These rules for Renaissance firearms are for use with OD&D, Swords & Wizardry White Box, and my own Renaissance swashbuckling game based on both.
All handheld muzzle-loading firearms cause 2d6 points of damage.
Firearms with rifled barrels have the same range bonuses as other missile weapons in Swords & Wizardry White Box: +2 at short range (x 1), +1 at medium range (x 2), and 0 at long range (x 3).
Firearms with smoothbore barrels have the following range penalties: 0 at short range, -1 at medium range, and -2 at long range.
The rate of fire is 1/8 for rifles, 1/6 for muskets and pistols, and 1/4 for blunderbusses.
Base ranges are 30 ft. for pistols, 40 ft. for blunderbusses, 50 ft. for muskets, and 80 ft. for rifles.
Blunderbusses have variable damage potential depending on the range of their target: 3d6 at short range, 2d6 at medium rage, and 1d6 at long range. Unlike other firearms, they have their own range bonuses and penalties: +2 at short range, -2 at medium range, and -4 at long range.
Matchlock firearms have a 1 in 8 chance of misfiring in dry conditions, a 1 in 6 chance of misfiring in damp conditions, and a 1 in 4 chance of misfiring in wet conditions. Wheellock firearms have a flat 1 in 8 chance of misfiring regardless of conditions. Flintlock firearms have a flat 1 in 10 chance of misfiring regardless of conditions. A misfire means the weapon failed to discharge.
21 July 2014
20 July 2014
Renaissance Weaponry Simplified
This is the revised chart of standard weapons (excluding firearms) for my Old School Renaissance swashbuckling game of the actual or imagined Renaissance (for use with Swords & Wizardry White Box or OD&D). The Renaissance Armor chart has also been revised to include Ascending AC values for Swords & Wizardry.
Random Weapon Table
Roll 1d20
WEAPONS | ||||
---|---|---|---|---|
Weapon | Hands Req. | Type | Rate of Fire | Range |
Axe | 2 | mêlée | ||
Bow | 2 | missile | 2 | 70 ft. |
Club | 1 or 2 | mêlée | ||
Crossbow, Heavy | 2 | missile | 1/4 | 80 ft. |
Crossbow, Light | 2 | missile | 1/2 | 40 ft. |
Dagger | 1 | both | 2 | 10 ft. |
Dirk | 1 | mêlée | ||
Hatchet | 1 | both | 1 | 10 ft. |
Lance | 1 | mêlée | ||
Mace | 1 | mêlée | ||
Morning Star | 2 | mêlée | ||
Pick | 2 | mêlée | ||
Pike | 1 or 2 | mêlée | ||
Pole Arm | 2 | mêlée | ||
Quarterstaff | 2 | mêlée | ||
Scimitar | 1 | mêlée | ||
Sling | 1 | missile | 1 | 40 ft. |
Spear | 1 or 2 | both | 1 | 20 ft. |
Sword | 1 | mêlée | ||
Sword, Two-Handed | 2 | mêlée | ||
Weapons wielded with one hand cause 1d6 points of damage. | ||||
Weapons wielded with two hands cause 1d6+1 points of damage. | ||||
Random Weapon Table
Roll 1d20
- Axe
- Bow
- Club
- Heavy Crossbow
- Light Crossbow
- Dagger
- Dirk
- Hatchet
- Lance
- Mace
- Morning Star
- Pick
- Pike
- Pole Arm
- Quarterstaff
- Scimitar
- Sling
- Spear
- Sword
- Two-Handed Sword
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