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Gun powder Rules

Posted: Tue May 16, 2006 7:53 pm
by Lucifer_Draconus
I'm not sure if the old board is still up,so I'll repost a question I asked there.

Are there any rules for gun powder weapons & combat?? As I said before I'm thinking of converting the Warhammer Fantasy setting to C&C,so any help is appreciated.

Iam Who Iam AKA WestSide Maverick

Posted: Mon May 22, 2006 9:42 am
by Camazotz
I have included a Musketeer class and some firearms rules in my campaign book at http://www.angelfire.com/rpg2/ancientworlds/lingusia

for C&C. They might help....I try to make them suitably deadly!

Posted: Mon May 22, 2006 9:51 am
by cleaverthepit
There are no official rules yet

davis

Gunpowder Rules

Posted: Mon May 22, 2006 4:55 pm
by BASH MAN
Here are my rules for Gunpowder weapons. The target of a gunpowder shot has their AC for Armor reduced by 4. This means if you are AC 15 in chainmail and no dex bonus, your AC is now 11 against being shot. AC 18 in platemail becomes AC 14 against bullets (the armor still helps but not nearly as much as it used to). A person AC 15 in studded leather (+2 from dex) is AC 12 against bullets (loses the armor AC but not the Dex). Metal shields still provide +1 AC bonus against bullets, but wooden shields do not. While a bullet would still likely go through a metal shield, the metal shield will reduce the velocity/change the angle of the shot enough to provide a +1 AC bonus, while the wooden shield will just have a hole in it.

If you are using my optional Shield Deflecting rules (see crusader boards) a shield CANNOT be used to deflect a bullet.

Assumming 17th century firearms, there are two main types of guns available.

Pistols do d6 damage. On a natural roll of 6 for damage, roll another d6 and add the result to the damage total. Keep doing this till you roll somethig other than 6. A pistol has a range of 20/40/60 feet. Range penalties are -1 for close, -3 for medium, and -6 for far. Pistols are notoriously inaccurate. Pistols have a point blank range of 10 feet. At point blank, there is no penalty to hit.

Muskets do d10 damage. On a natural roll of 9 or 10, roll another d10 and add the result to the damage total. Keep doing this till you roll somethign other than 9 or 10. A musket has a range of 50/100/150 feet. The penalties are -1 close, -3 for medium, and -6 for far. Muskets have a point blank range of 25 feet. At point blank, the shooter has no penalty to hit.

The effect of weapons like this on the rules:

If guns are common, a lot less people will wear armor, as it slows their movement and is relatively inneffective against guns.
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Posted: Sun Jul 02, 2006 4:44 am
by anglefish
These rules will probably be a fit since they're alchemical in nature:
Quote:
Iron Kingdoms firearms are quite different than their real-real-world historical counterparts they are not intended to adhere exactly to

Earth history. More importantly, they are not intended to replace bows and crossbows in the game.
http://privateerpress.com/docs/privateer_firearms.pdf

Or ifyou want magitech firearms and more, here's a freebie off from Malhavoc Games.
http://www.montecook.com/images/Technology.pdf
http://www.montecook.com/cgi-bin/page.c ... hancements

Posted: Sun Jul 02, 2006 7:11 am
by Combat_Kyle
Here are my rules, a hodgepodge of ideas of my own and other people.

Weapon Damage Range Cost Weight

Pocket Pistol 1d4 20ft 100gp 2lbs

Cavalry Pistol 2d4 30ft 150gp 3lbs

Musket 3d4 60ft 200gp 8lbs

Rifle 3d4 30ft 275gp 7lbs

Scatter Gun*3d4/2d4/1d4 10ft/20ft/30ft 350gp 9lbs

A scatter gun hits all targets in a path 10ft wide and 30ft long. The listed damage is for each listed distance.

All firearms have open ended damage. The player re-rolls all fours. This replicates the potential for a very deadly shot.

It takes 3 rounds to re-load pistols, 4 for muskets and rifles, 5 for the scatter gun.

Armor only provides 1/2 normal bonus versus firearms, ignore shields except for pavis.

Critical hits do maximum damage x2.

Critical failures: On a natural 1, the player makes a percentile roll for the following effects.

01-20: Explosive misfire: character takes 2d6 open ended damage (Dex save for ), and weapon is destroyed.

21-60: Typical Misfire: weapon does not fire properly, powder is lost and weapon must be reloaded.

61-00: Jamming misfire: round becomes jammed in barrel, character must spend 1d4+1 rounds clearing jam before attempting to re-load.
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Posted: Sun Jul 02, 2006 8:30 am
by Arioch
But some day
ken
cleaverthepit wrote:
There are no official rules yet

davis
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Posted: Sun Jul 02, 2006 7:42 pm
by Thulcondar
Camazotz wrote:
I have included a Musketeer class and some firearms rules in my campaign book at http://www.angelfire.com/rpg2/ancientworlds/lingusia

for C&C. They might help....I try to make them suitably deadly!

I think there's something wrong with your index file on the site. You can see all the html tags...

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Posted: Sun Jul 02, 2006 9:42 pm
by Lucifer_Draconus
Thanx 4 the imput...sorry I haven't been around lately..been busy.I'll see what works & what doesn't in my upcoming campaign.

Iam Who Iam

Posted: Tue Oct 21, 2008 8:22 pm
by Lucifer_Draconus
I'll reread these asap . Even though I've chosen not to convert WHFRPG to C&C at this time I'll still have use for it. BTW has there been any word on possible official Gunpowder weapon rules & equiptment listings in upcoming products ?
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Posted: Tue Oct 21, 2008 9:19 pm
by Go0gleplex
Things to keep in mind that may or may not help ;

Armor didn't even slow down old black powder slugs. In fact, the heavier metal armor made the slug even more deadly since it added shrapnel and fragmented the slug.

So Armor bonuses are probably safe to ignore. If armor is worn, Dmg should be increased by the AC bonus provided by the armor, hence AC bonus of +4 would make the damage increase by +4 from the shrapnel effect.

This won't be too much of a disadvantage since black powder smooth bores were notoriously inaccurate...so a -2 to hit penalty and no DEX mod is probably appropriate. (Rifles need strength to hold steady, not dex as anyone who's shot black powder can attest.)

Smooth bores are also slow to load, so fire every other round due to reloading is also likely appropriate. Even if you have a crude breach loader with paper cartridge like alchemical system, there should be a speed penalty to the initiative roll of 3 or 4. (load the cartridge in, close the breech screw/bolt, lift to shoulder, aim, pull trigger, try not to land on your ass or get burned / blinded etc. )
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Posted: Wed Oct 22, 2008 3:00 am
by Keolander
Didn't really consider a Musketeer class myself. I figured that Fighters would be the only ones to really have the benefit of using firearms (wheellock pistols, rifles and the hand cannon). Nice touch about armour giving no benefit. For myself, base AC 10+Dex Bonus (if any)+Shield Bonus (if any).

Of course, firearms should do significant damage in my opinion. 3d4 for pistol, 3d6 for rifle, 4d6+4 for hand cannon. But, the -2 penalty to hit also sounds good as well as a Reliabilty Check (d20, roll under): 16 for pistols/rifles, 12 for hand cannon. Reload rate is once every minute (pre-measured cartridges being unknown at this time).
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Posted: Wed Oct 22, 2008 3:29 am
by Go0gleplex
I missed the reload time in the stuff above. My bad. Ignore the every other round...

someone well practiced would probably take between 45 and 90 seconds to reload. Paper cartridge increased the fire rate to about 3 times per minute max. rate with practice.
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