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Re: [DL] Reloadin'



reloading/speedloading requires a roll.  basic reload is a 5 for 1 bullet,
putting in 2 bullets, is 7, 3 bullets is 9. max bullets that can be loaded
per action is 3. if they go bust they drop the bullets and/or gun.  remeber,
you have to hand 1 hand free to reload. so, 2 gun kids have to either
reholster 1 gun, or drop it. you can't speedload both guns at the same time.
yes u can automaticlly load 1 bullet per action, speedloading is for trying
to load more than 1. i can't recall exactly which rule book i read this. i
think it's the 'rangers' book. i wote it down on the back of my marshal's
screen

and thats only for cartridge ammo. if they are using cap and ball, they just
have to switch out the new cylinder. but that cylander had to have been
loaded before hand.. reloading cap and ball pistols takes a few minutes.
each bullet, needs 2 parts; a precussion cap and a ball; hence the name. and
the 2 parts have to be packed together in the cylinder.

as far as i know, from my reading on guns, only cap and ball had
intercahangeable cylinders.

if you allow them to throw a gun up and catch it.. have a villian shoot it
out of the air.  also where are they carrying the spare cylinders? if it's
in a pocket, the cap and balls can get knocked loose.  if it's not packed
tight, u can have a misfire.. or a slow burn..if they're fannin' a slow burn
can destroy a gun. let's not even get into the fun of them carrying the
loaded cylinders in their pockets... real fun on a bust roll, especially if
they have bad luck. also recall how a cylinder is held in place. and that
not all guns had removable cylinders..on a bust roll a cylinder can fall
out. :-))

FATS? fast action, tactical shooting?  full auto, tactical shooting?

marshal kt

----- Original Message -----
From: Dom Gallegos


Hey all,
I have had several two-gun kids in my posse and them reloadin has always
been a problem for me. Right now they load both guns in one round. I've
never put much thought into it and just let them. However, now I'm wanting
to change it. Does anyone know of a rule in Law Dogs or the Marshal's
handbook about this?

My players don't have a problem getting a bit more complicated. What they
suggested was that they use gunplay and throw one gun in the air, slap a
full cylinder in the other one, then catch the first gun when it comes down.
I've done some FATS and never had a desire to throw my gun anywhere!

So anyway, I'm looking for some suggestions out there. Unless there's an
actual rule to cover this. Thanks all.