Difference between revisions of "Guns (Sea Dogs)"
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*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. | *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. | ||
*Carrying a pistol loaded for an extended period of time is a good way to end up with a malfunction | *Carrying a pistol loaded for an extended period of time is a good way to end up with a malfunction | ||
− | *You can "overload" a black-powder weapon; takes a skill roll not to blow it up, though | + | *You can "overload" a black-powder weapon; takes a skill roll not to blow it up, though (HT165, "Extra-Powerful (+P) Ammunition") |
[[Category:SeaDogs]][[Category:Campaign Information (Sea Dogs)]] | [[Category:SeaDogs]][[Category:Campaign Information (Sea Dogs)]] |
Revision as of 13:15, 13 January 2023
- High-Tech p.86, "Reloading Your Gun,"Multi-Part Ammo"
- Rules Adjustment: Wheelllocks' loading times will be increased to match matchlocks instead of flintlocks.
- 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.
- 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.
- Carrying a pistol loaded for an extended period of time is a good way to end up with a malfunction
- You can "overload" a black-powder weapon; takes a skill roll not to blow it up, though (HT165, "Extra-Powerful (+P) Ammunition")