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[FR] Lantan Gunpowder Weapons?
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<blockquote data-quote="Pax" data-source="post: 1056760" data-attributes="member: 6875"><p>And an early-1800's black powder revolver wouldn't be too hard to model, either -- as many shots as it has chambers in the cylinder, before having to reload -- the usual actions needed per chamber, based on the gun. Of course, that requires a just-post-renaissance percussion-lock weapon to work properly.</p><p></p><p>Failing that, multi-barrel weapons work just fine as flint- and match-lock black powder firearms. A double-barrel pistol is no great shakes to build; probably cost triple or quadruple as much as a normal pistol with that lock.</p><p></p><p>What really needs to happen is, a set of rules for <strong>building</strong> firearm stats, to model the huge variety of mechanical differences. The rules for a firearm with a matchlock would be slightly different from a flintlock, which in turn would be different fom those for a wheel-lock or percussion-lock.</p><p></p><p>Options for multiple barrels, then revolvers, and even some primitive magazine-like constructions, would also be very useful. Both sets of rules would need to take into account such niceties as how <strong>many</strong> rounds can be preloaded, wether or not the cylinder or block (or other magazine-equivalent) can be readily replaced with a fresh, preloaded one "while under fire", and so on.</p><p></p><p>WRT the "block" / magazine-equivalent: picture a rectangular block of metal, with barrel-diameter-bore holes bored most of the way through, and wells in which is a "nipple" ready to recieve a percussion-lock cap. Insert into weapon, affix percussion cap to the first chamber ... aim ... fire ... operate loading-lever mechanism to shift to the next chamber in the row ... lather, rinse, repeat. Basically, a "reloading crossbow" version of a musket or pistol.</p><p></p><p>The hard part would be, the GM would really need to be the one using those rules, not the players. S/he would have to decide, using those rules, what general sorts of firearms were generally available where; if players wanted something special, they'd have to describe what they wanted, then, spend time in-game trying to find a gunsmith capable of (and willing to) conducting experiements aimed at that desired end-product.</p></blockquote><p></p>
[QUOTE="Pax, post: 1056760, member: 6875"] And an early-1800's black powder revolver wouldn't be too hard to model, either -- as many shots as it has chambers in the cylinder, before having to reload -- the usual actions needed per chamber, based on the gun. Of course, that requires a just-post-renaissance percussion-lock weapon to work properly. Failing that, multi-barrel weapons work just fine as flint- and match-lock black powder firearms. A double-barrel pistol is no great shakes to build; probably cost triple or quadruple as much as a normal pistol with that lock. What really needs to happen is, a set of rules for [b]building[/b] firearm stats, to model the huge variety of mechanical differences. The rules for a firearm with a matchlock would be slightly different from a flintlock, which in turn would be different fom those for a wheel-lock or percussion-lock. Options for multiple barrels, then revolvers, and even some primitive magazine-like constructions, would also be very useful. Both sets of rules would need to take into account such niceties as how [b]many[/b] rounds can be preloaded, wether or not the cylinder or block (or other magazine-equivalent) can be readily replaced with a fresh, preloaded one "while under fire", and so on. WRT the "block" / magazine-equivalent: picture a rectangular block of metal, with barrel-diameter-bore holes bored most of the way through, and wells in which is a "nipple" ready to recieve a percussion-lock cap. Insert into weapon, affix percussion cap to the first chamber ... aim ... fire ... operate loading-lever mechanism to shift to the next chamber in the row ... lather, rinse, repeat. Basically, a "reloading crossbow" version of a musket or pistol. The hard part would be, the GM would really need to be the one using those rules, not the players. S/he would have to decide, using those rules, what general sorts of firearms were generally available where; if players wanted something special, they'd have to describe what they wanted, then, spend time in-game trying to find a gunsmith capable of (and willing to) conducting experiements aimed at that desired end-product. [/QUOTE]
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[FR] Lantan Gunpowder Weapons?
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