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Slow reload/flintlocks, muskets etc.


Vestnik

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I'm sure this has been written about somewhere, but --

 

I'm building a Champs character with an enchanted flintlock, which does a whupass of damage but, being a flintlock, is reloaded very slowly. How does one build such a thing? I don't have FrED, but couldn't find anything addressing this in 5th Ed. Thank you Herodom!

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Re: Slow reload/flintlocks, muskets etc.

 

Thanks a lot!! But I thought that implied the time taken to fire' date=' the actual act of shooting taking the extra time, not the reloading itself?[/quote']

 

Extra time describes how long between shots, not what the person or weapon is doing between them.

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Re: Slow reload/flintlocks, muskets etc.

 

Just use the Extra Time limitation. Page 290 in the revised 5th Edition rule book or on page 186 of FrED, or on page 69 of Sidekick.

 

Assuming that it takes a skilled shooter about 30 seconds load and then get off an aimed shot you have to use a -1 1/2 Limitation which, would cover anything that takes between 1 Turn (12 seconds) and 1 minute.

 

EDIT: Amazing I log on to see the question and in the time it takes me to type the above three additional replys are posted.

 

EDIT2: You could tack on the Concentration Limitation to reflect that the loader is having to devote attention to what they are doing.

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Re: Slow reload/flintlocks, muskets etc.

 

It's true that you can load your musket and then not fire it for a while, leaving it ready and then using it instantly when needed. Extra Time really isn't designed this way, once the shot is ready, you are prohibited from making any attacks of any kind or else forfit the prepared shot. The Delayed Effect Advantage allows you to do just that. Then again, the Delayed Effect Advantage allows you to ready loads of shots even if you have a single musket. The easy way out is to just ignore the "can't make any other attack actions" part of Extra Time due to SFX. Otherwise you can create the Musket using Delayed Effect and Limitation that you can only have one shot prepared at a time (I'd say it's about -1/2 to -1).

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Re: Slow reload/flintlocks, muskets etc.

 

In Fantasy Hero the write-up for crossbows uses the Extra Time limitation for loading a crossbow. You technically don't have to fire them immediately after loading either. You can draw back the string and then wait a bit before placing the bolt and then firing.

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Re: Slow reload/flintlocks, muskets etc.

 

Something similar is in the FAQ:

 

Q: I’d like to build a weapon for my character that has a “cool-down†period between uses. How can I represent this?

 

A: With Extra Time, more specifically defined: Extra Time (must have been at least [X interval of time] since last use). The value depends upon the shortest possible interval between uses, and since it won’t affect the first use in most encounters, the GM will probably want to reduce the value slightly.

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Early Firearms

 

This is what I was going to use for my Pirate Hero campaign.

 

Cost 	Power								END

Matchlocks

3 	1) Arquebus: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge 
(Increased Reloading Time; -1 1/2), Activation Roll 14-,
Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2),
Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 	[1]
4 	2) Caliver: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge
(Increased Reloading Time; -1 1/2), Activation Roll 14-,
Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2),
Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 	[1]
3 	3) Matchlock Pistol: RKA 1d6 (15 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
5 	4) Musket with rest: RKA 2d6 (30 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
3 	5) Target Rifle: RKA 1d6+1 (20 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]

Wheellocks

2 	1) Belt Pistol: RKA 1d6-1 (10 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
4 	2) Horse Pistol: RKA 1d6+1 (20 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
5 	3) Jager Rifle: RKA 2d6 (30 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
2 	4) Pocket Pistol: RKA 1/2d6 (10 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]

Flintlocks

5 	1) Blunderbuss: RKA 2d6 (30 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
5 	2) Brown Bess: RKA 2d6 (30 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
4 	3) Charleville: RKA 1 1/2d6 (25 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
4 	4) Durs Egg Holster Pistol: RKA 1d6+1 (20 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
4 	5) Fusil: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge
(Increased Reloading Time; -1 1/2), Activation Roll 14-,
Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2),
Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 	[1]
3 	6) Highland Pistol: RKA 1d6 (15 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
4 	7) Musketoon: RKA 1 1/2d6 (25 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
3 	8) Naval Pistol: RKA 1d6 (15 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
5 	9) Pennsylvania Rifle: RKA 2d6 (30 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1),
Required Hands Two-Handed (-1/2), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]
3 	10) Wogdon Dueller: RKA 1d6 (15 Active Points);
8 clips of 1 Charge (Increased Reloading Time; -1 1/2),
Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4),
Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 		[1]

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Re: Slow reload/flintlocks, muskets etc.

 

I got beat to it - just got here *taps watch* and sure enough, someone mentioned "increased reloading time" which is what you're really looking for here. Extra Time is more when you have a laser that needs to "warm up" before firing, or a gatling gun that needs to reach 'full speed.' Those are extra time.

 

You're talking about Extra Reloading Time.

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Re: Slow reload/flintlocks, muskets etc.

 

Oddly enough, Trigger seems to precisely fit this concept, even if it is not the defacto common one.

 

The Trigger is defined as.... the actual trigger of the weapon.

Character could set multiple Triggers to represent multiple muskets being loaded.

 

Now I'm not sure if this would allow someone else to set off the trigger using their own bonuses and stuff.

 

Just An Alternative Idea

 

- Christopher Mullins

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Re: Slow reload/flintlocks, muskets etc.

 

Thanks everyone for your replies. Could someone be so nice as to give me the rules on the Slow Reload limitation? I don't have access to the newest rules version. Thanks again!

 

Personally, I hate to quote entire rules from the book. It kinda makes the book irrelevant if we could all just post its contents online for everyone to read for free. The jist of it is you increase the value of the Charges Limitation for each further step down the Time Chart it takes to reload. The mechanic for it is in HD, so if you have that you can just apply it and no worry about the details.

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Re: Slow reload/flintlocks, muskets etc.

 

Personally' date=' I hate to quote entire rules from the book. It kinda makes the book irrelevant if we could all just post its contents online for everyone to read for free. The jist of it is you increase the value of the Charges Limitation for each further step down the Time Chart it takes to reload. The mechanic for it is in HD, so if you have that you can just apply it and no worry about the details.[/quote']

 

I agree with this. If you aren't willing to pay for the product including the intellectual property in question, you should work out your own mechanics. I realize there's a bit of a line here, but if Hero sold one copy of each book (to Derek Heimforth, for example) and he then disseminated any rules or info from the books that anyone wanted, as they needed them, Hero wouldn't be in business for long.

 

If Hero wants to give away little snippets from their books, that's their business. I don't see them doing that, however, nor would I expect it.

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