Pre 20th Centurey Firearms
Posted: Sun Dec 20, 2020 10:45 pm
https://drive.google.com/file/d/1ss1whh ... sp=sharing
Lock: Mechanism which ignites the gun firing a bullet. Cannonlocks are pointed at the target and then a heat source is moved manually to ignite the gunpowder (pointing and firing are separate actions which I accounted for by adding 1 panel to loading). Matchlocks have a trigger and pulling it moves a burning match to ignite the gunpowder. Wheellocks spin a steel wheel to generate intense sparks. Flintlocks ignite by striking a piece of flint. Caplocks work by striking a percussion cap containing an explosive. A modern cartridge contains a bullet, gunpowder, and the percussion cap to ignite it.
Type:
The Weapon Technique Power applies to all guns of the same Type (example +2 DM with Handguns). Muskets and rifles are considered the same type (rifles are actually muskets where the bore has been rifled to improve accuracy). The Weapon Technique Power also grants a smaller bonus to other types of guns (example a +2 DM with Handguns would also give a +1 DM with Shotguns, Muskets/Rifles, and Machine Guns).
Year Issued:
The first year the weapon was available.
DM: Damage Multiplier of the weapon.
DM +: Adds to the total damage of the weapon. This reflects the larger size of many early gun rounds.
Load: The number of panels it takes to fully load the weapon with the number of rounds listed under Ammo. A flintlock musket typically takes 5 panels to load: pulling the hammer to half-*, pouring in the gunpowder, loading the bullet, pushing the gunpowder and bullet down the barrel with the ramrod, and pulling the hammer back to full *.
Ammo:
The number of rounds the weapon can fire without being reloaded. Machine Guns typically have a loader assigned that spends their actions feeding more bullets into the weapon, freeing the gunner to continue firing.
BRN:
The Brawn needed to fire the weapon in two hands without a penalty. If the user's Brawn exceeds the weapons by at least 1, then they receive a +1 Dice bonus to hit. If the user's Brawn is 1 less than the weapon's Brawn then they incur a -1 Dice penalty to hit. Shotguns are the only firearm that can be used when the user’s Brawn is 2 less than the weapon’s and they incur a -2 Dice penalty to hit. Using a gun (including a handgun) in one hand reduces the wielder's effective Brawn by 1. A weapon mounted on a tripod or wheeled mount is treated as having a Brawn of 1.
Rng:
The maximum effective firing range of a weapon in squares. Range Penalties for firing weapons are:
> 5 squares: -1 Dice Penalty to hit
> DM X 5 squares: -2 Dice Penalty to hit
> DM X 10 squares: -3 Dice Penalty to hit
> DM X 20 squares: -4 Dice Penalty to hit.
Hit: Dice Bonus (or Penalty if negative) applied to a hit roll with the weapon. Using a gun other than a handgun in one hand incurs an additional -1 Dice Penalty to hit.
ROF: The number of rounds that can be fired in a single action. Firing more than 1 round in action grants a Dice Bonus to hit and damage.
2 round semi-auto: +1 Dice Bonus to damage.
3 round burst: +2 Dice Bonus to damage
5 round burst: +1 Dice Bonus to hit; +3 Dice Bonus to damage
10 round burst: +1 Dice Bonus to hit, +4 Dice Bonus to damage
15 round burst: +2 Dice Bonus to hit, +5 Dice Bonus to damage
A 5 round or larger burst can reduce its Dice Bonus to damage by 2 in order to target a 4X1 line.
A 10 round or larger burst can reduce its Dice Bonus to hit by 1 and Dice Bonus to damage by 4 in order to target a 3X3 cone.
Type:
The Weapon Technique Power applies to all guns of the same Type (example +2 DM with Handguns). Muskets and rifles are considered the same type (rifles are actually muskets where the bore has been rifled to improve accuracy). The Weapon Technique Power also grants a smaller bonus to other types of guns (example a +2 DM with Handguns would also give a +1 DM with Shotguns, Muskets/Rifles, and Machine Guns).
Year Issued:
The first year the weapon was available.
DM: Damage Multiplier of the weapon.
DM +: Adds to the total damage of the weapon. This reflects the larger size of many early gun rounds.
Load: The number of panels it takes to fully load the weapon with the number of rounds listed under Ammo. A flintlock musket typically takes 5 panels to load: pulling the hammer to half-*, pouring in the gunpowder, loading the bullet, pushing the gunpowder and bullet down the barrel with the ramrod, and pulling the hammer back to full *.
Ammo:
The number of rounds the weapon can fire without being reloaded. Machine Guns typically have a loader assigned that spends their actions feeding more bullets into the weapon, freeing the gunner to continue firing.
BRN:
The Brawn needed to fire the weapon in two hands without a penalty. If the user's Brawn exceeds the weapons by at least 1, then they receive a +1 Dice bonus to hit. If the user's Brawn is 1 less than the weapon's Brawn then they incur a -1 Dice penalty to hit. Shotguns are the only firearm that can be used when the user’s Brawn is 2 less than the weapon’s and they incur a -2 Dice penalty to hit. Using a gun (including a handgun) in one hand reduces the wielder's effective Brawn by 1. A weapon mounted on a tripod or wheeled mount is treated as having a Brawn of 1.
Rng:
The maximum effective firing range of a weapon in squares. Range Penalties for firing weapons are:
> 5 squares: -1 Dice Penalty to hit
> DM X 5 squares: -2 Dice Penalty to hit
> DM X 10 squares: -3 Dice Penalty to hit
> DM X 20 squares: -4 Dice Penalty to hit.
Hit: Dice Bonus (or Penalty if negative) applied to a hit roll with the weapon. Using a gun other than a handgun in one hand incurs an additional -1 Dice Penalty to hit.
ROF: The number of rounds that can be fired in a single action. Firing more than 1 round in action grants a Dice Bonus to hit and damage.
2 round semi-auto: +1 Dice Bonus to damage.
3 round burst: +2 Dice Bonus to damage
5 round burst: +1 Dice Bonus to hit; +3 Dice Bonus to damage
10 round burst: +1 Dice Bonus to hit, +4 Dice Bonus to damage
15 round burst: +2 Dice Bonus to hit, +5 Dice Bonus to damage
A 5 round or larger burst can reduce its Dice Bonus to damage by 2 in order to target a 4X1 line.
A 10 round or larger burst can reduce its Dice Bonus to hit by 1 and Dice Bonus to damage by 4 in order to target a 3X3 cone.