Guns:
NOTE: Revision - Advanced firearms rules are in play from the Ultimate Combat guide:
"Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments."
This is to preserve some sort of balance due to the prevalence of guns in the world.
Reloading modern firearms – any clip fed or external magazine fed weapon requires only a move action to reload. The Feat Rapid Reload drops this to a free action. Revolvers stay as they are in the Ultimate Combat Guide – Advanced Firearms. Most shot-guns are pump action or breach loading: see UCG – Advanced firearms for double barrel SG, pump shot guns are capable of holding six rounds but fire one at a time (free action to clear and reload each round).
Costs: Costs are relative to location. Many developing nations or more remotes parts of the various empires are unlikely to have Thompson SMGs or the latest model Enfield. There will be three tiers for cost. Pistols: Light - $25, Heavy - $35. Rifles - $75, Shotguns - $60, SMG - $175, $5 per drum, $3 per magazine. Prices can double or triple depending on the location and seller. Ammunition can be figured at $1 per 100 rounds.
All clip fed, external magazine weapons (not pump or bolt action, nor revolvers) miss fire on a 1 or 2 attack roll. Masterwork models (+$100) misfire on a roll of 1. Revolvers are available in both light and heavy pistol models, as are semi-auto pistols.
The Reliable quality may be used as an enchantment on any firearm, thus further lowering the Misfire number by 1 (no lower than 0).
Light pistols (9mm, .38)
1d6 damage, Critical Modifier: x4, Range Increment: 30', Ammo: 6-8 or more depending on type.
Heavy Pistols (.45, etc.)
1d8 damage, Critical Modifier: x4, Range Increment: 30', Ammo: 7 or more depending on type.
Rifles (Springfield, Mauser, Enfield)
1d10 damage, Critical Modifier: x4, Range Increment: 100', Ammo: 5 or depending on type, stripper clip.
Sub-machine Guns (Thompson, Schmeisser)
1d8 damage, Critical Modifier: x4, Range Increment: 40', Ammo: 20 round magazines or 50 round drums. Multi-Fire capable (see SW corebook - page 165) Miss-fire on attack roll of 1 for a Thompson, 1 or 2 for a Schmeisser.
Machine Guns: 1d12, x4 Crit Mod., Range Increment: 60'. Ammo - Belt. Machine Guns (with a few exceptions) still take two men or more to carry and use effectively. The handful of 'light machine guns' available at this time (the German Bermann for example) are very rare and prone to design flaws.
Explosives: TNT, glycerin based explosives: $50 per/stick, bomb. May be combined to make more powerful charges. Somewhat restricted in some European nations.
Misc. Equipment: costs will vary depending upon seller and location.
Trench Lighter (zippo): provides enough flame to see in dim light for 10’; may be used as igniter for any simple fuse or charge. 100 uses per fueling, flints and extra fuel required.
Flash light: projects non-sunlight directional source out to 100’ (allowing dim vision or doubling lowlight vision).
Compass: highly portable and cheap: always points magnetic north (unless a strong magnetic field is present). $1.
Watch: watches are now highly dependable and works of master craftsmanship in many cases. $2 - $200.
Radios: Radios are still quite bulky and difficult to carry on one’s person. Normally, they are available in two types: military and civilian. Military are fairly large and still not far beyond the use of Morse Code for two way communication (as was done in the Great War aboard ships). Civilian radios are more and more available as a means of entertainment and news reporting. Cost 20 dollars/pounds.
The normal equipment that is available in the Equipment Guide is sufficient for this game with a couple caveats. No special racial equipment (unless it has been discussed with the GM) is available. This does NOT cover racial weapons, they are part of the race benefits and are unchanged (though it might be difficult to find certain weapons in certain places). Costs are only going to be a factor during game play. The other caveat is that many items will obviously the modern (1920s) equivalent: manacles – handcuffs. Some DCs will be higher as a result due to better quality items.
Assume that you all have access to all mundane items and equipment (even master quality) for a grand total of a $50.
Transport: of course, cars and motorcycles are more and more common in the world and have replaced the horse as the primary means of personal transport in most European and American cities. They are more frequent as the years go by in many other nations as well. Costs of automobiles are moot for now; motorcycles are more common. Indian is a popular brand and Harley Davidson is the largest producer in the world.
For game purposes: motorcycles function essentially as a horse but with greater speed. Move increment is 40’ unless through rough terrain. If a rider spends one standard action to increase their speed, the vehicle will continue to accelerate to over 100 mph. It can sustain speed like only over flat, straight surfaces. Ride skill may be used for all motorcycle DC checks. Motorcycles normally have a Hardness of 10 and take 50 points of damage to render inoperable.
NOTE: Revision - Advanced firearms rules are in play from the Ultimate Combat guide:
"Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments."
This is to preserve some sort of balance due to the prevalence of guns in the world.
Reloading modern firearms – any clip fed or external magazine fed weapon requires only a move action to reload. The Feat Rapid Reload drops this to a free action. Revolvers stay as they are in the Ultimate Combat Guide – Advanced Firearms. Most shot-guns are pump action or breach loading: see UCG – Advanced firearms for double barrel SG, pump shot guns are capable of holding six rounds but fire one at a time (free action to clear and reload each round).
Costs: Costs are relative to location. Many developing nations or more remotes parts of the various empires are unlikely to have Thompson SMGs or the latest model Enfield. There will be three tiers for cost. Pistols: Light - $25, Heavy - $35. Rifles - $75, Shotguns - $60, SMG - $175, $5 per drum, $3 per magazine. Prices can double or triple depending on the location and seller. Ammunition can be figured at $1 per 100 rounds.
All clip fed, external magazine weapons (not pump or bolt action, nor revolvers) miss fire on a 1 or 2 attack roll. Masterwork models (+$100) misfire on a roll of 1. Revolvers are available in both light and heavy pistol models, as are semi-auto pistols.
The Reliable quality may be used as an enchantment on any firearm, thus further lowering the Misfire number by 1 (no lower than 0).
Light pistols (9mm, .38)
1d6 damage, Critical Modifier: x4, Range Increment: 30', Ammo: 6-8 or more depending on type.
Heavy Pistols (.45, etc.)
1d8 damage, Critical Modifier: x4, Range Increment: 30', Ammo: 7 or more depending on type.
Rifles (Springfield, Mauser, Enfield)
1d10 damage, Critical Modifier: x4, Range Increment: 100', Ammo: 5 or depending on type, stripper clip.
Sub-machine Guns (Thompson, Schmeisser)
1d8 damage, Critical Modifier: x4, Range Increment: 40', Ammo: 20 round magazines or 50 round drums. Multi-Fire capable (see SW corebook - page 165) Miss-fire on attack roll of 1 for a Thompson, 1 or 2 for a Schmeisser.
Machine Guns: 1d12, x4 Crit Mod., Range Increment: 60'. Ammo - Belt. Machine Guns (with a few exceptions) still take two men or more to carry and use effectively. The handful of 'light machine guns' available at this time (the German Bermann for example) are very rare and prone to design flaws.
Explosives: TNT, glycerin based explosives: $50 per/stick, bomb. May be combined to make more powerful charges. Somewhat restricted in some European nations.
Misc. Equipment: costs will vary depending upon seller and location.
Trench Lighter (zippo): provides enough flame to see in dim light for 10’; may be used as igniter for any simple fuse or charge. 100 uses per fueling, flints and extra fuel required.
Flash light: projects non-sunlight directional source out to 100’ (allowing dim vision or doubling lowlight vision).
Compass: highly portable and cheap: always points magnetic north (unless a strong magnetic field is present). $1.
Watch: watches are now highly dependable and works of master craftsmanship in many cases. $2 - $200.
Radios: Radios are still quite bulky and difficult to carry on one’s person. Normally, they are available in two types: military and civilian. Military are fairly large and still not far beyond the use of Morse Code for two way communication (as was done in the Great War aboard ships). Civilian radios are more and more available as a means of entertainment and news reporting. Cost 20 dollars/pounds.
The normal equipment that is available in the Equipment Guide is sufficient for this game with a couple caveats. No special racial equipment (unless it has been discussed with the GM) is available. This does NOT cover racial weapons, they are part of the race benefits and are unchanged (though it might be difficult to find certain weapons in certain places). Costs are only going to be a factor during game play. The other caveat is that many items will obviously the modern (1920s) equivalent: manacles – handcuffs. Some DCs will be higher as a result due to better quality items.
Assume that you all have access to all mundane items and equipment (even master quality) for a grand total of a $50.
Transport: of course, cars and motorcycles are more and more common in the world and have replaced the horse as the primary means of personal transport in most European and American cities. They are more frequent as the years go by in many other nations as well. Costs of automobiles are moot for now; motorcycles are more common. Indian is a popular brand and Harley Davidson is the largest producer in the world.
For game purposes: motorcycles function essentially as a horse but with greater speed. Move increment is 40’ unless through rough terrain. If a rider spends one standard action to increase their speed, the vehicle will continue to accelerate to over 100 mph. It can sustain speed like only over flat, straight surfaces. Ride skill may be used for all motorcycle DC checks. Motorcycles normally have a Hardness of 10 and take 50 points of damage to render inoperable.
Last edited by whit10 on Sun Jul 02, 2017 12:53 am; edited 3 times in total