03.04.2013 Views

Mythic Vistas: SpirosBlaak - Property Is Theft!

Mythic Vistas: SpirosBlaak - Property Is Theft!

Mythic Vistas: SpirosBlaak - Property Is Theft!

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

128<br />

However, if using a one-handed firearm, such as a pistol, of a<br />

size larger than their own, characters must instead use two hands.<br />

Muskets of a size larger than the wielder’s own size are used with a<br />

–3 penalty per size category larger.<br />

Multiple Shots<br />

At higher levels, characters can make more than one aack per<br />

round while making a full-round action. With firearms that have<br />

a set amount of time needed for reloading, such a character could<br />

fire more than one pre-loaded weapon in a round (if he had<br />

multiple loaded pistols in a bandoleer, for instance). See also the<br />

Speed Loader feat.<br />

Aiming Artillery<br />

If a new target at a new location is to be selected, the cannon must<br />

be manhandled to face the proper direction and a new elevation<br />

is likely needed to be set as well. Re-aiming against such targets<br />

requires as much time as normally needed to reload the weapon.<br />

Cleaning or reloading the weapon, or removing a jam from the<br />

barrel while the weapon is being moved in this, or any other,<br />

manner are all virtually impossible actions.<br />

Size<br />

The size modifier to a target’s Armor Class can be used to offset<br />

range penalties. If a specific person or creature is targeted, its size<br />

modifier is applied in the normal manner. If a less discriminate<br />

target is chosen (e.g., if a cannon is fired at an advancing formation<br />

of musketmen, instead of specifically at its commanding officer),<br />

the size modifier for the frontage occupied by that target (the area<br />

of the target in the direction facing the approaching ball), as shown<br />

on Table 11–11: Frontage, is used instead of the modifiers for the<br />

individuals within it.<br />

For example, a Medium creature occupies an area of 12 square<br />

feet, and has no AC modifier. If 100 soldiers are formed up in two<br />

ranks one behind the other, the 50-man frontage of the front rank<br />

occupies an area of 600 square feet (12 square feet x 50 men) and has<br />

an AC modifier of –4 (being closer to Gargantuan size than Huge).<br />

The same rule is applied to aacking fortifications and other<br />

inanimate objects. If the cannonball only has to strike somewhere<br />

on a tower wall, then its entire area (say, 30 feet wide by 60 feet tall,<br />

or 1,800 square feet; Gargantuan, –4 AC) is used, but if the gunner<br />

is aempting to lo a ball through a window in that tower then the<br />

frontage of that more specific target (1 foot x 3 foot, 4 square feet;<br />

Small, +1 AC) is used.<br />

On a successful aack, the actual person hit is determined<br />

randomly. If the targets aren’t standing literally shoulder-toshoulder,<br />

the empty space in the target area is considered an eligible<br />

target as well; e.g., if all the warriors in the area stand one bodywidth<br />

apart from each other, then half of the area is empty, and the<br />

shot has a 50% chance of striking empty ground.<br />

If the targets in the area aimed at have a range of personal<br />

Armor Classes, the lowest AC is used for the aack roll. If that roll<br />

is successful, then the specific target is determined, but is only hit<br />

if the initial roll would have been high enough to beat his own AC.<br />

Note that the Penetration value of the weapon might affect different<br />

targets in different ways.<br />

Firing Artillery<br />

If there is more than one person manning a gun (a loader, a rammer,<br />

a firer, etc.), the average of their ranged aack bonuses (with<br />

Chapter Eleven: Equipment & Black Powder Rules<br />

Table 11–11: Frontage<br />

Individual<br />

AC<br />

Size Area Area Range Modifier<br />

Fine 1/20 sq. . 1/10 sq. . or less +8<br />

Diminutive 1/5 sq. . 1/10– ½ sq. . +4<br />

Tiny ¾ sq. . ½–2 sq. . +2<br />

Small 3 sq. . 2 – 7-1/2 sq. . +1<br />

Medium 12 sq. . 7-1/2–30 sq. . +0<br />

Large 48 sq. . 30–120 sq. . –1<br />

Huge 192 sq. . 120–480 sq. . –2<br />

Gargantuan 768 sq. . 480–1,920 sq. . –4<br />

Colossal 3,072 sq. . 1,920 sq. . or more –8<br />

* If an area falls between two listed numbers, treat as the closest<br />

value<br />

modifiers for range, cover, the target’s stance (e.g., prone), and so<br />

on) is used to load and fire the piece. If any of them do not have<br />

Artillery Proficiency, the increases to the gun’s misfire range and to<br />

the severity of misfire rolls are cumulative.<br />

Double-Loading<br />

Sometimes a musket- or pistol-user accidentally loads two rounds of<br />

ammunition (both ball and powder) into a single barrel, usually as a<br />

result of not noticing a flash in the pan in the noise and confusion of<br />

bale. Less frequently, he may deliberately double-load his weapon<br />

in order to cause maximum damage with a single aack (a tactic<br />

most frequently used either as the first shot of an engagement, or in<br />

desperation later in a bale).<br />

While cannons are as prone to flashes in the pan as muskets are,<br />

gunners are less likely to respond by accidentally double-loading<br />

a cannon. But under certain circumstances an artillery commander<br />

may intentionally double-load, even using two different types of<br />

ammunition; such as loading a round of solid shot and one of canister<br />

in hopes of raking the opposing ship’s deck with small shot to kill<br />

sailors while doing damage to the ship itself with the solid ball.<br />

If a double-loaded weapon is fired, the user makes two separate<br />

aack rolls at the same target with a single action. Each aack<br />

suffers a –2 penalty, the misfire range of the weapon is increased by<br />

+2, and in the event of a mishap any roll on Tables 11–9 or 11–10<br />

is increased by +30%. The time needed to double-load a weapon is<br />

twice that needed for a single load.<br />

Loading a weapon with a double charge of powder but only a<br />

single ball increases its range increment by 50% (i.e., the range isn’t<br />

doubled), but the aack incurs all the same drawbacks as a doublepowder,<br />

double-ball aack.<br />

Loading a weapon with two balls but only a single charge of<br />

powder halves its range increment, but allows two aacks, each at<br />

a –2 penalty, with a +1 misfire range increase and a +15% increase to<br />

results on Tables 11–9 or 11–10.<br />

Triple-charging a black powder weapon doubles all the penalties<br />

of double-charged weapons, such that each aack suffers a –4 penalty,<br />

the misfire range of the weapon is increased by +4, and in the event of<br />

a mishap any roll on Tables 11-9 or 11-10 is increased by +60%. The<br />

time needed to load three shots is triple that needed for a single load.<br />

Pocket pistols cannot be double-loaded; their barrels are too short<br />

to accommodate a second powder charge and ball.<br />

Black Powder Explosions<br />

Anyone caught within the blast radius of an explosion takes full<br />

damage as per a burst, with a successful Reflex save (DC as per<br />

Table 11–12: Explosive Stunning) reducing this to half damage.<br />

Anyone who is somehow rendered helpless is denied this saving

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!