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 damagePrussian 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 damageMatchlock 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 damageHandgonne-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 damageFlintlock 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 damageM1 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 damageM2 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 |

**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**-

**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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