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- An Addendum to Standard 2020 Rules
- Reloading
- Standard Weapons (Cart)
- - A standard weapon can reload 2 rounds of ammunition per 1 full action. Since most cartridge weapons were loaded 1 round at a time via a loading gate in this era, this seems like a sensible rule. In the weapons list, this rule will only apply to weapons listed with Cart (for cartridge) in their stats.
- Top Breaks (Cart)
- - Top breaks are guns (generally revolvers) that have a hinge that allows them to be broken open and eject spent cartridges. These guns can reload 3 rounds of ammunition per 1 full action. In the weapons list, they will be marked with an asterisk (*) next to their names. As with standard weapons, all of these guns will be marked with Cart in their stats
- Cap and Ball (C&B)
- - Cap and ball weapons are guns (typically muskets and early revolvers) that use loose shot and powder to reload instead of cartridges. These weapons require 4 full actions to reload 1 round of ammunition. While this seems long, keep in mind that the fastest Civil War soldiers could only put out 4 shots per minute.
- Cannon
- - Cannons are crew served weapons. It will take 1 person 12 full actions to reload a cannon, where a crew of 2 will need 8 full actions from both people, a crew of 3 will need 4 full actions from everyone involved, and a crew of 4 will require only 2 full actions from everyone. In addition, during the first round of reloading, 1 person must make a Leadership roll (taking the position than an artillery officer would over his crew).
- Machine Guns (MGs)
- - While there only 2 of these in the list (and the Gatling isn't a true machine gun), they are still distinct enough to warrant their own rules. It will take 1 person 2 standard actions to reload an MG while it take 2 people only 1 standard action to reload.
- Reliability
- Cartridge (Cart)
- - Since all but 2 of the guns featured in this are manually or mechanically operated and are newly made, all cartridge weapons are equally reliable and jam only on a standard fumble roll (1). Note that this rule only applies to weapons marked Cart (for cartridge).
- Cap and Ball (C&B)
- - Cap and ball guns and what they are was explained above, but was not touched on was their reliability (or rather, their lack thereof). I can say from personal experience that muzzleloading guns will jam if you look at them the wrong way. With that in mind, any weapon marked C&B (for cap and ball) will jam on a roll of 3 or lower.
- Cannon
- - Cannons weren't very reliable in this era, so they will jam on roll of 2 or lower.
- Machine Guns (MG)
- - As with cannons, machine guns in this era weren't very reliable and will jam on a roll of 2 or lower.
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