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]  | KE | Base Damage | Damage Range (Min-Avg-Max)  | 
  
|---|---|---|---|
| 0-96: 1 die damage Arrow(Clothyard shaft) [64] Handgonne - medium [71] Handgonne - short [92]  | 0-16 | 1 | 1-1-1 | 
| 17-32 | 1d2 | 1-1.5-2 | |
| 33-54 | 1d4 | 1-2.5-4 | |
| 55-75 | 1d6 | 1-3.5-6 | |
| 76-96 | 1d8 | 1-4.5-8 | |
| 97-224: 2 dice damage Prussian Dryese Needle Gun [99] Wheellock Pistol [102] 1851 Colt 'Navy' Revolver [125] Flintlock Pistol (Thompson)[146]  | 97-139 | 1d6+1d4 | 2-6-10 | 
| 140-182 | 2d6 | 1-7-12 | |
| 183-224 | 1d6+1d8 | 1-8-14 | |
| 225-480: 3 dice damage Matchlock Musket [229] Colt .45 M11911A1 [369]  | 225-310 | 2d6+1d4 | 3-9.5-16 | 
| 311-395 | 3d6 | 3-10.5-18 | |
| 396-480 | 2d6+1d8 | 3-11.5-20 | |
| 481-928: 4 dice damage Handgonne-long [630]  | 481-630 | 3d6+1d4 | 4-13-22 | 
| 631-779 | 4d6 | 4-14-24 | |
| 780-928 | 3d6+1d8 | 4-15-26 | |
| 929-1632: 5 dice damage Flintlock Musket (Brown Bess) [980]  | 929-1163 | 4d6+1d4 | 5-16.5-28 | 
| 1164-1398 | 5d6 | 5-17.5-30 | |
| 1399-1632 | 4d6+1dd8 | 5-18.5-32 | |
| 1633-2656: 6 dice damage | 1633-1974 | 5d6+1d4 | 6-20-34 | 
| 1975-2315 | 6d6 | 6-21-36 | |
| 2316-2656 | 5d6+1d8 | 6-22-38 | |
| 2657-4064: 7 dice damage M1 Garand [2693]  | 2657-3126 | 6d6+1d4 | 7-23.5-40 | 
| 3127-3595 | 7d6 | 7-24.5-42 | |
| 3596-4064 | 6d6+1d8 | 7-25.5-44 | |
| 4065-5920: 8 dice damage | 4065-4683 | 7d6+1d4 | 8-27-46 | 
| 4684-5302 | 8d6 | 8-28-48 | |
| 5303-5920 | 7d6+1d8 | 8-30-50 | |
| 5921-8288: 9 dice damage | 5921-6710 | 8d6+1d4 | 9-31.5-52 | 
| 6711-7499 | 9d6 | 9-32.5-54 | |
| 7500-8288 | 8dd6+1d8 | 9-33.5-56 | |
| 8289-11232: 10 dice damage | 8289-9270 | 9d6+1d4 | 10-35-58 | 
| 9271-10251 | 10d6 | 10-36-60 | |
| 10252-11232 | 9d6+1d8 | 10-37-62 | |
| 11233-14816: 11 dice damage M2 Browning .50 MG [13,166]  | 11233-12427 | 10d6+1d4 | 11-37.5-64 | 
| 12428-13622 | 11d6 | 11-38.5-66 | |
| 13623-14816 | 10d6+1d8 | 11-39.5-68 | 
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 -
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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