STAP firearms and bombs


Savage Tide Adventure Path


So I stopped procrastenating and finally wrote down the rules we are using for firearms in the savage tide campaign. I think the use of fire arms, at least to this extant will be limited to this campaign. For this campaign matchlock fire arms are simple weapons. They are powerful and expensive.

So far in our campaign they have been lots of fun. The bard and psychic warrior in the campaign love firearms. The psychic warrior is becoming the mad bomber. Having been a victim of a gernade attack, the 1/2 orc runs when he sees a lit gernade. THe elf priest of Obad Hai ignores them even if she can use simple weapons. A cool roleplaying move if you ask me.

To note these rule are based on game mechanic physics, instead of real world physics. My game mechanic physics are grounded in having fun.

weapon cost damage critical range increment weight
matchlock musket 150 gp 2d8 x3 40' 25 lb.
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock long rifle 200 gp 2d8 x3 60' 28 lb
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock blundebuss 100 gp 3d4/2d4/1d4 special 15' cone 20 lb.
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon, may aim shot opponent 1 square away, critical damage on a natural 20/ x3
grenade 30 gp 3d6/2d6/1d6 special 10': 25' diameter 5 lb
special: Ref 13 for 1/2 damage, takes 1 round to explode, roll of 1 explode in hand 3d6 dam Ref 13 1/2 damage, roll of 2 delayed fuse for 1 more round, roll of 3 dude does not explode.
(10)musket/ rifle shot & powder 10 gp 5 lb
(10) blunderbuss shot & powder 10gp 5 lb

cannons
1 pound cannon 1000 gp 2d10 x3 60' 300 lb
special: back fire on a attack roll of 1 1d10 10' r damage, weapon is ruined, misfire on a attack roll of 2; 5 minute to clean weapon
6 pound cannon 1500 gp 2d12 x3 80' 400 lb
special: back fire on a attack roll of 1 1d12 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minutes to clean weapon
9 pound cannon 3000 gp 3d12 x3 80' 500 lb
special: back fire on a attack roll of 1 1d12+2 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
12 pound cannon 5000 gp 4d12 x3 80' 800 lb
special: back fire on a attack roll of 1 1d12+4 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
Bring on the feedback!!!
Come on!!!


A very detailed list for firearms, and likely historically accurate (I presume), as I've heard that firearms were, in their developmental stages, renowned for their problems more than for their utility. (The bow and arrow won us the American Revolution, not the musket, as the British were employing.)

If you find that the implementation of your firearms becomes too complex, check out an abbreviated list of firearms in the DMG, p. 145, in the table called Renaissance Weapons. I use firearms in my own campaign, from this list, and the first blow landed in my STAP came when a pirate on the Blue Nixie fired a 12-damage shot into a half-orc crusader's chest. "Welcome to the Savage Tide!" I exclaimed, and laughed as carnage ensued.


If I was a pirate, I would steer clear of canons that have a 5% chance of blowing up every time you fired them :O

Nice work though Sir. Have you per chance checked out the Firearm options in the Ravenloft sourcebooks? I know I used some in my game, but for the life of me can not remember exactly what the stats etc are, and I am at work :\


Tearlach wrote:

If I was a pirate, I would steer clear of canons that have a 5% chance of blowing up every time you fired them :O

Nice work though Sir. Have you per chance checked out the Firearm options in the Ravenloft sourcebooks? I know I used some in my game, but for the life of me can not remember exactly what the stats etc are, and I am at work :\

yeah I pointed that out. But so far that has not stopped certai players for using them regularly.


Hierophantasm wrote:

A very detailed list for firearms, and likely historically accurate (I presume), as I've heard that firearms were, in their developmental stages, renowned for their problems more than for their utility. (The bow and arrow won us the American Revolution, not the musket, as the British were employing.)

If you find that the implementation of your firearms becomes too complex, check out an abbreviated list of firearms in the DMG, p. 145, in the table called Renaissance Weapons. I use firearms in my own campaign, from this list, and the first blow landed in my STAP came when a pirate on the Blue Nixie fired a 12-damage shot into a half-orc crusader's chest. "Welcome to the Savage Tide!" I exclaimed, and laughed as carnage ensued.

So far so good. For the most part we've been playing from the top of my head. Now I have it wqritten down and my players can argue with me. Oh what fun


Just for giggles take a look at Swashbuckling Adventures d20/ Northern Crown/ Skull and Bones/ and Stone to Steel. All these books have early fire arms in them and may help with Rules Lawyer PCs.

The Exchange

Jib wrote:
Just for giggles take a look at Swashbuckling Adventures d20/ Northern Crown/ Skull and Bones/ and Stone to Steel. All these books have early fire arms in them and may help with Rules Lawyer PCs.

Why be picky? As long as they're hardcover, hitting the rules lawyer PC's with ANY book will do!


As in hitting them over the head with said book?

I just thought if you need the right blend of history and fun these might present some good ideas. Most game groups have one history buff who will make some comment about how effective fire arms either are or aren't. This way you have some well researched material and can save yourself the headache.

Liberty's Edge

There's gotta be a way to cast a spell and get somebody's powder all wet.


Heathansson wrote:
There's gotta be a way to cast a spell and get somebody's powder all wet.

My players like firefinger to set off gun powder on thier foes.


Heathansson wrote:
There's gotta be a way to cast a spell and get somebody's powder all wet.

What about create water? Or prestidigition to dampen powder horns or the flash pan on the match lock? Yeah I like the use of prestidigitation to dampen gun powder, because it is 0 level spell.

Liberty's Edge

Or put a rock in the barrel.


Heathansson wrote:
Or put a rock in the barrel.

what? I don't get it.

Liberty's Edge

Oh. Put a rock in the barrel of the gun, so when the thing fires, it explodes.

Sovereign Court Contributor

Heathansson wrote:
There's gotta be a way to cast a spell and get somebody's powder all wet.

Or their bowstrings.


Hierophantasm wrote:

(The bow and arrow won us the American Revolution, not the musket, as the British were employing.)

You can't be serious.


Hierophantasm wrote:
The bow and arrow won us the American Revolution, not the musket, as the British were employing.

American colonists were the first to employ the rifle on a regular basis. It was more accurate and had a longer range than the British musket, but eventually the British got some too.


Heathansson wrote:
Oh. Put a rock in the barrel of the gun, so when the thing fires, it explodes.

cool


Hierophantasm wrote:

A very detailed list for firearms, and likely historically accurate (I presume), as I've heard that firearms were, in their developmental stages, renowned for their problems more than for their utility. (The bow and arrow won us the American Revolution, not the musket, as the British were employing.)

I don't presume that the stats are historically accurate. I am sure thier was no match lock rifles. But thanks.

But I did consider the rate of fire and range for the weapons. I decided to make longbowman outrange any cannon or musket, even the rifle. A fighter with 18 strength and a mighty composite bow +4 (9), will average more damage per than a musket (8). In a minute, if all attacks were succseful, a fighter would average 90 hitpoints of damage. The lock match musket would average only 40.

Sovereign Court Contributor

Sir Kaikillah wrote:
I don't presume that the stats are historically accurate. I am sure thier was no match lock rifles. But thanks.

I'm pretty sure there actually were. Rifled barrels were used relatively early, AFAIK, certainly while match locks were still in use.

Funny thing: initially, they knew that rifling spun the bullet, and that this made the bullet more accurate, but they didn't know why. One popular theory was that lettle devils rode on bullets and pulled them off-course. Spinning the bullet threw the little devil off the bullet.

Tell me that there's no game value in that!


Rambling Scribe wrote:
Sir Kaikillah wrote:
I don't presume that the stats are historically accurate. I am sure thier was no match lock rifles. But thanks.

I'm pretty sure there actually were. Rifled barrels were used relatively early, AFAIK, certainly while match locks were still in use.

Funny thing: initially, they knew that rifling spun the bullet, and that this made the bullet more accurate, but they didn't know why. One popular theory was that lettle devils rode on bullets and pulled them off-course. Spinning the bullet threw the little devil off the bullet.

Tell me that there's no game value in that!

I thought the rifle was an American invention, during the flint lock era. But i'm no gun historian.

Now if I can get those little devil's off my golf balls.


Using the spells to set off gun powder and or make it wet would work on bow strings and crossbow cables too!

Tricky!


Jib wrote:

Using the spells to set off gun powder and or make it wet would work on bow strings and crossbow cables too!

Tricky!

cool

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