Firearms




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Thread: Firearms

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    Firearms

    Here are my house rules for firearms. Within the setting I’m using (home brewed) I want the firearms to replace crossbows. I want bows to still remain a viable option, but not the only option for a viable ranged damage dealing class.

    Origins of Firearms
    Firearms originated in the forges of dwarven master craftsmen in an attempt to replace crossbows. While in theory they succeeded, firearms were found to be too dangerous to use in the underground battles due to the noise and smoke they produce. However when cave in was not a threat, firearms worked perfectly. Early firearms (pistol, musket and blunderbuss) were slow to reload, but packed a punch. Later designs improved the firing system to reduce the reload times.
    As firearms began spreading beyond the dwarven kingdoms, they were quickly adopted by orcs, who have improved on them in their own way. While simple firearms are fairly common, more advanced versions (military and superior) are still quite rare due to cost and complexity of the firing mechanism, which makes maintenance a big issue.

    Incorporating Firearms
    Rogues gain proficiency in all simple and martial one-handed firearms.
    Any character knows how to maintain all firearms they are proficient with, except for the Sleeve Pistol.
    Sleeve Pistol, while easy to use is difficult to maintain. You must be proficient with military firearms to maintain this weapon.
    Any character proficient in at least one military or superior firearm is able make ammunition.
    Gunpowder can be made by anyone with an Alchemy feat.
    Guns are loud and produce a lot of smoke, thus it is impossible to remain hidden after firing one.
    Powers that allow multiple attacks in a single round may be performed with single shot one handed firearms if you have enough loaded firearms on your person and have Quickdraw feat.

    Code:
    Simple ranged weapons                            
    One handed weapons    proficiency    damage    range    weight    group        cost    properties
    Sleeve pistol*        +2             1d6       2/4      1 lbs     firearms     50 gp   ammo 1, load move, off-hand
    Pistol                +2             1d8       5/10     3 lbs     firearms     20 gp   ammo 1, load move, off-hand
    Two handed weapons    proficiency    damage    range    weight    group        cost    properties
    Musket                +2             1d10      12/24    8 lbs     firearms     35 gp   ammo 1, load move, small
    Blunderbuss           +2             1d8       5/10     8 lbs     firearms     30 gp   ammo 1, brutal 1, load move, small
                                
    Military ranged weapons                            
    One handed weapons    proficiency    damage    range    weight    group        cost    properties
    Long pistol*          +3             1d8       10/20    3 lbs     firearms     40 gp   ammo 1, load minor, off-hand
    Twin pistol*          +2             1d8       8/16     4 lbs     firearms     45 gp   ammo 2, load minor (1)/move (all)
    Turret pistol*        +2             1d6       8/16     5 lbs     firearms     50 gp   ammo 4, load minor (1)/standard (all)
    Gunblade*             +2        1d8(ranged)    8/16     6 lbs     firearms     45 gp   ammo 1, load minor
                                    1d6(melee)     -                  light blade    
    Two handed weapons    proficiency    damage    range    weight    group        cost    properties
    Long musket*          +3             1d10      20/40    9 lbs     firearms     60 gp   ammo 1, load minor, small
    Twin musket*          +2             1d10      15/30    9 lbs     firearms     55 gp   ammo 2, load minor (1)/move (all), small
    Orcish arquebus       +2             1d12      10/20    10 lbs    firearms     45 gp   ammo 1, brutal 1, load move
                                
    Superior ranged weapons                            
    One handed weapons    proficiency    damage    range    weight    group        cost    properties
    Dueling pistol*       +3             1d10      10/20    3 lbs     firearms     40 gp   ammo 1, high crit, load minor, off-hand
    Pig iron              +2             1d10      5/10     5 lbs     firearms     35 gp   ammo 1, brutal 2, load move
                    
    Two handed weapons    proficiency    damage    range    weight    group        cost    properties
    Dwarven hand cannon   +2             2d6       8/16     12 lbs    firearms     60 gp   ammo 1, brutal 2, load move
    Great musket*         +3             1d12      20/40    12 lbs    firearms     70 gp   ammo 1, load minor, small
    Ammo X: number of shots before you need to reload
    Load minor (1)/XXXX (all): takes a minor action to reload a single barrel, and specific action XXXX to reload all barrels at once.


    Sleeve Pistol
    This is a pistol small enough to fit in the palm of your hand. When combined with a sleeve holster you can draw the weapon as a free action. If you use a sleeve holster to draw the pistol and fire it during the same round you gain Combat Advantage against your target and you do not provoke an Opportunity Attack.
    Blunderbuss
    Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.
    Twin Pistol
    This is essentially a Long Pistol with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate.
    Turret Pistol
    This is a heavy four barreled pistol, with a firing mechanism for each barrel. Improved rate of fire however sacrifices damage and accuracy.
    Twin Musket
    This is essentially a Long Musket with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate.
    Orcish Arquebus
    This is an improved version of a blunderbuss, created by orcish craftsmen. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.
    Pig Iron
    This is another orcish modification on their favored blunderbuss. This time it is a lethal, short range pistol version. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.
    Dwarven Hand Cannon
    Most commonly used by its dwarven inventors, this is literally a hand cannon, it's loud, packs a punch, and kicks back like a mule. After you resolve your attack you are knocked prone. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.

    Code:
    Firearms related equipment
    Ammunition (50)       1 gp     3 lbs
    Powder horn (50)      3 gp     1 lbs
    Sleeve holster        25 gp    1 lbs    spring loaded holster allows you to draw Sleeve Pistol as a free action.
    Gun maintenance kit   10 gp    5 lbs    includes everything you need to clean your gun, make minor repairs, and make ammunition.
    Heroic feats
    Close Quarters Shot
    You gain a +2 bonus to AC against Opportunity Attacks from using one handed firearms in melee.

    Paragon feats
    Armor Piercing Shots
    Basic ranged attacks with firearms target Ref defense instead of AC.

    Deadly Shots
    All firearms you use gain Brutal 1 property. This applies to ranged attacks only.
    Last edited by Yanko128; Thursday, 19th February, 2009 at 01:50 PM.

 

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