Firearms

Yanko128

First Post
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:
[B]Simple ranged weapons[/B]                            
[B]One handed weapons    proficiency    damage    range    weight    group        cost    properties[/B]
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
[B]Two handed weapons    proficiency    damage    range    weight    group        cost    properties[/B]
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
                            
[B]Military ranged weapons                            
One handed weapons    proficiency    damage    range    weight    group        cost    properties[/B]
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    
[B]Two handed weapons    proficiency    damage    range    weight    group        cost    properties[/B]
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
                            
[B]Superior ranged weapons                            
One handed weapons    proficiency    damage    range    weight    group        cost    properties[/B]
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
                
[B]Two handed weapons    proficiency    damage    range    weight    group        cost    properties[/B]
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:
[B]Firearms related equipment[/B]
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:

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