Difference between revisions of "Guns (Sea Dogs)"

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*''High-Tech'' p.86, "Reloading Your Gun,"Multi-Part Ammo"
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====Reloading====
:*Rules Adjustment: Wheelllocks' loading times will be increased to match matchlocks instead of flintlocks.
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''High-Tech'' p.86, "Reloading Your Gun,"Multi-Part Ammo"
*Rules Adjustment: ''High-Tech'' (3e) p.34: At any time after half the normal loading time, the loader can try ''hurried loading.'' A roll against Black Powder Weapons, minus the number of seconds remaining until full loading time, is required. A failure adds the number of seconds by which the roll was failed to normal loading time. A critical failure requires that loading be started over. A success loads the gun immediately. A critical success loads the gun and gives +1 to Accuracy for the shot with that load.
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*A self-measuring powder flask (see Powder and Shot, p. 163) subtracts five seconds from the final loose-ammunition loading time.
*Use of paper cartridges halves the base loading time. This means flintlock pistols take 10secs (8secs with Fast-Draw (Ammo)). This means a second shot in "normal" combat might be feasible.
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*A self-priming pan (see weapon description) subtracts 10 seconds, but this benefit isn’t cumulative with that of a self-measuring flask.
*Carrying a pistol loaded for an extended period of time is a good way to end up with a malfunction
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*Paper cartridges halve the basic time required (round up), and supersede both of the above measures.
*You can "overload" a black-powder weapon; takes a skill roll not to blow it up, though (''High-Tech'' p.165, "Extra-Powerful (+P) Ammunition")
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*Loading a muzzleloading shoulder arm – not a pistol – while in any posture other than standing multiplies the basic time required by 1.5 (round up). Loading while mounted requires a roll against the lower of Guns-3 and Riding-3; loading on a moving vehicle requires a Guns-2 roll.
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*House Rule: '''Wheellocks:''' Loading times for wheellocks will be increased to match matchlocks instead of flintlocks.
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*House Rule: '''Hurried Loading:''' (From ''High-Tech'' (3e) p.34) At any time after half the normal loading time, the loader can try ''hurried loading.'' A roll against Black Powder Weapons, minus the number of seconds remaining until full loading time, is required. A failure adds the number of seconds by which the roll was failed to normal loading time. A critical failure requires that loading be started over. A success loads the gun immediately. A critical success loads the gun and gives +1 to Accuracy for the shot with that load.
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''High-Tech'' p.86, "Careful Loading"<br />
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''High-Tech'' p.86, "Black-Powder Fouling"<br />
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''High-Tech'' p.163, "Multi-Part Ammunition"<br />
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''High-Tech'' p.164, "Black-Powder Locks"<br />
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''High-Tech'' p.165, "Extra-Powerful (+P) Ammunition"
  
 
[[Category:SeaDogs]][[Category:Campaign Information (Sea Dogs)]]
 
[[Category:SeaDogs]][[Category:Campaign Information (Sea Dogs)]]

Revision as of 14:38, 13 January 2023

1500792803643.png

Reloading

High-Tech p.86, "Reloading Your Gun,"Multi-Part Ammo"

  • A self-measuring powder flask (see Powder and Shot, p. 163) subtracts five seconds from the final loose-ammunition loading time.
  • A self-priming pan (see weapon description) subtracts 10 seconds, but this benefit isn’t cumulative with that of a self-measuring flask.
  • Paper cartridges halve the basic time required (round up), and supersede both of the above measures.
  • Loading a muzzleloading shoulder arm – not a pistol – while in any posture other than standing multiplies the basic time required by 1.5 (round up). Loading while mounted requires a roll against the lower of Guns-3 and Riding-3; loading on a moving vehicle requires a Guns-2 roll.
  • House Rule: Wheellocks: Loading times for wheellocks will be increased to match matchlocks instead of flintlocks.
  • House Rule: Hurried Loading: (From High-Tech (3e) p.34) At any time after half the normal loading time, the loader can try hurried loading. A roll against Black Powder Weapons, minus the number of seconds remaining until full loading time, is required. A failure adds the number of seconds by which the roll was failed to normal loading time. A critical failure requires that loading be started over. A success loads the gun immediately. A critical success loads the gun and gives +1 to Accuracy for the shot with that load.

High-Tech p.86, "Careful Loading"
High-Tech p.86, "Black-Powder Fouling"
High-Tech p.163, "Multi-Part Ammunition"
High-Tech p.164, "Black-Powder Locks"
High-Tech p.165, "Extra-Powerful (+P) Ammunition"