Friday, June 13, 2014

Firearms in Fantasy Campaigns IIIa - Updates

Need to revisit these as I've had a request for a gunslinger character from my group.

Based on comments from the previous post, here are my revised Home Rules.  The basic change is that I'm now using a formula to determine the KE brackets for each die of damage.  Size of damage bracket in KE = Cumulative sum (Damage Dice) *64.  So the first damage bracket is Cumulative Sum (1) * 64 = 64 KE.  As I said in the previous post, I centered it on the KE of an clothyard shaft (64); so the range is 33-96.  For the second damage bracket it is (Cumulative Sum (1,2))*64 = 128; third bracket range is (Cumulative Sum (1,2,3))* 64 or 384.  This has the effect of slowing the damage progression, modeling the ability of firearm projectiles to penetrate completely through the body without transferring all of their KE to the victim.


Range/Representative
Weapons [KE]
KEBase DamageDamage Range
(Min-Avg-Max)
0-96: 1 die damage
Arrow(Clothyard shaft) [64]
Handgonne - medium [71]
Handgonne - short [92]
0-1611-1-1
17-321d21-1.5-2
33-541d41-2.5-4
55-751d61-3.5-6
76-961d81-4.5-8
97-224: 2 dice damage
Prussian Dryese Needle Gun [99]
Wheellock Pistol [102]
1851 Colt 'Navy' Revolver [125]
Flintlock Pistol (Thompson)[146]
97-1391d6+1d42-6-10
140-1822d61-7-12
183-2241d6+1d81-8-14
225-480: 3 dice damage
Matchlock Musket [229]
Colt .45 M11911A1 [369]
225-3102d6+1d43-9.5-16
311-3953d63-10.5-18
396-4802d6+1d83-11.5-20
481-928: 4 dice damage
Handgonne-long [630]
481-6303d6+1d44-13-22
631-7794d64-14-24
780-9283d6+1d84-15-26
929-1632: 5 dice damage
Flintlock Musket (Brown Bess) [980]
929-11634d6+1d45-16.5-28
1164-13985d65-17.5-30
1399-16324d6+1dd85-18.5-32
1633-2656: 6 dice damage1633-19745d6+1d46-20-34
1975-23156d66-21-36
2316-26565d6+1d86-22-38
2657-4064: 7 dice damage
M1 Garand [2693]
2657-31266d6+1d47-23.5-40
3127-35957d67-24.5-42
3596-40646d6+1d87-25.5-44
4065-5920: 8 dice damage4065-46837d6+1d48-27-46
4684-53028d68-28-48
5303-59207d6+1d88-30-50
5921-8288: 9 dice damage5921-67108d6+1d49-31.5-52
6711-74999d69-32.5-54
7500-82888dd6+1d89-33.5-56
8289-11232: 10 dice damage8289-92709d6+1d410-35-58
9271-1025110d610-36-60
10252-112329d6+1d810-37-62
11233-14816: 11 dice damage
M2 Browning .50 MG [13,166]
11233-1242710d6+1d411-37.5-64
12428-1362211d611-38.5-66
13623-1481610d6+1d811-39.5-68
To Hit
Firearms are ranged weapons and attack accordingly.  The following special rule is used to model grazing shots.  Attack rolls between Target AC -2 and Target AC +2 are grazing shots and do 1d3 point of damage. Attack rolls greater than Target AC +2 do full damage.  For example, if the target in chainmail (AC 16) is shot at with a Wheellock pistol, attacks of 14-18 will graze the target and do 1d3 points of damage.  Attacks greater than 17 would do 1d6+1d4 damage. A natural 20 always does full damage, regardless of the target AC.

Critical Hit Multiplier
Pistols and Handgonnes have a multiplier of 3; rifles and muskets have a multiplier of 4.

Knockdown - getting hit by a bullet involves the transfer of a lot of energy into a bag of flesh, often that will be enough to knock the victim off of their feet. As was pointed out in the previous comments, rarely do bullets actually knock a person down in real life.  However, getting struck by a high speed projectile does have an effect.  To wit the character may take time to see if any important bits are missing, save as follows. For Pathfinder, if the damage from a single round exceeds the victims CMD. they lose a turn.  For 3.x they will make a Fortitude save DC = damage or lose a turn.  For 1e Save vs Paralyzation or lose a turn.

Massive Damage for all systems, I'll use a variation of the d20 Massive Damage rule.  If the damage exceeds 50 points (and you're still alive) Fortitude save DC (15+ damage/10) or die.

Previous Firearms posts
Firearms in Fantasy Campaigns III - Damage
Firearms in Fantasy Campaigns II - Technology by Era
Firearms in Fantasy Campaigns I

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