Post by hubertbartels on Apr 17, 2021 13:50:25 GMT -5
Weapons – 3.0
Unlike the usual D&D medieval-based games, the character in the world of 1810s has a much more restricted list of items. Plate armor, shields and most large two-handed weapons are obsolete while firearms have become plentiful. As a result of the Napoleon wars, there are large numbers of muskets, pistols and melee weapons to be found. Most common firearms use a flintlock mechanism – the percussion cap is becoming more available.
Flintlock Firearms
The common military musket is the Brown Bess muzzle-loading smoothbore flintlock used by the British infantry since 1722. A shorter, lighter version was used as a carbine by British dragoons. (Mounted infantry). The musket can be fitted with a ring-bayonet in which case it can be used as a short spear.
Pistols are easily found – each cavalrymen was issued two to be hung on his saddle. Once discharged, they are study enough to be reversed and used as a club in melee. A revolving flintlock is also available – the Lorenzoni Revolver. It holds 8 shots in a special chamber. To load, one rotates a large handle on the side of the firearm. This rotation pulls a ball from the chamber, loads a predetermined load of powder from another chamber and primes the firing pan. Pull back the hammer and the revolver is ready. After firing, one rotates the handle to load another ball and charge.
Rifled muskets are rarer. The amount of crafting needed to create rifling within the barrel limited their use to specialized units, snipers and skirmishers like the Jaeger troops of Austria. The American version, the Kentucky Rifle, is the best known.
Shotguns and blunderbusses – are more sporting weapons than military weapons. Firing a burst of pellets, they are also used by guards on the Royal Mail Stagecoaches.
Simple – Flintlock Ranged
Pistol 125 gp / £ 65/10s 1d10 piercing 30/90 Loading
Lorenzoni 275 gp / £ 137/10s 1d10 piercing 30/90 Reload, (8 shots)
Dart 5 cp / 5 d 1d4 piercing 20/60 Finesse
Martial – Flintlock Ranged
Musket 175 gp / £ 85/10s 1d12 piercing 40 / 120 Loading, 2 handed
Carbine 150 gp / £ 75 1d10 piercing 30/ 90 Loading, 2 handed
Rifled Musket 200 gp / £ 100 2d6 piercing 80/ 240 Loading, 2 handed, special ammo
Shotgun 275 gp / £ 137/10s 2d8 piercing 30 / 90 Loading, 2 handed
Blunderbuss 275 gp / £ 137/10s 1d8 bludgeoning damage to all within a 15' radius, DEX save
for 1/2 damage like a short-ranged AOE spell.
Percussion Cap Firearms
With the discovery of fulminates in 1800 by Edward Charles Howard, the use of fulminates as a ignition system by Reverend John Forsyth and the invention of the copper cap by the American artist, Joshua Shaw – it became possible to do away with the flintlock and its need for priming. Sportsmen found that these firearms, with their compact mechanism, ease of loading and reliability in bad weather, far surpassed their old flintlocks.
Gun manufacturers took advantage of the improved steel coming from Sheffield and advances in machine tooling to begin to create multi-shot firearms. Drawing on ideas from James Puckle’s Defense Gun from 1718 and Elisha Collier’s 1814 flintlock revolver, they began to produce 6 shot percussion revolvers and long arms for the sportsman.
John Evans and Sons, London, and Henry Knotts, London produced the E.H. Collier Patent Revolver and Revolving Rifle. Each firearm holds six shots in a rotating cylinder. To use, break open the firearm, remove the cylinder from its spindle and load each cylinder chamber with a cartridge. Each cartridge is made of combustible brown paper and contains the powder charge and a bullet. The combustible paper is treated with nitrates and will burn completely on firing.
After loading, replace the cylinder on the spindle, replace the copper disc with six preloaded fulminate charges, making sure that the charges line up with the loaded chambers and close the firearm. The pistol or rifle is ready for use.
Additional cylinders may be prepared and kept ready for use – thereby allowing for a high rate of firepower. Extra cylinders run about 40 gp / £ 20 each
Simple - Percussion
Revolver 250 gp / £ 125 2d8 piercing 40/120 Reload (6 shots)
Martial – Percussion Ranged
Revolver Rifle 350 gp / £ 175 2d10 piercing 80/ 240 Reload (6 shots), 2 handed
Special Ammunition
Melee Weapons
The well-dressed gentlemen still often carries a melee weapon in the City. Popular with many gentlemen is the sword cane – a rapier within a cane. Officers in the military wear their side arms and often carry a sword.
Simple - Melee
Dagger 2 gp / £ 1 1d4 Piercing Finesse, thrown 20/60
Club 1 sp / 1 s 1d4 Bludgeoning
Great Club 2 sp / 2 s 1d8 Bludgeoning 2 handed
Light Hammer 2 gp / £ 1 1d4 Bludgeoning Light, thrown 20/60
Bayonet 2 gp / £ 1 1d6 Piercing Finesse, used separately from weapon
Mace 5 gp / £ 2/10s 1d6 Bludgeoning
Quarterstaff 2 sp / 2 s 1d6 bludgeoning Versatile (1d8)
Martial - Melee
Longsword 15 gp / £ 7/10s 1d8 slashing Versatile (1d10), Cavalry Saber
Rapier 25 gp / £ 12/10s 1d8 piercing Finesse
Sword Cane 30 gp / £ 15 1d8 piercing Finesse, concealed
Great Sword 50 gp / £ 25 2d6 slashing 2 handed, Claymore, archaic
Cutlass 25 gp / £ 12/10s 1d6 slashing Navy officer’s sword
Shortsword 10 gp / £ 5 1d6 piercing Finesse, light. Officer’s sword
Bayonet 2 gp / £ 1 1d8 piercing 2 handed, attached to a musket or rifle
Whip 2 gp / £ 1 1d4 slashing Finesse, reach
Unlike the usual D&D medieval-based games, the character in the world of 1810s has a much more restricted list of items. Plate armor, shields and most large two-handed weapons are obsolete while firearms have become plentiful. As a result of the Napoleon wars, there are large numbers of muskets, pistols and melee weapons to be found. Most common firearms use a flintlock mechanism – the percussion cap is becoming more available.
Flintlock Firearms
The common military musket is the Brown Bess muzzle-loading smoothbore flintlock used by the British infantry since 1722. A shorter, lighter version was used as a carbine by British dragoons. (Mounted infantry). The musket can be fitted with a ring-bayonet in which case it can be used as a short spear.
Pistols are easily found – each cavalrymen was issued two to be hung on his saddle. Once discharged, they are study enough to be reversed and used as a club in melee. A revolving flintlock is also available – the Lorenzoni Revolver. It holds 8 shots in a special chamber. To load, one rotates a large handle on the side of the firearm. This rotation pulls a ball from the chamber, loads a predetermined load of powder from another chamber and primes the firing pan. Pull back the hammer and the revolver is ready. After firing, one rotates the handle to load another ball and charge.
Rifled muskets are rarer. The amount of crafting needed to create rifling within the barrel limited their use to specialized units, snipers and skirmishers like the Jaeger troops of Austria. The American version, the Kentucky Rifle, is the best known.
Shotguns and blunderbusses – are more sporting weapons than military weapons. Firing a burst of pellets, they are also used by guards on the Royal Mail Stagecoaches.
Ammo for firearms comes in cartridges. Each cartridge was a twisted piece of oiled or wax paper, containing a ball and the powder to prime and load the firearm. Tearing open the paper, one took the ball out, poured the powder into the muzzle of the firearm, some more into the firing pan, pushed the paper into the muzzle, followed by the ball. Then it was all rammed tight with your ramrod. Price was around 3 gp or £1/10s for a tin box of 10. Ammo is expended on use.
Simple – Flintlock Ranged
Pistol 125 gp / £ 65/10s 1d10 piercing 30/90 Loading
Lorenzoni 275 gp / £ 137/10s 1d10 piercing 30/90 Reload, (8 shots)
Dart 5 cp / 5 d 1d4 piercing 20/60 Finesse
Martial – Flintlock Ranged
Musket 175 gp / £ 85/10s 1d12 piercing 40 / 120 Loading, 2 handed
Carbine 150 gp / £ 75 1d10 piercing 30/ 90 Loading, 2 handed
Rifled Musket 200 gp / £ 100 2d6 piercing 80/ 240 Loading, 2 handed, special ammo
Shotgun 275 gp / £ 137/10s 2d8 piercing 30 / 90 Loading, 2 handed
Blunderbuss 275 gp / £ 137/10s 1d8 bludgeoning damage to all within a 15' radius, DEX save
for 1/2 damage like a short-ranged AOE spell.
Percussion Cap Firearms
With the discovery of fulminates in 1800 by Edward Charles Howard, the use of fulminates as a ignition system by Reverend John Forsyth and the invention of the copper cap by the American artist, Joshua Shaw – it became possible to do away with the flintlock and its need for priming. Sportsmen found that these firearms, with their compact mechanism, ease of loading and reliability in bad weather, far surpassed their old flintlocks.
Gun manufacturers took advantage of the improved steel coming from Sheffield and advances in machine tooling to begin to create multi-shot firearms. Drawing on ideas from James Puckle’s Defense Gun from 1718 and Elisha Collier’s 1814 flintlock revolver, they began to produce 6 shot percussion revolvers and long arms for the sportsman.
John Evans and Sons, London, and Henry Knotts, London produced the E.H. Collier Patent Revolver and Revolving Rifle. Each firearm holds six shots in a rotating cylinder. To use, break open the firearm, remove the cylinder from its spindle and load each cylinder chamber with a cartridge. Each cartridge is made of combustible brown paper and contains the powder charge and a bullet. The combustible paper is treated with nitrates and will burn completely on firing.
After loading, replace the cylinder on the spindle, replace the copper disc with six preloaded fulminate charges, making sure that the charges line up with the loaded chambers and close the firearm. The pistol or rifle is ready for use.
Additional cylinders may be prepared and kept ready for use – thereby allowing for a high rate of firepower. Extra cylinders run about 40 gp / £ 20 each
Simple - Percussion
Revolver 250 gp / £ 125 2d8 piercing 40/120 Reload (6 shots)
Martial – Percussion Ranged
Revolver Rifle 350 gp / £ 175 2d10 piercing 80/ 240 Reload (6 shots), 2 handed
Special Ammunition
For additional firepower, magical bullets are available at certain magical item shops. These are bullets, enchanted with magical spells that are cast upon the target when the target is hit. (The bullet acts as a 1st or 2nd level Chromatic Orb spell with an acid, cold, fire, lighting, poison, or thunder type. It counts as a magical item for purposes of effecting things that can be hit only with magical weapons.)
Gunblade
A martial weapon, rare but available from gun makers on special order, this unusual weapon is a two-handed sword with a revolver mounted in the hilt. The user may chose to swing the sword or fire the revolver. Not historical, examples are Squall's weapon in Final Fantasy VIII and Tancred's weapon in Final Fantasy XIV. Too cool not to include.
Martial - Percussion Ranged and Melee
Gunblade 750 gp / £ 375 1d10 slashing - as sword 2 handed
2d8 piercing as revolver 40/120 Reload (6 shots)
Melee Weapons
The well-dressed gentlemen still often carries a melee weapon in the City. Popular with many gentlemen is the sword cane – a rapier within a cane. Officers in the military wear their side arms and often carry a sword.
Simple - Melee
Dagger 2 gp / £ 1 1d4 Piercing Finesse, thrown 20/60
Club 1 sp / 1 s 1d4 Bludgeoning
Great Club 2 sp / 2 s 1d8 Bludgeoning 2 handed
Light Hammer 2 gp / £ 1 1d4 Bludgeoning Light, thrown 20/60
Bayonet 2 gp / £ 1 1d6 Piercing Finesse, used separately from weapon
Mace 5 gp / £ 2/10s 1d6 Bludgeoning
Quarterstaff 2 sp / 2 s 1d6 bludgeoning Versatile (1d8)
Martial - Melee
Longsword 15 gp / £ 7/10s 1d8 slashing Versatile (1d10), Cavalry Saber
Rapier 25 gp / £ 12/10s 1d8 piercing Finesse
Sword Cane 30 gp / £ 15 1d8 piercing Finesse, concealed
Great Sword 50 gp / £ 25 2d6 slashing 2 handed, Claymore, archaic
Cutlass 25 gp / £ 12/10s 1d6 slashing Navy officer’s sword
Shortsword 10 gp / £ 5 1d6 piercing Finesse, light. Officer’s sword
Bayonet 2 gp / £ 1 1d8 piercing 2 handed, attached to a musket or rifle
Whip 2 gp / £ 1 1d4 slashing Finesse, reach