Saturday, July 21, 2018

OSR Pirate/Renaissance and Colonial: Ship Combat, Weapons, Armor, Etc

Optional Rules, Weapons, Armor

Maximum total character levels: 20
Maximum total classes: 3

To gain a new class the character must gain enough experience points to reach a new level in his current class. Once this happens he gains a level of the new desired class. The total levels in both classes are added to find his total character level.

Whichever class has the highest exp requirement to reach the next character level becomes the new required exp for the character to level in either class. There is no restriction on which class he must level in, he can raise either as long as he gains the proper exp to gain a new character level.

For Example:
A 5th level Warrior (Fighting-Man) has trained to become a Sorcerer (Magic User) when he gains 32,000 exp (required to reach Fighting-Man level 6).
He is now a 5th level Warrior/1st level Sorcerer. His total character level is 6.

He switches to the exp requirements of the higher cost Sorcerer. He must now gain 80,000 exp (required to reach Sorcerer level 7) to gain a level of either Warrior  or Sorcerer. If he had not multiclassed he would have reached Warrior level 7 at 64,000 exp.

If the same type of class (divided into the categories of Fighting-Men, Tradesmen, and Mystic) is chosen for the new level the character continues with his normal progression in attack and saving throw. If he had chosen another Fighting-Man class, say Scout, his attack and saving throw would continue as a 6th level Warrior.

If a different type of class is chosen the best of both classes is used.

For Example:
The above 5th level Warrior /1st level Sorcerer would use the 5th level Warrior attack and saving throws. If he were to gain enough levels of Sorcerer to beat his Warrior attack and saves he would then use them. Use the best of both.

The character can use any weapon his classes allow but he must follow the armor restrictions for class abilities:
Leather armor or less if the Burglar class is chosen, no armor for spells as a Sorcerer, etc.
Shields may be used if a class allows but must be dropped or slung for thieving or magic.

Surprise modifiers, AC bonus, and to Hit bonuses granted by special class abilities do NOT stack.

Fear & Madness
Ship Combat Rules

FIREARMS, Dmg, Range
Pocket Pistol, 1d8, 5'
Belt Pistol, 1d8, 20’
Horse Pistol, 1d10, 20'

Long Arms 
Caliver , 2d8, 30'
Musket, 2d8, 60' 
⦁ Can be loaded with shot. The shot does reduced damage after the first increment.
⦁ Shot: 3d6/2d6/2d6/1d6/1d6, , maximum of five increments, +2 to Hit first range increment
⦁ Birdshot: 3d4/2d4/2d4/1d4/1d4, maximum of five increments, +4 hit first range increment

Fowler, loaded with birdshot as above, 80'
⦁ Fowler's were in general more delicate than muskets and had longer barrels and smaller bores. They were primarily for bird hunting.

Blunderbuss, 20', +4 hit first range increment
⦁ Shot: 4d6/3d6/3d6/2d6/1d6, maximum of five increments
⦁ Fires in a 15' cone targeting everyone in the cone.

The reload time for these weapons is two rounds. They can be fired on the user's initiative on the third round.

Reloading a muzzle-loading weapon while moving faster than a walk or on a horse moving faster than a walk requires a Dex check with a -4 penalty. It is impossible to reload on a horse in a full gallop. Failure results in the powder and shot being spilled, wasting one reload. If in a racing wagon or a rolling  ship the weapon can be reloaded normally with a straight Dex check.

Firearms have ten range increments, and suffer a  –2 penalty per increment after the first.
Point Blank: Within 10' of a target (5' for derringers) the shooter gains a +4 bonus to hit.

Firearms Vs Armor
Pistols and Longarms are effective vs armor at close range and reduce the effectiveness of the armor's AC bonus. This applies only to that portion of the character's Armor Class that comes from wearing armor and shields; Dexterity bonuses are unaffected as are cover bonuses. The penalty cannot make a character's Armor Class worse than if he was wearing no armor.

At the first range increment pistols ignore 3 points of armor, at second pistols ignore 2 points, at third pistols ignore 1 point. Beyond this no armor is ignored.

At the first range increment longarms ignore 5 points of armor, at second longarms ignore 3 points, at third longarms 2 points, at fourth longarms ignore 1 point. Beyond this no armor is ignored.

For creatures, if the DM decides that their AC includes natural armor, the firearm would ignore it as well. If you're unsure of how much to ignore removing 2 points of creature AC is a good rule of thumb. Remove more if you feel you should.

Misfire on a !d20 Attack Roll
Matchlock Misfire 1-4, on 1d20
Wheellock Misfire 1-3
Snaplock Misfire 1-2

If the attack roll is a misfire, the weapon does not fire. The DM should roll 2d6:
2-3 Explosion
4-7 Fouled barrel
8-12 Hangfire

An explosion inflicts 1d6 damage for pistols/2d6 damage long arms on the character holding the firearm. A Saving throw vs Death reduces the damage dice to 1d4's.
The gun is destroyed.

A fouled barrel ruins the shot and renders the gun useless until carefully cleaned, taking 1d3 x 10 minutes.

A hangfire goes off 1d3 rounds later then it should. If the user keeps the gun lined on target he can make a normal attack when it fires.

Dampness/Wet Weather
In light rain there is a chance of failure to fire.
Matchlock 25%, Wheellock 0%, Snaplock 10%

Medium rain raises the chance.
Matchlock 75%, Wheellock 30%, Snaplock 50%

Heavy rain or immersion in water is an automatic failure for all.

This is rolled each round that the weapon is used under these conditions.
If it does fail to fire due to dampness then the gun must be cleaned and dried to be useable, this takes at least a half hour. Snaplocks and matchlocks cannot be reloaded in the rain.

If a character takes massive fire damage (such as from a fireball or being thrown into a burning fireplace, etc), the DM will decide on a d6 (typically 1 or 2 but possibly higher if the DM warrants it) if containers containing powder for reloads is breached by the fire. If a breach occurs, the black powder ignites and inflicts 1d2 points of damage on the character for every charge carried.

Double Barrel Firearms  
Double barrelled versions of rifles and pistols can be purchased or commissioned but are very expensive. The design can be side by side barrels with their own igniton systems or a revolving barrel which hs it's own primer pan but is twisted around to the flint and trigger mechanism.

Repairing Firearms
Gunsmithing (Int check)
Characters with a background with firearms can build and repair firearms and make bullet molds.

If the check for building fails, the weapon is damaged, and it explodes the first time it is used, causing damage as above. Any failed repair check indicates that the character breaks something in the firearm being fixed, necessitating two subsequent successful checks to repair it.

BOWS,  Damage, Range, Shots/rnd
Long Bow, 1d8, 100', 1 or 2 at -2 each
Short Bow, 1d6, 50’, 1 or 2 at -2 each

MELEE, Damage, Range
Bayonet, 1d6, -
Brass Knuckles, Gauntlet, Basket Hilt/Knuckle Bow, 1d3, -
Club, 1d4, 10’
Hatchet, 1d6 , 10’
Hook, 1d4 , -
Knife, 1d4, 10’
Long Knife, 1d5, 10'
Spear, 1d6, 20’
Straight razor, 1d3, -
Sword (Cutlass, Rapier, Sabre, etc), 1d8, -
Tomahawk, 1d4 , 20’
War Club, 1d6, 10’
Whip, 1d2, 10’ to 15’ reach
Wood Axe, 1d8,  -

Military/Thick Coat +1
Leather Vest/Jacket, Padded Jacket   +2
Buff Coat +3
Breast Plate (front), Brigandine/Coat of Plates, Mail (Very rarely used)   +4
Breast Plate (full)  +5
Shield/Buckler +1
Helm +4 to head (50% cover)

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