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Old 8th January 2009, 07:37 PM   #1 (permalink)
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Firearms for D&D 4

We are currently (among others) running a "Warhammer" campaign with D&D 4. Our current adventure reminded me again that firearms are not as uncommon in Warhammer as they are in D&D, so I thought up a few ways to implement them.

So, there are basically two variant implementations that might best describe the technological advances in weaponry. It's all "pressed" into the D&D 4 rules framework, so I hope it doesn't break the game balance or anything.
You can mix and match the described items to fit your idea of your technological level of firearms. I describe a few magical enhancements for firearms that are available even in the lowest levels of the heroic tier - to support the rareness of these weapons, you might restrict the availability of the enhancements to a higher level and require that a firearm must always have one of the suggest enhancements.


The basic idea is that a firearm is a mix of magical and alchemical item. So people with the Alchemist or Ritual Caster feat should be able to build them. But feel free to define them as purely alchemy or purely magic. The implementation is overall closer to a magical item, because I avoided the disconnect between "cheap" ammunition that higher level characters basically can forget to count and alchemical ammunition that might have costs like alchemical items.

You can either require the Enchant Magical Item Ritual or the Alchemist feat for any character to build a firearm.

Muzzleloaded Firearms
Muzzleloaded firearms are loaded seperately with gunpowder and bullet. The process is very slow, and it is difficult to fire more then one shot during a typical combat. They are crude compared to modern firearms, but still considered very dangerous.

The Hand Cannon - Level 1 item
The hand cannon must be loaded with gunpowder and shot before being fired. Loading the weapon takes a lot of time, so it is mostly used in the beginning of a battle.
Level 1: 360 gp; Level 11: 9,000 gp; Level 21: 225.000 gp
Item Slot: Weapon (Two-Handed)
Power (Encounter - Firearm): Standard Action. Range 15/30. Attack: Dexterity +1 vs Reflex. Hit: 2d4 + Dex damage.
Level 11: Dexterity +3 vs Reflex. Damage 2d6 + Dex
Level 21: Dexterity +5 vs Reflex. Damage 2d8 + Dex

The Arbeques - Level 3 item
The Arbuques is a more advanced version of the hand cannon.
Level 3: 680 gp; Level 11: 17,000 gp; Level 21: 425.000 gp
Item Slot: Weapon (Two-Handed)
Power (Encounter - Firearm): Standard Action. Range 20/40. Attack: Dexterity +1 vs Reflex. Hit: 2d6 + Dex damage.
Level 11: Dexterity +3 vs Reflex. Damage 2d8 + Dex
Level 21: Dexterity +5 vs Reflex. Damage 2d10 + Dex

The Musket - Level 5 item
The Musket can be reloaded much faster then hand cannon or Arbuques.
Level 5: 1.000 gp; Level 15: 25,000 gp; Level 21: 625,000 gp
Item Slot: Weapon (Two-Handed)
Property: If you spend a standard action reloading this weapon, you can recharge its encounter power.
Power (Encounter - Firearm): Standard Action. Range 20/40. Attack: Dexterity +1 vs Reflex. Hit: 2d6 + Dex damage.
Level 11: Dexterity +3 vs Reflex. Damage 2d8 + Dex
Level 21: Dexterity +5 vs Reflex. Damage 2d10 + Dex


The Musket is basically the firewall "non-weapon-weapon" variant. It can be fired every other round (and a feat might improve this to shooting every round). The biggest disadvantage - it is not a weapon attack, so all your nice weapon powers are useless.

----

Cartridge Firearms
Cartridge firearms use a combination of bullet and gunpowder, making the reload process faster and yielding more reliable results. This is a requirement for firearms as weapons.
All firearms are considered superior weapons. A two-handed firearm can be equipped with a bayonet, allowing its user to use the firearm in melee as a spear.

Pistol: Prof +3; Dmg 1d8, Range 15/30, Price 200 gp, Weight 2 bl, Group: Firearm; Properties. High Crit, Load Minor
Rifle: Prof +3, Dmg 2d4, Range 20/40, Price 300 gp, Group: Firearm; Properties: High Crit, Load Minor
Bayonet: Prof +2, Dmg 1d8, Price 5 gp; Weight 1 lb; Group: Spear; Properties; Reach

Bullets (10): 20 gp

New Enhancements

Repeating Firearm - Item Level 2+
Note: If you want to give your firearms a feeling of rareness, this might be the minimum required enhancement for them.
The typical firearm of the old world has these properties.
Level 2: +1 - 680 gp; Level 7: +2 - 3,400 gp; Level 12: +3 - 17,000 gp
Level 18: +4 - 85,000 gp; Level 23: +5 - 425,000 gp; Level 28: +6 2,125,000 gp
Weapon: Firearms
Enhancement: Attack and Damage Rolls
Critical: +1d8 per plus
Power (Encounter - Firearm): Standard Action. Make one basic attack against the target, but the target is resolved against the lower of AC and Reflex. Regardless of success, until the end of your next turn, your square and all adjacent squares are considered obscured due to the gunpowder. (Granting concealment against attacks from any square in the burst or any attacks directed at any square in the burst.)


Semi-Automatic Firearm - Item Level 3+
This group covers revolvers and modern auto-loaders. The bullets is fed from a magazine or a cylinder, allowing a fast firing rate with minimal effort by the shooter.
Level 2: +1 - 680 gp; Level 7: +2 - 3,400 gp; Level 12: +3 - 17,000 gp
Level 18: +4 - 85,000 gp; Level 23: +5 - 425,000 gp; Level 28: +6 2,125,000 gp
Weapon: Firearms
Enhancement: Attack and Damage Rolls
Critical: +1d8 per plus
Property: You can reload this firearm as a free action.*
Power (Encounter - Firearm): Standard Action. Make two basic ranged attacks, attacking two adjacent targets. Each attack is resolved against the lower of the targets AC or Reflex Defense.

*Optional: This is pretty simple, but again, counting bullets in your magazine is a little annoying. Fell free to adapt this. Also, I don't bother to distinguish between the intracities between a revolvers "reloading" mechanism and that of a modern auto-loader pistol. I am not a gun nut!

Shotgun - Item Level 4+
Shotguns can be used to use fire shot, allowing you to cover a wider area. They lack in range.
Level 4: +1 - 840 gp; Level 9: +2 - 3,400 gp; Level 14: +3 - 21,000 gp
Level 19: +4 - 85,000 gp; Level 23: +5 - 525,000 gp; Level 28: +6 2,625,000 gp
Weapon: Rifle
Enhancement: Attack and Damage Rolls
Critical: +1d10 per plus
Property: Reduce the long and short range by 5 squares each.
Power (Encounter - Firearm): Standard Action. Make a basic attack against all targets in a Close Blast 3. The attack is made against the lower of AC and Reflex of the target.
Level 14 and 19: Close Blast 4
Level 24 and 29: Close Blast 5


Full-Automatic Firearm - Item Level 5+
Automatic firearms reload bullets automatically and allow even faster firing rates then of semi-automatic weapons. The blowback from the shot, the expanding gases from the explosion, or magic allows continuous fire.
Level 5: +1 - 1,000 gp; Level 10: +2 - 5,00 gp; Level 15: +3 - 25,000 gp
Level 20: +4 - 125,000 gp; Level 25: +5 - 625,000 gp; Level 30: +6 3,125,000 gp
Weapon: Firearms
Enhancement: Attack and Damage Rolls
Critical: +1d8 per plus
Property: You can reload this firearm as a free action.
Power (Encounter - Firearm): Standard Action. Make a basic attack against all targets in a Area Burst 1 within range. The attack is made against the lower of AC and Reflex of the target.
Level 14 and 19: Area Burst 2
Level 24 and 29: Area Burst 3


---

Feats

Combat Engineer (Heroic)
Prerequisite: Int 13 or Skill Training in Arcana and Thievery
You gain proficiency with all firearms, siege weapons and bayonets. When making an attack with a firearm, you can substitute your Dexterity Modifier with your Intelligence Modifier for the attack and damage rolls. When making an attack with a siege weapon, you can use your Dexterity Modifier in place of your Intelligence Modifier for the attack and the damage roll.

Rifleman (Heroic)
Prerequisite: Proficiency with Firearms, Rogue
You can treat a Firearm as a crossbow for the purpose of Rogue weapon powers and sneak attack, and you can treat a Bayonet as a light blade for the purpose of Rogue weapon powers and sneak attack. When using a firearm or a bayonet, your sneak attack damage is reduced by one die.

Quickload (Heroic)
Prerequisite: Proficiency with Firearms, Dex 13+
If a firearm (including a muzzle-loader) has a reload time of a standard action, you can reload it is as a minor action. if it has a reload time of a minor action, you can reload it as a free action. You still need both hands to reload your firearm.
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Last edited by Mustrum_Ridcully; 8th January 2009 at 10:28 PM.. Reason: Fixed some errors noted by Ginnel, and some elements I failed to copy from the original text.
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Old 8th January 2009, 08:40 PM   #2 (permalink)
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This is actually pretty cool, me and a friend had been discussing the feasibility of firearms in D&D 4th and he is of the opinion that it would be nigh on impossible to work.

What you have here is proof of my stance, that it is possible but that firearms are special objects.

Hope you don't mind if I print these off and use them.
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Old 8th January 2009, 09:16 PM   #3 (permalink)
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The +2, +4...this is to replace prof and magic +?. I think the vs ref is enough for the whole armor piercing thing, and otherwise these shouldn't be too acurate (not unless you actually include a rifle). Maybe less of that and something else, like the brutal property?

Oh, and was a firearm thread here many moons ago.
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Old 8th January 2009, 09:55 PM   #4 (permalink)
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Seems cool, if I ever run again it'll be my planescape game and it will be in 4th edition the captain of the group is using ambi pistols at the moment with 6 shots each.

Dam it together with a really good session of the 4th ed game I played in the other night and this article I might have to start running again.

Now to stat the undead mage the troll/halfling and the thri kreen mindblade.

P.S oh yeah the only tiny bit of critque is that you seem to have cut and paste the italicised description from the pistols to the shotgun so the shotgun seems to have a pistol description on it
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Old 8th January 2009, 10:15 PM   #5 (permalink)
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Originally Posted by TerraDave View Post
The +2, +4...this is to replace prof and magic +?. I think the vs ref is enough for the whole armor piercing thing, and otherwise these shouldn't be too acurate (not unless you actually include a rifle). Maybe less of that and something else, like the brutal property?
If you are referring to the "Muzzle-Loaders", I balanced it basically like a Masters Wand of Magic Missile. Therefore, the enhancement bonus would be required, though +2 might indeed be too high at a level below 6. +1/+3/+5 might be a better progression.

I was initially considering firearms to have 2d4 damage, Brutal and High Crit, and a +3 proficiency bonus, but that would have been stronger then the comparable superior crossbow from Adventurers Vault. I think the proficiency bonus should be higher for firearms (at least for modern ones), so I gave up on Brutal 1. (though brutal is somehow way cooler then High Crit)

Quote:
Oh, and was a firearm thread here many moons ago.
I bet we would have had some before.

Quote:
Hope you don't mind if I print these off and use them.
Of course I don't mind! That's why I post it here. (And the critic, of course. )
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Old 13th January 2009, 01:28 AM   #6 (permalink)
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Here's my take:

Pistol
Prof: +1
Dmg: 1d8
Price: 20 gp
Weight: 1 lb
Group: Firearms
Prop: Load Standard

Rifles have 1d10 damage and +2 prof
hand cannons get 1d12 damage and +0 prof
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Old 13th January 2009, 11:34 AM   #7 (permalink)
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Quote:
Originally Posted by Mustrum_Ridcully View Post
If you are referring to the "Muzzle-Loaders", I balanced it basically like a Masters Wand of Magic Missile.
After listening to the latest podcast... I think it doesn't feel "firearm-y" enough... it's too close to yet-another-damage-stick.

But I agree that the encounter mechanic and basic idea is pretty good. But how to change it a bit to make it stand out more?

Cheers, LT.
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Old 14th January 2009, 07:07 PM   #8 (permalink)
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I really like your take. It tries to emulate firearms as we know them in the real world, to an extent.

But Lord Tirian's reference to the latest D&D podcast, in which Mearls talks about how, if he were to design firearms for 4e, they would be a bit more fantastical has me wondering just what such a suite of weapons made with this in mind would be like...
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Old 14th January 2009, 10:13 PM   #9 (permalink)
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My own thought is that since alchemists are the ones who would be making your gunpowder, guns ought to come into existence in a D&D world to serve as a delivery system for alchemical ammunition.

They would be simple weapons as they're easy to learn, but expensive to use due to the cost of the ammo. So a pistol would be range 20, a rifle range 30, and so on.

I just like the idea of a rogue sneak attacking by fanning a pistol and pumping alchemical acid onto people
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Old 10th March 2009, 10:24 PM   #10 (permalink)
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Blackpowder Firearms

Here's my current rules for blackpowder firearms.


BLACKPOWDER FIREARMS

SIMPLE RANGED WEAPONS
One-handed Prof. Damage Range Price Weight Group PropertieS

Pistol +2 1d8 10/20 150 gp 3 lb. Blackpowder Load standard, puncturing
Pocket Pistol +2 1d6 6/12 100 gp 2 lb. Blackpowder Load standard, puncturing
Grenade* +2 2d6 5/10 25 gp 1 lb. Grenade

Two-handed Prof. Damage Range Price Weight Group PropertieS
Blunderbuss** +2 2d6 Close blast 3 200 gp 8 lb. Blackpowder Load standard, puncturing

MILITARY RANGED WEAPONS
One-handed Prof. Damage Range Price Weight Group PropertieS

Horse Pistol +2 1d10 10/20 200 gp 4 lb. Blackpowder Load standard, puncturing
Two-handed Prof. Damage Range Price Weight Group Properties
Musket +2 1d12 20/40 300 gp 10 lb. Blackpowder Load standard, puncturing

Other Prof. Damage Range Price Weight Group Properties

Swivel Gun*** +2 3d6 See below 600 gp 25 lb. Blackpowder Load standard, puncturing
Cannon**** +2 4d8 See below 5000 gp 600 lb. Blackpowder Load full round, puncturing

* Grenades do area damage (Burst 1). Make a ranged attack vs. reflex.
** The Blunderbuss fires a blast of pellets (small bullets).
*** The Swivel Gun can fire either a blast of pellets (small bullets) (Close blast 5), or an enormous bullet (Range 20/40). Swivel
Guns use 4 oz. of gunpowder per shot.
**** The Cannon can fire either grapeshot (a net bag filled with musket bullets) (Close blast 7), or a cannonball (Range 30/60).
Cannons use 2 lb. of gunpowder per shot.

Note: there are many Feats, Powers, and Magical Properties that are usable with crossbows that can also apply to Blackpowder firearms (as determined on a case-by-case basis).

Puncturing: Weapons with this keyword roll versus Reflex instead of AC.

New Feat: Rapid Reload
The Rapid Reload feat reduces the load time of Blackpowder firearms by 1 step.

Ammunition
Item Price Weight
Pistol/Musket Bullets (10) 1 gp 1 lb.
Blunderbuss Pellets (10 shots) 2 gp 2 lb.
Swivel Gun Bullets/Pellets (10) 6 gp 6 lb.
Cannonball/Grapeshot (10) 60 gp 60 lb.
Gunpowder (32) (1 oz. per shot) 50 gp 2 lb.

If anyone wants a nicely formatted example (ms word) send a message to justacaveman@gmail.com

Last edited by justacaveman; 10th March 2009 at 10:38 PM..
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