A SUPPLEMENT for DUNGEONSLAYERS S by MICHAEL WOLF FIREARMS SHOTGUNS PREFACE Shotguns Are Loaded with Lead RULES for FIREARMS Shot Instead of Solid Bullets
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DS-SU-02-EN IREWORK FA SUPPLEMENT FOR DUNGEONSLAYERS S BY MICHAEL WOLF FIREARMS SHOTGUNS PREFACE Shotguns are loaded with lead RULES FOR FIREARMS shot instead of solid bullets. They are feared for the extreme spread Firearms are treated similar to Dungeonslayers is an old-fashioned of projectiles but have only very other ranged weapons like bows roleplaying game, inspired by its limited range. Every target in a or crossbows. There are, alas, classic precursors from the good old 90° arc up to a distance of 5 meters some additional rules to take into days. Firearms and grenades don’t takes full damage. consideration. usually appear in typical fantasy roleplaying games, however some RELOADING WEAPONS campaign worlds are set in later DERRINGER / HOLD-OUT PISTOLS In a game of Dungeonslayers PCs epochs or incorporate elements of The Derringer is a short and small are supposed to have sufficient Steampunk. handgun with a very limited effective ammunition for their ranged range of 15 m. It is the preferred weapons. This applies to firearms My goal is to present new weapons weapon of women, assassins and too, but the reloading procedure and rules for Dungeonslayers, professional gamblers. after each firing is somewhat allowing for the integration of awkward. Reloading uses one firearms, exotic combination FLAMETHROWER action per barrel. Some situations weapons and much more into a A flamethrower is used to (fumble, wet gun powder) may Dungeonslayers campaign. squirt a long jet of pressurized, require checks to get the weapon Have fun! burning liquid onto a target. The back into working condition flamethrowers fuel is emitted as (successful MND+DX checks), Michael Wolf a jet, not as a spray. In addition which takes an extra action, too. to the initial damage, the target takes secondary damage caused by FIREARMS burning garments. FIRING TWO PISTOLS PISTOLS SIMULTANEOUSLY (as in the table on page 14, DS: 3.5) It is possible to fire two handguns This can be avoided if the target at once, but the firing PC gets a HANDGUNS puts out the fire. Rolling a critical -6 penalty on both ranged attack Handguns are one-handed failure on a Ranged Attack means checks. His defense suffers the firearms, allowing for concurrent the flamethrower ran out of fuel same -6 penalty until his next game use of melee weapon or shield. and the fuel tank has to be replaced. round. Their effective range is up to 80m. The standard rules for reloading (further down) do NOT apply. The FIRING ALL BARRELS AT ONCE COMBINATION FIREARMS fuel tank may not be replaced in The PC may fire all barrels combat. A good example of a combination on a multibarreled weapon firearm is the pistol sword. This simultaneously. Only one ranged sword has a flintlock pistol worked ORDNANCES / CANNONS attack check is made, but the WBs into its handle with the barrel Heavy firearms like cannons have to of all barrels are added to the running along the blade. A target be reloaded after firing (BOD+DX). check. may be fired at or hit in close They have to cool down for three combat with this weapon. rounds of combat before they are COMBINATION FIREARMS AND CRITICAL SUCCESS able to fire again. Multibarreled When scoring a critical success MULTIBARRELED GUNS, REPEATING GUNS, cannons may fire all barrels prior while doing a melee attack with a REVOLVERS to cooldown. combination firearm, the attacker is allowed to fire the built-in firearm Multibarreled guns, repeating guns MAGICAL FIREARMS/AMMUNITION for maximum damage. This rule or revolvers may be fired more than Depending on campaign world or does NOT apply to thunderaxes. once before reloading is necessary. setting, the DM may allow magical The number of barrels, rounds firearms or magical ammunition. WET GUN POWDER or cylinder chambers is given as Their use is governed by the The gun powder in a weapon will get Multibarreled (N), Repeating (N) standard rules of wet if dropped into water or exposed or Chambers (N) Dungeonslayers 3.5 and to heavy rain. The weapon has to DS-SU-01: Forgeworks. be cleaned (successful MND+DX checks) prior to reloading it. 1 Firearms Weapon Bonus Special Price GUNNER’S GOGGLES These hefty glasses (20 GP) enhance Handguns the gunners vision and confer a Dragon Pistol WB +5 Enemy Defense -4; fires lead shot 25GP bonus of +2 on all checks for ranged Revolver WB +3 Enemy Defense -4; Chamber (6) 120GP attacks. Runic Handgun WB +3 Enemy Defense -4; Runic Pistol 100GP GUNNER’S CROMULENT GREATCOAT Enemy Defense -4; Chamber (6); Runic Pistol Runic Revolver WB +3 600GP The gunners greatcoat is made from Flintrock Pistol WB +3 Enemy Defense -4 20GP heavy fabric (AV +1, 20 GP) or leather Dual Barreled Flintlock Pistol WB +3 Enemy Defense -4; Multibarreled (2) 30GP (AV +2, 25 GP). Derringer WB +6 Enemy Defense -6 25GP It is equipped with many loops and pouches for ammunition like the Dual Barreled Derringer WB +6 Enemy Defense -6 40GP ammunition belt. Not only does it Quadruple Barreled Derringer WB +6 Enemy Defense -6 55GP protect its wearer, but it confers the Rifles same advantages as an ammunition Long Rifle (2h) WB +3 Enemy Defense -3; Scope 50GP belt (instant reload on 1 - 5 on a D20). An ammunition belt worn with Musket (2h) WB +4 Enemy Defense -5 40GP the mantle doubles the chance for Double Barreled Musket (2h) WB +4 Enemy Defense -5; Multibarreled (2) 60GP instant reloading actions (1 - 10 on a Repeating rifle (2h) WB +5 Enemy Defense -4; Repeater (8) 80GP D20). Shotgun (2h) WB +6 Enemy Defense -4; Fires lead shot 45GP Combination Weapons Thunder Axe (2h) (melee) WB +3 Initiative -1 50GP Thunder Axe (2h) (ranged) WB +4 Enemy Defense -5; Initiative -1 50GP NEW TALENTS Pistol Katar/ -Dagger (melee) WB +1 Initiative +1; Critical Success Speciality 35GP Pistol Katar/ -Dagger (ranged) WB +3 Enemy Defense -4; Multibarreled (2) 35GP Pistol Sword (melee) WB +2 Critical Success Speciality 45GP DUELIST I-V TALENT POINT Fighter 6, Scout 6 Pistol Sword (ranged) WB +3 Enemy Defense -4; Multibarreled (2) 45GP During the Draw!-phase of a duel, Miscellaneous the PC receives a bonus of +3 per Bomb* WB +10 Damage Radius 5m; no enemy Defense 5GP level of Duelist to his initiative (see: Flamethrower WB +10 Initiative -4; Enemy Defense without AV 250GP Dueling Rules) Cannon WB +6 Radius 5m, Initiative -4, Enemy Defense -6, Cooldown 3 250GP Piton-musket / arquebuse WB +0 Successful Check anchors Piton 30GP Small Powderkeg** D20+10 Damage Damage Radius 10m; no enemy Defense 10GP GUN SMITH I TALENT POINT Fighter 1, Scout 1, Spellcaster 1 Big Powderkeg** D20+20 Damage Damage Radius 15m; no enemy Defense 25GP Allows creation and mounting/ Smoke Grenade*** No Damage Hampering Smoke (relevant Checks -10) 2GP rigging of weapon modifications. Repeater Cannon WB +5 Radius 5m, Ini. -3, no enemy Defense, Repeater (3) 300GP * On rolling a fumble the bomb will explode in front of the thrower, thrower takes D20+10 damage ** Roll D20: 1 = fuse extinguished; 20 = fuse burns twice as fast; all other results: fuse adjustable to 1-6 rounds *** Fumble: grenade is a dud FAST RELOAD I-III TALENT POINTS Fighter 3, Scout 1, Spellcaster 6 WEAPON MODIFICATIONS EQUIPMENT The PC may reload one additional It is possible to augment and enhance DASTARDLY GUNNERS VaMBRACE barrel per round for each level of firearms. A successful check against Fast Reload, e.g. three barrels with This vambrace (120 GP) is equipped Fast Reload II. the talent Gunsmith (MND + DX) is with a coil spring that allows needed to assemble, modify or repair the bearer to carry a concealed a firearm. weapon in his sleeves. Releasing COLD BLOODED I-V TALENT POINT BAYONET the contraption with a twist of his wrist puts the weapon into the user’s Fighter 1, Scout 1, Spellcaster 1 A bayonet allows use of an firearm in hand. A mantle or a robe will conceal The PC receives a bonus of +2 per close combat (Melee Attack, WB +0, the device completely. Dastardly level of Cold Blooded on all checks 3 GP). Bayonets may be mounted on Gunners Vambraces enable the for “Keeping one’s Nerves” rifles and crossbows. gunner to draw and fire the gun in (see: Dueling Rules). SCOPE one smooth action. A scope (15 GP) enables the gunner AMMUNITION BELT to hit distant targets. The gunner has An ammunition belt (15 GP) is worn PISTOLERO I-III TALENT POINTS to aim for one combat round during on top of other garments. Small loops Fighter 6, Scout 6 which no movement is allowed. and pouches to carry ammunition The penalty for firing two handguns Scopes may be mounted on all rifles are attached to it. A PC wearing an simultaneouly is reduced by one for (shotguns excluded) and crossbows. ammunition belt may reload one each level of Gunslinger. A scope doubles the range (usually barrel of a weapon without using an 10 meters) beyond which a distance action for this, provided he scores penalty is applied. 1 - 5 on a D20. 2 DUELS High Noon! A merciless sun burns from the cloudless sky as two men PHASE 2: DRAW! face each other on a dusty small town street. Hands are hovering Weapons are drawn and a decision is over pistol grips, sweat slowly made / the better gunner wins ... FIREWORKS & CAMPAIGN trickles down faces. Who will lose nerves first and draw? DICE VARIANT: SETTINGS The firing order is established by DUELING RULES Initiative including any dueling Including firearms and other bonus. topics from Fireworks into new or There are two rule variants to decide After this a normal check for ranged existing campaigns.