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Victorian Firearms Rules

Started by Cranewings, July 03, 2011, 12:46:08 AM

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Cranewings

Firearms

Weapon   Damage   Critical Hit Range   Payload   Range Increment   Rate of Fire   Reload Time
Dragon Pistol - Smoothbore   1d10   20 (x3)   1   5'   Single   4 rounds
Ericson Revolver - Rifled   1d12   20 (x3)   6   30'   2 / round   20 rounds
Pocket Pistol - Rifled   1d8   20 (x2)   2   15'   2 / round   10 rounds
Pepperbox - Rifled   1d8   20 (x2)   6   20'   2 / round   20 rounds
Percussion Cap Pistol - Smoothbore   2d8   20 (x3)   1   20'   Single   6 rounds
Percussion Cap Pistol - Rifled   2d6   19+ (x2)   1   30'      12 rounds
                  
Blunderbuss - Smoothbore   6d4   20 (x3)   1   15'   Single   4 rounds
Musket - Smoothbore   2d10   20 (x3)   1   30'   Single   8 rounds
Percussion Cap Rifle   2d8   19+ (x2)   1   50'   Single   12 rounds
Luther Repeating Rifle   2d8   19+ (x2)   7   50'   4 / round   4 rounds
Volley Gun - Rifled   2d8   20 (x2)   7   30'   2 / round   80 rounds
Coach Gun – Solid Slug   2d10   20 (x3)   2   30’   2 / round   20 rounds
Coach Gun - Scattershot   2d8   20 (x3)   2   15'   2 / round   20 rounds
                  
Dwarven Steam Rifle   2d10   19+ (x2)   20   50'   4 / round   10 rounds

Dragon Pistol

This wide barreled weapon is designed to increase the spread of its shot and to facilitate faster reloading.

A single attack roll is made for this weapon against all targets in a 5 foot wide, 25’ long corridor. Only one strike roll can be made, however damage is applied against each target separately.

The dragon pistol only scores a critical hit in its first range increment. If it does so, no additional targets suffer damage.

Ericson Revolver

The first true ball and cap revolver, this weapon must have the firing chambers waxed in order to prevent accidentally discharging all of them at once. When confirming a critical failure with another natural 1, all six chambers ignite, dealing 2d6 to the wielder’s hit points, depleting all SDC.

Pocket Pistol

This small handgun can easily be concealed in a stocking. The barrels tilt forward for easier reloading.
Firing both barrels grants +2 to the Critical Hit confirmation roll, no additional damage dice and +4 on all intimidation checks immediately after. Confirming a natural 1 with another natural 1 results in the gun exploding, dealing 1d10 directly to the wielders hit points, depleting all SDC.

Pepperbox

Like the pocket pistol, the pepperbox’s barrels tilt forward for quick loading. This gun is extremely dangerous to the wielder. When rolling a natural 1 to strike, make a confirmation roll. If that roll also misses, all of the rounds discharge at once, destroying the gun. The wielder suffers 2d6 damage directly to hp (depleting all SDC) and must make a fortitude save of 20 or suffer a broken wrist.

Percussion Cap Pistols

These high powered, muzzle loaded weapons are capable of penetrating bulletproof armor at pointblank range. The smoothbore variation suffers a -2 to strike beyond point blank range.

Blunderbuss

This weapon was designed for cavalry and mounted infantry to be fast and easy to reload while mounted. Its wide muzzle opening facilitates faster reloading while not appreciably altering the weapon’s scatter.

All targets within 75’ of the blunderbuss in a straight line, five feet wide, are targeted by this attack. One strike roll is made, which is applied to each target. The GM may call for separate damage to be rolled against each victim.

The blunderbuss can only score a critical hit in its first range increment. If it does so, no additional targets suffer damage.

Musket

The musket is an antique weapon, replaced by the percussion cap rifle in most places. Its smoothbore design is extremely inaccurate, but effective when fired in volleys by groups of men. As a smoothbore weapon, it suffers a -2 to strike beyond point blank range.

Many muskets have been rifled, which increases the range by 10’ and doubles the reloading time. Rifled muskets no longer incur -2 penalty.

Percussion Cap Rifle

Some percussion cap rifles (like handguns) were originally flintlock weapons that were converted, though “modern” firearms exclusively use percussion caps because they are reliable in wet conditions. These rifles are muzzle loaded and high powered, capable of penetrating bulletproof armor at point blank range.

Luther Repeating Rifle

This weapon is the first human firearm to use shells. A magazine containing 7 rounds is loaded into the gun. After each round is fired, the next shot is readied by pulling a lever (lever action). This weapon is very new, however its application is obvious; governments and individuals with the money are hurrying to employ them.

The repeater is capable of penetrating plate steel at point blank range.

Volley Gun

The volley gun is a muzzle loaded rifle with 7 barrels. Each barrel must be rotated into firing position (as a move action) prior to firing. The volley gun has been completely phased out by the repeating rifle, which performs the same task more efficiently. Still, they can be found.

The volley gun is capable of penetrating plate steel at point blank range.

Coach Gun

The coach gun is a common weapon for hunting, home defense, and travel. Two long barrels break forward for easy loading. Also known as a shotgun, this weapon is deadly at close range. The coach gun is one of the most versatile weapons.

While it takes a full turn (with rapid reload) to load the weapon, a single barrel can be loaded in 5 rounds.

When using a solid slug, the weapon’s range is longer and the damage to a single target greater.

All targets within 75’ of the coach gun in a straight line, five feet wide, are targeted by this attack. One strike roll is made and applied to each target. The GM may call for separate damage to be rolled against each victim.

The coach gun can only score a critical hit in its first range increment. If it does so, no additional targets suffer damage.

Both barrels can be fired simultaneously. Doing so grants a +4 bonus on intimidation rolls and a +4 bonus on critical hit confirmation rolls (though it does no extra damage). When firing both barrels, the coach gun crits on a 19+ but retains its x3 multiplier.

Firearm Rules

Point Blank Range

PBR is simply a weapons first range increment. There are many advantages to firing at someone from within point blank range.

The Special Qualities of Firearms

There are two primary types of firearm barrels – rifled and smoothbore. Smoothbore weapons typically have short ranges, narrower critical hit ranges, and faster reloading times than rifled. Smoothbore weapons that fire single rounds have higher critical modifiers because if the shot actually hits, it is heavier and will do more damage. Rifled barrels are designed to cause a round to spin, increasing its range and accuracy, though the tighter fit of the barrel causes muzzle loaded weapons to be more difficult to reload.

Smoothbore weapons that fire single rounds suffer a -2 penalty to strike past their first range increment.

Firearms add Wisdom to strike.

Rate of Fire and Burst Fire

Many firearms can only be fired once per round. A character with more than one attack will not be able to take more than 1 unless he has a weapon that allows it. The rate of fire represents the maximum speed at which a firearm can be fired under ideal conditions.

 Any character can fire a gun at its maximum rate, however his attack rolls are made without modifiers and critical hits are always 20 (x2) regardless of weapon. Firing bursts with two pistols stacks the two weapon fighting penalties on top of the denial of normal bonuses.


Special Strike Bonus

At point blank range, all types of firearms gain a +4 to strike when making a full attack. It is necessary to make a full attack, even if you have only a single action, in order to gain this bonus.

The volley gun, rifled musket, percussion cap rifle and repeater rifle gain the +4 bonus to strike for their first three range increments.

Scattershot weapons receive the bonus to their 2nd, 3rd and 4th range increments. This includes the dragon pistol, coach gun, and blunderbuss.

It’s interesting to note that a smoothbore firearm has a +4 to strike (on a full attack) at its first range increment and a -2 at its second. That is quite a difference; the -2 is added onto the weapons normal range penalty for a total of -4.

Special Strike Penalty

Characters shooting a firearm or arrow but not making a full attack (for example, because they moved) suffer a -4 penalty. A gunner jogging with a smoothbore musket from 50 feet will have a -8 to strike.

Protection against Firearms - Armor

Most forms of armor and shields are not effective against firearms. Only the steel breast plate, masterwork heavy steel shield and steel cuirass are effective. Certain weapons, such as the percussion cap pistol and the repeater are able to penetrate even plate steal at point blank range.

Protect against Firearms – Movement

The target of a firearm is always flatfooted unless he has cover, concealment, or is running towards cover or concealment. Targets running towards the gunman or ignoring him to sword fight with other people are always flatfooted.

Protection against Firearms – Cover

There are three forms of cover: partial, total and improved.

Partial cover is taken when a gunman hides behind an object but does not let his own cover impede his ability to shoot. For example, a gunman hiding behind a crate taking careful aim at his enemy or firing several rounds has partial cover. Partial cover grants +6 AC.

Total cover is taken when the gunman is concealing almost his entire body and is taking care not to expose himself to enemy fire by only barely sticking his gun out or by exposing himself only for a moment to fire. Total cover grants a -6 to strike and a +10 to AC. Characters using total cover and taking fire must make perception checks to notice anyone, even people standing in the open, that they didn’t already know about. One perception roll per round is free, though a second can be taken instead of shooting.

Improved cover grants a +10 to AC without penalty. Arrow slits and trenches are good examples of improved cover.

Firing on Flat Footed Characters

A flat footed character that takes damage from a firearm (or arrow) takes it directly to hit points, losing all remaining SDC.

Firearm Modifiers to Strike

Full Attack at Point Blank (most weapons)               +4
Full Attack with Accurate Pistols and Rifles at First Three Range Increments    +4
Full Attack with Scattershot Weapons at Range Increments 2-4         +4
Shooting without Making a Full Attack                  -4
Smoothbore Single Shot Weapons Beyond Point Blank Range         -2
Penalty per Range Increment                     -2 (-8 Max)
Shooting while Taking Total Cover                  -6

Firearm Modifiers to AC                  

Partial Cover                           +6
Full or Improved Cover                        +10

Important Notes

Only certain armors provide an AC bonus against ranged weapons and some firearms ignore any kind of armor. Characters become flatfooted against firearms if they do not have cover or concealment, or if they are in the open but not running for cover or concealment. Characters being shot while flat footed suffer damage directly to HP.

Super Armor Characters

Characters with both a shield (heavy steel, masterwork) and a suit of armor which is capable of stopping bullets at point blank range are never flatfooted against a gunman.

New Rules and Archery

At point blank range, when making a full attack, traditional War Bows and Crossbows gain a +4 strike bonus and may ignore any armor. From beyond point blank range, steel armor applies normally.

Making a Gunner

Two feats are very important to gunmen – quick draw and rapid reload. The reloading times are extremely long, and reflect the amount of time it takes to load a weapon without special training. Most soldiers with only a single feat will have rapid reload.

Rapid reload is now the prerequisite for the quick draw feat. Any character that has spent enough time with firearms to draw and aim them quickly will have become proficient in loading them.

Many shot is not applicable to firearms.

Cranewings

#1
This page reserved for Firearm Feats.

Cranewings

#2
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Cranewings

#3
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Cranewings

I completed my Steam Punk firearm rules for my E6 Pathfinder game. They have been edited into the original post.

They are basically finished and I'm pretty happy with them on paper, though I'll find out how they go over tonight in play.

If anyone has any ideas on how to improve them, love to hear it.

everloss

Like everyone else, I have a blog
rpgpunk

Cranewings

Quote from: everloss;466840was this for Palladium?

Woops, no, I guess I didn't say. No, its for Pathfinder. The fact that I played a LOT of palladium probably shows through in it.

Palladium is basically just D&D anyway: class levels, spell levels, d20s, roll over armor, hit points...