Firearms

Firearms are becoming more and more common in the world, especially within armies, but also with colonists, hunters, and soldiers of all types.

Firearms use the same armor-piercing rules as light and heavy crossbows, however, for damage they use exploding dice; a roll of the maximum damage means the character rolls an additional die and adds it to the first.
A to hit roll of natural 20 is full damage (no bonus dice) and a roll on the critical hit table.
A to hit roll of natural 1 is critical failure which means either no fire, misfire, comical miss, or explosion!

  • Flint lock Pistol: D6, -2 to hit at medium range, -4 to hit at long range.
  • Flintlock Smoothbore Musket:: D8, -2 to hit at medium range, -4 to hit at long range.
  • Shotgun or Coachman’s Gun: D8/D6/D4

A pistol takes 2 rounds to reload, and can fire on the third round. (there are four rounds per turn)
Muskets and shotguns take 3 rounds to reload, and can fire on the 4th round.

Ammunition is sold as a unit containing enough powder and shot for 10 firings.

Firearms

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