I am currently working on a Cypher System setting that will require flintlocks, muskets and the like. These weapons could easily just be tossed into the bucket with light and medium weapons, but in this setting (a dark gothic late fantasy setting) I wanted to give them a few extra rules to set them apart from the highly prevalent crossbows and bows that will be the normal ranged weapons of the peasantry.
Luckily the Cypher System’s highly hackable rules made this really simple.
First thing is what damage should the weapons do. I don’t think any firearm throwing a lead ball down range that can kill should be a light weapon. Looking at firearms in the Cypher System modern section I decided that all the flintlocks should be Heavy Weapons. Pistols will have a short range, and muskets will have a long range.
Next, these weapons were armor killers (historically they brought about the end of wearing armor) so they halve the amount of armor someone is wearing. Obviously if you used these rules in a modern game, this would need to change.
So with that much damage and armor piercing, everyone is going to want one, so I decided to balance this all out with some reload rules. I could have just called it one round to reload but where is the fun and danger in that? Instead, I decided on two rounds to reload, but a Speed check on the first round (of difficulty 4) could alleviate the need for a second round. If you become trained or specialized in that weapon it would also count toward the reload roll, and of course as usual you could spend effort.
Since this is a horror themed, dark fantasy game I thought the addition of a roll to reload quickly might give me great chances to intrude, while higher tier characters will be able to reload fairly quickly when they want to.
With that I think I’m done, bring on the dual pistol wielding witch hunters!