21 July 2014

Renaissance Firearms Simplified

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.

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.

WEAPONS
WeaponHands Req.TypeRate of FireRange
Axe2mêlée  
Bow2missile270 ft.
Club1 or 2mêlée  
Crossbow, Heavy2missile1/480 ft.
Crossbow, Light2missile1/240 ft.
Dagger1both210 ft.
Dirk1mêlée  
Hatchet1both110 ft.
Lance1mêlée  
Mace1mêlée  
Morning Star2mêlée  
Pick2mêlée  
Pike1 or 2mêlée  
Pole Arm2mêlée  
Quarterstaff2mêlée  
Scimitar1mêlée  
Sling1missile140 ft.
Spear1 or 2both120 ft.
Sword1mêlée  
Sword, Two-Handed2mêlée  
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

  1. Axe
  2. Bow
  3. Club
  4. Heavy Crossbow
  5. Light Crossbow
  6. Dagger
  7. Dirk
  8. Hatchet
  9. Lance
  10. Mace
  11. Morning Star
  12. Pick
  13. Pike
  14. Pole Arm
  15. Quarterstaff
  16. Scimitar
  17. Sling
  18. Spear
  19. Sword
  20. Two-Handed Sword