Critical Success
On a natural roll of 20, roll a second d20. On a second 20, the damage dice are tripled instead of doubled. Otherwise double damage dice as usual.
Critical Failure
On a natural roll of 1, roll a second d20. On a second roll of 1, the weapon explodes doing 1d4 piercing damage to anyone within 5 feet and the weapon is broken until it can be repaired outside of combat. Otherwise the gun misfires and must be cleared (bonus action) and reloaded (action).
Melee Combat with Firearms
Firearms are heavy as the barrels are thick and strong and the bodies are either metal or metal and wood. The butt ends of firearms are weighted to balance the weapon, usually with heavy rounded handles. Because of these steel or brass fittings, the weapons can be used as clubs in combat. Pistols act as clubs, doing 1d4 damage and rifles act as great clubs doing 1d8 bludgeoning damage.
But firearms are precision instruments and using them as clubs can cause problems with the mechanisms. On a Crit failure, roll a second d20. On a roll of 5 or less the mechanism is broken and must be repaired outside of combat before being fired again.
Flintlocks
Flintlocks use a hammer with a piece of flint which comes down on a striker plate just inside the barrel of the weapon. This causes a spark that will ignite the gunpowder inside the weapon. When loading the weapon, small pieces of fabric, called a wad, are used to hold the bullet and powder in place as well as creating a chamber to contain the burning powder to cause it to explode. The pistol has barrel that breaks open, folding forward, allowing loading to happen without a ramrod. The rifle has a bolt that slides forward at the base of the barrel. These allow the weapons to be loaded quickly and accurately.Flintlock Pistol 200gp
1d10, 20/60 loading
Flintlock Rifle 300gp
d12, 40/120 Two Handed, Loading
Blunderbuss
The Blunderbuss has a larger diameter barrel and traditionally fires shot. It's primarily a short range weapon used in Melee combat. It can fire a larger slug, but due to the larger diameter of the barrel and no rifling, the slug is much less accurate than that of a flintlock. The Blunderbuss is barrel loaded with a ramrod and takes longer to load than the flintlocks.Blunderbuss does not incur a disadvantage when being used within 5 feet of an opponent during melee combat.
Blunderbuss Pistol 300gp
Shot, 2d6, 10/20 Loading (2 actions)
Slug, 3d6, */20 Loading (2 actions)
Blunderbuss Rifle 400gp
Shot, 2d8, 20/40 Two Handed, Loading (2 Actions)
Slug, 3d8, */40 Two Handed, Loading (2 Actions)
Blunderbuss Slugs are always at disadvantage at the max range listed.
Improvised Ammo
Because of the size of the barrel and the loading method, the blunderbuss can be loaded with nearly anything that can fit inside the barrel. In a pinch, rock, sand, or even gems could be loaded. Larger objects can also be used as improvised slugs. When using improvised ammo, the weapon is more likely to misfire with disastrous results, does less damage, and has a shorter range.
Damaged is reduced by one die type (d6 becomes d4)
Range is halved (20/40 becomes 10/20)
Crit Failure - When a 1 is rolled, roll a second d20. On a roll of less than 5, the gun explodes as Crit failure below.
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