Firearms Rules
WWN Firearms Rules, excerpted from Atlas of the Latter Earth and slightly modified where necessary (such as converting cartridge firearms to muzzle loaders).
Quote:
The reload times and rates of fire given here are set to be historically plausible for excellent riflemen, like the average PC gunman tends to be. NPCs with less focused training in their firing drill might need to take an extra round to get their guns in order. Reload times given are in rounds of focused effort, with repeating rifles reloadable with no more than a Move action and the use of percussion caps and paper or linen cartridges. If the user is meleed or otherwise disrupted during the reloading, however, the effort is spoiled. |
Firearm | Cost | Encumbrance | Traits | Attribute | Range | Damage | Reload |
Musket | 60 | 2 | AP | Dex | 75 / 150 | 1d12 | 1 |
Rifle | 100 | 2 | AP, PM | Dex | 300 / 1200 | 1d12 | 2 |
Shotgun | 60 | 2 | AP | Dex | 30 / 90 | 3d4 | 1 |
Pistol | 30 | 1 | AP | Dex | 15 / 45 | 1d6 | 1 |
AP: Ignores non-magical armor and shields.
PM: Execution attacks do double damage and have -1 on saves.
Edited by Powderhorn (see edit history)
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