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 ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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 ----------------------------------------------------------------------- INITIAL REACTIONS TO THE GUIDE "An excellent job. It's thorough, interesting, and definitely useful." -- A.R. ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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 ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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). ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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. -----------------------------------------------------------------------