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sources for historical firearms?
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<blockquote data-quote="dougmander" data-source="post: 2547227" data-attributes="member: 14375"><p>Yes, <em>Northern Crown</em> has rules for firearms and artillery from about 1600-1700. They include accurate reload times, rules for misfire, gun-related feats like Take Aim, Both Barrels, and Hair Trigger, and cinematic gun tricks like shooting the ram rod, double-shotting, and improvised small shot. Not to mention baroque sci-fi weapons and technologies like multi-barrelled quick-loading volley guns, heliopyritic mirrors and electrostatic gunlocks.</p><p>A <em>caveat emptor</em> from the author: the gun rules in NC at first glance seem to offer little or no advantage over bows and arrows. From a purely min-maxing perspective, this is true, but not the whole story. What matters is the relative effectiveness of the first volley: two-handed guns do more damage and have much better crits than bows or crossbows, and so are particularly well-suited for the ambushes, duels, frontier sieges, and pike-and-shot volley tactics of the NC universe. Twenty muskets doing d12 (or 2d12 if double-shotted, albeit with a 5% chance of bursting the barrel) with crit ranges of 17-20/x2 vs. the same number of bows doing d8 with crit ranges of 20/x3: which side would you rather be on after the first volley?</p></blockquote><p></p>
[QUOTE="dougmander, post: 2547227, member: 14375"] Yes, [i]Northern Crown[/i] has rules for firearms and artillery from about 1600-1700. They include accurate reload times, rules for misfire, gun-related feats like Take Aim, Both Barrels, and Hair Trigger, and cinematic gun tricks like shooting the ram rod, double-shotting, and improvised small shot. Not to mention baroque sci-fi weapons and technologies like multi-barrelled quick-loading volley guns, heliopyritic mirrors and electrostatic gunlocks. A [i]caveat emptor[/i] from the author: the gun rules in NC at first glance seem to offer little or no advantage over bows and arrows. From a purely min-maxing perspective, this is true, but not the whole story. What matters is the relative effectiveness of the first volley: two-handed guns do more damage and have much better crits than bows or crossbows, and so are particularly well-suited for the ambushes, duels, frontier sieges, and pike-and-shot volley tactics of the NC universe. Twenty muskets doing d12 (or 2d12 if double-shotted, albeit with a 5% chance of bursting the barrel) with crit ranges of 17-20/x2 vs. the same number of bows doing d8 with crit ranges of 20/x3: which side would you rather be on after the first volley? [/QUOTE]
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