In my last 2 post, I covered historical firearms and the "reasoning" behinds the stats - I put some efforts in how to cover a game that might stretch over several time periods. But all the guns were ... ordinary. The kind of guns sane people use. Now, let's look at ... not so sane ... guns.
(There is a GLOGtober challenge I... don't have time for this, I'm supposed to work on the Fromagerie. But the first one is Gun Related so... here we go!)
A double barreled gun is easy: Double the cost, done, don't worry about it? But what about 14 barrels? Certainly 14 times the cost ...
Rifle flintlock, small caliber, 2 clusters of 7 barrels.
2 shots of a 5 foot wide beam 80 feet long of lead death, each victim being hit by 1d3 bullets doing 1d6 dmg each (until all bullets have hits or there are no one in the path. If used against very large target (say, giant), 6d6 dmg within 30 feet, 1d4+1 d6 dmg 35-80 feet. Takes 20 times the normal time to load the whole thing. On a fumble: 50% chance of simple need to re-prime the gun (1 round). 25% chance of serious malfunction needed total unloading/reloading (1 hour's work at least), 25% chance of barrel burst, doing 1d12 dmg to user. 5 slots encumbrance
So instead of having smaller barrels and many of them, you have 7 large ones. And what if your hatred far outweighed your self-preservation, and you *intentionally* loaded each barrels THIRTY TWO TIMES? A gun that will fire for 2 minutes strait and CANNOT STOP? I've got you covered
Smoothbore flintlock, full size, multi-load 7 barrels
Fires a continuous stream of bullets (roughly 9 per round) for 12 rounds. Takes 1 hour to load and specially made bullets). Single target: 1d6-1 hits of 2d6 dmg each. "sweep" 50 feet wide, each person on the "line" takes 1d4-2 bullets, doing 2d6 dmg each. Range 100 feet. Once fired, *cannot stop shooting*. On a fumble: 50% chance of simple need to re-prime the gun (1 round). 25% chance of serious malfunction needed total unloading/reloading (3 hour's work at least, new bullets, new powder etc), 25% chance of barrel burst, doing 2d10 dmg to everyone within 10 feet. 12 slots encumbrance. must be braced on something or shoot with disadvantage. If fired without a proper mount (going "Rambo style"), strength check each round or loose control of the gun.
Ok let's get a little less insane here. A pistol with multiple barrels arranged in a fan.
Smoothbore flintlock pistol, multi barreled
Fires bullets in a "fan" 20 foot long and 15 foot wide. Does 1d8 dmg within the fan. 1d4+3 barrels. Loading time 2 rounds, On a fumble, the gun fails to ignite. There is a 50% chance that it can easily be fixed (one round reloading the priming powder) and 50% chance that there is a serious problem - the gun needs to be unloaded because of wet powder and reloaded (doubles the reloading time). 1 slot encumbrance
|Jörg Weingrill from Potsdam, Germany|
Ok, time to bring the crazy back. A flintlock hand grenade launcher, what could go wrong?
Range 40 feet, -1 by 10 feet, max 100 feet. On a miss, apply scatter rules of your liking. Grenade does 1d20-5 dmg (roll for each target) in 15 feet radius, save dex for half. Reload 3 rounds. On a fumble, there is a 50% chance the gun fails to ignite and 50% chance that the grenade falls at your feet... 2 slots encumbrance
And lastly, excessive style. A very primitive metallic cartridge gun, the ancestor of the Henry rifle.
1d6 dmg, 12 cartridges - can attack multiple times per round if character is able to, range 30 feet, -1 per 20 feet, +40 base range with the scope, loading time 1 cartridges per round + 1 round for magazine manipulation. On a fumble, failure to fire,1d6 rounds to resolve issue. 2 slots. (in pistol form, 1 slot)
There are a lot more crazy guns out there! Thank you to Forgotten Weapons for years of historical info.