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SLSS Firearms (Smoothbore FL)

Nov 23rd, 2014
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  1. Firearms
  2.  
  3. Flintlock Smooth-bores
  4.  
  5. A form of advanced projectile weapon, these Smooth-bore Muskets use a Flintlock mechanism to ignite a muzzle-loaded gunpowder charge propelling a large lead ball over great distances. Muskets are rather cumbersome but come in varying sizes to suit a user's needs. All require a lengthy re/loading process lasting up to 4 Full Round Actions or 22 Seconds for newly trained Musketeers. Despite the long loading time, a single shot from a Musket of any sort can be highly damaging, the massive lead balls capable of piercing virtually any worn armor – successful hits ignore all Bonus AC provided by Armor.
  6.  
  7. Unfortunately, due to the inconsistency of the Flintlock mechanism, accumulation of powder fouling and the variable quality of gunpowder, these Firearms are sometimes prone to malfunctions. Malfunctions can occur on a Nat 1, unless some other factor may take precedence (GM discretion advised). Upon a Nat 1 Malfunction, the Player shall roll a 1d10 to determine the nature/severity of the Malfunction:
  8.  
  9. 10-8
  10. Just a Flash in the Pan!
  11. Pick Flash-hole and/or Reprime with a Standard Action and shoot again Next Turn.
  12. - A Second Nat 1 on the next shot results in a jammed gun and the Ball must be pulled requiring several minutes of uninterrupted work before the weapon can be reloaded and firing attempted.
  13.  
  14. 7-5
  15. WIP
  16.  
  17. 4-3
  18. Hit an Ally!
  19. Roll to hit a second time, but against an Ally's AC. If no ally could reasonably be hit, the attack is merely a miss.
  20.  
  21. 2
  22. Shot the Ramrod!
  23. Roll to hit a second time, firing the ramrod out of the musket. Cannot reload until Ramrod is replaced or retrieved.
  24.  
  25. 1
  26. Barrel Bursts!
  27. Roll a 1d10 for damage inflicted to the Musketeer. Firearm is destroyed.
  28.  
  29. Due to their long loading times and potential for malfunctions, most Firearms can double as rather effective melee weapons. When used with an affixed Bayonet, Firearms are treated as and can be used as Spears. Without an affixed Bayonet, they can be used as a Club! (Spear Proficiency is required for Bayonet use without penalty.)
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  31.  
  32. Name Cost Dmg Range Weight Type Group Hand Special
  33. R/C/S B/S
  34. Musket X 1d12/1d6/1d8 50/25 5 P/B/P F/-/S R/2/1 B/SS
  35.  
  36. Carbine X 1d12/1d6/1d8 30/15 4 P/B/P F/-/S R/2/1 SS
  37.  
  38. Musketoon X 1d12/1d6/1d6 25/10 3 P/B/P F/-/S R/1/1 SS
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  40. Description:
  41.  
  42. Musket: WIP
  43.  
  44. Carbine: WIP
  45.  
  46. Musketoon: WIP
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