Difference between revisions of "Guns (Sea Dogs)"

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[[File:1500792803643.png|right|800px]]
 
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*Rules Adjustment: Wheelllocks' loading times will be increased to match matchlocks instead of flintlocks. Makes no sense otherwise. This will really only affect Davino (Claude has one, but he's likely to never use it)
+
*''High-Tech'' p.86, "Reloading Your Gun,"Multi-Part Ammo"
*Rules Adjustment: I'm using some rules from 3e High-Tech for loading, which allows anyone to make a skill roll to load faster (aside from Fast-Draw)—bear that in mind, if you need to shave off a couple of seconds
+
*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.
 
*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.
*We should make a note of who has the same caliber weapons—they can share ammo
 
 
*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
  
 
[[Category:SeaDogs]][[Category:Campaign Information (Sea Dogs)]]
 
[[Category:SeaDogs]][[Category:Campaign Information (Sea Dogs)]]

Revision as of 12:08, 13 January 2023

1500792803643.png
  • 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