Modern & Futuristic Weapons

Sigurd13

First Post
So this seems like a ~fairly~ uncommon topic with a modest underground following. Hopefully I can still garner some decent feedback for the weapons I've made so far.

Setting: Pre-War Eberron.

The year is 533 by the Galifar calendar of Eberron, before THE War and just after the observatories have been built. It is here, at this point in the Eberron Universe’s timeline, that I'm inserting the old AD&D "Tale of the Comet" mod.

My intent is to plant the seeds of technology and technical mastery that will help explain the technical and artifice-emphasized magical themes and classes of Eberron. That way when 4e Eberron comes out I can run it with this campaign as interesting back-story and introduce firearms.

Concept: Of course the old AD&D rules for the guns were completely outlandish and overpowered. In "Tale of the Comet" the guns were based off of the wizard’s once-a-day magic attacks (remember 15d6 fireballs, anyone? Imagine having a gun that would shoot 6 of them before needing to be reloaded! See the balance issue?)

So, in an effort to keep damage output balanced I tried to keep the modern guns ~fairly~ simple, basing their damage off of existing weapons.

This way, the only advantage modern weapons offer over their more archaic coutnerparts is their alternate firing modes...which I may or may not have done a good job on balancing.

Additionally I wanted to lay the groundwork for future ‘gunfighter’ concepts, but instead of putting in the effort to create a new class and worrying about play testing and balance issues I decided to add a short set of weapon properties and feats to enable current classes to use ranged weapons effectively in close combat.


Enjoy!

Table of Contents:


  1. New Combat Action- Reload
  2. New Weapon Properties
  3. New Heroic Tier Feats
  4. Advanced Weapons
5. Ammunition and Accessories
 
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Sigurd13

First Post
New Combat Action, Weapon Properties and Heroic Feats

New Combat Action-

1.) Reload: Minor Action
You fully reload the weapon’s ammunition.
Effect: The reloaded advanced weapon may now be used normally.

2.) Switch Ammo: Minor Action
You load alternate ammo or equips an ammo attachment.
Effect: The modified weapon now benefits from the special ammo's properties.

3.) Reload Special Ammo: Free Action when Reloading
You Reload with alternate ammo or equip a weapon attachment.
Effect: The modified weapon now benefits from the special ammo's properties in addition to regaining its normal functions.


Weapon Properties-

Empty #: At the end of every round in which the weapon is fired, roll a 1d6. If you roll # or higher, you must Reload before you may use this weapon to attack again.

CCT: Close Combat Tactics rated (see Close Combat Tactics feat below).

Melee: Useable only when proficient with the weapon. This weapon counts as a melee weapon with a reach of 1 for the purpose of using attack powers containing the melee weapon keyword.

Alt Fire[___]: Alternative Firing mode. Useable only when proficient with the weapon. Allows for the use of a specific alternative firing method as part of an attack action this round. After using an alternative firing mode a weapon is considered out of ammo and must be Reloaded before being used in any form of attack. Modes are listed below:

_______Long Burst_______
You switch the weapon to Long Burst mode and fire extra rounds.
At-Will Weapon

Minor Action Ranged weapon
Effect:
As part of an attack action that uses this weapon you may add an extra +1d6 to the damage roll if the attack hits. The decision to use this power must be made prior to knowing the outcome of the attack. If the attack targets more than one creature only the first target receives this bonus damage.
You must Reload before you may use this weapon to attack again.
Increase damage to +2d6 damage at 21st level.

_______Spray_______
You switch the weapon to Full Auto and concentrate a spray at your enemy.
At-Will Weapon

Standard Action Ranged weapon
Primary Target:
One creature
Attack: Dexterity vs. AC
Hit: [1w] damage. Make a Secondary Attack.
Increase damage to [2w] + Dexterity modifier at 21st level.
Secondary Target: Each creature adjacent to the primary target with which you have line of effect. Rules for cover apply normally.
Secondary Attack: Dexterity vs. AC
Hit: Half damage.
Effect: You must Reload before you may use this weapon to attack again.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

_______Burst_______
You launch an explosive projectile from the weapon.
At-Will Weapon

Standard Action Area burst # within Ranged weapon
Attack:
Dexterity vs. Reflex
Hit: [1w] + Dexterity modifier damage.
Increase damage to [2w] + Dexterity modifier at 21st level.
Effect: You must Reload before you may use this weapon to attack again.
Special:
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

_______Blast_______
You discharge a blast from the weapon.
At-Will Weapon

Standard Action Close blast #
Attack:
Dexterity vs. AC
Hit: [1w] + Dexterity modifier damage.
Increase damage to [2w] + Dexterity modifier at 21st level.
Effect: You must Reload before you may use this weapon to attack again.
Special:
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

_______Beam_______
You hold the trigger and the weapon fires a continuous beam of energy.
At-Will Weapon

Standard Action Area wall # within Ranged weapon
Target: Each
creature in the wall
Attack: Dexterity vs. AC
Hit: [1w] + Dexterity damage.
Increase damage to [2w] + Dexterity modifier at 21st level.
Effect: You must Reload before you may use this weapon to attack again.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Note: The origin square for this attack is the same as the attacker's square, as if it were a ranged attack. Rules for cover apply normally.

_______Taze_______
Your weapon discharges electricity, dazing the target.
At-Will Weapon

Standard Action Melee weapon
Attack:
Strength vs. Fortitude
Hit: Half[1w] damage and the target is immobilized until the end of your next turn. If target is already immobilized, target is dazed instead. If target is already dazed, target goes unconscious (save ends).
Increase damage to [1w] at 21st level.
Effect: You must Reload before you may use this weapon to attack again.



Weapon Feats-
*Note: A single advanced weapon may be chosen when taking the Weapon Proficiency feat.

Advanced Weapons Training:
Benefit: You gain proficiency in an advanced weapon group of your choice (Small Arms, Long Arms, Heavy Arms, Artillery or Advanced Melee).

Close Combat Tactics:
Benefit: You may use this weapon in melee combat without provoking opportunity attacks. You provoke all other opportunity attacks normally.

Point Blank Shot:
Benefit: Anytime you could normally make an opportunity attack you may make a ranged basic attack using an Advanced Weapon instead of a melee basic attack. This attack does not provoke opportunity attacks.

Ranged Training:
Benefit: Choose an ability other than Dexterity. When you make a ranged basic attack using a weapon you are proficient with, you can use that ability instead of Dexterity for the attack roll and the damage roll.
 
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Sigurd13

First Post
Ranged Weapons - Small Arms

ADVANCED WEAPONS
Note: Price and Weight are fairly irrelevant, those can always be adjusted to fit the campaign setting.


Small Arms - (One Handed)


Pistol - Standard semi-automatic sidearm

LeMat Special - This semi-automatic weapon has an extra barrel containing a single shell round. Alt Fire[Blast 2] uses 2d4 weapon damage.​

Machine Pistol - Hand held submachine gun with a wide array of firing settings.

Neutron Pistol - Hand held blaster weapon fires a calibrated sequence of ionized particles.​

Sawed Off Shotgun - Large semi-automatic weapon firing large fragmentation shells with a shortened barrel.

Laser Pistol - Hand held laser weapon fires a precise beam of electromagnetic energy.


Code:
[SIZE=3][FONT=Times New Roman][COLOR=white][B][U]Weapon                  Prof.      Damage      Range    Price   Weight         Group          Ammo Type               Properties[/U][/B][/COLOR][/FONT][/SIZE]
[SIZE=3][FONT=Times New Roman][COLOR=yellow]Pistol                         +3           1d6            5/10        25           2           Small Arms         Cartridge          Melee, Load Free, Off Hand, CCT[/COLOR][/FONT][/SIZE]
[SIZE=3][FONT=Times New Roman][COLOR=silver]LeMat's Special         +2        1d6/2d4        5/10        30           4          Small Arms          Cartridge         Alt Fire[Blast 2], Load Free, Melee, CCT, Off hand[/COLOR][/FONT][/SIZE]
[SIZE=3][FONT=Times New Roman][COLOR=yellow]Machine Pistol           +2           1d6            5/10        40           5           Small Arms         Cartridge          Melee, Alt Fire[Spray, L.Burst], Load Free, Off Hand, CCT[/COLOR][/FONT][/SIZE]
[COLOR=silver][SIZE=3][FONT=Times New Roman]Neutron [/FONT][/SIZE][/COLOR][SIZE=3][FONT=Times New Roman][COLOR=silver]Pistol            +3           1d8            5/10        40          4           Small Arms      Fission Core        Melee, Alt Fire[L.Burst], Load Free, CCT[/COLOR][/FONT][/SIZE]
[SIZE=3][FONT=Times New Roman][COLOR=yellow]Sawed Off Shotgun   +2            2d4            3/6          35          4           Small Arms            Shells             Alt Fire[Blast 2], Load Free, Melee, CCT[/COLOR][/FONT][/SIZE]
[COLOR=silver][SIZE=3][FONT=Times New Roman]Laser [/FONT][/SIZE][/COLOR][SIZE=3][FONT=Times New Roman][COLOR=silver]Pistol               +3           1d6            5/10         45          5           Small Arms            E-Cell             Melee, Alt Fire[Beam 3], Load Free, CCT[/COLOR][/FONT][/SIZE]
 
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Sigurd13

First Post
Ranged Weapons - Long Arms

Long Arms - (Two handed)

Rifle - Standard semi-automatic long range weapon

Assault Rifle -Semi-automatic long range weapon with a wide array of firing settings.​

Sniper Rifle - Semi-automatic weapon with a scope for extreme long range targeting.

Neutron Rifle - Long range blaster weapon fires a calibrated sequence of ionized particles.

Shotgun - Semi-automatic weapon that fires large fragmentation shells.

Laser Rifle - Long range laser weapon fires a precise beam of electromagnetic energy.

Code:
[LEFT][B][U]Weapon           Prof.    Damage    Range   Price   Weight      Group       Ammo Type         Properties[/U][/B]
[COLOR=yellow]Rifle             +3       1d8      15/30     40      7       Long Arms      Cartridge       Load Free, High Crit, Small[/COLOR]
[COLOR=silver]Assault Rifle     +2       1d8      10/20     60      8       Long Arms      Cartridge       Melee, Alt Fire[L.Burst, Spray, Blast 2], Load Free, CCT  [/COLOR]
[COLOR=yellow]Sniper Rifle      +3      1d12      20/40     55      16      Long Arms      Cartridge       Load Free, High Crit, Brutal 2[/COLOR]
[COLOR=silver]Neutron Rifle     +2       2d4      10/20     55      8       Long Arms     Fission Core     Alt Fire[L.Burst, Spray], Load Free, Small[/COLOR]
[COLOR=yellow]Shotgun           +2       2d4       5/10     45      10      Long Arms       Shells         Melee, Alt Fire[Blast 2], Load Free, CCT[/COLOR]
[COLOR=silver]Laser Rifle       +2       1d8      10/20     55      8       Long Arms       E-Cells        Alt Fire[Beam 6], Load Free, Small[/COLOR][/LEFT]
 
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Sigurd13

First Post
Ranged Weapons - Heavy Arms

Heavy Arms - (Two handed)

Flamer - This heavy spray weapon deploys ignited flammable plasma from a canister. On any successful hit, the target also takes ongoing 5 fire (save ends).

Chain Gun - This heavy automatic weapon rapidly fires huge volumes of rounds fed by a belt.

Grenade Launcher - This heavy, large caliber weapon fires explosive shells and other types of ammunition.

Laser Cannon - High powered laser weapon fires a wide beam of electromagnetic energy.

Code:
[B][U][COLOR=white]Weapon             Prof.   Damage    Range    Price   Weight    Group       Ammo Type      Properties[/COLOR][/U][/B]
[COLOR=yellow]Flamer              +2      2d6       3/6       65     60     Heavy Arms      Fuel        Melee, Alt Fire[Blast 2], Empty 6[/COLOR]   
[COLOR=silver]Chain Gun           +2      2d6       5/10      75     50     Heavy Arms    Cartridge     Melee, Alt Fire[Spray], Empty 6[/COLOR]   
[COLOR=yellow]Grenade Launcher    +2      1d12      10/20     75     10     Heavy Arms    Explosive     Melee, Alt Fire[Burst 1], Load Free [/COLOR]
[COLOR=silver]Laser Cannon        +2      1d10      5/10      65     15     Heavy Arms     E-Cells      Melee, Alt Fire[Blast 2, Beam 8], Load Free[/COLOR]
 
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Sigurd13

First Post
Melee Weapons

MELEE WEAPONS

--One Handed--

Power Fists (pair) - A pair of mechanical gauntlets that augment wielder’s speed and striking power. The pair counts as wielding two weapons.

Kinetic Sledge - A small, very light hammer containing internal mechanisms that stores kinetic energy and releases it upon striking.

Glow Rod - Small mace or club that delivers an electrical charge. The electrical current can be set to stun enemies.

Ripper (Chain dagger) - A small dagger sized blade lined with a chain set with extremely sharp serrated blades and powered by a powerful electric motor.

Lacerator (Chain Sword) - A medium sized blade lined with a chain set with extremely sharp serrated blades and powered by a powerful electric motor.


Code:
     [B][U]Weapon              Prof.      Damage      Range    Price    Weight       Group            Properties[/U][/B]  
[COLOR=yellow]Power Fists (pair)    +3         1d8          -       20        4         Unarmed       Off Hand, High Crit, Brutal 1  [/COLOR]
[COLOR=silver]Kinetic Sledge        +2         2d6          -       35        8         Hammer        Versatile, High Crit  [/COLOR]
[COLOR=yellow]Glow Rod              +2    2d4 Lightning     -       40        8          Mace         Versatile, Alt Fire [Taze], Load Free  [/COLOR]
[COLOR=silver]Ripper                +3         1d10         -       50        5       Heavy Blade     Off Hand, Versatile, High Crit[/COLOR]
[COLOR=yellow]Lacerator             +2         1d12         -       60        6       Heavy Blade     Brutal 2, High Crit [/COLOR]
--Two Handed--

Chainsaw - Large flat blade lined with a chain set with extremely sharp serrated blades and powered by a large, combustion motor.

Arc Fork - Long pole ending with two prongs carrying an electrical charge. The electrical current can be set to stun enemies.

Code:
     [B][U]Weapon          Prof.      Damage      Range    Price    Weight       Group              Properties[/U][/B]  
[COLOR=yellow]Chain Saw         +2         2d8          -       50        7       Heavy Blade      High Crit, Empty 6   [/COLOR]
[COLOR=silver]Arc Fork          +2     2d4 Lightning    -       50        9     Polearm, Spear     Reach, Alt Fire [Taze], Load Free  [/COLOR]
--Vibro-Blades--

Vibro-blades are masterwork weapons with a small subsonic generator inlaid in the hilt or handle. The blade is specially redesigned to acoustically amplify sound waves, often times made from materials with a high resonant acoustic integrity. The generator produces an extremely high frequency soundwave which is amplified during passage through the material of the weapon itself. The end result is a blade that vibrates at extremely high frequencies on a subatomic level- greatly enhancing the blade's cutting power.

Virtually any non-advanced, slashing, melee blade can be modified to become a vibro-blade given the knowledge, skill, parts and tools to do so.

The cost of modification is half the base weapon's market value + 360gp for additional resources, tools and materials. This cost is in addition to the market value of the weapon.

Vibro-Blade Template:
Prof: base weapon Proficiency +1
Cost: 360gp + 150% base weapon market value ([market value x 1.5]+360gp)
Properties: Gains High Crit. If base weapon is already High Crit, double bonus damage.
Gains Brutal 1. If base weapon is already Brutal, add +1 to the Brutal Modifier.

Examples:
Code:
[COLOR=white][B][U]Weapon                   Prof.    Damage    Range    Price    Weight      Group                    Properties[/U][/B][/COLOR]
[COLOR=yellow]Vibro-Execution Axe       +3       1d12       -       405       14         Axe               High Crit (2), Brutal 3[/COLOR]
[COLOR=silver]Vibro-Dagger              +4       1d4       5/10     362        1      Light Blade          High Crit, Brutal 1, Off- hand, Light Thrown[/COLOR]
[COLOR=white][COLOR=yellow]Flaming Vibro-Longsword   +4       1d8        -      1860        4      Heavy Blade          High Crit, Brutal 1, Versatile[/COLOR]  [/COLOR]
[COLOR=silver]Vibro-Double Sword        +4      1d8/1d8     -       420        9    Heavy, Light Blade     High Crit, Brutal 1, Defensive, Off Hand [/COLOR]
 
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Alex319

First Post
I'm a little confused. Why do your ranged weapons say "Load Free" if the rules under "Reloading" say loading is a minor action?

Also, your "sawed off shotgun" fires in a "burst 2", which is a 5x5 square area, larger even than the blast radius of a grenade. Are you sure you don't mean "blast 2" here?
 

Sigurd13

First Post
Also, your "sawed off shotgun" fires in a "burst 2", which is a 5x5 square area, larger even than the blast radius of a grenade. Are you sure you don't mean "blast 2" here?

Typo! Thanks for catching it!

I'm a little confused. Why do your ranged weapons say "Load Free" if the rules under "Reloading" say loading is a minor action?

Alex,

Under normal conditions (ie-when using the weapons for either ranged basic attacks or power attacks), they cost nothing to load (Load Free property). This ensures that a player's actions don't get bogged down by a bunch of random penalties just for doing what they'd normally do with a sword, dagger or crossbow.

However, if a character were going to use the special powers that make the gun what it is (the alt fire capabilities) then it was necessary to have a cost to use it for balance sake. I chose to force the character to spend a combat action.



I did this so that a player who chose to use firearms could do so without being penalized just for wanting to imagine a character with two pistols instead of two daggers. This is also why I elected to keep the damage output similar to normal weapons. For all intents and purposes, these guns should seem little more than daggers or bows or javelins that have been 'reskinned' to look like guns.

However, to just say to the characters "well, if you want a gun, just use a crossbow and we'll say it's a gun" isn't enough. There are certain things that a gun can do that a crossbow can't; it doesn't have to be loaded every round, it has multiple firing modes, it's damage and properties are different, etc.

So I chose to add the alt fire[] properties to guns. But as you can see, some of them are fairly powerful... more powerful than some at will abilities. And for that there had to be a balancing factor. So, in exchange for getting a different attack with a different attack type and different properties, you must (at some point) spend a minor action before using the weapon again.

This way, the character sacrifices nothing to use the gun as is... but it costs them something to use the extra abilities. After all, there are several other key powers that rely on minor actions (healing powers, fighter's mark, hunter's quarry, etc) and so the character has to choose whether to use these powers or use the alt fire on a weapon. This seems to be in keeping with the central theme of 4e, that is, resource management.



Short Answer: The only time the player has to spend a minor action to reload is after using the alt fire capability. Until the weapon is reloaded by using the Reload combat action (and spending the minor action to do so) the player cannot attack, use powers, take immediate actions, basic attack actions, opportunity attacks, or any other action that involves attacking with the weapon. Otherwise, loading is a free action.

This was done to make guns accessible and comparable to regular weapons (which should hopefully be incentive enough for characters to try them) while providing extra 'oomph' for a small price, preventing overuse and abuse (hopefully!).

Hopefully that clears up the confusion some?
 
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Keia

I aim to misbehave
I like what I see here. I hadn't thought to make powers as weapon features or properties to simulate the different firing techniques.

I've been working through a system to convert a Stargate game that I've had on the back burner for a while to 4e (I mean, seriously, Jaffa just scream Minion to me at times :)).

Keia
 

Sigurd13

First Post
Many Thanks

I like what I see here. I hadn't thought to make powers as weapon features or properties to simulate the different firing techniques.

Thank you very much for the positive feedback! I felt pretty excited by the concept when it hit me...now I just need it play tested.

My main inspiration for the design was trying to make the weapon stats and usage as comparable to normal weapons as possible. I didn't want my players to read the entries and feel encumbered by the rules, nor did I want the weapon damage to be so superior that it made the old weapons obsolete.

Of course, the weapons are different than standard weapons because of the properties and alt fire powers, but these are optional. If a character wanted, they could use *most* of these weapons as they would any other weapon, and never use the extra fluff.

I'm glad that this idea was helpful to you! ^_^


I've been working through a system to convert a Stargate game that I've had on the back burner for a while to 4e (I mean, seriously, Jaffa just scream Minion to me at times :)).

Absolutely! I'm not extremely familiar with Stargate, but I'm sure the same technique could be used to make blasting staffs (do they have a proper name?) and those stinger guns and such. Open a new thread when you're ready and I'll be glad to provide you with feedback of your own.


As a side note: Recognize this quote? "Here's some advice from an old tracker. You wanna find something? Use your eyes." ^_~
 
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