Gunpowder use is an extremely optional addition to any fantasy campaign. I debated it’s use for years before finally accepting it once 3e came about.
I strived to make it usable and balanced, and also relatively simple. I discarded the nitpicking ( Penetration values, calibers, powder quality, etc… )and collected various ideas and rules to make it’s use reasonable in any setting.
Here’s the base rules for what will follow here:
The standard firearm will use 1oz of blackpowder per shot. The powder propels a 1oz lead ball that inflicts terrible damage, but has limited accuracy.
Rate of fire is 1/10 ( one minute ) untrained
1/5 ( 30 seconds ) trained
Basic Firearms
BLUNDERBUS:
Damage: 3d10 at short range/ 2d10 medium/1d10 long
Critical: x3
Ranges: 25ft/50ft/75ft
ROF: 1/5 ( 1/10 untrained )
Special: Knockdown at short range ( Reflex Save DC 20, creatures size S or M )/ 10ft spread at medium range/ broken glass, nails, gravel, and lead balls may be used as ammunition.
PISTOL:
Damage: 1d10
Critical: x3
Ranges: 50ft/100ft/150ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
MUSKET:
Damage: 2d10
Critical: x3
Ranges: 150ft/300ft/450ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
Explosives and Artillery
Keg of powder is a 5lb keg.
5d10 damage 0-5’ 3d10 damage 6-15’ 1d10 damage 16-25’
BR: 25’
For multiple kegs. up the area of effect by 1’ for every additional keg. Each keg will inflict damage, so multiply damage. example: 12 kegs BR = 36’ft max ( 5d10 x 12 0-16’ 3d10 x12 17-26’ 1d10 x 12 27-36’ ) damage = x12
Cannons
Damage depends on the shot used. the size of the cannon effects only the range. The rules can be expanded to reflect heavier shot, but this is optional. The following is a basic guidline for quick artillery. ranges are roundshot/grapeshot.
roundshot d10 damage ( optional rule making damage d10 per 1b of weight for the shot )
grapeshot d10 per 5’ square occupied. reflex save dc 20 for 1/2. the ranges reflect a cone shaped area of effect, extending to full width at maximum effective range.
rate of fire assumes a full crew. add 5 rounds to the reload time for every 1 short in a crew. min crew for any cannon is 2. the exception being the light cannon.
light cannon ( deck guns, and chasers. Giant sized humanoids with strengths 20 and above could carry such weapons and use as blunderbus )
range: 200-300/20-30
( Optional roundshot weight maximum 4lbs )
reload/rof ( trained only ) 1/10
crew 2
Medium Cannon ( standard field artillery 18th 7 19th century )
range 400-500/40-50
( Optional roundshot weight maximum 18lbs )
reload/rof ( trained only ) 1/20
crew 4
Heavy cannon ( bombards, super cannons )
range 600-700/60-70
( Optional roundshot weight maximum 50lbs )
reload/rof ( trained only ) 1/30
crew 6
Magical Properties:
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April 9, 2003, 16:47
Well done rules!
April 10, 2003, 2:24
However, they will have an impact upon the campaign world, unless the mages can monopolize the production of gun powder.
Other than that little tirade, very nice set up.
MoonHunter
Sage, Gamer, Mystic, Wit
Now posting 1100+ RPG tips @ www.openroleplaying.org
April 10, 2003, 19:23
I just can't see any way to make gunpowder viable. It was unbalancing in reality and therefore is always unbalancing in games.
April 14, 2003, 16:08
18th century firearms required the pouring of powder, from a powder horn into the barrel, add wadding, then the shot. Then it had to be packed with the ramrod, which had to be removed and returned to its place beneath the barrel..Then the shooter had to cock, aim and fire the weapon. Ranges varied, power of the shot varied, and accuracy sucked ( Hence shoulder to shoulder formations and concentrated fire ).
The ROF is acurate, as are the ranges. A DM with time on his hands could make the weapons more inaccurate and prone to misfire relatively easily. A -2 cumilative penalty per range increment beyond 50fy would work just fine.
The range is off, but again it's not. That's how far it can shoot, but that's not necessarily its effective range. that's only a football field and a half for maximum range. Accurate fire is possible at half the listed range with 18th century weapons. Some 19th century civil war era muskets, in the right hands, could pop off a shot and hit at that range fairly easily.
April 14, 2003, 18:41
My sources for all this:
http://www.silcom.com/~vikman/isles/scriptorium/firearm/handgonn.html
http://www.silcom.com/~vikman/isles/scriptorium/firearm/match.html
http://www.lrml.org/longrange/history02.htm
April 15, 2003, 8:59
The sources you provied are cool.
April 15, 2003, 15:37
Any character trying to do this stuff on his own in a midevil setting would be stuck with the unreliable, short range, likely-as-not-to-blow-yourself-up guns that are accurate to period. They just have to face the fact that any character that can acquire the nessecary knowledge to make any or all of this is probally a mage, and would rather cast magic missile with no chance of missing, much less blowing his fragile person to smitherines, than construct one of these silly things.
Although, that line does give me an idea for a cool campaign...
April 16, 2003, 1:17
As for making the grooves, it is for rifleing. It is like throwing a ball. If you put a longitudal spin on it, it actually goes farther and with a flatter trajectory and does not tumble, resulting in more accuracy. That is why many fletchers, twist the feathers on crossbow bolts. It creates a spin that makes the bolt go farther. This trick does not work for arrows because of the bow draw length.
April 16, 2003, 10:38
If they can think up some other way, or research the real way, it probally isn't much easier in a pre-industial revolution society.
April 21, 2003, 14:14
November 27, 2003, 15:24
July 20, 2012, 18:51
Anyway all the technology was based on magic. you could get two kinds of bullets "air burst" (breaking the crystal at the back would cause an explosion of pressurized air.) or "telekinetic" breaking the crystal at the back would cause them to be telekinetic launched from the gun out to the range increment.
the air burst bullets were cheaper but the telekinetic bullets packed more of a wallop being effectively powered all the way to the target.
Sadly I lost this book some time ago. and I cannot now remember what the system or setting was called.
If anyone recognizes this I'd love to know what the book was called.
a few other highlights:
The republic of Texas is populated by Minotaurs.
The Incas had real magic so the Spaniards were unable to conquer them and now are a world power and drive stone golem mechs.
I think there were magic space ships too and Mars an Venus were populated. But now I may just be mixing it up with some other sci-fi thing.
November 28, 2003, 21:53
October 14, 2005, 0:14
March 5, 2006, 12:36
September 29, 2006, 11:55
No good having high quality powder if the barrel will explode.
January 27, 2011, 10:23
Fun comments. Good read.