Civil War-era firearms in D&D

If I were doing rules for guns, I'd give each one a Strength rating. They can punch through armour, right? Don't they deserve their own "mighty" score, just like mighty bows?
 

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Heres a good page for you, even has pics of the scops and rifes.

http://members.tripod.com/~ProlificPains/wpns.htm


Even has pics of the carbines (cartridge's anyone) used in the later part of the war.


Check this quote out, imagine if they had issued the weapons the Union troops!

"Repeating rifles had been invented prior to the beginning of hostilities, but the US Army's Ordinance Dept dismissed the new inventions because it was thought that troops would waste ammunition and the operating mechanisms might be a maintenance problem. Instead, the Ordinance Dept put its faith in the single-shot muzzle-loading rifled musket -- with which a good soldier could fire 3 rounds a minute. It was not until late 1863 that many federal soldiers received army issued repeating rifles...and then only the cavalry, not the infantry got the new weapons. Repeaters, such as this Henry rifle, were breech-loading and fired a metallic cartridges. The bullets were loaded into tubular magazines that fed them into the breech, operated by a lever mechanism. A soldier with a repeater could fire 14 rounds to the 3 rounds a minute a soldier with a muzzle-loader was capable of."
 

Here's a basic rundown of what i have so far:

O Masterwork firearms are treated as normal MW items.
O Riffling is a modification that adds 50% to Range Increment.
O Damage is based on the caliber and if using either blackpowder or cased ammunition. Lowest is 1d6 and the higest is 2d8.
O A list of modifiers to shooting. Weather, firing position, wind speed, aiming, target size, and a miscellaneous listing.
O Gunslinger and Sharpshooter prestige classes.
O Trick shots (but wondering if I should keep them).
O Reload times from 3 full rounds to 1 full round.
O Malfunction rules.
O Armor Penetration: Reduces any Armor bonuses an equal amount.
O Critical is 19-20/x3 by default.
O Fire and Firearms rule.
O Firearms and melee attacks.
O Combined Weapons section.
O Firearm Proficiency (Proficiency List: Simple (Handmatch, Matchlock), Martial (Snaplock, Flintlock, Percussion), Exotic (Revolver, Bolt-Action, Heavy Arms)).
O Feats (Quick Load, Fast Draw, Called Shot, Imp. Called Shot, Crack Shot, and Dead Eye).
O Craft (Gunsmithing) skill.
O Section on dueling.
O Gunsmith equipment and firearm equipment.
O Firearm list. Totals 16 types so far.
O Scopes.
O Difference between Smokeless powder and Blackpowder.

Thats about it. Most of it has been pretty much completed, but some feats are still bugging me, like Called Shot. Also, I dont know if I should try to shorten the firearms list either.
 
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I'm in the process of writing it up as a webpage. When I'm finally finished with it or if I think its good enough to put up, I'll post a link. :)
 

A Few Thoughts

Anime Kidd said:
o Damage is based on the caliber and if using either blackpowder or cased ammunition. Lowest is 1d6 and the higest is 2d8.

2d8 is too high for a rifle or a pistol of the period you're considering. That's twice the damage output of the crossbow and longbow. I'd go 1d12 maximum. Also, don't forget that the DMG (pp. 162-164) already has some firearms rules.

O A list of modifiers to shooting. Weather, firing position, wind speed, aiming, target size, and a miscellaneous listing.

Most of these modifiers are already accounted for in the game. For example, weather mods are in the DMG, and target size is already calculated into AC.

O Reload times from 3 full rounds to 1 full round.

3 rounds is too much. Rate of fire for a Civil War era rifle is about 3 shots per minute. Use a full-round action for reloads. This gives the shooter 5 shots per minute.

O Armor Penetration: Reduces any Armor bonuses an equal amount.

This is a bad idea. Contrary to the widespread misconception, a Civil War era rifle isn't any better at penetrating armor than a clothyard shaft fired from a longbow.

O Firearms and melee attacks

Not sure what you mean by this, but here's what it made me think. (1) A Civil War era pistol is not a ranged weapon really. It was much more likely to be used up close and personal (i.e., melee range) before the soldier went to a more conventional weapon, like a bayonet or sabre. (2) Firing a rifle while threatened should provoke an AoO.

O Feats (Quick Load, Fast Draw, Called Shot, Imp. Called Shot, Crack Shot, and Dead Eye).

Don't get too redundant. If a new feat is just an old feat with a new name (Fast Draw = Quick Draw?), just use the old feat. Regarding Quick Load, I'd have it weapon specific (like Weapon Focus) and reduce loading time from full round to move equivalent.

O Scopes.

No bonuses to attack roll for scopes. Apply the scopes magnification as a divisor to actual range to get effective range. For example, a x3 scope sighted on a target 300 feet away allows you to treat the target as if it were 100 feet away for purposes of range penalties, Spot checks, et cetera.

Also, while firing with a scope, the shooter should lose all Dex and dodge bonuses to AC.[/QUOTE]
 

In support of the armour penetration ability...

IIRC the old Battle System rules had firearms ignore the first 4 points of armour protection, or some such--AC benefits due to DEX, Cover, etc. were not affected.
 

Re: A Few Thoughts

Mark Chance said:
This is a bad idea. Contrary to the widespread misconception, a Civil War era rifle isn't any better at penetrating armor than a clothyard shaft fired from a longbow.

Then you should give it a Strength bonus similar to the longbows that are being used. ;)
 

Re: Re: A Few Thoughts

Then you should give it a Strength bonus similar to the longbows that are being used. ;) [/B]

A firearm is not a Strength-influenced weapon. Whether I shoot you with a rifle or Conan shoots you with a rifle, the effect is the same.

I would consider different types of masterwork ammo to influence damage. Since this is a fantasy game, there could be such things as Elfish Mercury bullets that give a +1 damage bonus, for example.
 

Re: Re: Re: A Few Thoughts

Mark Chance said:
A firearm is not a Strength-influenced weapon. Whether I shoot you with a rifle or Conan shoots you with a rifle, the effect is the same.

The firearm has its own Strength rating. It doesn't matter who pulls the trigger; the rifle has a +4 attack & damage bonus (or whatever) from whatever gets the bullet to move.

That makes a bullet penetrate armour and harder to dodge.
 

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