Here's a pass at some stats for generic, ahistorical black-powder flintlocks using the -1 damage per die and 90% of range rules found in
Pyramid #3/88:
Code:
Guns (Pistol)
TL Weapon Dmg. Acc Range. Weight Rof Shots ST Bulk Rcl Cost
5 Flintlock Pistol, 10mm 2d+1 pi+. 2 160/1,800 2/? 1 1(20) 10 -2 3 $?
Guns (Rifle)
TL Weapon Dmg. Acc Range. Weight Rof Shots ST Bulk Rcl Cost
5 Flintlock Rifle, 10mm 7d-1 pi+. 5 1,200/5,200 9/? 1 1(60) 10† -5 3 $?
Guns (Shotgun)
TL Weapon Dmg. Acc Range. Weight Rof Shots ST Bulk Rcl Cost
5 Flintlock Rifle, 18.5mm 1d pi++. 3 90/450 6/? 1 1(40) 10† -5 4 $?
Above results seem reasonable for the shotgun—range might even be too low. But rifle and pistol stats seem too god. Something something improvements in bullet design which the
Pyramid article assumed could be preserved? Alternatively halving both damage and range:
Code:
Guns (Pistol)
TL Weapon Dmg. Acc Range. Weight Rof Shots ST Bulk Rcl Cost
5 Flintlock Pistol, 10mm 1d+2 pi+. 2 90/1,000 2/? 1 1(20) 10 -2 3 $?
Guns (Rifle)
TL Weapon Dmg. Acc Range. Weight Rof Shots ST Bulk Rcl Cost
5 Flintlock Rifle, 10mm 4d+2 pi+. 5 6500/2,900 9/? 1 1(60) 10† -5 3 $?
That's more in line with
High-Tech. Thoughts?
I also want to do some
Ultra-Tech style write-ups for TL5-8 projectile options, but I'll worry about that later.