Lead Adventure Forum
Miniatures Adventure => Pikes, Muskets and Flouncy Shirts => Topic started by: Grimm on April 26, 2007, 06:28:59 PM
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will there be rules for bizarre Weapons like these
(http://www.wargamesfoundry.com/collections/CUT/1/5b.jpg)
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I want to know that, too. Among my Foundry pirates I have one with a grenade*, one with a big I-don't-know-what (either a grenade launcher or a swivel gun, I think) and one with a multibarreled gun (volley gun?).
There's a bunch of other rules I'm interested in seeing if UtBF contains, as well. Like swimming and stats for exotic animals (gators, monkeys, sharks etc).
* BTW, is a grenade the same thing as a belaying pin, aside from shape? Because Redoubt has some pirates with belaying pins.
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* BTW, is a grenade the same thing as a belaying pin, aside from shape? Because Redoubt has some pirates with belaying pins.
Nope, a belaying pin is a wooden peg which looked like a club, which was used to tie off rigging and ropes, ofeten used as an improvised cosh :)
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* BTW, is a grenade the same thing as a belaying pin, aside from shape? Because Redoubt has some pirates with belaying pins.
Nope, a belaying pin is a wooden peg which looked like a club, which was used to tie off rigging and ropes, ofeten used as an improvised cosh :)
That makes sense. It looked like some kind of stick-shaped grenade to me, and the name made it sound like it's thrown at people to, you know... belay them :lol:
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Rhoderic, this is the best picture I could find, the one on the left shows how one looks whilst on the right shows a row in use.
Belay means stop or hold your position :)
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Well, blunderbusses are in the main rulebook, and there will be swivel guns (which are almost man-portable), but I haven't specifically laid out rules for duckfoot pistols or grenade launchers.
Let's do this:
Duckfoot Pistol: A duckfoot pistol is one with three or more barrels in a spreading arrangement with a common trigger and firing pan. The pistol may be used to target all models within 2"/5cm of a target point. EDIT: Treat reloading and cost as a "brace of pistols."
Grenade: Use rules for Type I explosives from the .45 Adventures rulebook. Grenades may be "purchased" for any model which can take a firearm. They cost 1 Ability Point per two Grenades.
Grenade Launcher: The grenade launcher may be used to fire grenades farther than a man can throw them. Use the range stats for the blunderbuss. A grenade launcher misfires on a To Hit roll or 2 or 3 and the shooter must take a full action to clear the jam before attempting to reload. On a To Hit roll of 1, the grenade launcher explodes prematurely, centered on the firer. This weapon may be taken by any model which has already taken Grenades, for an additional +2 Ability Points.
Will that work?
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D`oh
http://www.schoonerman.com/sailingterms/belay.htm
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cool Thanks Pete :mrgreen: