Saturday 15 December 2012

Pirate Small Arms(Revised)

After play-testing the Naval Combat Rules with the Naval Hardware and the Small Arms, I realized that the reload times were a problem.  Having every gun and canon with it's own reload-time is just too much bookkeeping.  In fact long reload times in and of themselves require a better memory(how many rounds ago did I start reloading?)

This may be less of a problem for a small skirmish(where everyone shoots the first round, then draws their swords) but for naval combat, where missile fire can continue for several turns before one ship manages to pull alongside the other, it's a real problem.

I simplified this by giving all canons one shot per Ship Turn and by having all firearms reload in 2 rounds(ROF: 1/3).  If you want, you can take this a step further by taking a tip from OSRIC and giving bows ROF: 2, crossbows ROF: 1, and firearms ROF: 1/2.

With that preface, here is the revised list of Pirate Small Arms:

Typical Hand Weapons: Dagger,Cutlass,Sabre,Falchion,Rapier, Hand Axe

Short Bow 1d6
Range: 50ft/100ft/150ft
ROF: 1

Long Bow 1d6
Range: 70ft/140ft/210ft
ROF: 1

Crossbow 1d8
vs. UAC(Unarmoured Armour Class)
Range: 80ft/160ft/240ft
Reload: 1 round
ROF: 1/2

Pistol 1d6 per FDM(Firearm Damage Multiplier) of Target
vs. UAC
-1 to hit(due to misfires)
Range: 20ft/40ft/60ft
ROF: 1/3

Musket 1d8 per FDM of Target
vs. UAC
-1 to hit(due to jamming/misfires)
Range: 50ft/100ft/150ft
ROF: 1/3

Blunderbuss 1d6 per FDM of Target
vs. UAC
+1 to hit(due to multiple projectiles)
Range: 20ft/40ft/60ft
ROF: 1/3

Blunderbuss Pistol(Dragon) 1d4 per FDM of Target
vs. UAC
+1 to hit(due to multiple projectiles)
Range: 10ft/20ft/30ft
ROF: 1/3

Heavy Deck-Mounted Musket 1d10 per FDM of Target
+0 to hit(mounting increases accuracy)
Range: 50ft/100ft/150ft
ROF: 1/3

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