New Gothic Earth Firearms
New Gothic Earth Firearms
These are some new firearms for the "Masque of the Red Death" setting. Though the file was sent to me by Papyrus91@aol.com, the file itself was created by Scott Vincent.
FireArms
The New Era
1850- to present
An Unauthorized Supplement For: AD&D's Masque of the Red Death Setting
By: D.S. Vincent

Disclaimer
Advanced Dungeons and Dragons, AD&D, and Masque of the Red Death are registered trademarks of TSR, Inc. Their use in this 'supplement' in no way is to be construed as a challenge upon their ownership or to imply approval or permission on the part of TSR, Inc.

Introduction
I have researched and compiled this supplement in a effort to introduce historically accurate firearms into the AD&D, Mask of the Red Death game setting. This supplement should satisfy all anal people like myself who appreicate firearms and their evolution. The idea of 'Range Class' as far as I know was developed by Brian J. Maloney in his 1995 article 'Medieval Firearms for AD&D' and has been adopted, giving proper credit, for use in this supplement.

Terms Discription
Range Class: an abstraction of the accuracy of a gun over various distances. Each firearm has a Range Class listed on the FireArms Table. The following table translates Range Class into AD&D modifiers.

Range ClassTo Hit Modifier
 +3+0-2-5-10-20
110 30 50 80 110150
215 40 60100 160200
320 60 100180 300375
425100 250400 6001200
530180 60090012003000
6353001200180030006000
All ranges listed above are in feet.

S,M,L: a rough translation of AD&D ranges corresponding to the Range Class Table.
ROF: the rate of fire for the firearm given as maximum shots fired per round.
Shots: the total number of rounds or shots the weapon will hold before reloading.
Reload: the number of rounds it takes to reload the firearm.
Speed Factor: the AD&D modifier to inititive for the firearm.
Wt: the weight in pounds of the firearm.

Damage By Caliber
A simple method for determining damage is to assign damage based on the size and force (stopping power) of the projectile. This is listed below on the Damage Table. Knockdown is per current AD&D rules.

Caliber of firearmDamageKnockdown
.10 to .20 1d4 1d4
.21 to .30 1d6 1d4+1
.31 to .40 1d8 1d6
.41 to .50 1d10 1d6+1
.51 to .60 1d12 1d8
.61 to .70 2d6+2 1d8+1
.71 to .80 2d8 1d10
.81 to .90 2d8+2 1d10+1
.91 to 1.0 2d10 1d12
1.01 to 1.10 2d10+2 1d12+1
1.11 to 1.20 2d12 1d12+2

Shotgun Damage By Size
This table list damage for shotguns and firearms that fire 'shotgun like' shot. The number of hits column represents the actual number of shot hits. Useful for Stoneskins and the like.

	Shot Size		Damage		No. of Hits		Knockdown
        Small Shot              2d4             2d8                     1d2
        Buck Shot               2d8             2d4 			1d10
        Slug                    2d12+2          1                       1d12+2
Combat Notes
Percussion cap firearms misfire on a roll of 1 or 2. The following table will resolve percussion cap misfires.

There is a 30% chance of no fire in light moisture conditions, a 60% chance in moderate moisture conditions, and a 99% chance in heavy moisture conditions (total submersion). These conditions are determined by the DM.

	D100 Roll		Misfire Result
	01-30			Cap does not flash, powder does not ignite.
	31-60			Shot jams in barrel.
	61-90			Shot jams, powder flashes. (1 hp dam. stunned 1r.)
	91-00			Shot jams barrel explodes. (full dam. to user)
Metallic Cartridge firearms misfire only on rolls of 1. Moisture almost never effects cartridge ammunition except during prolonged exposure.
	D100 Roll		Misfire Result
	01-75			Shot jams.
	76-00			Shot jams, barrel explodes.(full dam. to user)
Notes Concerning Training Nonproficient characters can point and fire but not reload, clean, etc. Nonproficiency and familiarity penalties apply for all classes. Tight groups would be as follows: You decide about broad groups as you like.

Weapon Mastery
Expertise in a firearm grants:

Specialization grants: Mastery grants: High Mastery grants: Grand Mastery grants: Additional Notes
Single action revolvers require both hands to operate. Double action revolvers require only one hand to operate. Two weapon style is only applicable with double action revolvers, automatic pistols and sub-machine guns. All penalities for off hand still apply. Missile weapon style is applicable for all firearms.

Pistols Range Class Speed ROF Shots Reload Factor Weight
To 1860
Smith & Wesson .22 1 3 9 1 1 1.5 (metallic cartridge)
Colt .31 1 3 6 2 1 2
Root .31 pocket 1 3 6 2 1 2
Bacon Arms .31 1 3 6 2 1 2
Cooper .31 1 6 6 2 1 2 (double action)
Smith & Wesson .32 1 3 5 1 1 2 (metallic cartridge)
Colt .36 Navy 2 3 6 2 2 3
Cooper .36 1 6 6 2 2 3 (double action)
Walch .36 Navy 1 4 12 4 3 5
Adams .38 1 6 6 2 2 3 (double action)
Le Mat .41 1 3 9 3 3 4.5
Colt .44 Army 2 3 6 2 2 3.5
Remington .44 2 3 6 2 2 3.5
Adams .54 1 5 5 2 2 3.5 (double action)
Le Mat .67, buckshot 1 1 1 1 3 4.5
Adams .80 1 5 5 2 4 5 (double action)
Adams 1.20 1 4 4 2 5 5.5 (double action)
Pistols 1869
Colt .31 pocket 1 3 6 1 1 1.5 (metallic cartridge)
Colt .36 Navy 2 3 6 1 2 2.5 (metallic cartridge)
Colt .44 Army 2 3 6 1 2 3 (metallic cartridge)
Pistols 1870
Smith & Wesson .44 2 3 6 1 2 3 (metallic cartridge)
Pistols 1878
Colt .38 2 6 6 1 1 1.5 (metallic cartridge,doub.act.)
Colt .45 Frontier/Peacemkr. 2 6 6 1 2 2 (metallic cartridge,doub.act.)
Pistols 1902
Colt Automatic .38 2 9 9 0/1 1 1.5 (mc,da)
Pistols 1905
Colt .45 Auto. 2 8 8 0/1 2 1.5 (mc,da)
Pistols 1911
Colt- Browning .45 Auto. 2 8 8 0/1 2 1.5