A combat round in Lead and Chrome is three seconds, which isn't much
time. There is a limit to what you can do.
In one three-second round, a character can perform up to two
actions, as long as they can be completed in no more than 1.5
seconds each. After determining initiative, each character performs
their declared first action in turn, then their second actions are
performed in the same order of initiative.
A character can walk up to their Agility in m/yd during the round,
and perform up to two other actions at an additional -3 penalty to
the task roll, if one is required.
A character can run up to their Agility x 3 in m/yd during the
round, and still perform one other action in the second phase of the
round, at a -6 penalty to the task roll. This penalty does not apply
if the character is charging into hand-to-hand combat with someone,
but since the combat takes place in the second phase of the round
the character being charged may have the chance to shoot the charger
first.
If a manual task is being performed while running and no task roll
is required (e.g. loading a full magazine into a weapon), the
character still has to pass a Coordination check to avoid dropping
something (e.g. the magazine or the weapon). Alternatively, a
character can run up to half the normal distance and then jump
forward or upward to their normal maximum. A character cannot shoot
a bow while running.
Free
actions: Some actions are
free, meaning that they can be performed in addition to other
actions with no additional penalty to either action. As a free
action, a character can drop anything held in their hands (but not
throw it), and they can speak or shout a few words. Of course they
can do neither if, for some reason, they are physically unable to do
so, like being tied up or gagged.
Consider all the actions you have to take just to reload a modern
firearm with a detachable magazine. First you press the magazine
release catch and remove the empty clip – it won't necessarily fall
out on its own, especially if it is side-, top- or rear-mounted. Then
you have to put it in a pocket or pouch, or simply drop it –
referees and players should keep track of how many mags get lost like
this, and remember that replacements need to be bought. Then you have
to get a full magazine from your pouch or pocket, insert it into the
weapon and work the action to ready it for firing. All this could
easily take up one three-second turn. Reloading a revolver with loose
cartridges from your pocket is going to take a lot longer.
The basic rule is this: in one combat Action (half a Round or 1.5
seconds), a character can remove or load a detachable magazine or
load one individual cartridge into a firearm. However, the character
can still talk, walk, run or take cover while reloading – they
don't have to just stand there like an idiot waiting to get shot.
If the character doesn't have the right skill to use the weapon (even
if they have another in the Firearms skill group), or they are
unfamiliar with its loading method (for instance a 21st-century
rifleman trying to load a flintlock musket), loading takes twice as
long as stated. If the character has no idea what the weapon is (a
caveman with a ray-gun is an extreme example), they can only load or
fire it by accident (rolling a one on an INT check for each action),
and even then they are as likely to shoot themselves as anyone else
(no skill bonus, -3 to hit, a roll of a one automatically results in
a mishap).
Thus:
Magazine-fed
weapons take two
combat Actions (one Round)
to reload – one to remove the empty magazine and one to insert a
new one and chamber a cartridge. If the character fires the last shot
on the first phase of the round, they may remove the magazine in the
second phase. They can then load a fresh magazine in the first phase
of the next round and fire as a second Action at the normal -3
penalty to hit. An empty magazine
can be refilled at a rate of one loose cartridge per Action.
Belt-fed
weapons take four combat
Actions (two Rounds) to reload if served by a crew of one, or two
combat Actions (one Round) if the weapon has a crew of two – gunner
and loader.
Weapons
loaded from a stripper clip or charger,
such as many military bolt-action and early semi-automatic rifles,
and pistols with fixed vertical magazines (like the 'broom-handle'
Mauser C 96), take two Actions (one round) per clip to reload. The
Lee-Enfield rifle has a ten-round magazine loaded from two five-round
clips, so it takes two combat rounds to fully reload. The same rules
apply to reloading detachable box magazines from pre-loaded stripper
clips, which commonly hold 10 or 15 rounds.
Arms
such as lever- and pump-action rifles and shotguns,
and semi-automatic shotguns which feed from tube magazines (i.e. most
of them), must be loaded with individual shells at a rate of one
cartridge per Action.
Single-shot
weapons, multi-barrelled
shotguns, rifles and pistols (including derringers) are also reloaded
at a rate of one cartridge per Action, but it takes one Action to
open the breach and eject or manually extract the spent cartridges.
If the gun is empty at the start of the round, you can load one
cartridge as your first Action and fire it as your second same Action
at the normal -3 penalty to hit. Speed-loaders holding pairs of
shells are available for double-barrelled shotguns, allowing both to
be loaded in one action. Some shooters are skilled at pulling two
shells from their bandoleer and loading them at the same time.
Hand-ejector
revolvers were first produced
in 1889 (although Hugo Borchardt invented the concept in 1876 while
working for Winchester), and have been the norm from about 1900 to
the present. They have a cylinder which swings out on a hinge or
'crane'. Empty cartridges are ejected by a star-shaped ejector worked
by a concentric rod extending from the front of the cylinder, which
takes one Action. After that, reloading takes one Action per
cartridge (three rounds for a six-shot revolver).
Inserting cartridges with a speed-loader (a gadget which holds rounds
ready to drop into the cylinder chambers, advertised as early as 1890
in the Colt firearms company catalogue), full-moon or half-moon clips
for those revolvers which use them, takes one Action per loader or
clip.
Using Bianchi Speed Strips (another loading gadget, invented in the
1960s), a character can load two rounds per action into a
hand-ejector or top-break revolver.
Top
break revolvers have a hinged
frame with a catch above and behind the cylinder allowing them to be
opened for reloading. The action of 'breaking' the weapon works an
automatic cartridge extractor. The most famous examples are early
Smith and Wesson revolvers from about 1860 to 1890 and British Webley
and Enfield revolvers from about 1870 to the mid or late 20th
century. Breaking the action and ejecting the cartridges takes one
Action, after which one cartridge can be loaded per action, or
several with a speed-loader, moon-clip or Speed Strip. The unusual
Galand and Merwin-Hulbert revolvers also break open, by sliding the
barrel and cylinder forward, but cannot use speed-loaders.
Fixed-cylinder
revolvers, such as the Colt
Single-Action Army or 'Peacemaker' and the seven-shot Nagant M1895
revolver, are usually emptied and reloaded via a hinged loading gate
in the standing breach (the block or plate behind the cylinder) with
a spring-loaded ejector rod. Unloading and reloading takes one Action
per cartridge. Thus, a Peacemaker full of spent shells would take six
Rounds (18 seconds) to reload, and a Nagant seven Rounds.
Percussion
revolvers (including pepper-box
pistols) were produced from about 1830 to 1870. They are loaded from
the muzzle end of the cylinder or barrel with separate charges of
powder and ball, after which a brass or copper percussion cap is
placed on the nipple behind each chamber. This takes at least six
combat Rounds per shot. Thus a six-shot percussion revolver would
take 36 rounds (almost two minutes) to reload. The same applies to
single- and multi-barrelled percussion and flintlock arms
– six turns per barrel. In combat,the best reload was often another
loaded gun.
Rushing the process is hazardous – the young Jesse James blew the
end off one finger whilst reloading a revolver in the midst of a
battle during the American Civil War. It also has negative effects on
accuracy, power and reliability. The profiles for percussion arms
assume that the weapon has been loaded carefully (taking twice as
long as the time stated above). Loading quickly under pressure, or in
other difficult circumstances (for instance in combat or on
horseback) takes the stated time, but the weapon suffers a -1
modifier to ACC and PEN, and REL drops by one level.
Bows
can be shot once every other round. They shoot in the first phase for
normal shots and the second phase for aimed shots. They cannot be
shot while lying prone.
Crossbows
shoot once every four rounds.
The
'Mad Minute'
The Mad Minute was a term coined in the British army after the
adoption of the Lee-Metford bolt-action rifle in 1888, followed by
the Lee-Enfield in 1895. It described a test of marksmanship in which
the shooter had to hit a 12” (30cm) target at 300 yards (275m)
fifteen times in one minute. Many riflemen could manage thirty shots
on target in a minute, the record being held at 38 by Sergeant
Instructor Alfred Snoxall. The term survives in modern times,
denoting a short period of intense fire.
Using the rules given, we can calculate how many shots different
classes of weapon can fire in one 'Mad Minute', assuming they are
fully loaded to begin with. There are 20 combat Rounds in a minute,
and each character can take up to two Actions in each round.
Firstly,
the Short Magazine Lee-Enfield (SMLE) bolt-action rifle.
This has a ten-shot magazine, reloaded from two five-round stripper
clips, taking two combat rounds. Like other bolt-action rifles, the
SMLE can fire one shot per action. Thus it takes seven rounds to
empty the magazine and reload again, and so the rifle can fire 30
shots in one minute. The problem is getting all of them into that 12”
target at 300 yards.
Single-action,
gate-loaded revolvers: These
can only fire one shot per action. Taking a six-shot Colt Peacemaker
as the example, the shooter fires six shots in three rounds, then
spends three rounds ejecting the spent cartridges, then three more
loading fresh ammunition. The shooter can repeat this process twice
in 18 rounds, then shoot four more shots in the last two rounds for a
total of 16 shots.
Double
action, hand-ejector revolvers:
Assuming a six-shot .38 Special with speed-loaders, the shooter
empties the gun in three actions, then takes one action to ejector
the cases, then one more round to reload, for a total of three
rounds. They can do this six times in 18 rounds and then empty the
gun again in the last two rounds, for a total of 42 shots.
Without speed-loaders the rate
of fire drops to 24 rounds per minute.
Semi-automatic
pistols: A pistol with a
12-shot magazine can be emptied in three rounds and reloaded in one,
five times in a minute for a total of 60 shots. With a 20-shot
magazine this rises to 68 shots per minute.
Double-barrelled
shotgun: This kind of weapon
can fire twice in one Action and then reload in three more, for two
shots every two rounds or 20 shots per minute.
Pump-action
shotgun: With a five-shot tube
magazine, the gun takes two and a half Rounds to empty and two and a
half Rounds to load again, managing 20 shots in one minute. This is
no faster than a double-barrelled shotgun (which is apparently true
in reality), but the initial rate of fire, in the first three Rounds,
is slightly higher.
Self-loading
(semi-automatic) shotgun: Using
a Franchi SPAS-12 or a Remington 1100 with an eight-shot tube
magazine, the gun can be emptied in two rounds (two shots per action)
and reloaded in four. This cycle can be repeated three times in 18
rounds, and then the gun can be emptied again in the last two rounds,
for a total of 32 shots. The Saiga shotgun with its 8-round box
magazine can manage 56 shots in a minute.
Submachine
Gun: The Ingram MAC 10 can
empty its 30-round magazine in one round, and it takes one round to
reload with a full mag. Theoretically then it could fire 300 rounds
per minute (compared to its cyclical ROF of 1,200 RPM), but the gun
would probably jam or get too hot to hold before then.
Assault
Rifle: The trusty AK-47 can
shoot off the 30 shots in its magazine in two rounds, and reload in
one. Thus 210 rounds per minute is possible, although 100 is given as
the practical rate of burst fire without overheating the barrel (for
instance, a six-shot burst every round and reloading on every sixth
round).
From this we can see that the rules reflect the fire-power advantage
of semi-automatic handguns and assault rifles over revolvers and
bolt-action rifles, if not accurately then at least approximately. We
can also see that a weapon with a larger magazine or cylinder will
manage a higher rate of fire, at least if it is fully loaded at the
start of combat.
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