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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Sakibanki on April 10, 2023, 06:38:51 PM

Title: You Should Use Airguns
Post by: Sakibanki on April 10, 2023, 06:38:51 PM
If you've never heard about the Girardoni Air Rifle (https://en.wikipedia.org/wiki/Girardoni_air_rifle) and hate the idea of gunpowder in your fantasy world, now's your chance to learn about something really cool.



These alternatives to firearms were initially built by the Holy Roman Empire, and achieved a brief if still obscure fame as a powerful implement used during the Lewis & Clark Expedition. Rather than using black powder to propel their ammunition, they operated using gas canisters not dissimilar to modern air guns, albeit for lethal utility rather than play. (There are modern lethal air guns too, mostly for hunting's sake as far as I can find.)

These were some pretty curious weapons with unique attributes - attributes that are actually useful for TTRPGs. How many games have you seen with black powder rifles that are fired once every other turn, or even once every turn? How many have treated a wheellock or flintlock rifle as the one-and-done throwaway they'd actually be in a close-quarters skirmish? Black powder's obscuring smoke clouds, fiddly weaknesses, and poor handling are rarely touched upon in a tabletop setting, and probably for good reason because dealing with all of that would be an enormous headache and just make more knife-eared bow users out of your players. But listen to this. The Girardoni rifle managed to achieve the following feats:
Unfortunately, a Girardoni rifle was also comparatively fussy, and had several drawbacks that prevented its immediate and enthusiastic adoption:
That said, pay attention to those drawbacks. They may be critical for an army, but for player characters in an RPG? They're mostly easily mitigated. With adventurers assumed already to be reasonably competent people invested in their own abilities and equipment, an air rifle is a fantastic weapon. And indeed this is the niche that the weapon had, serving as a sniper's weapon and on specialized roles like the one it held during the aforementioned expedition through western America.




So here's some rifles and rules for you.
The exclamation mark means the damage is explosive. I like unpredictable guns. If you roll the maximum number on a die, add a new die and roll again. 1d6! can become 3d6 if you get two 6s in a row. It averages out to something like 4.2 and 6.5 average damage for the pistol and rifle respectively. I don't include prices since everyone's is wildly different (and I vary them even within a campaign), but the air rifle is generally about the same price as a longbow, or four times as much as a sword. Both can be found in large port cities or other places where exotic curiosities are found.

All air weapons follow these rules:
Air canisters are considered ammunition and are sold individually for around 33% of a pistol's price (or 25% of a rifle's price). A maintenance pack with air pump, lead bullet mold & melting pan, and cleaning tools is sold separately for a modest fee, weighs as much as the rifle, and is required for recharging the canisters. Lead slugs are about four times pricier than arrows and will put a bigger dent in a new PC's wallet, too.

Tell me if you use it or dig it, I'd be happy to hear either way.
Title: Re: You Should Use Airguns
Post by: David Johansen on April 10, 2023, 09:21:14 PM
GURPS has had them covered since High Tech first edition.
Title: Re: You Should Use Airguns
Post by: Sakibanki on April 10, 2023, 09:50:34 PM
Quote from: David Johansen on April 10, 2023, 09:21:14 PM
GURPS has had them covered since High Tech first edition.

Go figure that there's a GURPS supplement for everything. I don't have that book, so do you have an excerpt?
Title: Re: You Should Use Airguns
Post by: David Johansen on April 10, 2023, 10:25:14 PM
The fourth edition High Tech pp 88 has stats for the Steyr-Giradoni M.1780 11.75mm, the Daisy Red Rider no 111 .175BB (you'll shoot your eye out kid), and the NSG SplatMaster .68 paint ball gun.  There's a couple paragraphs on the history and advantages of air guns and a couple paragraphs on each weapon.
Title: Re: You Should Use Airguns
Post by: Multichoice Decision on May 06, 2023, 06:23:25 PM
I've come across some interesting DIY slingshot ideas that you might like, with varying degrees of effort required.

First video gets across the basics, the second demonstrates how stylish they can be.

Edit: If airguns were possible under HRE, you shouldn't need Eberron/steampunk to justify these in your campaign.







Title: Re: You Should Use Airguns
Post by: Sakibanki on May 28, 2023, 09:35:23 AM
Quote from: Mr. Ordinary, Esq. on May 06, 2023, 06:23:25 PM
I've come across some interesting DIY slingshot ideas that you might like, with varying degrees of effort required.

First video gets across the basics, the second demonstrates how stylish they can be.

Edit: If airguns were possible under HRE, you shouldn't need Eberron/steampunk to justify these in your campaign.









Those are really interesting.

I ended up writing an improvement over my original rules that swap the guns' flat damage for a resource die mechanic for air pressure.
https://blog.cyclopeancompact.com/p/improved-air-rifle-rules-and-two (https://blog.cyclopeancompact.com/p/improved-air-rifle-rules-and-two)
I also wrote two one-level "bonus" classes that are compatible with the GLOG. They could use some playtesting, maybe a non-combat ability (though my Warrior/fighting man class doesn't get one, so, eh!). Maybe they'll see use in my upcoming campaign here.