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Adventure Calendar #3: Pistols & Rifles for Cairn & Block, Dodge, Parry

Day 3 of my Adventure Calendar! For 24 days, up until Christmas, I plan to release a lil bit of RPG content. Want to join as well? Join the jam!

Image: Unwelcomed by Rémi Jacquot

Today: two new ranged weapons for Cairn and Block, Dodge, Parry: The flintlock pistol and flintlock rifle.

First and foremost, I’m not diving into historical accuracy here. I’m more interested in what kind of role these weapons occupy in terms of game dynamics; whether these weapons are really ‘flintlock’ or ‘matchlock’ is irrelevant to what I’m going for.

In Cairn, you only use the highest value when rolling multiple damage dice. Block, Dodge, Parry ‘breaks’ that with magic, where you can use up to 4d6 for damage – at considerable personal risk. For firearms, I want to put them clearly above regular weapons in terms of power, yet with distinct drawbacks.

Flintlock Pistol

Flintlock Rifle

Tactical Considerations & Drawbacks

Update
After writing these rules, leaning back and thinking, “Man, that was another banger of a post”, I thought, “Wait, I remember reading something about this in Carcass Crawler. And lo and behold, Carcass Crawler #1 features rules for Black Powder Firearms by Gavin Norman and Donn Stroud.
I did not consciously convert those rules to Cairn whilst writing this post, but there are many similarities, including misfires with damp weapons and encounter rolls when firing. So, I figured credit was due, as while I did write down the notes for this post just last week, there are enough similarities here to acknowledge that this ruleset probably planted the seed for these rules longer ago.

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