I've said before that I've always liked maritime stories and adventures, but something about the nautical mileau as presented in the D&D Expert rules (and later replicated into the Rules Compendium and AD&D) has always left me cold. I want thundering cannons, or at least a medieval equivalent...broadsides of catapults or ballistae ripping ships to hulks...but what we got in the official rules was a few perfunctory shots by a handful of catapults (far short of a broadside) ending in a massive boarding action. Sinking an enemy ship is basically impossible unless you capture and scuttle it, have a magic-user to blast it with fire and lightning, have control of a gigantic sea monster somehow, or they just sit there and let you nickel-and-dime it to pieces with your single catapult.
I have recently read Sea Wolves of the Mediterranean, by Commander E. Hamilton Currey, and it endeared me somewhat on the whole situation. It covers the battles between Muslim pirates and the Christian Mediterranean powers (mostly the Italian city-states) in the 1500s. And it does have cannons, a lot more than D&D sources would lead you to expect; galleys CAN take the stresses of cannon fire, although the necessary arrangement of rowers means that bow chasers are more effective than broadsides in their case.
At any rate, it's worth a read. I still really want better naval combat options, particularly for more "Golden Age of Piracy" type settings, and I'm working on adding some detail to the RC rules that will fit the bill. Hopefully I can get them all worked out and published soon. Not least so I can close some of the damn tabs I have open on my computer and my phone.
Tuesday, April 9, 2019
Saturday, March 16, 2019
Classic Crawling in Lesserton and Mor
So, looking at the Player's Guide to Lesserton, one of three books that comprise the outstanding adventure setting of Lesserton and Mor, it occurs to me that the character creation rules for Lesserton natives can be slightly modified into an alternate 0-level character generator for Dungeon Crawl Classics. Most of it can be ported directly, and the single biggest conversion to be done is working out starting equipment for the various career backgrounds. I'll arrange this conversion process similarly to the chargen process in the Player's Guide.
1. Classes and Races
Well, you're a 0-level here, so no class for you. Also, this is DCC, so rather than have you agonizing over a choice of race, roll 1d6 per character.
Roll on the taint tables as directed in the Player's Guide. I would recommend treating orkin as DCC humans with 30' infravision and enough of an orcish appearance to keep them from fitting in with polite company. If you want to use a half-orc DCC class for them (once they level up), feel free.
2. Contacts and Enemies
Use these as is. As a matter of fact, use them for any character, whether they're from Lesserton or not. These contacts and enemies are all connected to the character's home town, so far-traveling adventurers won't really run into them much, but for campaigns tied to a local area for at least a while, it provides some interesting background and possible adventure hooks.
3. Background Skills
Roll on the table in the Player's Guide, and then reference here for starting weapons and equipment.
A few interesting notes here:
Some professions were similar enough to existing DCC backgrounds that I just gave them the same starting equipment. Which ones these are is an exercise left to the reader.
Chimney sweeps apparently used to drop geese down the flue, where their frantic flapping during the fall would loosen soot. Also, sometimes they used a brush on a chain, with a lead or iron weight at one end that they would drop down the chimney; if the Judge wants to allow it, a chimney sweep can have one of these and use it as a flail instead of a club-like brush.
Rather than having a set piece of additional equipment, shop clerks get an additional roll on Table 3.4 in the DCC rules. Two rolls.
A luthier is a maker of stringed musical instruments. Maybe you knew this already. I didn't.
A mudlark pokes through the mud along the edge of a river (or in this case the swamp, I guess) in search of items of value. Maybe you didn't know this. I did. Feel free to come up with a more random selection of items for a mudlark to start with. This might be worthy of a d100 table all on its own.
A potboy is a server in a tavern. At least this one is; I found an alternate definition as a dishwasher, but that's already listed on the table.
A pure finder is a collector of dog feces. Apparently dog poop was used in the tanning process back in the day, and this was just one of the reasons tanneries weren't allowed within many settlements.
Rag and bone men collected various kinds of trash and recycled them for various purposes. Rags were used in paper making. Bones were cleaned of grease, which was then sold to soap makers. The bones were then usually sold to chemists.
I'm going to assume that a seed miller is pretty much like a grain miller. Online research in this area was complicated immensely by the fact that Miller is a very common name in the English language. There is a Miller Seed Company with a large online presence, as well as several seed researchers named Miller. If there's a difference to be found, I guess Jeff and Joel Sparks will have to let us in on it.
Sneakiness!
Let Lesserton natives who are not classed as Thieves roll a d20 instead of a d10 for stealth related rolls.
4. Starting Poor
The Player's Guide is overly generous here. DCC characters from Lesserton still only get 5d12 copper pieces to start.
1. Classes and Races
Well, you're a 0-level here, so no class for you. Also, this is DCC, so rather than have you agonizing over a choice of race, roll 1d6 per character.
| 1-3 | tainted human |
| 4-5 | orkin |
| 6 | tainted halfling |
Roll on the taint tables as directed in the Player's Guide. I would recommend treating orkin as DCC humans with 30' infravision and enough of an orcish appearance to keep them from fitting in with polite company. If you want to use a half-orc DCC class for them (once they level up), feel free.
2. Contacts and Enemies
Use these as is. As a matter of fact, use them for any character, whether they're from Lesserton or not. These contacts and enemies are all connected to the character's home town, so far-traveling adventurers won't really run into them much, but for campaigns tied to a local area for at least a while, it provides some interesting background and possible adventure hooks.
3. Background Skills
Roll on the table in the Player's Guide, and then reference here for starting weapons and equipment.
| Actor | wooden prop sword (as club) | costume jewelry |
| Animal doctor | staff | herbs, 1 lb |
| Baker | bread knife (as dagger) | hard bread, 2 loaves |
| Beggar | club | begging bowl |
| Bird-stalker | club | 2 fresh pigeons |
| Blacksmith | hammer (as club) | steel tongs |
| Boot shiner | polishing rag (as garrote) | small tin of dubbin (polish) |
| Brass maker | brass ingot (as club) | lidded crucible, 1 quart capacity |
| Brewer | quern handle (as club) | ½ gallon growler of beer |
| Brick maker | clay paddle (as club) | clay, 5 lbs |
| Buckle maker | hammer (as club) | 5 brass buckles |
| Butcher | cleaver (as axe) | side of beef |
| Candle maker | scissors (as dagger) | candles, 20 |
| Carpenter | hammer (as club) | wood, 10 lbs |
| Charcoal burner | hand axe | charcoal, 5 lbs |
| Chef | knife (as dagger) | spices, 1 lb |
| Chimney sweep | flue brush (as club) | goose |
| Clerk, bookkeeper | quill (as dart) | parchment, 10 sheets |
| Clerk, shop | knife (as dagger) | extra roll on Table 3.4 |
| Cook | knife (as dagger) | meat pie |
| Cooper | crowbar (as club) | barrel |
| Cryer | dagger | parchment, 10 sheets, blank on one side |
| Dancer | dagger | costume jewelry |
| Dentist/barber | razor (as dagger) | tooth extracting pliers |
| Dishwasher | knife (as dagger) | 2 porcelain plates |
| Dye worker | staff | fabric, 3 yards |
| Feather gatherer | club | small sack and a selection of feathers |
| Fortune teller | dagger | tarot deck |
| Fur and skin dealer | skinning knife (as dagger) | badger pelt |
| Glassblower | hammer (as club) | glass beads |
| Graverobber | shovel (as staff) | 10 cp, small silver chain worth 2sp |
| Hair stylist | scissors (as dagger) | boar bristle brush and glossy hair oil |
| Hat maker | scissors (as dagger) | fashionable hat |
| Hay and feed dealer | knife (as dagger) | oats, 5 lb |
| House-servant | staff | locket |
| Laborer, outdoor | shovel (as staff) | large sack |
| Laborer, warehouse | crowbar (as club) | small chest |
| Laundress | club | two bedsheets |
| Leather worker | awl (as dagger) | piece of leather hide, 2' square |
| Leech | razor (as dagger) | herbs, 1 lb |
| Luthier | chisel (as dagger) | fiddle |
| Mudlark | staff | 10 cp, porcelain teacup, thimble |
| Mule wrangler | club | mule |
| Musician | dagger | ukulele |
| Paper maker | pulp beater (as club) | paper, 50 sheets |
| Petty official | quill (as dart) | ink and small blank book |
| Plasterer | trowel (as dagger) | large bucket |
| Porter | knife (as dagger) | backpack |
| Potboy | knife (as dagger) | 2 bottles of ale |
| Pure finder | shovel (as staff) | small sack and 5 lbs of dog feces |
| Rag and bone man | staff | large sack |
| Rat catcher | club | net |
| Rope weaver | knife (as dagger) | rope, 100' |
| Rug maker | scissors (as dagger) | 2'x4' braided rug |
| Seamstress/tailor | scissors (as dagger) | fine suits, 3 sets |
| Seed miller | club | flour, 1 lb |
| Shoemaker | awl (as dagger) | rugged boots, 2 pairs |
| Shopkeeper | dagger | 4 gp, 14 sp, 27 cp |
| Snitch | dagger | 50 gp and an enemy |
| Soap maker | knife (as dagger) | lye soap, 5 lb |
| Stone cutter | sledge hammer (as warhammer) | masonry chisel |
| Street vendor: beer, soup, or tea | large ladle (as club) | 5 clay cups |
| Street vendor: pans, spoons, tinware | skillet (as club) | 10 spoons |
| Street vendor: produce | knife (as dagger) | fruit |
| Swamp gleaner | staff | herbs, 1 lb |
| Teamster | staff | bridle |
| Thatcher | knife (as dagger) | dried rushes, 20 lb |
| Tinker/sharpener | hammer (as club) | whetstone |
| Tour guide | dagger | 20 sp |
| Waiter | knife (as dagger) | silverware sets (knife, fork, spoon), 2 |
| Watchman | short sword | lantern |
| Weaver | dagger | fine suit of clothes |
| Wig maker | scissors (as dagger) | fine peruke |
| Wood hewer | hand axe | bundle of wood |
| Wool shearer | scissors (as dagger) | wool, 5 lbs |
A few interesting notes here:
Some professions were similar enough to existing DCC backgrounds that I just gave them the same starting equipment. Which ones these are is an exercise left to the reader.
Chimney sweeps apparently used to drop geese down the flue, where their frantic flapping during the fall would loosen soot. Also, sometimes they used a brush on a chain, with a lead or iron weight at one end that they would drop down the chimney; if the Judge wants to allow it, a chimney sweep can have one of these and use it as a flail instead of a club-like brush.
Rather than having a set piece of additional equipment, shop clerks get an additional roll on Table 3.4 in the DCC rules. Two rolls.
A luthier is a maker of stringed musical instruments. Maybe you knew this already. I didn't.
A mudlark pokes through the mud along the edge of a river (or in this case the swamp, I guess) in search of items of value. Maybe you didn't know this. I did. Feel free to come up with a more random selection of items for a mudlark to start with. This might be worthy of a d100 table all on its own.
A potboy is a server in a tavern. At least this one is; I found an alternate definition as a dishwasher, but that's already listed on the table.
A pure finder is a collector of dog feces. Apparently dog poop was used in the tanning process back in the day, and this was just one of the reasons tanneries weren't allowed within many settlements.
Rag and bone men collected various kinds of trash and recycled them for various purposes. Rags were used in paper making. Bones were cleaned of grease, which was then sold to soap makers. The bones were then usually sold to chemists.
I'm going to assume that a seed miller is pretty much like a grain miller. Online research in this area was complicated immensely by the fact that Miller is a very common name in the English language. There is a Miller Seed Company with a large online presence, as well as several seed researchers named Miller. If there's a difference to be found, I guess Jeff and Joel Sparks will have to let us in on it.
Sneakiness!
Let Lesserton natives who are not classed as Thieves roll a d20 instead of a d10 for stealth related rolls.
4. Starting Poor
The Player's Guide is overly generous here. DCC characters from Lesserton still only get 5d12 copper pieces to start.
Wednesday, February 6, 2019
Ships' boats
I recently posted some black powder artillery and noted that several types were used on ships or boats. There has historically been a vast array of different types of watercraft, but generally games have given us a pretty stingy selection to selection to work with. The D&D Expert rules gave us three types of galleys, two types of sailing ships, and four types of smaller boats; these can be made to stand in for a wider variety, but that takes some DM knowledge and a fair amount of fiddling.
As a life-long fan of seafaring adventure novels, beginning with a copy of Treasure Island I got from my great-grandmother, I've always known about the variety of small boats carried on board ships, especially on warships. What did we get in BX to represent this small flotilla of auxiliary craft? Lifeboats. And maybe canoes, if you stretched a little. I don't remember what all ships were provided in AD&D, but IIRC, there were fewer ships and still few, if any, boats. So, to rectify this situation, and allow the possibility of small boat actions (cutting-out raids, kedging a ship stuck on a mud shoal while under fire, etc), here are some stats for ship's boats and a little clarifying description.
Launch - the biggest of the ship's boats, often used to haul the ship's anchor out for kedging. The launch is often armed with a gun in the bow (up to minion size) for specific missions.
Longboat - generally used for running people or cargo in to shore through heavy surf. The longboat could carry a gun up to falconet size in the bow, if needed.
Cutter - a cargo carrier, intended for calm seas or protected harbors. The broad stern of the cutter causes the boat to turn sideways in following seas (waves coming from behind); hard breaking waves can then easily capsize it. A cutter can carry up to a minion in the bow, but isn't often armed with anything heavier than swivel guns due to its handling. Not to be confused with the ship-sized vessel known as a cutter.
Whaleboat - originally designed for harpooning whales, often used as a lifeboat. The whaleboat is double-ended and can be oriented with either end as the front. This makes them particularly useful for rapid trips to and from shore, as they don't need to be turned around before relaunching. A whaleboat can carry a gun up to falconet size.
Pinnace - used as a generic small cargo/people carrier. The pinnace, like the cutter, is another boat that shares a name with a ship. A pinnace can carry a gun up to a falconet in size.
Gig - a small boat usually used as the captain's personal boat. A gig is sometimes used by other crew members, but is almost always set aside for the captain himself. If the captain decides to send the gig out in a small boat action, it can be armed with a gun up to falconet in size.
Jolly Boat - the smallest of the ship's boats. A jolly boat is a general use boat, carrying people or cargo, or used by crewmembers to inspect the hull from the outside for maintenance or to repair damage. A jolly boat can be armed with up to a falconet size gun.
In General - These boats are usually rowed (the Crew listing above gives the usual numbers) at a speed of about half that of an unencumbered human (15' in DCC, 60' in Rules Compedium D&D). Each boat typically carries an additional crew member in command of the boat (the coxswain, pronounced "COCKS-un"). The boat's rowed speed decreases proportionally as the number of rowers is reduced. Any additional personnel beyond rowers and coxswain are considered "cargo".
Each of these boats has a dismountable mast and a fore-and-aft rigged sail. Sailing speed is equal to that of an unencumbered human (30' in DCC, 120' in RC). One sailor can handle the boat by himself under sail, although the boat is both more visible and less maneuverable this way (which is why rowing tends to the be the default, especially for military type ships).
If the boat is loaded past its capacity, its speed is reduced to half. It will also wallow like a pig in the waves. A penalty of -2 or more to any handling checks is appropriate.
Boats are usually carried on the deck of their ship, with smaller boats often nested inside the larger ones. Sometimes a smaller boat will be hung from davits across the stern of the ship, ready to be quickly lowered. When a ship is preparing for battle, if there is time, the boats will often be lowered and towed behind to reduce flying splinters from enemy cannonballs. If the ship is carrying livestock (a common practice for fresh meat, milk, and eggs), they will be put into the boats so they won't panic and create more havoc on the ship.
As a life-long fan of seafaring adventure novels, beginning with a copy of Treasure Island I got from my great-grandmother, I've always known about the variety of small boats carried on board ships, especially on warships. What did we get in BX to represent this small flotilla of auxiliary craft? Lifeboats. And maybe canoes, if you stretched a little. I don't remember what all ships were provided in AD&D, but IIRC, there were fewer ships and still few, if any, boats. So, to rectify this situation, and allow the possibility of small boat actions (cutting-out raids, kedging a ship stuck on a mud shoal while under fire, etc), here are some stats for ship's boats and a little clarifying description.
| Length | Beam | Draft | Crew | Hull Points | Cargo Cap. | Cost | Misc. | |
| Launch | 30' | 8' | 3' | 10-12 | 30 | 2000 lb | 2000 gp | |
| Longboat | 27' | 7' | 3' | 8-10 | 27 | 1750 lb | 1600 gp | +2 to handling in rough seas |
| Cutter | 23' | 6' | 2' | 8-10 | 23 | 2000 lb | 1250 gp | -2 to handling in following seas |
| Whaleboat | 20' | 5' | 1' | 6-8 | 20 | 1500 lb | 1000 gp | |
| Pinnace | 18' | 4' | 2' | 6-8 | 15 | 1200 lb | 750 gp | |
| Gig | 15' | 3' | 1' | 4-6 | 10 | 900 lb | 500 gp | |
| Jolly Boat | 12' | 4' | 1' | 4 | 7 | 600 lb | 250 gp |
Launch - the biggest of the ship's boats, often used to haul the ship's anchor out for kedging. The launch is often armed with a gun in the bow (up to minion size) for specific missions.
Longboat - generally used for running people or cargo in to shore through heavy surf. The longboat could carry a gun up to falconet size in the bow, if needed.
Cutter - a cargo carrier, intended for calm seas or protected harbors. The broad stern of the cutter causes the boat to turn sideways in following seas (waves coming from behind); hard breaking waves can then easily capsize it. A cutter can carry up to a minion in the bow, but isn't often armed with anything heavier than swivel guns due to its handling. Not to be confused with the ship-sized vessel known as a cutter.
Whaleboat - originally designed for harpooning whales, often used as a lifeboat. The whaleboat is double-ended and can be oriented with either end as the front. This makes them particularly useful for rapid trips to and from shore, as they don't need to be turned around before relaunching. A whaleboat can carry a gun up to falconet size.
Pinnace - used as a generic small cargo/people carrier. The pinnace, like the cutter, is another boat that shares a name with a ship. A pinnace can carry a gun up to a falconet in size.
Gig - a small boat usually used as the captain's personal boat. A gig is sometimes used by other crew members, but is almost always set aside for the captain himself. If the captain decides to send the gig out in a small boat action, it can be armed with a gun up to falconet in size.
Jolly Boat - the smallest of the ship's boats. A jolly boat is a general use boat, carrying people or cargo, or used by crewmembers to inspect the hull from the outside for maintenance or to repair damage. A jolly boat can be armed with up to a falconet size gun.
In General - These boats are usually rowed (the Crew listing above gives the usual numbers) at a speed of about half that of an unencumbered human (15' in DCC, 60' in Rules Compedium D&D). Each boat typically carries an additional crew member in command of the boat (the coxswain, pronounced "COCKS-un"). The boat's rowed speed decreases proportionally as the number of rowers is reduced. Any additional personnel beyond rowers and coxswain are considered "cargo".
Each of these boats has a dismountable mast and a fore-and-aft rigged sail. Sailing speed is equal to that of an unencumbered human (30' in DCC, 120' in RC). One sailor can handle the boat by himself under sail, although the boat is both more visible and less maneuverable this way (which is why rowing tends to the be the default, especially for military type ships).
If the boat is loaded past its capacity, its speed is reduced to half. It will also wallow like a pig in the waves. A penalty of -2 or more to any handling checks is appropriate.
Boats are usually carried on the deck of their ship, with smaller boats often nested inside the larger ones. Sometimes a smaller boat will be hung from davits across the stern of the ship, ready to be quickly lowered. When a ship is preparing for battle, if there is time, the boats will often be lowered and towed behind to reduce flying splinters from enemy cannonballs. If the ship is carrying livestock (a common practice for fresh meat, milk, and eggs), they will be put into the boats so they won't panic and create more havoc on the ship.
Thursday, January 10, 2019
Notes on Artillery
I posted a bunch of artillery pieces a while back, but gave little or no information about what each one was. Here is a little more description for each one.
Swivel Gun (Murtherer): I listed this piece with the small arms in the price list and damage tables because it can be loaded and fired effectively by one person. It is essentially a high powered musket, but is too heavy to be fired from the shoulder. It is usually mounted along the rails of a ship, at the bow of a boat, or on the walls of a fort, but can be mounted on a wagon or cart, or possibly even fired like a regular musket by a large enough creature, like an ogre. Murtherers are generally between .70 to 1 inch in caliber. The number that can be mounted on a given vehicle or fort is left to the individual DM, although I would recommend no more than one every five feet of distance. The sheer cost should keep the actual numbers in a game well below this level, though.
Rabinet: The smallest crew-served weapon on the list, the rabinet is basically a heavier version of the murtherer. Due to the extra crew member involved in loading this weapon, there should be no more than one per 10' when mounted on a ship. Rabinets fire a 1" ball which weighs about half an ounce; the gun itself weighs about 120 lbs.
Falconet: These are generally mounted on a carriage, but can be mounted on a sturdy fort wall like a murtherer. Falconets are used in small, hard to supply forts (easy to pack in, easy to keep supplied with powder and shot) or in larger boats or small ships as chasers (guns mounted in the bow or stern to fire ahead or behind) or occasionally as a broadside weapon. They fire a 2" ball weighing 1 lb, and weight about 200 lbs including the gun and carriage.
Minion: Minions (and all larger guns) are always mounted on carriages. On ships, minions are used as primary broadside weapons on small ships or as secondary weapons on larger ships (ships mounted their bigger guns on the lower decks and smaller guns on higher decks for stability). On land, they are often called Grasshopper Guns for the way they jump with recoil when fired. They are often used to defend wilderness forts, and are typical light artillery pieces taken out with an army on maneuvers. Minions fire a 3 1/2" ball weighing 6 lbs, and weigh in at 1500 lbs with carriage.
Quartocannon: In naval use, quartocannons are medium weight guns, used as primary weaponry on medium sized ships and secondary weaponry on the largest of warships. In military use, they are the standard size for field artillery. They fire a 4 1/2" 12 lb ball, and weigh 3600 lbs.
Demicannon: The heaviest guns in general naval use, serving as primary weapons on the largest warships. On land, guns of this size and larger are usually used as defensive weapons in coastal forts or as siege guns for destroying fortress walls. They fire a 6 1/2" ball weighing 32 lbs, and weigh 6000 lbs.
Cannon: Proving too unwieldy for shipboard use, cannons are usually used to attack or defend forts. They fire an 8" 50 lb ball, and weigh 7000 lbs.
Basilisk: Named (aptly) for a terrible monster, this is the largest direct fire gun in use. They are almost always used as siege guns by wealthy nations against the mightiest enemy strongholds. A basilisk fires a 10" ball weighing 90 lbs, and weighs 8000 lbs.
Mortar: The smallest of the indirect fire guns. All indirect fire guns have very short barrels with thick barrel walls, and fire an explosive shell in an arc that can bypass walls and defensive earthworks. The mortar fires a 6" 20 lb shell and weighs 1800 lbs.
Pedrero: Named after a weapon of a previous era which fired stone balls, this is a larger version of the mortar. It fires a 10" 50 lb shell and weighs 3500 lbs.
Heavy Mortar: The heaviest indirect fire gun. It fires a 15" 200 lb shell and weighs 4500 lbs.
In general, all of these artillery pieces come with a carriage (included in the price). Carriages come in two types: field carriages and naval carriages. A field carriage has high wheels (for getting across ground rougher than a road or level floor) and long trailing pieces on each side for hitching to a team of horses or oxen. A naval carriage is for use on a ship or fort, where it isn't expected to be moved very far or very often. A naval carriage has small wheels to help maneuver it for loading and firing (not very good for rolling across grass or dirt), and no trails.
I chose these names and these particular sizes for color and gameability. There were guns made in all shapes and sizes, and given all kinds of different names, and the names given here were often applied to guns that don't resemble my descriptions at all. You can ignore all this ambiguity and use just what I have listed here, or you can take advantage of it and have sakers, culverin bastards, and demiculverins which all are functionally equivalent to quartocannons if you feel that it would add something to your game to do so.
Swivel Gun (Murtherer): I listed this piece with the small arms in the price list and damage tables because it can be loaded and fired effectively by one person. It is essentially a high powered musket, but is too heavy to be fired from the shoulder. It is usually mounted along the rails of a ship, at the bow of a boat, or on the walls of a fort, but can be mounted on a wagon or cart, or possibly even fired like a regular musket by a large enough creature, like an ogre. Murtherers are generally between .70 to 1 inch in caliber. The number that can be mounted on a given vehicle or fort is left to the individual DM, although I would recommend no more than one every five feet of distance. The sheer cost should keep the actual numbers in a game well below this level, though.
Rabinet: The smallest crew-served weapon on the list, the rabinet is basically a heavier version of the murtherer. Due to the extra crew member involved in loading this weapon, there should be no more than one per 10' when mounted on a ship. Rabinets fire a 1" ball which weighs about half an ounce; the gun itself weighs about 120 lbs.
Falconet: These are generally mounted on a carriage, but can be mounted on a sturdy fort wall like a murtherer. Falconets are used in small, hard to supply forts (easy to pack in, easy to keep supplied with powder and shot) or in larger boats or small ships as chasers (guns mounted in the bow or stern to fire ahead or behind) or occasionally as a broadside weapon. They fire a 2" ball weighing 1 lb, and weight about 200 lbs including the gun and carriage.
Minion: Minions (and all larger guns) are always mounted on carriages. On ships, minions are used as primary broadside weapons on small ships or as secondary weapons on larger ships (ships mounted their bigger guns on the lower decks and smaller guns on higher decks for stability). On land, they are often called Grasshopper Guns for the way they jump with recoil when fired. They are often used to defend wilderness forts, and are typical light artillery pieces taken out with an army on maneuvers. Minions fire a 3 1/2" ball weighing 6 lbs, and weigh in at 1500 lbs with carriage.
Quartocannon: In naval use, quartocannons are medium weight guns, used as primary weaponry on medium sized ships and secondary weaponry on the largest of warships. In military use, they are the standard size for field artillery. They fire a 4 1/2" 12 lb ball, and weigh 3600 lbs.
Demicannon: The heaviest guns in general naval use, serving as primary weapons on the largest warships. On land, guns of this size and larger are usually used as defensive weapons in coastal forts or as siege guns for destroying fortress walls. They fire a 6 1/2" ball weighing 32 lbs, and weigh 6000 lbs.
Cannon: Proving too unwieldy for shipboard use, cannons are usually used to attack or defend forts. They fire an 8" 50 lb ball, and weigh 7000 lbs.
Basilisk: Named (aptly) for a terrible monster, this is the largest direct fire gun in use. They are almost always used as siege guns by wealthy nations against the mightiest enemy strongholds. A basilisk fires a 10" ball weighing 90 lbs, and weighs 8000 lbs.
Mortar: The smallest of the indirect fire guns. All indirect fire guns have very short barrels with thick barrel walls, and fire an explosive shell in an arc that can bypass walls and defensive earthworks. The mortar fires a 6" 20 lb shell and weighs 1800 lbs.
Pedrero: Named after a weapon of a previous era which fired stone balls, this is a larger version of the mortar. It fires a 10" 50 lb shell and weighs 3500 lbs.
Heavy Mortar: The heaviest indirect fire gun. It fires a 15" 200 lb shell and weighs 4500 lbs.
In general, all of these artillery pieces come with a carriage (included in the price). Carriages come in two types: field carriages and naval carriages. A field carriage has high wheels (for getting across ground rougher than a road or level floor) and long trailing pieces on each side for hitching to a team of horses or oxen. A naval carriage is for use on a ship or fort, where it isn't expected to be moved very far or very often. A naval carriage has small wheels to help maneuver it for loading and firing (not very good for rolling across grass or dirt), and no trails.
I chose these names and these particular sizes for color and gameability. There were guns made in all shapes and sizes, and given all kinds of different names, and the names given here were often applied to guns that don't resemble my descriptions at all. You can ignore all this ambiguity and use just what I have listed here, or you can take advantage of it and have sakers, culverin bastards, and demiculverins which all are functionally equivalent to quartocannons if you feel that it would add something to your game to do so.
Thursday, January 3, 2019
Weapon Mastery: Firearms
I've never made Weapon Mastery tables for the D&D Rules Cyclopedia before. There are some pretty arbitrary-seeming decisions to be made, especially as far as Primary and Secondary target types.
Well, these may not be up to RC standards, but since I haven't been able to figure out what criteria they used on the RC tables for various weapons, this is better than nothing. I tried to minimize the funky DCC style dice for this table, but since I already used d5s for the basic fowling piece, d7s snuck in here too.
# Fowling pieces do both dice of damage at short range, the higher of the two dice at medium range, and the lower of the two at long range
Well, these may not be up to RC standards, but since I haven't been able to figure out what criteria they used on the RC tables for various weapons, this is better than nothing. I tried to minimize the funky DCC style dice for this table, but since I already used d5s for the basic fowling piece, d7s snuck in here too.
| Weapon | Level | Ranges | Damage | Defense | Special Effects | |||||
| Pistol | BS | 25'/50'/100' | 1d6 | -- | 4 rounds to reload | |||||
| [P=A] | SK | 30'/60'/100' | 2d4 | -- | 3 rounds to reload | |||||
| 1Hand; small | EX | 35'/70'/100' | 2d6 | -- | 2 rounds to reload | |||||
| missile | MS | 40'/80'/110' | 3d4+2 | -- | 1 round to reload | |||||
| Enc: 20 cn | GM | 50'/90'/120' | 3d6+3 | -- | 1 round to reload; automatic initiative | |||||
| Fowling Piece | BS | 30'/70'/150' | 2d5# | -- | 4 rounds to reload | |||||
| [P=A] | SK | 35'/80'/150' | 2d6# | -- | 3 rounds to reload | |||||
| 2Hand; medium | EX | 40'/90'/150' | 2d7# | -- | 2 rounds to reload | |||||
| missile | MS | 45'/100'/160' | 2d8# | -- | 1 round to reload | |||||
| Enc: 50 cn | GM | 50'/110'/170' | 2d10# | -- | 1 round to reload; automatic initiative | |||||
| Musket | BS | 50'/100'/200' | 1d8 | -- | 4 rounds to reload | |||||
| [P=A] | SK | 60'/110'/200' | 2d6 | -- | 3 rounds to reload | |||||
| 2Hand; medium | EX | 70'/120'/200' | 2d8 | -- | 2 rounds to reload | |||||
| missile | MS | 80'/130'/210' | 3d6 | -- | 1 round to reload | |||||
| Enc: 80 cn | GM | 90'/140'/220' | 3d8 | -- | 1 round to reload; automatic initiative | |||||
| Rifled Musket | BS | 75'/150'/300' | 1d10 | -- | 5 rounds to reload | |||||
| [P=A] | SK | 85'/160'/300' | 2d8 | -- | 4 rounds to reload | |||||
| 2Hand; medium | EX | 100'/170'/300' | 2d10 | -- | 3 rounds to reload | |||||
| missile | MS | 110'/180'/310' | 3d8 | -- | 2 rounds to reload | |||||
| Enc: 80 cn | GM | 120'/190'/320' | 3d10 | -- | 2 rounds to reload; automatic initiative |
Saturday, December 1, 2018
Mighty Deeds of Firearms and Firearm Fumbles
I don't see any reason that any class shouldn't use any given firearm. Sure, most of them aren't going to want to lug around a musket, and thieves would just find matchlocks inconvenient for sneaking around, but in the right circumstances, any class should have the ability to use any firearm. But it's warriors (and dwarves) that really should get the most out of them.
Of course, they already get quite a lot out of firearms. Their deed dice give them greater chances of hits and more damage when they do, and they can use existing Mighty Deeds to make Precision Shots, Disarm a foe, or even make Pushbacks or Throws if appropriate. But gunpowder weapons are slow to reload, and a pistoleer or musketman is vulnerable to enemy attack while reloading. These new Mighty Deeds aren't meant for attacking, per se, so no attack roll is needed while attempting them. Only the deed die needs to be thrown.
Mobility - Rather than having to stand in one spot receiving no Agility bonus to Armor Class while reloading, the warrior may move and dodge.
Speed - The character is able to reload faster than lesser trained marksmen.
Fumbles are different for firearms. Armor worn doesn't matter; just roll 1d10 and modify with the firer's Luck modifier.
At the Judge's option, fumbles may be rolled as normal in the DCC rules 50% of the time, and using this table the other 50% of the time. Also, this table may be used for weapons that have been double charged or double shotted. In this case, a roll of 8+ with a double shotted weapon with a single powder charge will always be a squib, and a roll of 8+ with any double charged weapon (regardless of whether it has a single or double shot) will be an explosion.
Of course, they already get quite a lot out of firearms. Their deed dice give them greater chances of hits and more damage when they do, and they can use existing Mighty Deeds to make Precision Shots, Disarm a foe, or even make Pushbacks or Throws if appropriate. But gunpowder weapons are slow to reload, and a pistoleer or musketman is vulnerable to enemy attack while reloading. These new Mighty Deeds aren't meant for attacking, per se, so no attack roll is needed while attempting them. Only the deed die needs to be thrown.
Mobility - Rather than having to stand in one spot receiving no Agility bonus to Armor Class while reloading, the warrior may move and dodge.
| 3 | Character can either retain his Agility bonus to Armor Class or move up to 5' per round while reloading |
| 4 | Character can either retain his Agility bonus to Armor Class and move up to 5' per round or move up to 10' per round (without Agility bonus) while reloading |
| 5 | Character can retain his Agility bonus and move up to half his normal rate per round while reloading |
| 6 | Character can retain his Agility bonus and move up to ¾ his normal rate per round while reloading |
| 7+ | Character can retain his Agility bonus and move up to his full normal rate per round while reloading |
Speed - The character is able to reload faster than lesser trained marksmen.
| 3 | Reloading takes the normal amount of time (4 rounds, or 5 for rifles), but the character automatically wins the initiative on the round he is able to fire |
| 4 | Reloading takes one less round than normal |
| 5 | Reloading takes two less rounds than normal |
| 6 | Reloading takes three less rounds than normal |
| 7+ | Reloading takes three less rounds than normal, and the character automatically wins the initiative on the round he is able to fire |
Fumbles are different for firearms. Armor worn doesn't matter; just roll 1d10 and modify with the firer's Luck modifier.
| 1- | Misfire: weapon doesn't go off, try again next action |
| 2-3 | Pan flash: the priming goes off but doesn't light the charge. Spend 1 round repriming and try again. |
| 4-5 | Hang fire: weapon doesn't go off yet, but will in 1d4 rounds. If the character isn't still aiming the weapon, roll randomly to see where the shot goes. |
| 6-7 | Hang fire: weapon doesn't go off yet, but will in 2d6 rounds. If the character isn't still aiming the weapon, roll randomly to see where the shot goes. |
| 8-9 | Squib: the charge wasn't strong enough to propel the bullet from the barrel. It'll take some out-of-combat time to dig it out. |
| 10+ | Explosion: the charge bursts the weapon open, destroying it and inflicting its damage on the firer. |
At the Judge's option, fumbles may be rolled as normal in the DCC rules 50% of the time, and using this table the other 50% of the time. Also, this table may be used for weapons that have been double charged or double shotted. In this case, a roll of 8+ with a double shotted weapon with a single powder charge will always be a squib, and a roll of 8+ with any double charged weapon (regardless of whether it has a single or double shot) will be an explosion.
Tuesday, November 13, 2018
Yet Another Set of Musket Rules
I've seen some interesting and inspiring frontier fantasy or pirate fantasy posts here and there on the internet lately, and it got me thinking about a frontier fantasy setting I created years ago for Hero System. Of course, these types of fantasy often allow for gunpowder weapons, and I've seen several takes on muskets and cannons in gaming, but there are some things you can do with old-fashioned muzzleloading arms that you can't do with more modern ones, and games often overlook these options. Here, I've converted my Hero rules over for use in Dungeon Crawl Classics or the D&D Rules Cyclopedia edition. RC players will have to either use funky DCC dice for some damage rolls here, or use a workaround with the standard polyhedral dice; I can provide help with that if anyone needs it.
Any pistol, musket, rifle, or fowling piece may be made in a double barrelled version for an additional 75% of cost. Additional barrels add another 75% of cost each. Any musket may be made in a volleygun version for an additional 50% cost. A single-barreled fowling piece may be made with a flared bell muzzle for an additional 10% cost.
Any artillery piece can be built as an organ gun for an additional 50% cost and 50% weight per barrel. Artillery pieces of Quartocannon size or larger can be built as a carronade for no additional cost or weight. All ammunition costs the same, whether it's a ball, grapeshot, bar shot, chain shot, or expanding shot.
* Two handed weapon (d16 initiative in DCC; lose initiative unless opponent is using a two handed weapon in RC)
# Close range damage: 2d5; medium range damage: higher of 2d5; long range damage: lower of 2d5
+ Mounted weapon (lose initiative unless fighting against mounted weapons or siege weapons)
^ Save for half damage (Reflex save vs attack roll for DCC; Dragon breath for RC)
New Rules:
Firing at ships – Artillery firing at ships do 1/5 normal damage, applied against the ship's hull points (see D&D Expert set or Rules Compendium).
Firearms vs. Armor – Firearms are very effective against normal armor, generally punching right through. Disregard the value of any worn armor when determining Armor Class of the target. Magic armor still adds in its magic bonus, characters still get Dexterity bonuses, and small targets still get their bonuses for size (pixies, stirges, etc) when being fired on by a regular ball-firing weapon. Creatures with natural armor still get their normal AC; you won't take down a dragon just because you brought a pistol.
Fowling Pieces – Made for hunting ducks, quail, and other fowl, a fowling piece fires a handful of small shot rather than a large ball. These shot are relatively ineffective at penetrating armor (normal AC for worn armor), but are very good at hitting small, agile targets. The target of an attacker with a fowling piece gets no Dexterity or size bonuses when fired on by a fowling piece.
Reloading – Small arms (up to the size of the swivel gun) generally take 4 rounds to reload, firing on the 5th round. During this time, the loading character can't move and does not get their Dexterity bonus. Rifles take an extra round to load, due to the tight tolerance between the bullet and the barrel.
Powder usage – Most small arms get 12 charges from a pound of powder. Swivel guns get 10 charges from a pound. Grenado guns fire a grenado with ¼ pound of powder. Multiple barrel weapons must use a charge and a ball or shot for each barrel. All small arms use corned powder.
Cannons and mortars can use either serpentine powder or corned powder. If using the less powerful serpentine powder, a rabinet gets 3 charges per pound of powder, a falconet gets 1 charge per pound, a minion uses 6 pounds per charge, a quartocannon uses 12 pounds per charge, a demicannon 32 pounds, a cannon 50 pounds, and a basilisk 90 pounds. A mortar uses 8 pounds, a pedrero 40 pounds, and a heavy mortar 75 pounds. Corned powder is twice as powerful, so a rabinet gets 6 charges per
pound, a falconet 2 charges per pound, a minion uses 3 pounds per charge, a quartocannon 6 pounds, etc.
Match burn rates – Quickmatch comes in several varieties, with burn rates ranging from 10-100 feet per second. Slow match burns at 1 foot per hour. Characters may specify which type they want when they buy it. Match found while adventuring will need to be tested in order to determine how fast it burns, in most cases. Using match without testing it can be embarrassing or even very dangerous.
Flared Bells – A fowling piece may be built with a flared bell muzzle. This reduces reload time by one round. Only a single barreled fowling piece may be made with a flared bell.
Volley Guns – A volley gun is a multi-barreled smoothbore musket with one lock. Firing the weapon fires all the barrels at the same time, each barrel getting a separate attack roll. Due to the added recoil, the attack rolls of a volley gun are decreased by 1 for a two barreled version, by 2 for a 3-4 barreled version, and by 3 for a 5-8 barreled version (the maximum size).
Variant ammunition – Black powder weapons can be loaded in many different ways: with shot, with ball, with stones, with shot and ball, with two balls, or with a double charge of gunpowder. Cannons have even more options available. The weapons table shows the ballistic characteristics of the most common type of ammunition for the weapon type, assuming that fowling pieces are loaded with shot, that mortars are loaded with shells, and that all other weapons are loaded with a single ball. Variants follow:
Double shot: Loading two of the standard type of ammunition is called "double shotting". Double shotting a weapon takes extra time (lose a die step to initiative for DCC, -1 initiative penalty for RC) and confers two attack rolls for one attack action. Both attacks must be made against the same target or against two adjacent targets. If the attacker rolls a 1 on the attack roll, the powder charge was not powerful enough to move the extra ammunition from the barrel, and it will take at least several minutes, if not hours, to clear the weapon.
Double charge: Loading an extra ration of gunpowder into the weapon is called "double charging". Double charging takes no extra time, and gives the weapon an additional +1 to hit, additional range (+5' to close range, +25' to medium, +50' to long), and +1d4 damage. If the attacker rolls a 1 on the attack roll, the powder charge blows the weapon apart, causing the same damage to the attacker as would have been inflicted had the weapon hit. If a weapon is double shotted and double charged, then this failure result takes precedence.
Loading shot into a ball-firing weapon: This can be done with all small arms, and artillery pieces up to minion in size. Loading shot into a ball-firing weapon reduces range to 30'/70'/150' regardless of what it is when firing ball ammunition. Armor now gets full value vs this attack, but Dexterity and size are ignored. Damage works as with the fowling piece (2 dice at close range, higher of 2 dice at medium, lower of 2 dice at long) and is as follows:
Loading a ball into a fowling piece: Loading a ball into a fowling piece gives it a damage of 1d8. Worn armor is no longer considered in Armor Class, but Dexterity and size now are.
Loading stones, nails, glass, or other junk: Loading stones or junk into a firearm (whether a ball-firing weapon or a fowling piece) is similar to loading it with shot. Since stones and steel junk are not as heavy as lead, when rolling damage, 3 dice are rolled and the highest die is discarded, with the other 2 dice being read as for shot.
Mixing shot and ball: When mixing shot and ball in any firearm, the attacker gets two attack rolls per action. If only one attack hits, it is assumed to be the shot, and damage is inflicted as normal for shot fired from that type of weapon. If both attacks hit, the ball also hits, doing damage as normal for ball ammunition fired from that type of weapon. The weapon is considered to be double-shotted for misfire purposes.
Bar shot, chain shot, and expanding shot: These are all different types of shot for naval artillery. They are only made for Quartocannons and larger, and cost the same as a regular ball. These types of shot are are designed to cut sails and rigging. Damage for shots fired against the rigging is tracked separately for purposes of reducing movement, but this damage can not sink the ship. These kinds of shot do full regular damage to personnel and 1/10 damage to the ship's regular hull points.
Grapeshot: Grapeshot is a case of large balls (each equivalent to a minion ball) fired from a Quartocannon or larger, essentially turning it into a large blunderbuss. Grapeshot covers a cone shaped area reaching out to the gun's close range, with a base of 1/2 the close range distance. Anything within this cone suffers the gun's normal damage (save for half damage: Reflex save vs attack roll for DCC, save vs Dragon Breath for RC). Grapeshot does 1/2 damage against structures and 1/10 against the hull points of a ship, and as such, is usually used against personnel. A canister of grapeshot costs the same as a ball for the same weapon.
Red-hot shot: Many coastal fortresses have furnaces for heating balls to a glowing red heat. These red-hot shot can set a ship aflame if they lodge in the hull, with a 1 in 10 chance per round for d10 minutes (d10x6 rounds). Dousing the shot with water prevents the shot from starting a fire as long as it is actively doused; each round of dousing also reduces the time it could start a fire (reduce the d10 minutes rolled earlier by 1 minute per round that the shot is doused). Ships set afire will take one point of hull damage per turn for the first two turns, then damage doubles each turn afterwards. A ten crew member fire fighting detail can reduce this damage by 1d6 points per turn; if this is more than the damage that would have been inflicted, the fire is out.
Crew-served weapons – Most artillery is crewed by more than one man. The crew sizes listed are the minimum effective crew sizes. Military units will tend to have larger crews; the extra men tend horses while the weapon is in action. Naval gun crews will adhere more strongly to the minimum effective crew size. Artillery which is crewed by fewer than the minimum effective crew will have their reload time increased as listed.
Organ Guns – Any cannon-type gun can be built as an organ gun -- a gun with multiple barrels. This gives the weapon a number of attacks equal to the number of barrels used. Each barrel must be reloaded separately, at full standard reload rate each. An organ gun does not have to fire all of its barrels at once.
Carronades – Artillery pieces of quartocannon size and larger can be constructed as a carronade, if desired. A carronade has a shorter, heavier barrel, giving it reduced range as compared to a long gun, but it can hold a heavier charge. A typical carronade charge is 50% heavier than a powder charge for a comparably sized long gun. This carronade charge can be doubled, following all normal rules for double-charging. A carronade has a range equal to the next lower size of artillery, damage equal to the next larger size (a basilisk sized carronade does 1d30+18 damage), and costs the same as a comparable long gun.
Use of firearms vs non-firearm wielding opponents – Using firearms against opponents without them has some important effects on morale. Minor NPCs facing opponents armed with firearms must make a morale check each time they are fired on if their side does not have firearms as well, surrendering or retreating as best fits the situation. PCs and major NPCs aren't subject to this, but at the DM's option must succeed at a saving throw (DCC: Will save vs opponent's attack roll; RC: Save vs Death) in order to make any aggressive action (moving toward the enemy and/or attacking)
Naval Gunfire – Because of the action of the ocean's waves in rocking the ship, gunners on a ship suffer an additional penalty to attack rolls equal to (the wind's Beaufort number minus 4) x2. For example, in a gentle breeze (Beaufort number 3) the penalty would be (3-4 = -1 which is less than 0) no penalty at all, but in a strong gale (Beaufort number 9) the penalty would be (9-4 = 5 x 2 =10) -10 to all attacks.
| Matchlock Musket | 75 | Matchlock Pistol | 35 |
| Wheellock Musket | 100 | Wheellock Pistol | 50 |
| Matchlock Fowling Piece | 80 | Wheellock Fowling Piece | 110 |
| Rifled Musket (wheellock) | 200 | Grenado Gun (matchlock) | 150 |
| Bullets (12) | 3 | Powder, 1 pound horn | 15 |
| Bullet Mold | 9 | Lead for 12 bullets | 2 |
| Grenado | 20 | Match/foot | 3 |
| Swivel Gun/Murtherer | 300 |
Any pistol, musket, rifle, or fowling piece may be made in a double barrelled version for an additional 75% of cost. Additional barrels add another 75% of cost each. Any musket may be made in a volleygun version for an additional 50% cost. A single-barreled fowling piece may be made with a flared bell muzzle for an additional 10% cost.
| Rabinet | 750 | Ammo | 1 |
| Falconet | 1500 | Ammo | 3 |
| Minion (Grasshopper Gun) | 3000 | Ammo | 15 |
| Quartocannon | 7000 | Ammo | 35 |
| Demicannon | 12000 | Ammo | 90 |
| Cannon | 25000 | Ammo | 150 |
| Basilisk | 50000 | Ammo | 250 |
| Mortar | 3000 | Ammo | 50 |
| Pedrero | 10000 | Ammo | 225 |
| Heavy Mortar | 20000 | Ammo | 325 |
| Serpentine Powder, 5lb keg | 35 | Corned Powder, 5lb keg | 75 |
| Serpentine Powder, 10lb keg | 60 | Corned Powder, 10lb keg | 140 |
| Serpentine Powder, 20lb keg | 110 | Corned Powder, 20lb keg | 250 |
Any artillery piece can be built as an organ gun for an additional 50% cost and 50% weight per barrel. Artillery pieces of Quartocannon size or larger can be built as a carronade for no additional cost or weight. All ammunition costs the same, whether it's a ball, grapeshot, bar shot, chain shot, or expanding shot.
| DMG | Range | |
| Pistol | 1d6 | 25'/50'/100' |
| Musket* | 1d8 | 50'/100'/200' |
| Rifled Musket* | 1d10 | 75'/150'/300' |
| Fowling Piece* | 2d5# | 30'/70'/150' |
| Grenado | 1d6+ within 10' | 10'/20'/30' |
| Grenado Gun* | as grenado | 30'/70'/150' |
| Swivel Gun/Murtherer+ | 1d12 | 75'/150'/300' |
| Rabinet+ | 1d14 | 100'/200'/400' |
| Falconet+ | 1d16 | 110'/225'/450' |
| Minion (Grasshopper Gun)+ | 1d20 | 125'/250'/500' |
| Quartocannon+ | 1d24 | 135'/275'/550' |
| Demicannon+ | 1d30 | 150'/300'/600' |
| Cannon+ | 1d30+6 | 160'/325'/650' |
| Basilisk+ | 1d30+12 | 175'/350'/700' |
| Mortar+ | 1d12^ within 15' | (150')/300'/600' |
| Pedrero+ | 1d20^ within 20' | (160')/325'/650' |
| Heavy Mortar+ | 2d14^ within 25' | (175')/350'/700' |
| Serpentine Powder, 5lb keg | 1d10 | -- |
| Serpentine Powder, 10lb keg | 1d14 | -- |
| Serpentine Powder, 20lb keg | 1d20 | -- |
| Corned Powder, 5lb keg | 1d14 | -- |
| Corned Powder, 10lb keg | 1d20 | -- |
| Corned Powder, 20lb keg | 1d30 | -- |
* Two handed weapon (d16 initiative in DCC; lose initiative unless opponent is using a two handed weapon in RC)
# Close range damage: 2d5; medium range damage: higher of 2d5; long range damage: lower of 2d5
+ Mounted weapon (lose initiative unless fighting against mounted weapons or siege weapons)
^ Save for half damage (Reflex save vs attack roll for DCC; Dragon breath for RC)
New Rules:
Firing at ships – Artillery firing at ships do 1/5 normal damage, applied against the ship's hull points (see D&D Expert set or Rules Compendium).
Firearms vs. Armor – Firearms are very effective against normal armor, generally punching right through. Disregard the value of any worn armor when determining Armor Class of the target. Magic armor still adds in its magic bonus, characters still get Dexterity bonuses, and small targets still get their bonuses for size (pixies, stirges, etc) when being fired on by a regular ball-firing weapon. Creatures with natural armor still get their normal AC; you won't take down a dragon just because you brought a pistol.
Fowling Pieces – Made for hunting ducks, quail, and other fowl, a fowling piece fires a handful of small shot rather than a large ball. These shot are relatively ineffective at penetrating armor (normal AC for worn armor), but are very good at hitting small, agile targets. The target of an attacker with a fowling piece gets no Dexterity or size bonuses when fired on by a fowling piece.
Reloading – Small arms (up to the size of the swivel gun) generally take 4 rounds to reload, firing on the 5th round. During this time, the loading character can't move and does not get their Dexterity bonus. Rifles take an extra round to load, due to the tight tolerance between the bullet and the barrel.
Powder usage – Most small arms get 12 charges from a pound of powder. Swivel guns get 10 charges from a pound. Grenado guns fire a grenado with ¼ pound of powder. Multiple barrel weapons must use a charge and a ball or shot for each barrel. All small arms use corned powder.
Cannons and mortars can use either serpentine powder or corned powder. If using the less powerful serpentine powder, a rabinet gets 3 charges per pound of powder, a falconet gets 1 charge per pound, a minion uses 6 pounds per charge, a quartocannon uses 12 pounds per charge, a demicannon 32 pounds, a cannon 50 pounds, and a basilisk 90 pounds. A mortar uses 8 pounds, a pedrero 40 pounds, and a heavy mortar 75 pounds. Corned powder is twice as powerful, so a rabinet gets 6 charges per
pound, a falconet 2 charges per pound, a minion uses 3 pounds per charge, a quartocannon 6 pounds, etc.
Match burn rates – Quickmatch comes in several varieties, with burn rates ranging from 10-100 feet per second. Slow match burns at 1 foot per hour. Characters may specify which type they want when they buy it. Match found while adventuring will need to be tested in order to determine how fast it burns, in most cases. Using match without testing it can be embarrassing or even very dangerous.
Flared Bells – A fowling piece may be built with a flared bell muzzle. This reduces reload time by one round. Only a single barreled fowling piece may be made with a flared bell.
Volley Guns – A volley gun is a multi-barreled smoothbore musket with one lock. Firing the weapon fires all the barrels at the same time, each barrel getting a separate attack roll. Due to the added recoil, the attack rolls of a volley gun are decreased by 1 for a two barreled version, by 2 for a 3-4 barreled version, and by 3 for a 5-8 barreled version (the maximum size).
Variant ammunition – Black powder weapons can be loaded in many different ways: with shot, with ball, with stones, with shot and ball, with two balls, or with a double charge of gunpowder. Cannons have even more options available. The weapons table shows the ballistic characteristics of the most common type of ammunition for the weapon type, assuming that fowling pieces are loaded with shot, that mortars are loaded with shells, and that all other weapons are loaded with a single ball. Variants follow:
Double shot: Loading two of the standard type of ammunition is called "double shotting". Double shotting a weapon takes extra time (lose a die step to initiative for DCC, -1 initiative penalty for RC) and confers two attack rolls for one attack action. Both attacks must be made against the same target or against two adjacent targets. If the attacker rolls a 1 on the attack roll, the powder charge was not powerful enough to move the extra ammunition from the barrel, and it will take at least several minutes, if not hours, to clear the weapon.
Double charge: Loading an extra ration of gunpowder into the weapon is called "double charging". Double charging takes no extra time, and gives the weapon an additional +1 to hit, additional range (+5' to close range, +25' to medium, +50' to long), and +1d4 damage. If the attacker rolls a 1 on the attack roll, the powder charge blows the weapon apart, causing the same damage to the attacker as would have been inflicted had the weapon hit. If a weapon is double shotted and double charged, then this failure result takes precedence.
Loading shot into a ball-firing weapon: This can be done with all small arms, and artillery pieces up to minion in size. Loading shot into a ball-firing weapon reduces range to 30'/70'/150' regardless of what it is when firing ball ammunition. Armor now gets full value vs this attack, but Dexterity and size are ignored. Damage works as with the fowling piece (2 dice at close range, higher of 2 dice at medium, lower of 2 dice at long) and is as follows:
| ball damage | shot damage |
| 1d6 | 2d3 |
| 1d8 | 2d4 |
| 1d10 | 2d5 |
| 1d12 | 2d6 |
| 1d14 | 2d7 |
| 1d16 | 2d8 |
| 1d20 | 2d10 |
Loading a ball into a fowling piece: Loading a ball into a fowling piece gives it a damage of 1d8. Worn armor is no longer considered in Armor Class, but Dexterity and size now are.
Loading stones, nails, glass, or other junk: Loading stones or junk into a firearm (whether a ball-firing weapon or a fowling piece) is similar to loading it with shot. Since stones and steel junk are not as heavy as lead, when rolling damage, 3 dice are rolled and the highest die is discarded, with the other 2 dice being read as for shot.
Mixing shot and ball: When mixing shot and ball in any firearm, the attacker gets two attack rolls per action. If only one attack hits, it is assumed to be the shot, and damage is inflicted as normal for shot fired from that type of weapon. If both attacks hit, the ball also hits, doing damage as normal for ball ammunition fired from that type of weapon. The weapon is considered to be double-shotted for misfire purposes.
Bar shot, chain shot, and expanding shot: These are all different types of shot for naval artillery. They are only made for Quartocannons and larger, and cost the same as a regular ball. These types of shot are are designed to cut sails and rigging. Damage for shots fired against the rigging is tracked separately for purposes of reducing movement, but this damage can not sink the ship. These kinds of shot do full regular damage to personnel and 1/10 damage to the ship's regular hull points.
Grapeshot: Grapeshot is a case of large balls (each equivalent to a minion ball) fired from a Quartocannon or larger, essentially turning it into a large blunderbuss. Grapeshot covers a cone shaped area reaching out to the gun's close range, with a base of 1/2 the close range distance. Anything within this cone suffers the gun's normal damage (save for half damage: Reflex save vs attack roll for DCC, save vs Dragon Breath for RC). Grapeshot does 1/2 damage against structures and 1/10 against the hull points of a ship, and as such, is usually used against personnel. A canister of grapeshot costs the same as a ball for the same weapon.
Red-hot shot: Many coastal fortresses have furnaces for heating balls to a glowing red heat. These red-hot shot can set a ship aflame if they lodge in the hull, with a 1 in 10 chance per round for d10 minutes (d10x6 rounds). Dousing the shot with water prevents the shot from starting a fire as long as it is actively doused; each round of dousing also reduces the time it could start a fire (reduce the d10 minutes rolled earlier by 1 minute per round that the shot is doused). Ships set afire will take one point of hull damage per turn for the first two turns, then damage doubles each turn afterwards. A ten crew member fire fighting detail can reduce this damage by 1d6 points per turn; if this is more than the damage that would have been inflicted, the fire is out.
Crew-served weapons – Most artillery is crewed by more than one man. The crew sizes listed are the minimum effective crew sizes. Military units will tend to have larger crews; the extra men tend horses while the weapon is in action. Naval gun crews will adhere more strongly to the minimum effective crew size. Artillery which is crewed by fewer than the minimum effective crew will have their reload time increased as listed.
| Artillery | Normal Crew | Normal Reload | Crew -1 | Crew -2 | Crew -3 | Crew -4 | Crew -5 |
| Rabinet | 2 | 5 rounds | 10 rounds | -- | -- | -- | -- |
| Falconet | 2 | 10 rounds (1 minute) | 2 minutes | -- | -- | -- | -- |
| Minion (Grasshopper Gun) | 2 | 3 minutes | 4 minutes | -- | -- | -- | -- |
| Quartocannon | 3 | 5 minutes | 10 minutes | 15 minutes | -- | -- | -- |
| Demicannon | 3 | 6 minutes | 12 minutes | 18 minutes | -- | -- | -- |
| Cannon | 4 | 8 minutes | 12 minutes | 18 minutes | 24 minutes | -- | -- |
| Basilisk | 6 | 10 minutes (1 turn) | 15 minutes | 20 minutes | 25 minutes | 30 minutes | 35 minutes |
| Mortar | 3 | 2 minutes | 3 minutes | 4 minutes | -- | -- | -- |
| Pedrero | 4 | 4 minutes | 6 minutes | 8 minutes | 12 minutes | -- | -- |
| Heavy Mortar | 6 | 6 minutes | 12 minutes | 18 minutes | 25 minutes | 30 minutes | 35 minutes |
Organ Guns – Any cannon-type gun can be built as an organ gun -- a gun with multiple barrels. This gives the weapon a number of attacks equal to the number of barrels used. Each barrel must be reloaded separately, at full standard reload rate each. An organ gun does not have to fire all of its barrels at once.
Carronades – Artillery pieces of quartocannon size and larger can be constructed as a carronade, if desired. A carronade has a shorter, heavier barrel, giving it reduced range as compared to a long gun, but it can hold a heavier charge. A typical carronade charge is 50% heavier than a powder charge for a comparably sized long gun. This carronade charge can be doubled, following all normal rules for double-charging. A carronade has a range equal to the next lower size of artillery, damage equal to the next larger size (a basilisk sized carronade does 1d30+18 damage), and costs the same as a comparable long gun.
Use of firearms vs non-firearm wielding opponents – Using firearms against opponents without them has some important effects on morale. Minor NPCs facing opponents armed with firearms must make a morale check each time they are fired on if their side does not have firearms as well, surrendering or retreating as best fits the situation. PCs and major NPCs aren't subject to this, but at the DM's option must succeed at a saving throw (DCC: Will save vs opponent's attack roll; RC: Save vs Death) in order to make any aggressive action (moving toward the enemy and/or attacking)
Naval Gunfire – Because of the action of the ocean's waves in rocking the ship, gunners on a ship suffer an additional penalty to attack rolls equal to (the wind's Beaufort number minus 4) x2. For example, in a gentle breeze (Beaufort number 3) the penalty would be (3-4 = -1 which is less than 0) no penalty at all, but in a strong gale (Beaufort number 9) the penalty would be (9-4 = 5 x 2 =10) -10 to all attacks.
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