THE MUNCHKINED FOWL’S TREATISE ON FIREARM COMBAT

(Not exactly the fourth edition but still....ver 1.3)

By a Rooster. What else? Bgawk!!!!

 

A lot of GMs dislike and avoid gunfighting in their roleplays. Why? Simply because they’re under the impression that gunfights can be summarized in these two sentences:

“Shoots”

“Dodges, shoots back”

 

Utterly ridiculous! Melee weapon fighting can also be summarized in nearly the same way. The underlying reason, therefore, is because nobody really has any idea of how to conduct an RP gunfight, and that RP gunfights are extremely prone to cheezewhizzing.

Which is such a pity, for the game will be missing a weapon class, and less creative ability would result.

Here, therefore, is a document that should change GMs views of firearm combat, as well as serve as a guideline of sorts for pretend firearm combat, be it in message board or actual PNP RPGs, narratives or stat-based. In it, you will find random descriptive elements that can be changed, mixed, combined for a variety of different effects, as well as how to spot someone who’s attempting to godmod in a gunfight (as if certain firearms aren’t powerful enough already....how greedy these people are -_-‘).

The rules here are purely optional and are not hard and fast. If the GM or player decides to judiciously omit or add something, go ahead, it’s up to him, and it’s at his own risk. I take no responsibility whatsoever for a ruined game because of a poorly conducted RP firearm combat.

As I have said, Gunfighting concerns more than just shooting and dodging. To perfectly describe a gunfight in an RPG, these should be taken into consideration:

·        What kinds of rounds are loaded into the gun?

·        What type of gun is used?

·        How is the gun fired?

·        Melee combat...with guns?

·        Who’s using the gun?

·        Target’s Protection?

·        Magazine considerations?

·        Gunnery vs Magic?

·        Gunnery vs Melee (0_o)?

·        Skills and Stunts?

·        How effective the benefits?

·        General limitations of ALL firearms?

·        Cross era firearms in the same game?

·        Environmental Concerns?

 

Also included is an appendix of certain example weapons. Whether attempting to draw a descriptive inspiration, or making up fictional firearms, this appendix should serve as a guideline.

To see what’s new since the last update, check the version history.

Happy reading, all ye pretend marksmen out there.....(^V^)...Boc.

1.     What kind of rounds are loaded into the gun?

 

Not all bullets go “goes into the body and comes out the other side”. That’s pretty boring. Different rounds should have different effects.

A high powered round will most likely take off a sizable chunk of metal/flesh should it hit home.

A low powered round may not penetrate, but may cause the person to stagger a bit.

Heavier projectiles have the tendency to arc through the air, much like grenades. Actually, this occurs for normal small arms too, but because of obvious differences in ammo size it is not so apparent.

Beam projectiles do NOT arc, and are not affected by gravity, since they are energy in nature.

An armor piercing round not only will make short work of armor, but will also make holes through walls, and can be used to attack THROUGH obstacles.

An explosive round invariably has a blast radius. If used in cramped spaces, avoiding collateral damage is IMPOSSIBLE.

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2.     What is the type of gun used?

 

As we have shortbows, longbows and crossbows, so there are different types of firearms for different purposes. And they all have different properties....

Energy Weapons will light up the immediate area for a second with each shot. The GM may allow an energy weapon to have different settings, like in Star Trek (Phasers can be set to Stun or Full...).

A shotgun can attack multiple opponents/objects at long range in a single attack (spread), and does more damage at close range.

A machinegun eats ammunition really fast, but will saturate the area with rounds such that, if caught in the open, only the swift has any chance of not receiving a single hit. It should keep the opponents from moving too much....until the firer hears the dreaded clikclikclik.

A gatling gun invariably has a little startup lag when firing, the barrels must start spinning first. This process will take 1 round.

The size of the weapons also determines whether the firer can wield it properly. A normal human will stagger a few steps backwards, or (in worse cases) fly in the opposite direction, when firing heavier class/caliber weapons, unless he is properly braced.

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3.     How is the gun fired?

 

An RP gunfight isn’t always a western duel, where both combatants stand, in full view of each other, immobile, fanning their hammers. Normal human instinct will always strategize, and cause the human body to move around, since standing stock still is an invitation for a bullet right through the head....not a good thing.

Single shots are generally more accurate than burst shots, but burst shots increase the chance of hitting a target by firing off more rounds (one of them HAS got to hit).

Firing while moving (running or in a vehicle) messes up aim.

Firing in an awkward position (swimming, climbing, uneven ground) messes up aim.

Firing while performing stunts (drive-by shooting, backflip shots, two-gun combat) messes up aim. Despite the cool effects of the Matrix (subway scene), they never really manage to hit each other (yeah, it’s pretty laughable once you think about it. Oh well -_-‘)

Recoil messes up aim.

Enemy being too close or too far away messes up aim.

Firing in a braced position (crouching, prone, supported) improves aim. However, remember that anyone firing from a braced position has difficulty changing positions thereafter, especially if carrying a heavier weapon.

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4.     Melee combat....with guns?

 

The convention that all ranged specialists are defenseless at point blank range is nonsense, and even moreso for the modern era, where guns are made of the same heavy material as broadswords and clubs. And don’t think they’ll always shoot at you no matter what the range....if an opponent is close enough, why waste a precious bullet?

The butt of a rifle, as well as a spent Rocket Launcher, is a good club.

The handguard of a pistol can be used as a hammer.

The barrel of a gun can be used as a thrusting weapon.

Not to mention that accessories such as bayonets can be mounted....

And smaller guns can be thrown like a stone.

Keep in mind tho, that this MAY degrade the performance of the gun or break it entirely (except when accessories are used, or it’s of robust construction). Firing mechanisms are delicate, you know....

Damage that may occur: chance of gun jamming increase, stock broken (no bracing, -accuracy), barrel broken (can NOT fire or -accuracy), trigger malfunction (can NOT fire normally. Can only fire off critical rolls.)

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5.     Who’s using the gun?

 

Who can use weapons? Anyone who’s trained in them? BUZZZ wrong answer! The correct answer is ‘Anyone who can PICK THEM UP’. Yes, as long as someone can pick up a weapon, he can use it....or at least, attempt to -_-‘. How he uses it depends on how much experience he has with it.

Those who receive military training or are of certain races (eg vampires) can perform better stunts than, say, a civilian.

Those who are untrained are worse off from recoil effects, nor can they aim right or change their magazines quickly.

Anyone who’s injured in his gun-arm won’t be able to use the gun properly. Anyone with a broken bone in the gun-arm can NOT use guns in that arm, and must switch to his secondary arm (Penalties if he’s not ambidextrous).

Anyone who’s injured in his secondary arm will still be able to use 1-armed guns properly, but are affected when it comes to 2-handed guns (Sniper Rifles, M60s).

A broken bone in ANY arm means that the gunner can NOT use 2 handed guns.

It’s unrealistic to see an everyday office worker leap from wall to wall, changing his magazine in a split second, and fire off dead-on rounds. Unless you’re talking about military, top secret organization terms, where such training is necessary....

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6.     Target’s protection?

 

Ok, GMs, the reason why you think guns generally kill in 1 hit is because sometimes you don’t give consideration to armor. Nobody smart enough goes to a gunfight completely naked, you know....in fact, I believe than medieval steel armor can somewhat protect against a 9mm round! So don’t discount ANY form of protection when dealing with firearms. It’s really unfair to whoever’s at the receiving end of the shot....

Armor made of tough metal may deflect most ballistics aside from AP ones, but energy weapons will pass through unaffected (metal is a good conductor of energy).

Due to an energy weapon’s light & heat nature, it is somewhat stymied if the target is in an aquatic environment (light is diffused by water, heat is dissipated by water), or if the target’s armor is somewhat reflective (like Stainless Steel; while the heat component is unaffected, the light is diffused, less damage results).

Nothing completely protects against AP (armor piercing). However, note that AP is still affected by armor like all other ammo, it’s just affected less. However, due to AP concentrating on piercing armor and not on damage, AP rounds generally do less damage than normal rounds.

Explosive weapons, damage of which is mostly shockwave-based, are stymied by heavy armor, the weight of which absorbs some of the shock and prevents the wearer from feeling it.

A gunner can’t properly get a bead on anyone hiding behind an obstacle, or who have blended into the environment using camouflage techniques.

Still on obstacles, only guns utilizing AP ammo and properly angled heavy projectile shots can attack opponents behind obstacles without having to destroy the obstacle first.

Even armorless can be considered a protection of sorts, for modern armor generally weighs the bearer down and impairs dodging.

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7.     Ammo considerations?

 

ALL projectile weapons are ammo based. Even energy weapons, for they have to run on an energy source, and we all know that there is NO such thing as perpetual energy.

For this case, consider Murphy’s laws of ammo limitation:

·        A small weapon of high caliber will invariably have little ammo per clip.

·        A large weapon of low caliber will invariably have lots of ammo per clip, at the obvious expense of damage.

 

There is NO SUCH THING as an anti-tank rocket launcher with clip size of 100. Such weapons may only be carried on vehicles, are FAR TOO HEAVY for a human, and are cumbersome to wield. Not to mention it’s really, really cheezy.

Clips and Magazines are NOT formless or weightless. They take up space. Thus, nobody can carry infinite amounts of them. Note, tho, that imposing this rule may make the game overly complicated. If the GM or player is not confident enough: see the next rule.

It’s quite OK to implement infinite ammunition, since it reduces game complexity by half. However, in accordance with realism and common sense, the gun MUST have a periodic reload requirement (eg once every x shots, where x depends on gun, during this period, the gunner can NOT attack, and may suffer dodging penalties due to concentration on the reload process).

Specialist ammunition (like Outlaw Star Castor Shells, or even Tranquilizer/Knockout rounds) MUST be limited for reasons of game balance.

Energy weapons can NOT have specialist ammunition (Common sense...how DO you give properties to an intangible projectile, like making a knockout laser bolt?). To give specialist properties to Energy ammunition, the weapon itself must be modified.

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8.     Gunnery vs Magic?

 

We’ve all played games like Arcanum, Shadowrun, and yes, definitely Final Fantasy. Clashes between marksmen and wizards are common in these settings, or anything remotely in these settings. Here’s how magic and gunnery can interact....

The same enchantment used to create arrows with +X bonuses can also be used on gun ammunition, giving them the same bonuses. Same here for giving bullets additional damage effects (like +poison, +lightning etc). Energy weapon ammo can NOT be enhanced in this way.

Armor piercing rounds should affect magical armor spells as they would normal armor, i.e not even magic can completely protect against AP. These rounds have relatively good chance of piercing a Globe of Invulnerability, as D&D bolts of piercing do.

Bullets can collide with magic spells in midair, since both have mass. However, if the bullet is small compared to a spell (say a 9mm round vs a D&D Fireball spell), the spell will ‘eat’ the bullet and continue on; If the bullet is about the same size as the spell or larger (a 5.56mm round vs a D&D Magic Missile), they will cancel each other out.

Under NO circumstances, however, can a bullet ‘eat’ a magic projectile, due to their kinetic, physical-based nature. Exception would be Energy Weapon shots.

Note: going patriot mode with a machinegun in the hopes of nullifying an enemy projectile spell counts as a STUNT.

Weapons count as artifacts, and can be dealt with using an MtG style Shatter spell. This counts as a STUNT in the middle of combat.

Energy weapon ammo, being of energy in nature, are treated like magical artifacts. A properly aimed disenchantment can drain the E.pack of all energy. Conversely, the same spell used to restore charge in magical staves can be used to replenish the energy supply for a spent E.pack. Energy is energy, whether created magically or artificially.

Note that because of the time taken to chant a spell, as well as the almost instantaneous loading and cocking modern automatic weapons, gunners get the initiative during gunnery vs magic combat. The only exception is when the spell can be cast instantaneously, like something cast off a D&D Contingency spell.

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9.     Gunnery vs Melee?

 

Yep, I know in real life that the Melee guy will get ventilated, but that isn’t really the case in fantasy settings. Well, not always, but still, considering obstacles and taking advantage of reload delay, it’s possible for a melee specialist to defeat a gunner. Goes to show that higher technology doesn’t exactly mean victory, doesn’t it?

There are no initiative penalties to any party in a Melee vs Gunnery combat. However, the Melee specialist obviously can NOT attack a Gunnery specialist immediately, if they see each other at range.

A gunner needs to have a line-of-sight on the melee user in order to get a bead on him effectively. If not, the gunner is firing blind (even if he knows the melee specialist is behind a certain obstacle), suffering a penalty in accuracy.

A melee specialist, no matter what the skill, can NOT enter openly the suppressive field of fire of a high-ROF machinegun or similar weapon without suffering at least 3 hits/turn. Only the foolish make headlong charges into danger, although I have no quarrel with you if you’re in a kamikaze mood....

It is possible to deflect bullets and laser bolts, like arrows and crossbow bolts can be cut out of mid-air by the skilled. This, however, counts as a STUNT, and requires the melee specialist to at least wield a weapon or shield in his hand.

Under NO circumstances can anyone deflect bullets with his bare hands (it’s possible with arrows, but not gun ammo, sorry) unless the guy is Wally West, the Flash himself. A D&D Haste spell doesn’t provide enough speed....use it to dodge instead.

The Gunner can attempt to disable the melee user at range by shooting away his weapon. This counts as a STUNT, and only applies if the melee user is wielding a weapon.

Similarly, the melee specialist can disable the gunner by attacking his weapon, using a D&D style disentanglement skill.

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10.   Skills and Stunts?

 

As a swordsman can learn sword techniques like Cross Slash, Rosario Impale, Omnislash etc etc, so can a gun user learn certain techniques to give him an edge in combat.

Such techniques can be classified under two categories: Skills and Stunts.

Skills are techniques learnt through training. They are inflexible; eg if you learn Rapid Reload for one type of gun, you can NOT use it for any other type of gun. The good thing, however, is that they are so physically conditioned into the body that they can be performed as though it were second nature.

Example skills: Two-gun combat (similar weapons), Improved Aiming Techniques, Recoil Control, Rapid Reload, Head Hunting.

Stunts are techniques performed from out of the blue. Although they can adapt more easily to any situation, whether it’s successfully pulled off depends very, and I mean VERY!!!!, much on luck. And unlike skills, they affect general accuracy, especially if not performed often enough.

Example stunts: Two-Gun combat (dissimilar weapons), Called Shots, Ranged Disentanglement, Projectile Interception, Combat Gun Jam Clearing, Ricochet Shots.

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11.   How effective the benefits?

 

There are not only different classes of weapons, such as AP, Impact, Energy, Heat, Explosive. We also have things like Hi-Ex, Jagged Hollow Point, Squash Head, Solid Slug etc etc....terms of which are subclasses of a weapon class. While it’s not necessary to discuss each and every one of them, it’s necessary to recognize which is the more powerful of the subclass.

The piercing ability of a railgun round will ALWAYS be better than that of a basic AP round.

The blast radius of a rocket launcher will ALWAYS be larger than that of a grenade launcher.

A Gatling Gun style weapon will ALWAYS have a faster ROF than that of a normal machine gun.

Although technically, the Shotgun and the Machinegun can attack multiple opponents at range, the Machinegun has the added benefit of being able to keep it up. Shotguns can NOT give suppressive fire.

A laser gun will always be more accurate than a sniper rifle at range, since sniper rounds are affected by gravity and wind, whereas laser bolts are not.

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12.   General limitations of ALL firearms?

 

This shall be the only section where the rules are non-flexible. Anyone who breaks them (unless judiciously) are to be classified as low-down, cheezewhizz kings, and should be punished by the GM accordingly.

No firearm has infinite range.

No firearm has an infinite clip size.

No firearm has no recoil effect.

No firearm is exactly accurate. Conversely, nobody can always dodge a firearm.

No small firearm may peruse too large rounds, even energy weapons (unless of course, you fancy your gun breaking apart after just one shot, or you fancy flying backwards from the recoil as J did with his Noisy Cricket. >:))

No firearm has a 100% chance of killing in a single hit. Even in real life, people have survived gunshot wounds. What are we to say of the fantasy world, where there is no limit to armor and protection?

Weapons with a blast radius must invariably be of high caliber (20mm and above, give or take 5mm). Common sense: how much explosive can you possibly pack into a piddly 9mm round?

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13.   Cross era guns in the same game?

 

Although it sounds ridiculous, it’s actually quite possible, whether in fantasy or in real life (gun collectors have some ancient weaponry available). The trouble is actually differentiating them, since firing mechanisms remain relatively the same throughout all the years. This is a guideline:

Crossbows, the distant, ancient predecessor of the modern firearm, do not have anything to worry over. It’s a basic, no frills, firearm.

Medieval era guns (hand ‘cannons’, muskets) are usually made of more wood and less metal. Fluted barrels are common. They use gunpowder and circular-shaped rounds, and there can only be 1 round in the barrel at any one time. They have 2 reload stages, one with gunpowder and one with the bullet(s). Rifle-sized medieval era guns MUST BE LOADED STANDING UP, breech loads haven’t been invented yet then.

Civil war to mid WWI era guns (flintlocks, repeaters) introduces breech loading, ammo belts and clips. Guns are still made of mostly wood, but the rounds are now more streamlined. However, the weapons are NOT exactly automatic per se.....the more common ones have to be cocked for every shot. Those with limited automatic capability (repeaters) need not be cocked each turn, BUT still has a slow Rate of Fire, and can NOT be used like a machine gun. Gatling Guns and chainguns (which were invented at this time) are the exception, but they must use belt fed ammo, as clip size is VERY SMALL in this era (5-10 rounds max). There are NO hand-carried explosive guns in this era; personal explosive weapons are limited to grenades.

Mid WWI to modern era guns (Thompson, Brens, Lewis, M16, Steyr Aug and too many others to count) introduces true automatic and machinegun capability. Guns are now completely made of metal, with little wood construction, mostly concentrated in the stock/butt. All guns now use ammo clips, and clip size is anywhere from 20-50 for normal sized rifles. Belt fed ammo is on the way out, but still can be seen on the Vulcan guns (improved Gatling Gun) of this era. Automatic, suppressive fire is pretty common, but if the weapon is meant to be used at range (eg Sniper rifles), it will not have this ability.

Future era guns (lasers, phasers, plasma guns) can easily co-exist with the Mid WWI to modern era guns, but they are indeed of a separate, fictional era (what do you expect, they’re not even invented yet!). Gone is the dependence of physical ammunition; Guns of this era are mostly energy-based, and use a uniquely shaped, cylindrical, ammo clip (whereas for modern era, the clips are squarish/rectangular). Note that, while they are made of lightweight metal, they are actually heavy, for they generate large amounts of heat per shot and must mount cooling systems. Laser Machine Gun style weapons do exist, however, they can NOT sustain the rate of fire for too long or risk overheating (weapon may explode in hand...owch).

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14.   Environmental Factors?

This is easily overlooked because most RP combats take place in ‘normal environments’. Yes, call it the ‘Demon Zone’ or whatever name you give to other planes, and spread it with numerous obstacles, but it’s still considered as a ‘normal environment’, simply because:

·        Gravity is still normal

·        Atmosphere breathable, air is clear of impurities

·        The laws of physics aren’t changed.

·        Everything works as it should.

 

This saves the GM and players a fair deal of head-scratching, yes. But combat in normal environments do get predictable after awhile, unless the GM and players are really creative. Environmental factors can be included to keep everyone on their toes, and to improve on a gunfight’s combat variety.

If gravity was reduced or made nothing, no compensations for gravity need be made when aiming. Projectiles from heavier weapons like Grenade Launchers will no longer arc, but will now travel in a straight line. A sniper rifle is now just as accurate as a laser rifle at long ranges, as gravity no longer has any effect on the round. Also, because gravity is no longer a factor, more spectacular stunts can be performed.

In an environment with no oxygen, certain weapons can NOT function. This especially applies to weapons using a propellant that can only be burnt in an Earthlike atmosphere. Medieval guns suffer the worst from this, as they rely on gunpowder, which cannot be burnt without oxygen. Energy weapons and weapons using alternative firing mechanisms to hammer-against-propellant (like Railguns and Gauss Rifles) do not suffer in such environments. Rockets using solid fuel will definitely not be usable, but if the rockets were instead powered by fusion, then they can be fired as per normal.  

Aquatic environments are unique. Not only do they count as both reduced gravity and no-oxygen environments, they have yet more strings attached. Since a fluid has more resistance than air, bullets do not travel quite as fast; as a result, there is less range and less potential damage. AP rounds may lose their AP capability or have it lessened. Energy weapons suffer the most in such environments, for liquids tend to absorb heat and diffuse light from energy shots, drastically reducing their range and damage. Stunts are harder to perform underwater, as all movement becomes sluggish due to resistance of the fluid.

Then there are environments with a different atmosphere. Perhaps it could be extremely dusty, like in the middle of a sandstorm (weapon jam chance increase, LOS decreased), or the gunfight occurs in rainy weather (Energy weapons suffer penalties). Or perhaps it’s a different planet with a higher concentration of oxygen (Explosive weapons do more damage and blast radii are increased), or maybe a corrosive, acidic environment (unless made of non-corroding material, the weapon will suffer cumulative penalties, then finally stop working).

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Appendix: Example weapons

Shotgun, Pump Action, modern

Era: Modern

Weapon size: Medium

Basic Damage Class: Impact.

Special: May attack while reloading.

Special: Reloads 1 bullet at a time, not entire clip.

Special: May attack multiple targets at one time, if all targets are packed together at medium range or longer.

Special: Damage inversely proportional to range.

Magazine size: 8-20.

Rate of fire: Slow

Recoil: Medium

Example specialist rounds: Solid Slug rounds (+Armor Piercing X1), Flechette Rounds (+damage vs living).

 

Sniper Rifle, Electromagnetic Rail Gun

Era: Modern

Weapon size: Medium

Basic Damage Class: Piercing

Special: Armor piercing X3 obstacles

Special: Accurate at range

Special: victim is -4 to dodge each shot

Rate of fire: Slow

Recoil: Medium

Magazine size: 1-5.

 

Gatling gun, personal sized, M369

Era: Modern

Weapon size: Large

Basic Damage Class: Piercing

Special: may NOT fire single shot, each pull of trigger causes 10 rounds (at least) to fire.

Special: warm up time (barrel spin) 1 combat turn, per each non-consecutive attack.

Special: May attack multiple targets at one time, if all targets are packed together at medium range or longer.

Special: Suppressive fire

Rate of fire: Extremely high

Recoil: Huge

Magazine size: at least 200.

 

Phaser, Star Trek

Era: Future

Weapon size: Small

Basic Damage Class: Energy

Special: 3 settings, Stun (-damage, +stun, uses ½ normal ammo), Full (normal), Kill (Slay living target, 75% chance, uses up 3 times ammo).

Rate of fire: Medium

Recoil: Small

magazine size: 20 normal shots

 

Noisy Cricket, Men in Black

Era: Future

Weapon size: Small

Basic Damage Class: Energy.

Special: Blast Radius

Special: Hardy Construction (allows use of oversized caliber rounds without breaking)

Rate of Fire: Very Slow

Recoil: Beyond Extreme

Magazine Size: 1-5 (the Syringe like magazine seems to be enough for 5 shots.....)

 

Bazooka, Anti-Tank

Era: Modern

Weapon size: Large

Basic Damage Class: Shockwave

Special: Blast Radius damage

Rate of fire: Single Shot

Recoil: Extreme

Magazine Size: 1

 

Blunderbuss (a type of shotgun used in the medieval era)

Era: Medieval

Weapon size: Medium

Basic Damage Class: Piercing/Impact

Special: 2 reload phases necessary per shot

Special: Reload while standing, through barrel

Special: May attack multiple targets at one time, if all targets are packed together at medium range or longer.

Special: Damage inversely proportional to range.

Rare of fire: Single shot

Recoil: Large

Magazine size: 1

 

Crossbow

Era: Ancient

Weapon size: Large

Basic Damage Class: Piercing

Special: None.

Rate of fire: Single Shot

Recoil: Small

Magazine Size: 1

 

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And Last, but not least...the boring, but necessary, DISCLAIMER

This document is ©hickenno1 (pardon the pun) as of 22/02/2003. (DO NOT EMAIL ME. Sorry, but I’ve resorted to extreme measures to block out spam, and you prolly won’t get your mail in. Post thy comments at www.gamefaqs.com, directed at either FinalExcalibur (my compatriot) or Chickenno1 (me)).

I will allow this document to be freely distributed, altered ETC. as long as I am given credit (I did spend quite some time doing this, so I expect some appreciation in return. It’s just fair, isn’t it?) 

Under no circumstances must this document be used for profit. I declare this a free, completely free document for the benefit of RPG communities around the world, and it should forever be as such. Anyone who defies this rule will be dealt with....severely.

Version History

Not quite 1.0: Treatise is publicly released, after adding ‘Gunnery vs Magic’ and ‘Cross Era Weapons’ considerations

Not quite 1.1: Added ‘Gunnery vs Melee’ and ‘How Effective The Benefits’ considerations

Not quite 1.2: Added hyperlinks to make document more easily navigable. Corrected certain spelling errors, as well as reshuffled some points which should belong to a different section.

Not quite 1.3: Added ‘Environmental Factors’ consideration. Added version history from 1.0 onwards. Also reshuffled more points into what should be their correct headings.

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