Range 2/4/9" 20 shots
MP5 SMG 9mm 2d4 Rate 2 or Burst20 Range 2/4/9" 40 shots
-often silenced suppressed versions with a night scope
Pistol .45 Magnum revolver 2d6 Rate 2 Range 2/4/9" 6 shots
Aug Steyr Assault Rifle 5.56mm d6 Rate 2 or Burst10 Range 10/15/30" 40 shots
SLR 7,62mm 2d6 Rate 2 or Burst10 Range 15/30/60" 20 shots
Spas 12 Gauge Shotgun with 12 round drum 3d6/2d6/1d6 Rate 2 Range 3/6/9

Burst fire (kinda ripped from older brp)
B10 = ten shot burst, most automatic rifles and shotgunsB20 = 20 shots burst, most sub machine guns
If aim at a group, no range penalties
-lose bullet between each target medeum range
-lose half bullets at long range

Everyone in group gets minimum of one bullet
Divide bullets among targets for maximum number of potential bullets that can hit
Randomly roll from 1 to potential hits number to see how many actual hits

eg from a 10 shot burst short range
1 target d10
2 targets d5 each
3 targets d3 d3 d4 bullets
4 targets d2 each one takes d3
5 targets d2 each
8 targets 1 each two targets take d2

The F1 Fragmentation Grenade* 1lb

Fragmentation - 14 ounces HE mixture and 4000 x 2.5 millimetre steel balls
Lethal Radius - 2" yards 3d6
Casualty Radius - 5" yards 2d6
Danger Radius - 10" yards 1d6-1


Range and Misses

Short Range = STRx2 1d8 yards  off aim on a miss
Medeum Range =STRx4 -2 hit 2d8 yards off aim on a miss
Long Range =STRx6 -4 hit 4d8 yards off aim on a miss
d12 for compass direction of bounce

*Explosive weapons can be saved to resist in most cases this halves damage
save means you dived for cover and mostly prone after

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