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Author Topic: Firearms for Shattered Moon  (Read 917 times)

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Offline AresLunthar

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Firearms for Shattered Moon
« on: November 26, 2018, 03:32:38 AM »
OK, so I decided to take a shot (I do not apologize for the pun) at developing some firearms for use in the Shattered Moon Micro-Setting.

Accordingly I had to pick a time frame and technology level. I settled on firearms from 1850-1890.  Basically, I wanted there to be repeating firearms, but not automatic firearms.  I am not an amateur historian or guns guy - so, if anyone has any input please feel free to comment.  I didn't want to create a detail list of firearms only develop a few options:

PISTOL:  Breach Action Reload, Single Shot, Long Barrel Pistol
REVOLVER:  Break Action, 6 Shot Cylinder, Repeater
RIFLE I: Bolt Action Action, Cartridge fed, single shot rifle (Remmington)
RIFLE II: Spring Loaded, Lever Action, Cartridge Fed Single Shot Rifle (Winchester)
SHOTGUN: Break Action, Single Shot

      DMG  RI   Size   Recoil      Reload
Pistol   5  50 T    -1            2AP
Revolver      6  30 T    -1        0/6AP
Rifle I     8  100    M    -2        2/6AP
Rifle II    8  75 M    -2        1/8AP
Shotgun    80  30 M    -3        2/6AP

You might notice I added a Recoil Penalty.  I think this might be the best way to control firing multiple times in one round as repeating firearms would easily be able to fire 2x/round.  So, I think the second (or both shots) would be penalized for the sake of game balance.

The Reload was split into shot/cartridge- Revolvers beign a classic 6 shooter, i recall bolt action rifles often having magazines of 6-12, and lever actions having a tube housing that held around 6 shots as well.  The shot gun listed is for a single barrel. 

Any thoughts?

Maestro

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Firearms for Shattered Moon
« Reply #1 on: December 08, 2018, 05:23:35 PM »
First of all, is it a typo that a shotgun has 80 base damage?

Second of all, how realistic are you going for here? Realistically, my players and I often agree that guns are very underpowered in most RPGs. Likely this is for game balance reasons. But in real life, they took the place of bows and crossbows. Personally I appreciate when guns have high base damage, or more effects such as armor negation (studded leather mail wasn't built for bullets) or bleed damage. We found that weapons of high danger like that make the characters act differently and more carefully, which leads to some pretty good storytelling!
  But if you need it for game balance in an updated setting, perhaps you would want to stick with similar damages, especially if guns are the common weapon of the time and armors are starting to be built to stand up to bullets. The recoil mechanic is a pretty good Novus adaptation. Time will tell if the numbers are correct

Offline AresLunthar

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Firearms for Shattered Moon
« Reply #2 on: December 08, 2018, 05:28:25 PM »
Yup it sure is a typo.  I basically pulled the damage from weapons that already exist.  I have no problem with them being more powerful though.  I was just fooling around with the idea and posted it for feedback and to see if anyone with more knowledge had insight.