From: [d 2 dcblu] at [fre.fsu.umd.edu] (L.L. Cool Ranch Dressing)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: TECH GUIDE (1)
Date: 29 Mar 1996 14:56:36 -0500

                  THE COMPLETE GUIDE TO RPG TECHNOLOGY

                     FOR FANTASY ROLE PLAYING GAMES

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                           COPYRIGHT (C) 1996

     All trademarks of products, company names, logos, phrases, service
names, and/or slogans are trademarks of the respective companies,
artists, and/or individuals, where applicable.

     The following guide is the property of its author, who hereby
states that he retains the copyright except for where noted.  You may
distribute it at will, provided that nothing in the guide, this notice,
or any of the credits are altered in any way; and that you do not make
a profit from it.

     This document is not for sale and is made available for private
game use only.

                           *** DISCLAIMER ***

     All contents of this guide are presented for game purposes only.
Advice oriented information is not to be taken as legal consultation or
legal service, but as suggestions and examples of real-world or
hypothetical models. Always consult a lawyer for legal and lawful
guidance. The opinions and views contained in this guide reflect those
of the individual authors. The opinions, content, and organization of
this document are in no way connected with the faculty and staff of any
educational institute where this guide was found.

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                           TABLE OF CONTENTS


Initial Reactions To The Guide
Preface
Figuring Out Techno-Items
Cimarron Six-Shooter
Schnell & Wilkes Products
A Story of Fyre and Smoak
Sixguns & Sorcery
Weaponry - Past & Present
High Technology Items
The Carlson System to Firearms
16 Arcane Answers To Gunpowder
Non-Weapon Proficiencies
Rogue Kit: Technologist
Magic-Items
Albus Ater Ante Magicus Metallum
Suggested Reading
Special Thanks

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                     INITIAL REACTIONS TO THE GUIDE


"An excellent job. It's thorough, interesting, and definitely useful."
                                             -- A.R.

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                                PREFACE


    This informative guide is to give a GM some rules for introducing
technology into a fantasy role-playing game. The consequences of doing
so is not discussed in this guide because it is discussed thoroughly in
the articles that are listed in the "Suggested Readings" section.
     Since players shouldn't automatically know how a highly technical
item works immediately, "Figuring Out Techno-Items" gives a few systems
to allow characters to analyze any technical item.
     This guide will take you through various new weapons starting with
a modified hand crossbow to a laser gun.
     "Cimarron Six-Shooter" gives you the gun feel without having to
introduce gunpowder or worse things. Now a character can be a cowboy.
     The arquebus is typically the only firearm used in fantasy RPGs
unfortunately. "A Story of Fyre and Smoak" will correct and make
realistic. This information can be used as a replacement of the
arquebus or in an adventure to Earth when firearms were introduced to
the medieval era.
     Some GMs may want characters to enter Earth's old west. If the GM
has the Boot Hill RPG, he can convert Boot Hill characters to
characters using "Sixguns & Sorcery".
     "Weaponry - Past & Present" provides information for guns from the
old west to modern day Earth. Jumping into the future, a GM can sling
characters into a high tech adventure using the information in "High
Technology Items".
     "Non-Weapon Proficiencies" offers some things that may be of use
to gun-slingers and their ilk.
     "Rogue Kit: Technologist" gives a kit for players of a character
who hates magic. This definitely goes against the grain, so it should
be very fun to play.
     No guide would be complete without a few "Magic-Items". And for
fun, "Albus Ater Ante Magicus Metallum" provides something interesting
for GMs.
     For the most part, the information enclosed will have been play-
tested and in a workable form. In others, you may have to make further
adjustments to fit the ideas into your campaign. All rules are optional
and whatever is needed by the GM should be used. It is suggested that
you at least try to use everything and see how it goes. If it works
well then use it, if not get rid of it. In any case, I would be
interested in knowing the results and any changes you've made.
     This material is the fruit of my labor with special assistance
from a few people who are acknowledged in the "Special Thanks" section.
     I would appreciate that my name as well as those in the Special
Thanks section are not removed, changed, or altered since we are the
ones who deserve credit our names should remain with the guide. Of
course I can't really stop anybody from doing what they want. I just
ask that you respect those who made this guide possible because I'm
sure that they will continue to make great material.

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                       FIGURING OUT TECHNO-ITEMS


                            Dragon Technique


     In the absence of someone to instruct the character in a techno-
item's use, a character may attempt to puzzle out it out on their own.
To do so, a player rolls on the appropriate Investigation Tables given
herein. Then he rolls a 1d10 for each round the character spends
puzzling out the item. Following the directions in the Table and
starting at Start. The following modifiers apply to each roll (all
modifiers are cumulative):

     Intelligence less than 10.................................... +1
     Intelligence greater than 14................................. -1
     Similar object seen in use................................... -1
     Object has been explained by someone familiar with it........ -2
     Operated similar object previously........................... -2


INVESTIGATION TABLE: Weapons

Start
1-6  go to B
7-8  go to C
9-0  go to A

A
1-4  go to B
5-7  go to Start
8-0  DISCHARGE!

B
1-5  Finish
 6   go to Start
7-8  go to A
9-0  DISCHARGE!

C
1-5  go to B
6-0  go to Start


Discharge - weapon goes off, injuring the user or some nearby person.
(If both results are possible, then 50% chance of each.)


INVESTIGATION TABLE: Simple Non-Deadly Items

Start
1-5  go to C
6-8  go to A
9-0  go to E

A
1-4  go to B
5-0  go to Start

B
1-5  go to C
6-0  go to A

C
1-4  go to D
 5   go to A
 6   go to Start
7-8  go to B
9-0  go to F

D
1-3  Finish
4-5  go to B
6-7  go to F
 8   go to C
9-0  Item Destroyed

E
1-4  go to Start
5-8  go to C
9-0  go to F

F
1-4  go to C
5-8  go to E
9-0  Item Destroyed


INVESTIGATION TABLE: Complex Non-Deadly Items

Start
1-6  go to C
7-8  go to A
9-0  go to F

A
1-3  go to C
4-6  go to B
7-0  go to Start

B
1-4  go to D
 5   go to C
6-0  go to A

C
1-5  go to D
6-7  go to B
8-9  go to A
 0   go to Start

D
1-4  go to E
5-6  go to C
 7   go to B
8-0  go to I

E
1-3  Finish
4-5  go to D
6-8  go to J
9-0  Item Broken or Destroyed

F
1-3  go to C
4-6  go to Start
7-8  go to G
9-0  go to H

G
1-4  go to D
5-6  go to C
 7   go to F
8-0  go to I

H
1-4  go to G
5-8  go to F
9-0  go to I

I
1-4  go to D
5-6  go to G
 7   go to H
8-0  go to J

J
1-5  go to E
6-7  go to I
8-0  Item Broken or Destroyed


     Weapons consist of all death-dealing devices. Simple non-deadly
items consist of motorcycles, radios, televisions, flashlights, etc..
Complex non-deadly items consists of automobiles, computers,
audio/visual systems, electronic equipment, etc..


                            Gamma Technique


     Unless a character acquires a techno-item from someone willing and
able to explain how it works, or the character has previously used or
seen in use a techno-item just like it, the character won't know how to
use a newly-acquired techno-item... let alone its purpose. The
character may try to figure out what the techno-item is and how it
works by using the following procedure. Each attempt at figuring out a
techno-item takes 1d4 turn. There is no limit to the number of tries a
character can make, but only one character at a time can try to figure
out a techno-item. One character's progress (or lack of) in this
regard, doesn't affect another character's chances figuring out the
techno-item.
      The GM should follow these steps when a character is figuring out
an item;

     1) Get the techno-item's complexity (given as a letter).

     2) Using the item's complexity, find the Start Number, Die Roll,
     and Damage on the Techno-Item Complexity Table. Do not give
     players any of this information.

     3) The GM rolls one die for the item and one for the character
     trying to figure it out. The GM uses the type of die listed in the
     Die Roll column for the item's die. The character's die is 1d12
     for humans and demi-human characters, and 1d10 for humanoid
     characters. For every intelligence point above 15, modify the die
     roll by +1. For every intelligence point below 6, modify the die
     roll by -1.

     4) The die roll result for the item's die is added to the number
     listed in the Start Number column. The die roll result for the
     character's die is subtracted from this number. This total result
     will be a new Start Number for use in future attempts (if any and
     if possible) for this character to figure out the item.

     5) If the total result is less than or equal to 0, the character
     has figured out what the item does and how to operate it. If the
     total result is equal to or greater than the start number plus the
     first number in the Damage column, then the item breaks (unless it
     discharges). If the total result is equal to or greater than the
     start number plus the second number in the Damage column, then the
     item discharges if possible, doing an amount of damage equal to
     the second number in the Damage column (doesn't break however). A
     character can keep trying to figure out an item until he succeeds
     or it breaks.


TABLE: Techno-Item Complexity

Complexity     Start Number     Die Roll     Damage
    A                5            1d4         3/*
    B               10            1d6         3/*
    C               15            1d8         3/7
    D               10            1d8         2/3
    E               20            1d10        3/9
    F                5            1d6         1/2
    G               25            1d12        4/9
    H               30            1d20        6/*

    * an item of this complexity cannot do any damage to the characters

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                          CIMARRON SIX-SHOOTER


     The six-shooter is a weapon. This little wonder was originally
created by Smithy, a clever watchmaker, and Westron, a crossbow expert.
They came up with the idea of a very light crossbow that could shoot
darts. The true innovation lay, however, in the use of a spring
mechanism that rearmed the weapon after each shot. A S&W hand crossbow
can hold up to six small darts. Recocking the crossbow required only a
quick motion of the hand, which could be done in the same round the
weapon is fired. It takes a full turn to load another six darts into
the weapon's handle.
     Unfortunately, the six-shooter has always been a fragile weapon
that easily jams. A to-hit roll of 1 or lower, after modifiers are
applied, causes the dart to jam inside the weapon, requiring one round
to clear and rearm the device.
     Nowadays, a six-shooter costs 800 silver pieces (including a
leather holster, the hand-crossbow itself, and 18 darts). The hand
crossbow has encumbrance of 25 cn. An extra supply of 18 darts cost 50
silver pieces. Some notorious sharpshooters use depleted cinnabryl
darts, which add a flat 10' to all ranges and cause an extra hit point
of damage. These special darts cost 200 silver pieces each.
     Normal proficiency and specialization rules do not apply to the
six-shooter so disregard them. If a character isn't proficient in the
six-shooter, he suffers a -5 to hit penalty. If the player devotes a
weapon proficiency to this weapon the character earns a basic mastery
of the weapon. For each additional slot, the player moves up to the
next mastery. Note mastering a six-shooter isn't limited to the fighter
class and any class can continue
to devote proficiency slots to the six-shooter. The following table
shows the advantages to mastering the six-shooter:


TABLE: Cimarron Six-Shooter Table

Mastery        Ranges     To Hit Bonus   Damage
Basic        50/100/150        +0        1d4
Skilled      60/100/150        +1        1d6
Expert       70/110/150        +2        2d4
Master       80/110/150        +3        2d6
Grand Master 80/110/150        +4        3d6

     Two six-shooters can fired at the same time, one in each hand,
provided they are both armed at the end of the previous round. Apply a
-2 penalty to hit on both sides.
     At the Skilled mastery or better, the user may acquire non-weapon
proficiencies related to the six-shooter's use. Each proficiency
requires 1 non-weapon proficiency slot. They are as followed:



GC COMMENT: The six-shooter weapon is a great way to give a campaign a
western feel without worrying about the dangers of putting gunpowder or
firearms into your campaign. A character could be influenced by a
western book from another dimension and thus become obsessed with
molding a life around it. It isn't as far fetched as it seems. A Star
Trek episode dealt with a world that was based on a gangster book. Most
of our own civilized world is based on the bible as other civilizations
have there own key books. So a character if not a civilization with an
obsession to mimic the old west would be great. The "The Voyage of the
Princess Ark" story is great for combining fantasy RPG with the Old
West and if your hesitant to consider doing this then I suggest you
read this wonderful article. Just look how this statement flows: The
fighter finds in the strongbox a dusty collection... Time Life Books:
The Old West. Possibly better would be a magic cube that displays old
western shows and movies. A character that thinks he's John Wayne, a
character who lives the life of Bonanza, or worse he's the last ranger
the Lone Ranger...  give it a chance it might be fun.

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                       SCHNELL & WILKES PRODUCTS


S&W REPEATER

     The availability of the S&W Repeater is relevant to where the
characters are located. Most organized countries have "outlawed" the
use of Schnell & Wilkes products except for their military usefulness.
In the unclaimed territories and such, they are common place.
     The ability a character has with a S&W Repeater is relevant to the
number of weapon proficiency slots allocated towards it. Table 1 gives
range, damage, to hit, and the skill slots based on proficiency slots.


TABLE 1: Proficiency Slots

Prof. Slots      Ranges        Damage     To hit     Skill slots*
     0          8"/16"/24       1d6         -1           0
     1          9"/16"/24       2d4          0           1
     2         10"/17"/24       2d6         +1           1
     3         11"/17"/24       3d4         +2           1
     4         12"/18"/24       4d4         +3           2

* All special skills offered for the "six-shooter" are available at the
  same cost for the Repeater (except Fast Draw).

Other pertinent stats for the S&W Repeater are:

     ROF: 1/round with max of 6/round
     Reload Time: 10 rounds
     Capacity: 5 in 'box', 1 on rail
     Considered a heavy x-bow.


S&W SPAS SCATTERGUN

     As time went by, many store and bar owners were complaining about
the holes in walls and materials being busted by the many shoot outs
which occured in or near their establishments. As often as not, the
shots fired were done by the owner themselves, trying to "keep the
place servicable".
     With this in mind, Schnell and Wilkes went back to the drawing
board, and designed a weapon which had the capability to kill a man at
close range, but wouldn't throw its projectiles as far or with as much
potential for damage to walls, windows, etc.. Their new weapon was
dubbed the SPAS Scattergun (Short Power Area Spraying). It is available
in side-by-side double barrel, or auto-loading. The "shells" consist of
25 needle thin shards wrapped in a paper casing to hold them together.
     A firm leather strap runs around the back and this is what the
string of the x-bow pushes against as it propells the pack of shards
down its "tubular" barrel. As the "shell" reaches the end of the tube,
the shards are "shot" out and spread apart. Due to each shards small
mass, they only carry enough inertia to be damage effective at 9" max.
However, they are very potent at close range, and with their
"scattering" pattern, accurracy is less important. Some pioneers have
reportedly used this weapon to kill waterfowl and upland game.


TABLE 2: Proficiency Slots

Prof. Slots      Ranges        Damage         To hit
     0          1"/4"/9"     3d4/2d4/1d4     +1/ 0 /-1
     1          3"/6"/9"     3d6/2d6/1d6     +3/+1/  0


Other pertinent stats are:

     ROF: 1/round upto 3/round auto-loader
          2/round double barrel
     Reload Time: 10 rounds auto-loader
          4 rounds double barrel
     Capacity: 3 "shells" auto-loader
          2 "shells" double barrel

     The only special skills availble are Fast (Fan) Shooting and
Repair. These require the shooter to spend 1 Weapon proficiency per to
aquire.


S&W RATTLIN GUN

     Sooner or later a government was bound to get their hands on this
new technology and put it to work for military purposes. Hence the
invention of the S&W Rattlin Gun.  So named from the nose its gears
make when it is fired. The Rattlin Gun consists of 4 heavy x-bows
mounted on a rotating cylinder. The cylinder rotates when the Gunner
turns a crank attached to a gear box mechanism. This whole system is
mounted on an overturned wagon wheel axle which gives it 360 degree
radius of fire. As the bows rotate, two metal rails bend the bow
portion and an Assistant gunner cocks x-bow #2, at the same time the
2nd Assistant gunner is loading a bolt into x-bow #4, and
simultaneously, x-bow #1 is firing. The Gunner sights by looking down
the central cylinder and controls the rate of fire by the speed at
which he runs the crank. View from gunners Position:

                                1
                                x
        Here the 2nd A. --> 4x  o \x/2 <-- Slots which bend bow and
        allow loades the bolts        x         Ass. Gunner to lock
        string back.
                                3



     Due to all the moving parts, the weapons accuracy is considered
terrible, unless a skilled Gunner is behind the crank. Then with its
incredible rate of fire, it can be very deadly weapon. It is most
commonly used on battlements for defensive purposes. Some trade
caravans have purchased licenses from "ruling powers" which allows them
the utilize "wagon" mounted Rattlin Guns in protecting their goods on
the way to market.

Pertinent stats are:

     Range: 8"/16"/24"
     Damage: 1d6/shot
     ROF: 8 shots per round sustained
         16 shots per round cyclic (max of 4 rounds before tiring)

For each proficiency the gunner has, he adds +1 to hit. To hit
adjustments are 1 or 2 mansized (-5), Group of mansized or 1-2 giant
sized (-3), and Group of giant sized (-1).

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                       A STORY OF FYRE AND SMOAK:

                   NOTES TOWARDS ACCEPTABLE FIREARMS

                    Copyright 1992 Bryan J. Maloney


History

     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. Real-world history, without magic to
impede the progress of gunpowder weaponry, took nearly 200 years from
the introduction of gunpowder in 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.. Therefore, presented
here is some compiled data on firearms more appropriate for most
campaigns.
     What is an appropriate "first generation" firearm? The earliest
European use of gunpowder historically was not for personal weaponry.
Instead, gunpowder was used to power siege devices known as "bombards".
They took a full day to place and could only be fired two or three
times a day safely. However, they could hurl stones which were borders
of magnitude larger than most mechanical siege engines. Plus, 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 long-bowmen or cross-bowmen. 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
wheel-lock 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.

Game Conversion

     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.. The GM is advised to make them
available to Warriors and Rogues (but not to any sort of nobly,
knightly or extremely "honorable" package/character class because
gonnes are a COMMONER'S weapon) as standard weapon proficiencies. The
proficiency includes knowledge of loading, cleaning, unjamming, care,
etc..
     After this the GM needs 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 and other information 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 are
as followed:


          Lead Balls     Powder Loads
Caliber   Per Pound      Per Ounce
  .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


     The hand-gonne is quite a weapon. It will misfire at least 15% of
the time. On a "to hit" roll of 2 or less means that it just went
fizzle. On a natural 1, the gonne blows up -- the weapon's damage is
inflicted on the wielder.
     A gonne has to be held with one hand, preferably steadied on
something, while the other hand applies a slow match to the open
touchhole. If it rains, forget it. If it is 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
Type               Blank   Short   Med     Long    Very Long
Light handgonnes   0-10    11-30   31-40   41-70   71-100
Heavy 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, and the
Very Long range is -10. Beyond Very Long, 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.)
     The first list is of 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, 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 silver pieces.


(Acknowledgment goes to Greg Porter and his work 3G3, which helped
immeasurably in converting mundane measurements to gameable terms.)



GC COMMENT: If you allow gunpowder and primitive firearms in your
campaign then this is the way to go. Presently, a character has a wide
selection of swords, pole arms, and bows but can only take the arquebus
as a firearm AND it isn't to spectacular. If your going to let a
campaign go in this direction, then use the rules presented here. They
are much clearer and historically accurate and allow more freedom for
the players.

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                           SIXGUNS & SORCERY


Introduction

     In the 1st edition Dungeon Masters Guide (p. 112-113), there are
rules for converting Boot Hill to Advanced Dungeons & Dragons and visa
verse. Unfortunately, a D&D character transported to Boot Hill must
follow the Boot Hill rules, which could be very deadly (and difficult
for the players to understand). Therefore, these rules allow easy
conversion of Boot Hill NPCs without converting the D&D player
characters. Also, the rules use D&D combat rules for ease of use. This
allows a GM to expand adventures to locales other than Boot Hill. One
excellent example of this would be THE CITY BEYOND THE GATE adventure
in DRAGON #100.
     These rules are a modification of rules found in the 1st Edition
Dungeon Masters Guide, Dragon #100, the Boot Hill Game Book.

Boot Hill Shooters

     Converting a Boot Hill character is handled as follows:

Strength     - as shown, except 19 = 18/50 and 20 = 18/75
Intelligence - use 3d6 to determine
Wisdom       - use 3d4 to determine
Dexterity    - 6 base +1 per 10% speed rating (max. 16)
Constitution - use 3d6 to determine
Charisma     - use d8+4 to determine

     Each Boot Hill character is a fighter. His level is equal to his
gun fight experience. hit dice, hit points, saving throws, THAC0, and
such are determined by his level like normal D&D characters. Thus,
Jesse James would be a 12th level fighter and benefit as one.

Armor Class for the American Man

     Armor class is 10 for Boot Hill characters before dexterity bonus,
etc.. However in modern times, D&D characters could come in contact
with S.W.A.T. teams or terrorists who wear modern day body armor which
could yield a low armor class.

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                       WEAPONRY - PAST & PRESENT


     There was/is a multitude of weapons in the past and present. Table
1 lists a nice span of weaponry without getting out of control. GMs
should make changes or additions as he feels will best suit his
campaign.
     Fire Rate is how many shots the weapon can fire per round. Numbers
in parentheses represents double barrels. Supply is how many bullets
can be fired from the gun before it needs reloaded. Reload Time is the
time needed to load the weapon before the weapon can be fired. Weapon
Speed Modifier is the number that is added to initiative.
     Table 2 shows range and the range modifiers to THAC0. Table 3
lists a description of Weapon speed.


TABLE 1

                      Damage    Fire            Reload
Weapon              S-M /  L    Rate   Supply   Time     W.S.M.
..38 revolver        1d8 / 1d6    4      6       1 rd.     +2
9mm pistol          1d8 / 1d6    4      8       5 seg.    +2
Derringer           1d4 / 1d4    1(2)   6       1 rd.     +4
Fast draw revolver  1d8 / 1d6    3      8       1 rd.     +2
Rifle               2d6 / 1d10   2      2       7 seg.    +4
Sawed-off shotgun  1d12 / 1d6    1(2)   1(2)    2 rd.     +6
Scatter gun         1d8 / 1d6    1(2)   1(2)    2 rd.     +5
Shotgun            1d10 / 1d8    1(2)   1(2)    2 rd.     +6
Submachine gun      2d4 / 2d4    20     20-50   5 seg.    +1

Other hand guns     1d8 / 1d6    3      6-8     1 rd.     +4
Other shoulder arms 2d4 / 1d6    3      2-4     1 rd.     +4


TABLE 2

                         Range               Range Modifier
Weapon               S     M     L           S     M     L
..38 revolver         6    12    18          +3    +1     0
9mm pistol           6    12    18          +3    +1     0
Derringer            1     3     6          +2    +1     0
Fast draw revolver   3     7    15          +3    +1     0
Rifle               11    20    35          +3    +2     0
Sawed-off shotgun    2     6     9          +5     0    -2
Scatter gun          2     4     8          +1     0    -1
Shotgun              4     8    13          +2     0    -3
Submachine gun       7    15    20          +5    +1    -1  *

Other hand guns      5    10    15          +3    +1     0
Other shoulder arms 10    20    35          +2    +1     0

* Increase range modifiers to +8 (S), +4 (M), and 0 (L) if
  fire is traversed across target.


TABLE 3: Weapon Speed Modifiers

1 - Whoosh!
2 - very fast
3 - fast
4 - average
5 - below average
6 - slow
7 - very slow


OTHER WEAPONS

Flame Thrower - Range: A line 10'-60' long. Does 8d8 points of damage
(save for half). Jellied gasoline burns for 1d6 rounds.


GRENADES, ETC.

Dynamite                         4d10 pts. damage
Vial of Nitro.                   6d10 pts. damage
(Civil War) Percussion Grenade   6d10 pts. damage (+1d10 Fragmentation)
WWII Hand Grenade                8d10 pts. damage (+1d20 Fragmentation)
Modern Hand Grenade              6d6 pts. damage


MINES

Land Mine - Range: 0. Does 1d10+10 points of damage upon contact.
Anybody within 3 feet suffer 1d6 fragmentation damage.



GC COMMENT: Letting these more elaborate weapons in a campaign can be
dangerous. I suggest that a GM put the players in another dimension or
time where he experience these things. This way the campaign world
doesn't get greatly effected. Of course, these weapons wouldn't kill a
world because most will run out of ammunition thus the weapons become
useless and lose their novelty. The GM just has to make sure that
characters don't get access to a great supply of ammunition or allow
the characters to manufacture their own.
     I suggest you read the articles listed in the "Suggested Readings"
section for much input on the advantages, disadvantages, dangers, whys,
and hows of technology in a campaign.

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