Entropila Firearms for HARP

Copyright Allen Maher © 2006

Edited by Nicholas HM Caldwell for The Guild Companion

Introduction

This is an excerpt from Entropila, a campaign setting in production. The OGL version of this will make it out the door long before the HARP version will. So I decided to leak a little bit of the useful bits in the form of a Guild Companion article which details the skills and Equipment needed to add simple blackpowder age firearms to your game. Also included are explosives, improvised explosives, heavy weapons, and demolition for good measure.

The weapons are based on colonial era North American equivalents (for which I had good data, including tables with range and powder loads, descriptions of crew firing rates from primary sources etc...) However it has all been simplified into a game mechanic. These rules are compatible with which ever combat system you have, Core, ML, or H&S there are no additional critical tables.

I hope you enjoy this advanced look.

New Skills

Mundane Lore: Bombardier

A bombardier is one who is accomplished in calculating trajectories of projectiles and in assessing the correct powder load for the shot.

Weapon Knowledge

(Light +20): it can also be used for knowledge about a heavy weapon or ammunition for a heavy weapon.

Aim Heavy Weapon

(Varies): Typically this skill is used to aim a heavy weapon. A command skill bonus maneuver is usually used in conjunction with this, since heavy weapons are usually manned by crews. Difficulty is determined by size of the target, range, and sighting. There are other miscellaneous factors that also influence events (see table S-1).

Heavy Weapons with few exceptions are meant for very large targets like buildings and troop units. For every size above Large the difficulty diminishes by one. For every size below Large it increases by two. (see Table E-8)

You may also use your Mundane Lore: Engineering as a bonus roll for targets that are man-made structures.

In a nutshell, the bonuses are rolled, then this skill is used to determine the attack. Provided that there is no fumble, the heavy weapon will discharge. Where it goes from there gets interesting. See the Heavy Weapons portion of the New Equipment chapter for more information.

(General - Re/In - Varies)

Command

The skill of motivating and coordinating people under your supervision. This does not apply to those who do not believe themselves under your supervision. Any number of people, bosses, spouses, teachers, with no subtlety or training in the art of motivation seem quite comfortable using this skill untrained.

Any time you are trying to coordinate the efforts of a group of underlings such as in the firing of a cannon, you may use this skill to determine a bonus to firing or group manoeuvre roll. That does not mean success of the action, only the coordination of the people involved. In most instances (like the firing of a cannon) this check is combined with another to determine the outcome.

Setting up Camp

(Easy +40) Establishing an orderly and timely camp of large groups of people.

Marching

(Light+20) The command of simple formation marching.

Unit Manoeuvres

(Medium +0) Commanding a unit for battle formations.

Heavy Weapons

(Hard -20) Commanding a group of people, co-ordinating the firing procedure. This is used as a bonus roll for the Bombardier skill.

(Influence - PR/In - Bonus)

Craft: Alchemy Mundane

Unlike i's mystical brethren, this craft allows the manufacture of known chemical compounds. In the blackpowder world this becomes a very valuable skill.

Make Fuses

(Light +20) Using this sub skill the alchemist can create 100' of fuse line in eight hours using 1 pound of nitrates.

Refine Nitrates

(Hard -20) A character may produce 2lbs of nitrates at a cost of 1 sp in eight hours.

Make Smoke Bomb

(Very Hard -40) A character may produce 5 smoke bombs using 2lbs of nitrates and 10' of fuse in eight hours.

Make Gunpowder

(Very Hard -40) A character may produce 5 lbs of gunpowder from 2lbs of nitrates and 3 sp of other ingredients in eight hours.

Fumbles are rolled on the explosives fumble table, which makes this a very hazardous line of work.

(General - Re/In - All or Nothing)

Craft: Gunsmith

The skill of creating and repairing firearms and other related weapons.

Alternate Skills

Stocks can be crafted with a woodworking craft skill as well. Basic Barrels may also be crafted with Smithy skills (Very Hard -40)

Maintain Gun

(Routine +60): Simple cleaning. oiling and other routine maintenance.

Repair Gun

(Very Hard -40): Repairs to gun from age, misuse, abuse, and misfiring.

Craft Guns, and Other Parts

(Varies): Refer to Table S-3 for times materials and other information.

(General - Re/In - All or Nothing)

Mundane Lore: Demolition

The knowledge of how to set and shape explosions for destructive and constructive ends. This skill is used to determine how well an explosion is set up. This still takes a reasonable length of time to accomplish. (setting up a petard to explode takes only a few seconds, setting up an improvised black powder bomb that uses eight powder kegs will take a few minutes) See Explosions in the Next Chapter for more information.

Defuse Charge

(Routine +60): Defusing explosives in the black powder era is a simple matter for a demolitions expert.

Set Bomb

(Medium +0): Setting petards or other manufactured bombs for demolition purposes. A roll is made and if it is less than an all-or-nothing success but more than a fumble, something has gone wrong, but not horribly so.

Explosions don't have a hit location chart so much as a time location. If it is not fumbled, something will explode. The timing of the explosion will vary. Use the ones die to figure out how much, if it is even it takes longer, if it is odd it happens sooner. Divide the number by 3 and round up. So a ones result of 5 is (5/3 rounded up =2) 2 rounds early.

Damaging buildings, doors etc... are handled just like any other attack on an object, except that for each critical size above or below medium, the difficulty of the attack is adjusted by one as a bonus for the shock wave of the explosives.

The demolition roll is used as the attack roll for anyone caught in the blast radius.

Improvised Explosion

(Hard -20): Resolved the same way as setting bombs, Improvised explosives are much more challenging to set.

Improvised Explosion Multiple

(Very Hard -40): Using multiple powder kegs very large explosions can be obtained. This is however a very difficult and dangerous job. The explosives table in new equipment has scaling formulae for the various types of explosives. Note the maximum size of a critical from a blast is Huge, after that the additional explosives just add to the diameter of the blast.

(General - Re/In - Special)

Weapon Skills

Weapon Class: Firearms

Group Black Powder Weapons: Fumble (varies) Hold out pistol, Pistol, Musket

The new weapon group Black Powder Weapons is learned as a group but with a focus on a primary weapon. The primary weapon may change with a week of training. All other weapons in this group are at a -10. Fumbles vary greatly depending on the mechanisms involved. See the New Equipment section for more details on firearms.

New Equipment

Firearms

Lock Stock and Barrel

The expression lock, stock and barrel comes from the way early firearms were purchased. The barrel would be purchased from a smith, and then it would be combined with a lock (the firing mechanism) and the stock (the wooden piece that held barrel and lock together and formed the shoulder or hand rest) which were often purchased separately or in the case of the stock made at home.

Only the well to do could afford to buy a gun lock, stock, and barrel. Firearms in Entropila are purchased in much the same way, piecemeal. Firing mechanisms or locks varied greatly in their convenience and reliability. Stocks that were poorly made affected aim and proper weight. And barrels had options as well. The modern day 12 Gauge shot gun is an example of early smooth bore (the inside of the barrel is smooth) multi barrel design. Barrel rifling consisted of small grooves etched into the inside surface that act much like the feathers on an arrow to stabilize the path of the bullet.

The Firearms Basic Data Table E-1 gives prices for a fully assembled weapon. Cost modifiers and their effects are listed in the Firearm Options Table E-2. The Ammunition Table E-4 gives options for ammunition purchases that reflect the wide variety of ammunition available.

Options Definitions

Rifled Bore:

Grooves on the inside of the barrel that improve the speed of the bullet.

Smooth Bore:

Smooth barrel on the inside.

Double Barrel:

Two barrels side by side allowing either a double shot (roll once to hit and then roll twice for damage) or fire single shots twice without reloading. Loading time is increased by a standard action.

Match Lock:

A firing mechanism with a small wick that is lit with a 1 round action. It stays lit up to 15 rounds. When triggered it ignites the gunpowder in the pan (a small dish filled with powder, used to ignite the charge in the barrel) and the weapon fires.

Wheel Lock:

A firing mechanism with a wheel that strikes a spark in the powder pan thereby firing the rifle.

Flint Lock:

A firing mechanism where a flint is struck against a plate creating sparks that ignite the powder in the pan (flash in the pan) thereby firing the rifle.

Percussion Lock:

A firing mechanism that uses firing caps. Triggering the weapon hits the caps with a hammer. Sparks then ignite the charge in the barrel.

Stock:

The wooden piece that held barrel and lock together and formed the shoulder or hand rest. Poor ones were unbalanced and bulky, while exceptional ones improved targeting by giving good firm support and balance.

Cost Mod:

The cost modifier to the basic model. This is applied to the Basic cost from Table E-1.

Example: A Matchlock Pistol (20 gp -5 gp for matchlock) straight bore (+0 gp)with a poor stock (-3 gp again) would only cost 12 gp. It would be very inaccurate (-5 OB) and heavy (+2 lbs) and would be unreliable.

Example: A double barrel rifled percussion musket (40 gp +5 gp for rifle bore +8 gp for percussion lock +3 gp for excellent stock x 2.5 for double barrel = 112 gp) with a well crafted stock would cost a whopping 112 gp. It would weigh 6.5 - 9.5 lbs and have a +0 OB modifier. It would take twice as long to reload (because of the two barrels) and be very reliable.

Add. Cons:

Additional Consumables. Some options require additional purchases to function, like flints or caps, and others like a double barrel weapon use twice the ammunition.

Fumble:

When you fire a gun, there is a chance it won't work, there is a chance it will blow up as well. (see the firearms fumble table) The chance of a fumble increases in wet conditions differently for each lock, but the chance of an explosion does not (-10 on any fumble rolls in the rain).

Load:

Loading (or reloading) the weapon takes a base amount of time (5 rounds), plus additional time based on the type of lock and ammunition. The reason is that some muskets can take up to 17 movements to reload - no small task when people are charging at you. An unskilled character (0 ranks) adds 6 rounds to this time. (see Table E-3 for full list of modifiers)

Any attack on the person loading causes delays, since characters must take time to dodge. A successful attack requires a Stamina RR (100 + number of Hits) to continue the reload with a 2 round penalty. A stun or RR failure causes the loading to fail and must begin again (the powder is spilled or the ball is dropped or both).

Ammunition

The gun is really just a small cannon. The ammunition for it is basic, but the variety of ammunition and the cost of the ammunition wildly varies (not so much in what it does as how quickly it can be used). Hunters normally use very basic ammunition, they have more time to load and aim a weapon than would someone on a battlefield, but more ready made ammunition is required for battlefield reloading. Most people who are likely to encounter combat situations opt for speed over cost.

Any character with the gunsmith skill can make their own bullets from lead bars (5 cp each yield 100 bullets) with enough time and the right tools. Cartridges which are just pre-measured packets of powder, wad, and bullet can also be made with a little effort. Large kegs of powder can be purchased either by the group or individually and used to make cartridges and fill powder horns at a tremendous cost savings.

Powder Keg:

A small wooden keg containing 15 lbs of black powder. Breaking a keg is a Hard Maneuver but will not necessarily cause an explosion, see the Improvised Explosives section for details.

Lead Bars:

Small lead bars melted down and cast using gunsmith tools to make bullets.

Sheet Wadding:

A sheet of wadding material that is cut up into little pieces and used with each bullet.

Cartridge Paper:

Paper used to wrap a pre-measured portion of powder, wadding, and bullet.

Powder Horn:

A small horn of metal that contains 1.5 lbs of powder and has a small spout which measures the right amount of powder for a shot. Breaking a Powder horn is a Medium Maneuver but will not necessarily cause and explosion, see the Improvised Explosives section for details.

Bullets and Wads:

Small metal bullets in a pouch with wads to be used either with the blank cartridges or the Powder horn.

Cartridge Blank:

Pre-measured powder for a single shot without the bullet or wad.

Cartridge Bulleted:

All in one powder, wad, bullet for quick(er) reloading.

Flints (10):

A small pouch of 10 flints that are used on flint locks. They are good for about 40 shots and then need to be replaced. Replacing a flint is a full round action.

Caps (10):

Small explosive caps that when struck with a hammer ignite a musket. Easy to use and very reliable these can only be purchased, and only at great expense. (relatively speaking)

Wicks (10):

Small nitrate covered wicks that burn for up to five minutes in a matchlock

Maintenance

To anyone with Weapon Skill Firearms: Black Powder Group, regular maintenance is a simple matter, whether it be oiling and cleaning the weapon. Changing a flint or match wick is also trivial. A failed attempt at maintenance (see Craft: Gunsmith) increases the Fumble range of that weapon by 5.

Unmaintained or improperly maintained weapons lose reliability (the fumble range increases) at a rate of 5 per day of use, or a month on the shelf, until they cease functioning altogether.

Weapons can be upgraded, or misused ones repaired, for much less than the cost of a new one. All components can be upgraded piecemeal by a gunsmith for a price or by a character with a gunsmith skill for the cost of parts alone. The cost of a component is the difference in cost modifier from the current weapon.

Each Failed attempt increases the cost by 50%. Weapons with a failed upgrade are no longer usable until a successful one is made.

Example: For example a player has a match lock pistol (and many will start out with nothing more than these) and wants to upgrade it to a flint lock, the modifier for a match lock is -7 gp and 0 gp for a flint lock so the lock would cost 7 gp.

A gunsmith would charge an additional 25 sp to do the work, that is 33% on top of the upgrade price.

A character with the skill can do it with a successful skill check, failure damages the parts and retries then cost 50% more each time. The first retry would cost 11 gp, the second would cost 17 gp and so on until it is cheaper just to buy a new one.

Heavy Weapons

This class of weapon will not often be encountered and almost never carried on an adventure. That is not to say that an ingenious wizard could not find a way to slip one of these in a portable hole or other such contraption, just that the crew needed and the weight make these tactical military weapons, not skirmish weapons.

Two main categories of heavy weapons exist, Cannons and Mortars. Cannons are direct assault, and low arc weapons, (seldom aimed above 15 degrees) while mortars and their ilk lob their payloads over obstacles in a high arc.

Ammunition for these weapons varies as does their tactical use, but essentially they are all cannons at heart. Gunpowder is ignited in a confined space and it combusts explosively thrusting out a projectile(s) at tremendous speeds. The weapons listed here are based loosely on British equivalents of the colonial period and are comparable in range and size. The damage has been interpreted, as has the rate of fire, to the HARP system from accounts of the period. A cannon ball could embed itself up to two and-a-half feet into wood at a thousand yards (death from a distance indeed) and during a siege stone walls could be reduced to nothing in a day. Grapeshot or canister shot, canisters filled with lead pellets, were fired into oncoming troops and cut swaths through their ranks at a few hundred yards.

A crew is necessary for any heavy weapon, this is definitely not a one man job. To aim a 24 pounder cannon for example the proper direction and elevation is set by physically moving the 5,000 pound piece of metal and then loading first powder then wadding and finally a 24 pound piece of brass. Then it would be primed and fired making a noise that could be felt on the skin at half a mile. This massive 5,000 pound chunk of metal would lurch back at great speed crushing anyone behind it (roll d100 One level of Impact Critical for each pound of powder used) . More than a few crew members died or were crippled due to a rushed shot. The spew of white smoke from several pounds of black powder made a horrendous cloud.

The crew would then have to haul the hunk of hot metal back into position. Wipe all the burning embers from the inside of the cannon before attempting to reload the cannon and begin the procedure again.

Most historical accounts give the rate of fire during a siege at between 20 and 28 shots per hour. In the heat of a battle or a rigorous training exercise (where aiming is not really a concern) much higher rates of fire were achieved. The rates of fire in Table E-5 reflect a balanced HARP combat rate of fire. Mass combat and siege situations are not covered here though they will be in further episodes when required.

Light Cannons, 6 pounders (or less) can have wheel and trunnion mounts that can be pulled by a horse for quick positioning in battle. It takes 6 full round actions to hitch and 12 full round actions to unhitch and reposition. Often the crews had ammunition wagons likewise readily repositionable. This class of cannon might be of use to some adventurers in special circumstances, the size and difficulty of manoeuvring limit it to only certain venues, there is no better way to make a big entrance. The versatility of this type of cannon led to many armies selecting them as their mainstay, reserving the big guns for special situations.

Heavy Cannons can be transported not in rounds but in minutes and with multiple horses and lots of rope and rigging. In any given combat the position of a heavy cannon is essentially static.

Mortars are likewise found in two varieties: large bore siege mortars either 8" or 10" which are tremendously heavy and require considerable manpower and logistics to move aim and fire; and the small(er) coehorn mortars that can be lugged by a few men into positions like trenches dug to get closer to fortifications and then fired relatively rapidly. An enterprising party could find uses for the coehorn mortar in certain tactical situations.

Firing Heavy Weapons

This is a team effort and as such it is only as good as the members on the team. A team is led and coordinated by a commander. A poor commander runs a poor team. A poor team does not work well together and takes longer to accomplish a task and does a worse job of it. Thus coordination makes up part of the process. The larger part is the skill of the person aiming in determining the mathematical properties of the flight of the projectile - the Bombardier.

The success or failure of an attack is determined more by these factors than any other because the mechanics of it are so simple that only the command and the aiming are factors in an attack. Armour does not stop cannon fire. Heavy weapon fire in the game mechanic is less like combat and more like magic with cannons firing line and cone attacks and mortars dropping area effects.

Each type of ammunition is handled slightly differently.

Cannon Balls:

These are hurled in a near straight line at tremendous velocities. They are meant for destroying fortifications and sowing havoc on the battlefield, they are however terrible anti-personnel weapons.

The bonus roll(s) and Bombardier roll are made. The Result is the strength of the attack. The size of the cannon ball determines the size of the Impact Critical. The difficulty of the shot is determined by the sighting, size of target, and a few odd modifiers. (See bombardier skill)

Unless there is a fumble, whether the cannon shot hits the target or not... it goes somewhere. Where it goes is determined by the 'ones' dice result. (see Table E-7)

Anyone caught in the line of fire of a cannon ball is in considerable trouble. The do have the advantage of being a small target (unless you are a giant of some sort).

A person caught in the line of fire gains a size bonus to DB from Table E-8, and uses the attack strength plus any non armour DB to resolve the attack.

Mortars Solid:

Solid mortars are roof busters, designed to rain destruction on buildings within fortifications. A typical tactic is to get a sighting of the magazine or other vital structure, tear the roof to pieces and then use an explosive round to ignite/burn out the building. A good strategic weapon, they allow sieges to force surrender without huge amounts of damage to the parts of the fortifications that need to be kept for later use.

Solid mortars caused little death, not because they are not lethal, but because they are very selective. Unlike a cannonball that streaks across a field, the mortar arcs through the air and lands, usually making a hole in whatever it lands on.

The bonus roll(s) and Bombardier roll are made. The Result is the strength of the attack. The size of the mortar round determines the size of the Impact Critical. The difficulty of the shot is determined by the sighting, size of target, and a few odd modifiers. (See bombardier skill)

Unless there is a fumble, whether the mortar shot hits the target or not... it goes somewhere. Where it goes is determined by the 'ones' dice result. (see Table E-7)

Anyone in the 5' area where the solid round lands gains the DB bonus from Table E-8 and uses the attack strength and any non armour DB to resolve the attack.

Canister (Grapeshot):

These forms of cannon ammunition were designed as an anti-personnel weapon. They look like a large shotgun shell and work in the same way, but on a much larger scale. They were intended as a short to mid-range attack on large numbers of people. And they were utterly lethal. They cut swaths through formations. With canister and explosive shells, there are no unintended targets, just a killing area.

The attack is rolled the same way as a cannonball attack, but instead of a line of fire, there is a cone of fire. Everyone within this area must resolve the attack without the size modifier from Table E-8.

Explosive Mortar Rounds:

The bombs bursting in air of yore were a feared and deadly sight. When an attack was very poorly timed, a round could explode prematurely. It caused a good light show, but when they landed they created a mini firestorm.

The explosive rounds would normally follow the solid rounds into any structure that had its roof torn open. It then allowed the attackers to burn and destroy the building from the inside out.

The attack is conducted the same way a normal mortar attack, but the point of impact is explosive. Everyone within the blast radius is a target.

Targets retain all armour bonuses but receive no size modifier from Table E-8.

Exploding Cannons

Cannons can explode through fumble or sabotage. It is one of the most devastating things imaginable. Exploding cannons sound like hell on earth.

A d100 is rolled and applied to both one size of Heat critical for every pound of powder and one size of Impact critical for every 2 pounds of powder that the weapon holds for a radius of 5' for every pound.

Example: So a 24 pounder that goes the way of the dodo does a Huge Heat Critical and a Medium Impact Critical to every one in 30' range. The weapon needless to say does not survive.

The shock wave of the explosion is equal to the Impact Critical size within the blast radius. For each blast radius beyond the size decreases by one.

Example: So when a 24 pounder explodes, the shock wave is medium for the first 30', small from 31' to 60', tiny from 61' to 90' and felt for some distance beyond.

Blowing Stuff Up

In our world the Chinese invented nitrates and the Europeans found efficient ways of hurting people with them. In the annals of Entropila no one knows what malcontent wizard or curious by standard first stumbled on to this substance, but everyone knows who first made use of it. Humans began using it and enlisted the technical aid of the gnomes to perfect the processing and design. Both worlds are much changed places.

Unlike heavy weapons player characters will use explosives and fairly often. These are not as powerful as those we know now, black powder bombs have only a fraction of the explosive power of modern high explosives. Larger amounts of black powder are needed to blow things up than a world used to dynamite, nitroglycerin, and C4 might expect. The volatility of black powder is also less than one might expect which makes it safer to handle and harder to detonate.

Take a bit of black powder, pour it on the ground in a line and then light it, it will burn very quickly but not explode. Take the same amount of powder, put it in a container and then light it, it explodes. Likewise in a musket a little powder in the pan only burns but a little powder in the enclosing barrel sends a ball of lead hurling outwards.

Bombs

Designed to blow up and destroy things, these are easy to use and do not require a proficiency. The procedure for bombs with range increments is the same as for a splash weapon. Bombs of this period are metal shells filled with black powder with a small opening for a fuse. Most people use a short 3 second fuse but longer ones can be used (characters need only declare the standard time of fuse they wish to use). The advantage of longer fuses is that you have more time to throw and pick your target, the disadvantage is that your target has more time to move or throw the bomb back. Typically the bomb is lit in one round and thrown in the next with a three second fuse. Lighting a fuse takes one round regardless of the length of fuse.

Smoke Bomb:

A small mixture of sugar and nitrates that sets off tremendous amounts of smoke obscuring vision in a 40' radius. It spreads at a rate of 5' per round and dissipates within 5 minutes in a light wind, 2 minutes in a medium wind, and has little effect in a strong wind. The smoke will dissipate in half-an-hour in no wind. If it is windy the cloud spreads in the direction of the wind from the point it landed.

Noise Maker:

A shock and awe firework that creates a Small shock wave with a direct hit and a tiny one in a 5' radius around . No appreciable damage, but they do liven up a party.

Grenade:

A large grenade compared to today's standard, this 2 lb hand-tossed weapon has a range increment of 10' and is used like a Saltar's bomb except that it uses 2d10+20 Heat Critical and a 1d10+20 Impact Critical within 5'. It also creates a Small shock wave with a direct hit and a Tiny shock wave in a 5' radius around.

Petard:

Petards are demolition devices which are never thrown but rather placed with hooks or the like on doors or gates (or anything else that needs blowing up). The bell shape of the petard shapes the explosion toward the intended target. The petard requires a demolition skill roll. The blast does a Huge Impact and Medium Fire critical to whatever it is attached. The blast radius is small because of the shaping of the charge, so anyone within 10' of a shaped charge takes a Small Impact and a Tiny Heat Critical plus a Small shock wave. Those standing 11 to 20' away take a Tiny impact critical and have to endure a tiny shock wave.

Improvised Explosives

Demolition is a useful and sometimes necessary skill in Entropila. It can be attempted untrained at normal modifiers (see skill description). Unlike bombs which are simple to use explosives, improvised ones can be tricky.

Though a powder keg is potentially quite explosive, it is not a simple matter to set one off. Unlike nitroglycerin shaking it too hard or dropping it will not make it explode. Even shooting the keg is unlikely to make it explode. Generally it takes fire to ignite the keg, as well, the keg must be enclosed, not open or cracked in half for maximum effect. A flaming arrow would hardly set off a powder keg unless it was able to pierce the keg (a nice shot indeed) and would likely flame out before the wood caught fire. Burning oil would be enough though it would take several rounds before the keg would blow.

Planning and care can make the explosion likely and simple. A small charge of powder (1/4 lb) placed at an opening to the keg with a line of powder for a fuse (1/4 lb per foot of powder travels at 1 foot/second when lit) makes an effective improvised explosion. Wicks can be used instead of the powder trail but timing is then more uncertain. Demolition fuses can be purchased or made with the Craft: Mundane Alchemy skill. Fuses add a +10 bonus to the demolition roll. Powder horns can be used in a similar though less spectacular fashion .

A demolition skill check is made to see if the improvised explosion works. Should the check succeed all goes as planned and the damage is calculated according to the table. Should it fail a failure roll is made on the table below.

Shock Waves

Any explosion with a blast radius of 5' or more generates a shock wave. A shock wave is a nearly instantaneous burst of sonic energy. The difficulty of the shock wave is tied to the Impact critical size of the blast. A Medium Critical is a Medium Maneuver, a Small Critical is a Light Maneuverr, a Large Critical is a Hard Maneuver etc... For each blast radius from the centre of the explosion the difficulty drops by one.

Characters must make an All-or-Nothing Ag check or be knocked prone. Characters who are knocked prone must make an All-or-Nothing Stamina RR at the same difficulty or be stunned by the fall for 1d10 rounds as well.

They must also make a Stamina Cascading Resistance Roll (Table E-10) to determine what the noise does to their hearing. There is a chance of permanent deafness which is curable only by magical means.

Those behind cover outside the blast radius, ignore the Ag check but not the CRR for deafness.

Miscellaneous Equipment

Gunsmith Toolkit:

Tools essential to the cleaning and repair of firearms.

Bandoleer:

Cross straps for the torso that store the ammunition and commonly needed items in pouches. This allows for quicker reloading.

Ammunition Belt:

A simple belt with pouches for ammunition or other small items.

Holster:

A harness for pistols making them readily available.

Musket Strap:

A simple shoulder strap for ease in carrying a musket.

Demolition Fuse:

A 20' coil of fuse that can be cut to different lengths for different times, it burns at a rate of 1' per 3 rounds. It adds a +10 bonus to improvised demolition checks.


Table 2 Bombardier Modifiers
ReasonModifiers
Sight
No Map/No SightingAbsurb -100
Aiming From Map Sheer Folly -80
Reported Sighting Ex. Hard -60
Poor line of Sight Very Hard-40
Good line of Sight Hard -20
Perfect line of Sight Medium 0
Measured line of Sight Light +20
Other Factors
Previous Attempt *1 +10
Unfamiliar Weapon -40
Familiar Weapon +0

Notes:
*1 Only attempts that have good reporting gain this bonus.


Table 3 Command Modifiers
Reason Modifiers
Situation
Unit short member -15
Under Fire -15
Enemy within 50' -15
Experience
Previous Attempt Succeeded +10
Previous Attempt Failed -10
Untrained Unit -40
Poor Unit -20
Average Unit +0
Experienced Unit +20

Notes:
*1 Per required person, does not apply to marching, setting up camp, etc...


Table 4 Craft: Gunsmith
Item Difficulty Quantity Requires Time
Ammunition
Cartridges Routine +60 20 Paper, Powder and Bullets (30 sp worth) 1 hour
Bullets Easy +40 20 Lead (1 lb 1 cp), gunsmith tools, fire 1 hour
Caps Very Hard -40 50 Chemicals, Paper (2 sp) 1 day
Grenade Hard -20 1 Large Forge, Smith & Gunsmith Tools, Steel (1 gp), Powder (1 lbs), fuse
Petard Hard -20 1 Large Forge, Smith, Woodworking and Gunsmith tools, Steel (2 gp) , Wood (3 sp), Powder (10 lbs), fuse 1 day
Heavy Weapon Round Hard -20 20 Foundry, Heavy tools, Steel (1 gp per 20 lbs) 1 day
Explosive Heavy Weapon Round Very Hard -40 1 Foundry, Heavy tools, Gunsmith Tools, Powder (2-6 lbs depending on size), Fuse, Steel (1-4 gp) 4 Hours
Gun Parts
Stock Hard -20 1 Woodworking tools, Wood (5 sp) 1 day
Barrel Smooth Very Hard -40 1 Large Forge, Smith tools, Steel (2 gp for musket,
1 gp for pistol, 5 sp for hold out pistol)
1 day
Barrel Rifled Ex. Hard -60 1 Large Forge, Smith & Gunsmith Tools, Steel (2 gp for musket, 1 gp for pistol, 5 sp for hold out pistol) 1 day
Match Lock Moderate +0 1 Small forge, Gunsmith Tools, Steel (1 gp), Wick 1 day
Wheel Lock Very Hard -40 1 Small forge, Gunsmith Tools, Steel (1 gp) 3 days
Flint Lock Hard -20 1 Small forge, Gunsmith Tools, Steel (1 gp), Flint 2 days
Percussion Lock Very Hard -40 1 Small forge, Gunsmith Tools, Steel (1 gp) 2 days
Heavy Weapon Ex. Hard -60 1 Foundry, Heavy tools, Steel (1 gp per 20 lbs) 1 week

Table 11 Firearms Basic Data
Basic Type Base Cost Size Critical Range Inc. Point Blank Range Point Blank Bonus Weight Production Time
Hold Out Pistol 10gp Tiny Puncture 10' 5' +5 1-2 lbs 1 week
Pistol 20 gp Small Puncture 20' 10' +15 3-5 lbs 1 week
Musket 40 gp Medium Puncture 50' 25' +25 5-7 lbs 1 week

Table 12 Firearm Options Table
Options Cost Mod. Add. Cons. Fumble Load Notes
Barrel
Rifled bore +5 gp n/a n/a n/a Range Increment +20'
Smooth bore 0 gp n/a n/a n/a Standard
Double barrel x 2.5 x2 *3 n/a x2 -5 OB, weight x 1.5
Lock
Match Lock -5 gp Wicks 01-10 +3 rounds Rain Fumble 01-20
Wheel Lock +3 gp n/a 01-06 +2 rounds Rain Fumble 01-12
Flint Lock 0 gp Flints *1 01-05 +2 rounds Rain Fumble 01-10
Percussion Lock +8 gp Caps *2 01-03 +1 round Rain Fumble 01-04
Stock
Stock Poor -3 gp n/a n/a n/a -5 OB, +1-2 lbs
Stock Regular 0gp n/a n/a n/a Standard
Stock Superior +3 gp n/a n/a n/a +5 OB, -1 lbs

Notes:
*1 1 per 40 shots (10 flints cost 5 cp and weigh 1/10 lb.)
*2 1 per shot (10 caps cost 3 sp and weigh 1/10 lb.)
*3 Double barrel weapons may fire either 1 or both barrels. For each additional barrel increase the critical one size.


Table 13 Reload Time Firearms
Options Rounds
Base time 5 Rounds
Unskilled +6 rounds
Locks
Match Lock +3 rounds
Wheel Lock +2 rounds
Flint Lock +2 rounds
Percussion Lock +1 round
Ammunition
Powder horn +2 rounds
Cartridge blank +1 round
Cartridge -
Attacks
Failed Attack +1 round
Successful Attack See text

Table 14 Firearm Ammunition Table

Item

Cost

Weight

Shots

Load

Crafting Components

Powder Keg

25gp

25 lbs

240

-

Lead Bars

5 cp

5 lbs

100

-

Sheet Wadding

1 cp

1 lbs

100

-

Cartridge Paper

4 cp

.25 lbs

100

-

Usable Ammunition

Powder Horn

35 sp

2.5 lbs

24

+2 rounds

Bullets and Wads

3 sp

0.5 lbs

10

-

Cartridge Blank

8 sp

0.3 lbs

10

+1 round

Cartridge Bulleted

15 sp

.07 lbs

10

-

Lock Consumables

Flints (10)

5 cp

0.1 lbs

400

-

Caps (10)

3 sp

0.1 lbs

10

-

Wicks

2 cp

.01 lbs

10

-


Table 15 Heavy Weapons Basic Data
Type Weight Cost Range Increment Point Blank Range Point Blank Bonus Recoil Crew Rate of Fire *1 Fumble
Cannons
Cannon 24 lbs 5000 lbs 500 gp 500' 80' +10 8' 5 90 / 45 (18 / 9) 01-06
Cannon 12 lbs 2100 lbs 300 gp 300' 65' +10 6' 4 60 / 36 (15 / 9) 01-05
Cannon 6 lbs *2 560 lbs 150 gp 200' 50' +5 4' 2 18 / 12 (9 / 6) 01-04
Mortars
10" Siege Mortar 1000 lbs 250 gp 210' 50' +10 - 3 27 / 18 (9 / 6) 01-06
8" Siege Mortar 800 lbs 180 gp 180' 40' +5 - 3 27 / 18 (9 / 6) 01-05
Coehorn Mortar *2 164 lbs 125 gp 100' 30' - - 2 12 / 6 (6 / 3) 01-03

Notes:
*1 Rounds to load and aim / Rounds to reload without re-aiming. (Rounds with full crew in brackets) This includes repositioning after recoil swabbing the burning embers out of the cannon and reloading powder, wadding, and projectile as well as priming and adjusting for aim, not a small task with a 5000 lb item.
*2 Mobile units have skirmish potential and can be moved in relatively little time see description for details.


Table 16 Heavy Weapon Ammunition Table
Cost Weight Critical Size Range Shape Powder
Cannon Balls
24 Pounder 5 gp 24 lbs Impact Huge Full - 6 lbs
12 Pounder 3 gp 12 lbs Impact Huge Full - 4 lbs
6 Pounder 2 gp 6 lbs Impact Large Full - 2.5 lbs
Grape Shot (Canister)
24 Pounder 25 gp 18 lbs Puncture Medium 1/3 200' cone at 500' 2 lbs
12 Pounder 18 gp 9 lbs Puncture Medium 1/3 150' cone at 500' 1.5 lbs
6 Pounder 12 gp 4 lbs Puncture Small 1/3 50' cone at 250' 0.5 lbs
Mortar Rounds Solid
10" Solid 4 gp 16 lbs Impact Huge Full - 4 lbs
8" Solid 3 gp 12 lbs Impact Huge Full - 1 lbs
Coehorn Solid 1 gp 3 lbs Impact Large Full - 0.5 lbs
Mortar Shells Explosive
10" Explosive 15 gp 8 lbs Impact + Heat Tiny + Medium Full 15' Radius 3 lbs
8" Explosive 12 gp 6 lbs Impact + Heat Tiny + Small Full 10' Radius 1 lbs
Coehorn Explosive 10 gp 2.5 lbs Impact + Heat Tiny + Tiny Full 5' Radius 0.5 lbs

Table 17 Heavy Weapon Miss Locations
'Ones' Roll Cannon Mortar *1
0 Too High Long
1 Too High Long and Left
2 Too Low Left
3-4 Slightly Left Short and Left
5-6 Slightly Right Short
7 Too Low Short and Right
8 Hard Right Right
9 Hard Left Long and Right

Notes:
*1 Mortar shots are out by up to one range increment (depending on how bad the failure is) in the direction indicated from the target.
Too High - A shot too high goes one range increment further because the angle of inclination takes it over the intended target.
Too Low - A shot too low reduces range to 1/3 and damage by one size as the cannon ball skitters along the ground dissipating energy, or half the grape shot is lost to the ground instead of the target.
Slightly Left or Right - Shots Slightly left or right are off by up to one range increment for every 10 range increments.
Hard Left or Right - Shots Hard left or right are off by up to one range increment for every 5 range increments.


Table 18 Heavy Weapon Target Size Modifiers
Target Size Examples Modifier
Tiny Song Bird, Pixie Target DB +60
Small Halfling, Kobold Target DB +40
Medium Human, Elf, Dwarf Target DB +20
Large Troll, Squad of Soldiers Target DB +0
Huge Dragon, Legion of Soldiers Target DB -20
Just Plain Enormous Mountain, City, Ocean, Assembled Army Automatic hit, location will vary only

Table 19 Bombs and Improvised Explosives
Item Cost Weight Blast Radius Critical Critical Size Multiples Formula
Improvised Explosives
Powder Keg 25 gp 25 lbs 5' Impact + Heat Tiny + Small +1 Size, +5' per 1,2,4,8,16 kegs
Powder Horn 35 sp 2.5 lbs 2.5 *1 Heat Tiny +1 Size per 2 horns, radius + 5' per 8, 16 horns
Bombs
Noise Maker 5 sp 0.25 lbs 5' none none Range increase only 5' per 1,2,4,8,16
Smoke Bomb 1 gp 0.5 lbs 40' none none See Description
Grenade 5 gp 2 lbs 5' Impact + Heat See Description +1 Size per 2 bombs, radius +5 per 4, 8, 16
Petard 25 gp 35 lbs 10' Impact + Heat Huge + Medium*3 Special see description *2

Notes:
*1 - Only the immediate 3'.
*2 - Shaped charges each do the specified damage to the location where placed and are lit independently. They are not designed for multiple use.
*3 - For the target of the petard, the 10' blast radius gets a Small Impact and a Tiny Heat critical and a Small shock wave, the next 10' get only a Tiny Impact, and a Tiny shock wave.


Table 20 Deafness CRR
RR Outcome
RR Successful No Effect: You shrug off the loud noise.
RR - 10 Ringing: You hear ringing in your ears for a short while (1d10 rounds) before everything returns to normal
RR - 20 Hearing Damage: You have prolonged ringing in your ears and get a mild nose bleed to go with it. The ringing lasts for 1d10 times 1d10 hours.
RR - 30 Temporary Deafness: A nearly complete loss of all hearing occurs for 1d10 times 1d10 hours. It returns to normal over the next 1d10 days.
RR - 40 Partial Deafness: A complete loss of all hearing occurs for 1d10 times 1d10 hours. In 1d10 days your hearing returns to a random fraction of what it used to be. The loss is permanent without magical healing.
Failure Permanent Deafness: Ear drums damaged beyond conventional means of repair. The loss is total and permanent without magical healing.

Table 21 Fumble Tables
Roll Fumble Type Description
01—25 Firearm The pan is muddled somehow re-prime and continue (lose 1 more round
Heavy Weapon Who forgot how to prime a cannon? (Shot takes 1 more round)
Explosives Demolish: Fuse/power lines goes out. You wait but no boom. The best laid plans…
Craft: A quarter of your batch is ruined. Well, it is not a complete loss.
26—50 Firearm Powder then wadding then bullet. Not the reverse... this thing is jammed until repair, well at least you have a club to hit them with.
Heavy Weapon Too little powder, the shot spits out only 1 range increment. Who loaded this thing?
Explosives Demolish:The detonation was badly set. Only a quarter of the charge explodes and not in the right direction. Scale down the blast damage and roll randomly for a direction if it is a shaped charge.
Craft: The explosives/nitrates you are working on have been ruined.
51—75 Firearm Backfire... You look like a cartoon duck after an explosion readjusting your beak. Take 2d10 on the Heat Critical. This weapon will need Hard repair before it fires again.
Heavy Weapon An ember in the cannon was not extinguished during loading. The cannon misfires before the ball is loaded, those loading take 3d10 on the Heat Critical. Those positioning take are attacked by a lurching cannon Roll d100 and make a medium impact attack against them (armour, dodge, and other DB applies)
Explosives Demolish: You prematurely set off the explosives you are working with and are caught just outside the initial blast radius. You must take shock and other affects.
Craft: You muck up the explosives you are working on, you run but are caught just outside the initial blast radius. You must take shock and other affects.
76—00 Firearm Backfire... nothing cute or funny about it. You are injured, the weapon is rendered permanently useless. Take d100 on the Heat Critical.
Heavy Weapon Explosion. Hell on earth. A d100 is rolled and applied to both one size of Heat critical for every pound of powder and one size of Impact critical for every 2 pounds of powder that the weapon holds for a radius of 5' for every pound.
Explosives Hoisted on your own petard! The explosives you are working with detonate with full effect, only you are right there when it happens. So much for your luck.

Table 22 Miscellaneous Items Table
Item Cost Weight
Ammunition Belt 5 sp 0.5 lbs
Bandoleer 1 gp 1.5 lbs
Demolition Fuse 20' 5 sp 0.25 lbs
Gunsmith Toolkit 5 gp 5 lbs
Holster 5 sp 0.5 lbs
Musket Strap 2 sp 0.25 lbs