Difference between revisions of "Guns (Sea Dogs)"
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====Reloading==== | ====Reloading==== | ||
''High-Tech'' p.86, "Reloading Your Gun,"Multi-Part Ammo" | ''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-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. | *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. | *Paper cartridges halve the basic time required (round up), and supersede both of the above measures. |
Revision as of 14:39, 13 January 2023
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"