Firearms

*Loading black powder weapons will take 3 uninterrupted rounds. Reloading is akin to casting spells; it cannot be done in melee.
 

Basic Firearm Rules


It is important to remember that combat in DCC is abstract. Hits should be described as near-misses and flesh wounds until down to that last hit die of hit points.

Firearms Are Fast

Using a firearm gives a +1d bump for initiative roll. This represents how quickly a gun can be fired.
 

Hits Do 1 Die of Damage

Each firearm has its own damage die; typically d8 for handguns and d10 or more for longarms. For a standard attack, a hit does 1 die of damage. Damage is treated just like any other missile or melee attack, and can be healed as normal.
 

Aiming Increases the Attack and Damage Die By One

As an action, the shooter may take time to aim. This will increase the attack roll by 1 Die on the dice chain and hits will increase the damage by an additional die (as opposed to a die bump)! For example, a 3rd-level Warrior with a black powder pistol, that takes time to aim, gets to roll a d24 instead of the normal d20 for the attack (plus any normal attack bonuses including Mighty Deeds) and the base damage will be 2d8 instead of 1d8 if he hits. The shooter is subject to normal attacks (including sneak attacks, surprise and critical hits, see below) while aiming.
 

Taking Cover, When Available, is a Move and Gives a Bonus to AC

Taking cover is key to surviving a gun fight, especially if the guns are really dangerous. For simplicity, if a target is actively hiding behind hard cover, no attacks can be made. If the target is firing back from behind some hard cover, the cover provides a +4 to AC. Firing from a firing port, murder hole or arrow slit can provide up to +8 points of AC, at the judge’s discretion.
 

Duels Are Deadly

Usually resolved with a single shot from the fastest gun. If two gunmen agree to a duel, hit points are practically off the table and the winner is determined by who hits whom first.
  Initiative is determined between the two duelists as normal. The highest roll shoots first, and an attack roll is made as normal. If the attack hits, the damage is the number of damage dice equal to the character level or creature’s hit dice. For example, a typical handgun does d8 damage, so a 5th-level warrior that hits during a duel does 5d8 damage to his target. This represents an automatic critical hit and the inability to dodge (maneuver, parry, etc.). Let’s face it, duels are deadly against experienced adventurers. If the target survives, he can attempt to shoot back applying the same damage rules. If both duelists survive, combat rounds continue as normal combat. At that point damage is normal (typically one die), initiative is handled normally, and others may join the combat if they wish.