Damus
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Stuffed Crocodile
@Stuffed Crocodile
Firearms





Some rules for firearms for my Glimmermark campaign. Guns are a valid weapon for sieges and defense, but might not be as useful for adventuring. A firearm has a certain punch to it, but it needs a long time to reload, and has some other issues that make it difficult to use in a dungeon. Firearms have been around for a while, but have as of yet not made much impact on the otherwise quasi-medieval world of the setting.


Damage Cost
Pistol 1d6 350dr
Hand gun 2d4 200dr
Arquebus 1d10 400dr

Bullets, lead (10) acc. To wpn. 10dr
Powder, horn 10dr


* Armor penetration: firearms ignore two points of AC (an AC of 0/+10 is treated as 2/+8)
* Reload times: with 10 second combat rounds a skilled arquebusier only can shoot once every three rounds, that is, if the long match is burning already, and the rounds between are spent reloading.
* Long Match: it takes time starting the match, the match can be carried for a while (burning time as torch), but the distinct smell gives -1 on surprise
* Misfires: a natural 1 on a firearm causes a gunpowder explosion, save vs. death or 1d4 dmg

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#dnd #labyrinthLord #osr #rpg #ttrpg