Author Topic: Firearms & Sailing Ships in HARP  (Read 2981 times)

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Offline Melkor

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Firearms & Sailing Ships in HARP
« on: June 14, 2006, 08:15:36 PM »
Hi folks,

Have any of the HARP products released to date dealt with firearms of any kind ? Matchlocks, Flintlocks, and the like ?

What about Sailing ships ?

Thanks.

Offline ReaperWolf

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Re: Firearms & Sailing Ships in HARP
« Reply #1 on: June 14, 2006, 08:53:57 PM »
Hi folks,

Have any of the HARP products released to date dealt with firearms of any kind ? Matchlocks, Flintlocks, and the like ?

Nothing official so far as I know. Here's what I've considered using:

Wheellock
Arquebus
Musket

All have a fumble range of 01-10

All are very expernsive, each shot costing somewhere in the range of 1 sp each for powder and shot.

All have terrible ranges, probably on par with thrown hatchets and short bows.

Range for Point Blank +10, +/- 0 for Short, -10 Medium, -20 for Long

Reload times are crazy, probably 5 rounds under combat conditions. A talent or two might reduce this some.

All cause Piercing criticals based upon the size of the weapon:

Wheellock small
Arquebus medium
Musket large

The size of the attack diminishes by one size per range category beyond medium.

A secondary fire critical two levels smaller than that of the weapon is delivered at point blank range.

Just a few thoughts to mull over.

>>ReaperWolf

Offline kedrake

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Re: Firearms & Sailing Ships in HARP
« Reply #2 on: June 14, 2006, 09:32:59 PM »
There was a Guildcompanion article with sample blackpowder rules in November of last year.

It can be found here:

http://www.guildcompanion.com/scrolls/2005/nov/harpblackpowderweapons.html

If there is a turd in the punch bowl, adding more punch isn't going to help.

http://home.comcast.net/~kerrydrake/HARP