View Full Version : Firearms and munitions
Mickeroo
04-19-2005, 11:40 PM
One of my players wants to play someone who is a marksmen as well as a gun/munition crafter. Now, for using the weapons, the books say enough, but as for making guns and ammo, what would someone need? It says use munitions, but I don't see that skill in the book and have no idea what the obstacle for it should be, or the tools needed. Thanks for your help.
Drozdal
04-19-2005, 11:46 PM
Now, for using the weapons, the books say enough, but as for making guns and ammo, what would someone need? It says use munitions, but I don't see that skill in the book and have no idea what the obstacle for it should be, or the tools needed. Thanks for your help.
Munitions skill can be found on page 165 of revised Character Burner, and Firearms skill on page 241 in the same book (index of skills is your friend citizen).
Mickeroo
04-19-2005, 11:54 PM
Ahh thank you. I found firearms and assumed that munitions would be in the same list. I didn't think to look at the index. Altohugh I still don't know what he would need, for under tools it just says yes.
Drozdal
04-20-2005, 12:14 AM
Altohugh I still don't know what he would need, for under tools it just says yes.
Munitions kit - skill kits are 8 rps each - that should cover making ammunition and simple bombs or should I say firecrackers (but character still would need some black powder, steel bullets and cases for bombs ect. - and tha means couple more resources tests), as for constructing weapons and serious explosives workshop should be a must and thats another 20 rps.
Dro is wise in the ways of building bombs and other bizarre explosive devices in BW.
Munitions is just another craftsman skill. Craftsman skills require skill kits/tools in order to use them without penalty. Workshops are required for bigger projects (usually Ob 5 and up).
Use the Resources rules for acquiring powder, shot and materials in game.
-L
Ozark Tim
04-20-2005, 10:26 AM
How badly would a character need to fail to be 'hoisted by his own petard'?
Thor Olavsrud
04-20-2005, 10:36 AM
How badly would a character need to fail to be 'hoisted by his own petard'?
Ha ha! Ask Dro! :twisted:
How badly would a character need to fail to be 'hoisted by his own petard'?
Whaddya mean? How badly would he have to fail in order to be killed by what he's working on? I dunno. I don't like critical fumble rules, but Munitions is a rather dangerous game. According to page 165 of the CB, absolute failure (no successes) indicates a cook-off or premature explosion.
-L
Ozark Tim
04-20-2005, 10:53 AM
This summer I'm probably going to run BW using adapted Warhammer campaign. The Warhammer Fantasy universe uses primitive firearms, so I can't wait to see expanded firearms rules.
Drozdal
04-20-2005, 04:47 PM
How badly would a character need to fail to be 'hoisted by his own petard'?
Ha ha! Ask Dro! :twisted:
Thor AFAIR that wasn't a petard, but keg full of black powder. :twisted:
Thor Olavsrud
04-20-2005, 05:18 PM
How badly would a character need to fail to be 'hoisted by his own petard'?
Ha ha! Ask Dro! :twisted:
Thor AFAIR that wasn't a petard, but keg full of black powder. :twisted:
Oh, I remember all right! I remember running into the warehouse to drag you out, only to recall that the fire might spread to the OTHER 40 or so odd barrels of black powder we were storing in there! :evil:
Mickeroo
04-20-2005, 11:54 PM
Also with firearms, where does it say the ranges of optimal range? It says that most medieval missle weapons are between 10 and 30 paces, but the max range for a pistol is 10 paces. In short my question is, what are the optimal ranges for a pistol and arquebus?
this is a whole 'nuther thread, but there is no pace measurement for optimal range. it's somewhere between 10 and 30 paces. If a weapon's max range is 10 paces, then it's optimal max are, for all intents and purposes the same. Which is fine, because 10p max range weapons only get 1D for positioning period.
-L
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