The original rules (which contain a lot of interesting historical and technical details) can be found on the free LotFP rulebook and are an interesting read nevertheless.
The following rules apply:
Additionally:
These rules are of course completely compatible with other similar OSR games.
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Cost, damage and range are per LotFP Rules & Magic rulebook Firearms
Appendix:
The following rules apply:
- Firearms completely ignore armor protection: the target is considered to have AC 12 (unarmored) + Dex modifier if within short range (at all ranges for muskets). Use common sense for monsters.
- Firearms can be fired only once per combat.
- They can be used in melee as bludgeoning weapons: pistols deal 1d4 damage, arquebuses and muskets deal 1d6 damage and must be wielded with two hands.
- The discharge of a firearm causes an immediate Morale check for all opponents with a Morale of 7 or less.
- A bag of bullets and a horn of powder for 20 shots cost 10sp, and they count as a single item for encumbrance purposes.
- All firearms use a flintlock firing mechanism.
Additionally:
- A pair of pistols is called a "brace", and occupies a single equipment slot.
- Muskets count as oversized items for encumbrance purposes, with or without a fork.
-
Muskets require a fork in order to fire, otherwise the musketeer incurs
in a -2 to the attack roll.
Forks are sold with muskets (at no additional costs) or separately (4sp).
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Twelve Apostles
The "twelve apostles" is a bandolier with a set of 12 pre-measured powder
doses and a small bag of shots to help charge firearms more quickly.
- It allows to recharge a firearm during a combat in 1d4+2 rounds.
- It occupies one equipment slot.
- It costs 8sp (12sp in Rural areas)
- If a character wearing the twelve apostles is hit by a fire attack he must Save vs Breath or suffer 2d6 damage from the exploding powder and consequent shrapnel.
source |
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Bayonet
An edged weapon similar to a dagger mounted on the muzzle side of an
arquebus or a musket.
- When mounted it allows to use the firearm as a spear, inflicting 1d6 damage and getting the same benefits. It must still be wielded with two hands.
- When not mounted it can be used as a dagger, dealing 1d4 damage (it's considered a Minor Weapon).
- It occupies an equipment slot (mounted or not).
- Cost is 10sp (15sp in Rural areas).
There are two bayonet types:
- Plug bayonet: it must be inserted in the muzzle, where it remains secured, but prevents the weapon from firing. It takes a full round to insert or extract it.
- Ring bayonet: fixed to the firearm encircling its barrel by the means of rings in the bayonet hilt. It keep the muzzle free and allows to fire while it's mounted. It is less stable than the plug counterpart: with a melee attack roll of 1-4 the bayonet will come off and break.
Plug bayonet ( source) |
Ring bayonet ( source) |
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Murderhobo armed with musket, fork, twelve apostles, powder horn and
fancy jacket.
Look at me, peasant, I'm the shiniest of the dungeon! |
As always comments, suggestions, criticisms or praises are welcome.
And if you like what I do, share it with the world!
I like the addition of the bayonets.
RispondiEliminaWhat changes did you make to simplify firearms? 1 shot per combat and no rules for reloading speed, jamming or breakage?
Thanks!
EliminaYes, I like things nice and easy.
No jamming or breaking or exploding, because only one shot per combat is discouraging enough without the additional risk of wounding them or make the attack ineffective.
Only one shot because that's what is going to happen in most combats anyway, and all the rules for reloading are too fiddly.
You want to fire more than once? Carry a bandolier.
I also removed the rules for the different kind of firing mechanisms for simplicity's sake.
I want my players to use firearms, so these must be attractive without be over or underpowered, and simple to use.
Buona serra tra Grecia! I found your article while searching for ways to add simple firearms in my Worlds Without Number game and it helped a lot! Thank you!
RispondiEliminaI'm glad to have been of help :D
Elimina