That Game We Never Play
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.