RE: Muskets in SG2? (was Re: United States Civil War)
From: "Glover, Owen" <oglover@m...>
Date: Thu, 11 Sep 1997 01:57:34 -0400
Subject: RE: Muskets in SG2? (was Re: United States Civil War)
I think you would be bit harsh on the muskets by limiting the load and
firing to two actions. As I understand it the Rate of Fire is a factor
included in the firepower; perhaps leave Firepower down at the 0.5?
In assigning the Impact for the muskets you might want to bear in mind
that although the muskets of 1700s/1800s fired a soft lead projectile,
this projectile was often so heavy and fired at such a relatively low
muzzle velocity that they had a massive shock impact rather than good
penetration.
And whilst talking Lo-tech what about bows/crossbows?
Owen Glover
IT Services
> ----------
> From: Allan Goodall[SMTP:agoodall@sympatico.ca]
> Reply To: FTGZG-L@bolton.ac.uk
> Sent: Thursday, 11 September 1997 13:23
> To: FTGZG-L@bolton.ac.uk
> Subject: Re: Muskets in SG2? (was Re: United States Civil War)
>
> At 12:46 PM 9/8/97 -0700, you wrote:
> > I was doing some conversion for fantasy/tech scenarios a little
> >while ago. Police actions on low tech worlds etc. I haven't played
> them
> >yet, but you may want to try using a fire power of 1 for muskets and
> >limit thier maximum range to 3 range bands (2?). Gets tough to hit
> >targets under cover though. Possibly two actions to load and fire.
> Let me
> >know if and how ot works out.
>
> Rodrick, this sounds good. I'll give them a try.
>
> Allan Goodall: agoodall@sympatico.ca
> "You'll want to hear about my new obsession.
> I'm riding high upon a deep depression.
> I'm only happy when it rains." - Garbage
>