From: [j--o--s] at [symphony.cc.purdue.edu] (Bryan J. Maloney)
Newsgroups: rec.games.frp,purdue.student-org.gaming
Subject: Guns, boom, bang
Date: 10 Jul 92 00:19:27 GMT



                          A Storie of Fyre and Smoak:
                  Notes towards acceptable firearms for AD&D

                       Copyright 1992 Bryan J. Maloney

   (Advanced Dungeons and Dragons, AD&D, and TSR are registered trademarks of 
TSR, inc.  Use in no way implies permission on the part of the owner, nor is 
to be construed as challenge of these trademarks.)

   By now, I'm sure that we're all aware that 2nd edition AD&D has taken a nod 
towards the possibility of firearms by including the "Arquebus" in the 
Players' Handbook and by setting firearms in their Forgotten Realms package.  
Unfortunately, TSR's attempt at introducing firearms has only further 
demonstrated their general level of incompetence regarding military history 
and military technology to a wider audience.
   They made a substantial error in adding firarms to AD&D, which could have 
been easily prevented had they done historical research adequate for a high-
school term paper, to wit:

   The arquebus proper was NOT, by any stretch of the imagination a 
"primitive" firearm.  It actually requires a great deal of technological 
sophistication and centuries of experience with gunpowder-ish weaponry to come 
up with such a device.  Our own history, without magic to impede the progress 
of gunpowder weaponry, took nearly 200 years from the introduction of 
gunpowder to Europe to the production of something that could be called an 
"arquebus".

   Furthermore, TSR decided that they had no need to actually look into 
realistic ranges, rates of fire, etc.  Instead, the "arquebus" they present 
was obviously invented out of whole cloth, with no rational relationship to 
any other weapons, etc.  However, were I just to complain about the current 
state of affairs, I'd be quite amiss.  Therefore, I have compiled some data on 
firearms more appropriate for most AD&D campaigns.

  What is an appropriate "first generation" firearm?  The earliest European 
uses of gunpowder historically were not for personal weaponry.  Instead, 
gunpowder was used to power siege devices known as "bombards".  They took a 
full day to emplace and could only be fired two or three times a day safely.  
However, they could hurl stones which were orders of magnitude larger than 
could most mechanical siege engines.  And they made a terrifying noise.  These 
bombards were also called (in English) "gonnes" (pronounced "gon-ess"; the 
singular was spelled "gonne" and was pronounced "gon-eh").  Eventually, 
someone came up with the idea of miniaturizing things, thus producing the 
"hand-gonne".  This was the primary form of personal gunpowder weaponry for at 
least the first generation of widespread gunpowder use in Europe.
   The hand-gonne was nothing more than a miniature cannon, with a rod on the 
rear to hold it.  Larger versions had a sort of "mounting" stick, which one 
stuck into the ground and used as a swivel to steady.  They were unreliable, 
inaccurate, and dangerous, but they produced a terrifying noise, and were MUCH 
easier to learn to use than either bows or crossbows.  Furthermore, they 
scared horses, which meant that a non-noble army could really wipe up the 
field with knights.
   Kings liked them because gonne-men were cheaper to train and supply than 
were either longbowmen or crossbowmen.  They could then outfit an army with 
pike and gonne-men and let their damned knights go whistle.

   Anyway, the hand-gonne was the personal firearm of earth's Middle Ages.  If 
one is to introduce firearms into a pseudo-medieval setting, it is far more 
appropriate than later, more advanced forms.

   Before we get into the descriptions of the gonnes, I should point out that 
the gonne was a MILITARY weapon paramount.  It was most effective in a massed 
volley.  It was not until the invention of the wheellock or the flintlock 
centuries later that firearms even began to challenge sharp steel for one-on-
one fights.  This doesn't mean that it would be useless, just that a gonne is 
not the all-powerful weapon that a modern firearm is today.

I would like to gratefully acknowledge Greg Porter and his work 3G3, which 
helped immeasurably in converting mundane measurements to gameable terms.


   The first thing to consider when dealing with firearms is just how to 
classify them as weapon proficiencies.  They are easier to use than any other 
missile weapon (except thrown), but they are rather nasty to deal with, 
smelly, dirty, etc.  I would suggest making them available to Warriors and 
Rogues (but not to any sort of nobly, knightly or extremely "honorable" 
package/character class--gonnes are a COMMONER'S weapon) as standard weapon 
proficiencies.  The proficiency includes knowledge of loading, cleaning, 
unjamming, etc.

   After this we need to consider the ammunition.  At the time of hand-gonne 
use, it was more common for a shooter to cast his own bullets from ingot lead 
as to purchase them.  One would buy loose powder, but it would be stored 
separately, since each shot would have to be loaded separately.  Furthermore, 
it is easier to partition metals by weight than by any other means, so 
primitive firearms were usually built around calibers which corresponded to X 
balls per pound of lead.  This is how these gonnes were designed.
   This will also make ammunition costs, etc. easier to handle, since one 
merely needs to set a price per pound of lead and price per ounce of powder, 
then allow the players to keep track of usage.

   Anyway, the calibers of ammunition, their weights, and loads follow:

Caliber		Balls per	Loads per
		lb Lead		oz Powder
.39		80		42
.42		64		33
.46		50		26
.49		40		21
.53		32		16
.59		24		12
.62		20		10
.67		16		8
.74		12		6
.78		10		5
.84		8		4
.93		6		3
1.06		4		2

   Finally, we have the gonnes proper.  The hand-gonne was quite a weapon.  It 
would misfire at least 15% of the time. (Any "to hit" roll of 18 or higher 
means that it just went fizzle.  On a natural 20, roll again.  On another 
natural 20, the thing blew up--do the weapon's damage to the wielder.)  It had 
to be held with one hand, preferably steadied on something, while the other 
hand applied a slow match to the open touchhole.  If it rained, forget it.  If 
it was foggy, forget it.  If a handgonne is not steadied upon something, the  
character should have a -2 "to hit" for a light handgonne and a -5 for a heavy 
handgonne.

   Handgonne range characteristics are pretty even, and are summarized below:

		Point	Short	Med	Long	VL
		Blank
Lt handgonnes	0-10	11-30	31-40	41-70	71-100
Hvy handgonnes	0-20	21-60	61-110	111-160	161-220

   Ranges are in yards.  Point Blank range gives a +5 bonus to hit.  Short 
Range has a 0 modifier.  Medium range is -2, long is -5, VL range is -10 to 
hit.  Beyond VL, the modifier to hit is -20  The half-damage and maximum 
damage ranges of a gonne depend more on its ammunition than on its general 
size, so they are listed with the individual weapons.

   First I list light handgonnes, which correspond to modern pistols.  They are 
designed for one-handed use, and might have a higher rate of fire. In any
case, they are lighter and smaller than heavy handgonnes. 
   Rate of fire presents a particular problem for AD&D, since a completely 
unskilled person can clean, load, and VERY CAREFULLY aim one of these things 
every two minutes.  Heavy hand-gonnes can be fired every three minutes WITH 
EXCRUCIATINGLY CAREFUL AIMING TAKEN INTO ACCOUNT.

Light Handgonnes
Caliber	Damage		1/2D	Max	Wt.	Cost
.39	1d6/1d8		220	1600	1	300
.39	1d6/2d4		220	1600	3	320
.39	1d8/1d10	220	1600	3	340
.42	1d8/1d12	220	1600	4	350
.46	1d8/1d12	220	1600	3	350
.46	1d8/2d6		220	1600	4	370
.49	2d4/3d4		220	1600	5	380
.53	2d4/2d8		220	1600	5	400
.59	1d10/4d4	220	1600	6	430
.62	1d10/3d6	220	1600	7	450
.67	1d10/2d10	220	1600	8	480
.74	1d10/3d8-1	440	3800	9	520


Heavy Handgonnes
Caliber	Damage		1/2D	Max	Wt.	Cost
.53	1d10/4d4	220	1600	7	300
.53	1d10/3d6	220	1600	10	310
.59	1d10/2d10	220	1600	9	330
.62	1d12/2d12	220	1600	13	380
.67	1d12/4d6	220	1600	15	410
.74	1d12/3d8	440	3800	12	390
.74	1d12/3d10-1	440	3800	17	450
.78	1d12/4d6+1	440	3800	13	430
.78	1d12/3d10	440	3800	19	490
.84	2d6/4d8		440	3800	21	530
.93	1d12/4d8	440	3800	18	510
.93	2d6/3d12	440	3800	25	600
.93	2d6/3d12+1	440	3800	32	620
1.06	2d6/4d10+1	880	7000	31	700
1.06	2d6/5d6		880	7000	40	750

Caliber is in inches.  Damage is for small & medium creatures and then for 
large creatures.  1/2D and Max are ranges in yards.  Note that the half damage 
ranges are longer than the effective accuracy of the weapons.  This is common 
with large-bore firearms.  The ball can keep velocity, but the weapon is hard 
to aim properly.  Weight is in pounds, cost is in gold pieces.



I hope this has been of service.