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Unique Situations

In document LDSourcebook (Page 79-83)

Carbine S 7 1 1 30 2d6+1 100 10 9.00

Carbine,

Repeating S 7 12 3 30 2d6-1 100 10 11.00

Pistol, Army

T 3 6 6 20 2d6+3 100 15 16.00

Pistol,

Navy D 2 6 6 10 2d6-1 N/A 20 12.00

Pistol,

Derringer F 0.75 1 1 3 1d6 N/A 30 5.00

Rifle M 9 1 1 150 3d6+1 150 5 10.00

Rifle,

Repeating M 9 15 5 120 3d6 150 5 12.00

Rifle, Big Game

M 12 1 1 200 4d6 200 0 35.00

Shotgun M 9 2 2 20 3d6* 150 10 15.00

Shotgun,

Pump M 8 5 3 20 3d6* 150 10 28.00

Shotgun,

Sawed-off M 8 2 2 10 3d6** 150 10 15.00

Scattergun S 5 1 1 10 Special 200 12 20.00

* Damage drops 1 hp per range increment after the first due to shot spread.

** Damage drops 2 hp per range increment after the first due to shot spread.

Unique Situations

Shooting to Disarm

Characters may attempt to shoot at a held firearm (or other weapon) in hope of disarming an opponent. This is a very difficult shot to make, but it is possible. A successful bullet (not pellets) hit will automatically cause the opponent to drop the weapon. The basic rules are described in the Sunder an Object section of the Players Handbook. The AC of the held weapon is determined by 10+ the defenders dexterity modifiers and magic protection, adding a +5 bonus to AC for the weapon being held, and a size dependent modifier.

the damage from the hit, the DM can determine if the dropped gun was damaged or is still functional. Firearms have a hardness of 10 and 5 hit points.

Grappling with Firearms

Because of the fact a loaded firearm carries its ammunition (even if one shot) internally (unlike a bow or a sling), ease of use, and maneuverability, firearms present a special circumstance for grappling. If an attacker is carrying a light weapon (whether a firearm or not), they can elect to grapple while holding the weapon. Any other weapon must be dropped.

The choice of grapple attempt meant the attacker was not shooting her firearm that round.

Chapter Seven: Firearms 80 First, the attempt to grapple provokes an attack

of opportunity if the defender is holding a drawn handgun. The defender may take a single Rapid Fire shot for that attack of opportunity.

Alternatively the defender may "pistol whip" the attacker, using the handgun or scattergun with a melee attack. A successful hit does with a scattergun does 1d6, with an army or navy pistol 1d4 and with a derringer 1d3. If the defender has the Quick Draw Feat, a free hand, and an available handgun, then the defender may draw and shoot the handgun with a single Rapid Fire shot for that attack of opportunity. The exception to this grappling provocation is if the defender was already engaged in Aimed Fire (at another target), and had provoked himself, an attack of opportunity and the grappling attempt was that attack. If the defender is using a long arm (rifle, shotgun, or carbine), then the defender may use the long arm as a club to take an attack of opportunity (melee attack).

The attack may elect to grapple the defender's firearm itself, or grapple the defender himself as normal.

In the first case, the attacker makes an attack roll to grab the firearm. The AC of the defender is modified by an AC modifier based upon the weapon size. Modifier is; for Light (-4), one-handed (0) or two-one-handed (+4). If successful, the attacker and defender make opposed grappling checks (base attack bonus + strength modifiers).

Unarmed attacks count as light weapons. If the attacker wins, she now holds the firearm. If the defender wins, he has wrestled the firearm out of her hands. If the checks were tied, then both characters are still holding on to the firearm and neither can use it.

In the second case, the attacker makes the normal grab attempt to grapple the defender. Normal grappling rules apply, except that the defender may be able to use his firearm. If the defender is not pinned by the grappling attempt, but is held, the defender may use his light firearm on his next action instead of trying to escape the grapple with another opposed grappling check.

The defender is at -4 on such attacks. (Likewise if the attacker is holding a light firearm.)

Concealed Weapons (Hiding a Firearm) Characters will often attempt to conceal a weapon, particular a firearm or a knife, on their person, perhaps to remain armed while in civilized society. (In some locations, such as

most of the British Empire, carrying of firearms is illegal, other than hunting rifles or shotguns on private estates, or shooters at target shooting tournaments. In most places, carrying firearms to formal dinners or parties is considered socially unacceptable.) The size of the firearm is the primary factor in determining if an observer spots a concealed firearm, closely followed by the number of concealed firearms.

The base DC for spotting a concealed firearm is included in the Firearm Chart. The description of the assumed concealment for that DC is below.

The judge may assign a bonus or penalty of 2 to the base DC is she decides the concealment attempt warrants it. For multiple concealed firearms, the worst DC is used with modifiers described below. Sitting or running while wearing concealed weapons increases the chances that the concealed weapons will be spotted.

Concealment scenarios are:

• Derringer -- assumed to be in a bosom, wrist, thigh, or ankle holster, while wearing normal street or formal attire (except the ankle holster is worn with skirts or dresses of floor length) or in a gentleman's pants or coat pocket, or in a small ladies handbag.

(Medium-sized purses are more concealing.) Concealment of a wrist holster requires long sleeves. Hip or shoulder holsters under a hip length jacket or coat are not as concealing--the DC should be lowered by 2.

Concealment DC is unaffected by sitting or running, except for the ankle holster which should be lowered by 2.

• Navy pistol -- assumed to be in a shoulder, back belt, or hip holster under a hip length or longer (loosely cut) jacket or coat.

Concealment DC is lowered by 2 if the character sits and by 4 if the character runs.

A navy pistol may also be concealed in a medium-sized ladies purse (or similar bag) with this concealment DC. The concealment DC of the pistol in the purse is unaffected by sitting or running, but it is affected by hitting another character with the purse. Ladies in normal women's attire (which is close fitting in this era) could not conceal a pistol easily in these locations (unless they are wearing a heavy coat or cape). A fine gentleman's dinner jacket will not conceal pistols in these locations either, as such jackets were close fitting. The

concealment DC should be lowered by 10 in such cases.

• Army pistol -- assumed to be in a shoulder, hip, or back belt holster under a thigh length (or longer) coat. An army pistol can be carried in a ladies' very large purse at this concealment DC. Dress attire constraints are similar to that of a navy pistol. The concealment DC is lowered by 2 when sitting and by 4 when running.

• Scattergun -- assumed to be on a hip holster, or hanging on a lanyard behind the back, under a heavy, thigh length coat. The concealment DC when sitting is lowered by 2 if in a hip holster, by 6 if on a lanyard behind the back. The concealment DC when running is lowered by 4 if in a hip holster, by 10 if on a lanyard behind the back.

• Carbine or Shotgun -- assumed to be on a sling, under a knee length cloak (not a coat), or on a lanyard, under a knee length coat.

The Concealment DC for sitting is lowered by 6, but for running, it is lowered by 4 if on a sling, 10 if on a lanyard.

• Rifle (not the big game rifle) -- assumed to be on a sling, under a calf, or ankle length cloak. Concealment DC drops by 10 upon sitting and by 4 if running.

• Big Game Rifle -- assumed to be "cleverly"

disguised as a six-foot wide, rolled bedroll (for two) slung on the back. In short, the character would have to be real creative to find a way to conceal this weapon and still have quick access to it.

Observers make a spot check to see if they spot the concealed firearm. Naturally, there are some possible modifiers. Detective or criminal Classes get a +2 bonus to spot checks for firearms.

• If a character (say a police officer) walks pass in the opposite direction on the street, a normal spot check is rolled. The observer cannot take 10 (or 20) for this check, unless the observer has been warned to look for the individual by description or the individual is drawing attention by her actions, in which case the observer may take 10.

• If the character carrying the concealed weapon is moving slowly, with a crowd, pass a fixed observer (such as a police officer) there is a -2 modifier to the spot check because of the crowd.

• If the character carrying the concealed weapon is moving slowly in single file past

10, but no modifiers apply.

• If the character carrying a concealed weapon is present at an (60 minutes or longer) event, such as a dinner party where heavy coats would be out of place, where an observer can watch the character for long periods and/or repeatedly see the character during the event, the observer may take 20. If the observer has reason to be suspicious of the character (perhaps advance warning), then they should take 20.

• Multiple weapons have an impact on the concealment DC. Each additional weapon beyond the first weapon lowers the concealment DC (of the worst DC of the set) by 2. Derringers in bosom, wrist, or thigh holsters or in purses do not count against this total. A navy pistol in a ladies purse also does not count against this total.

A police officer (or other character) might physically search the character in which case a search skill check is made. The same concealment DC is used. A detective or criminal kit get a +4 bonus on this search check for firearms (all others get +2). If the searcher is hurried, watching other suspects, or under a threat, the check must be rolled. If not pressured, a standard search for weapons would be the "take 10." A search at a police station that amounts to a strip search would be a "take 20." However, in this era, European or American police officers are more respectful of body privacy so such searches are less common, particularly of women.

The above rules on concealment of weapons assumes the weapon was concealed when no one was present to observe. if a character attempts to hide a weapon (or move a weapon from one concealment spot to another) while someone is present, then the Sleight of Hand skill (PHB pg.

81-82) must be used. A navy pistol grants a +2 bonus for the Sleight of Hand check to conceal it and a derringer gets a +4 bonus. A character may attempt to use Sleight of Hand to remove a light weapon unnoticed from another character (DC 20 plus opposing spot checks).

Nonstandard Ammunition for Firearms Sometimes characters in Gothic Earth wish the bullets of their gun (or the pellets in their shotgun) were made of something other than

Chapter Seven: Firearms 82 material. The use of silver weapons to injure

werewolves is a well-known example. Other monsters might be vulnerable to other materials.

Some monsters may be vulnerable to weapons made of special materials, which are also enchanted. Spells such as Magic Weapon and Greater Magic Weapon are useful for these cases. However, such weapons, bullets or shotgun shells, are not commonly available in a variety of materials.

Silver bullets are available in small quantities from some of the larger suppliers of ammunition.

They see it as a novelty item and do not keep large amounts on hand. Silver bullets (1d10) of any one type will be available once per adventure if there is a company in the area. Eley Bros. LTD., of London (England), Birmingham (England), Glasgow (Scotland), and Liege (Belgium) is one such company. The Society of the White Rose in the Living Death campaign has arranged for a private supplier to stock silver bullets in Hong Kong and in Denver, Colorado, USA, as of 1894. The cost per cartridge with silver bullet from such suppliers is: derringer-15 cents; navy pistol-40 cents; army pistol-55 cents;

carbine- 50 cents; rifle-75 cents and big game rifles- one dollar. These suppliers do not have bullets of other materials, nor do they have shotgun shells with silver (or other material) pellets. Sometimes, the Society of the White Rose may supply its heroes directly with some specific ammunition. Such cases are described in a tournament module.

The Gunsmith Skill allows a character to make both standard and nonstandard ammunition for firearms. Only one gunsmith skill check is permitted per Living Death adventure for a specific character. Failure of the skill check means that half the cost per cartridge was wasted. A set of 25 lead bullets can be made for half the book price with a DC of 10. Lead bullets are easy to make, though, because ordinary fires are hot enough to melt lead (620 F). The only tools are an iron or copper pot, a bullet mold, and the reloading tools. These tools cost $2.

Silver, gold, and copper are other desired materials for firearm ammunition. These material melt at much higher temperatures (between 1760 F and 1980 F) and ordinary fires do not get that hot. (A conventional gas-heated, box oven tops out about 1250 F.) You need access to something similar to a forced air furnace to melt enough silver, gold, or copper to

make the bullets. A character may purchase the needed equipment for $70 as a one-time expense.

The cost (in dollars) per bullet is shown below.

Bullets are attempted in lots up to 25 bullets (character choice of one type & number per attempt) with a DC of 15. Failure results in the loss of half the cost per bullet. Only one gunsmith check to make nonstandard ammunition can be made per Living Death tournament module.

Table 7:3 Making unusual Bullets/Cost per Bullet

Firearm Silver Gold Copper

Derringer 0.10 1.00 0.05 Navy Pistol 0.30 3.00 0.05 Army Pistol 0.45 4.50 0.10

Rifle 0.60 6.00 0.15

Carbine 0.30 3.00 0.05

While it is possible to make iron or steel bullets, due to the temperatures for melting iron or steel as well as the hardness of the materials, it is not feasible for an individual to do this in a simple shop with the Gunsmith skill. It is possible that such bullets might be available upon rare occasions in a Living Death adventure. Bullets made of ice, glass, or rock minerals are not possible without magical assistance.

As stated in the Damage Rolls section, use of nonstandard bullets reduces the damage by 1 point per original damage die. Hence, damage from silver bullets for derringers is -1, For navy and army pistols is -2, for rifles is -3, and for big game rifles is -4. remember minimum damage of 1 per hit (not per die).

Some heroes would also like to have shotgun (or scattergun) shells also loaded with exotic materials. In addition to the silver, gold, copper, iron, or steel, heroes have been known to try to put various rock minerals into shotguns.

Conceivably characters might try glass as well.

Special material pellet packing of shells is possible. The Gunsmith skill, access to the materials and tools, and time are, of course, required. For this purpose, the character is assumed to purchase small gauge wire of silver, gold, or copper and then cut off small pieces roughly the size of a shotgun pellet. Steel or iron would come in fine rods, and would be similarly cut into small pieces. Some grinding or polishing might be done to smooth the rough edges. Glass or rock materials would be smashed with a

hammer into small fragments. The glass could be smoothed by use of heat, but the rock materials are naturally irregular and cannot be smoothed.

The use of silver, gold, copper, iron, steel, or glass pellets will not harm the barrels. Use of minerals or irregular-shaped materials will damage the barrel(s) after 3 such firings. The basic reloading equipment for shotgun shells cost

$1.50. The DC for making these nonstandard shells (up to 10 shells in a lot) is 10. The cost per shell is silver 60 cents, gold $5, copper 10 cents, iron 20 cents, steel 20 cents, glass -5 cents, and rock materials (if commonly available) 5 cents.

Packing the barrel(s) of a shotgun with fine materials (rocks, metals, etc.) other than rock salt as an expedient measure will work only once, ruining the barrel(s). The range increment for all such cases will be only 25% of normal. Packing the barrel(s) of a shotgun with objects that are greater than 0.25 inch in any dimension will cause the barrel to become blocked upon firing, ruining the barrel.

Chapter Eight: Adventuring

In document LDSourcebook (Page 79-83)

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