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  1. #1
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    Firearms

    I'm looking for some feedback on the gun rules I've cobbled together for 4e. Any suggestions will be greatly appreciated. If they relate to specific tweaks on the rules I've presented here all the better, but I'm interested on any work that's being done along these lines. I'm not married to this approach and want to see what's out there.

    Thanks in advance... This is my first 4e material for public consumption so if anybody has tips on how I can better balance it, let me know.

    One-Handed Simple Ranged Weapon:
    Holdout
    Proficiency: +2
    Damage: 1d6
    Range: 5/10
    Group: Firearm
    Properties: Load minor, High crit

    One-Handed Simple Ranged Weapon:
    Blunderbuss
    Proficiency: +2
    Damage: 1d6
    Range: 5/10
    Group: Firearm
    Properties: Load standard, Blast 2, High crit

    Two-Handed Simple Ranged Weapon:
    Musket
    Proficiency: +2
    Damage: 1d8
    Range: 15/30
    Group: Firearm
    Properties: Load move, High crit

    One-Handed Military Ranged Weapon:
    Pistol
    Proficiency: +2
    Damage: 1d6
    Range: 10/20
    Group: Firearm
    Properties: Load minor, High crit

    One-Handed Military Ranged Weapon:
    Carbine
    Proficiency: +2
    Damage: 1d8
    Range: 15/30
    Group: Firearm
    Properties: Load move, High crit, Versatile

    Two-Handed Military Ranged Weapon:
    Rifle
    Proficiency: +2
    Damage: 1d10
    Range: 20/40
    Group: Firearm
    Properties: Load move, High crit

    One-Handed Superior Ranged Weapon:
    Dueling Pistol
    Proficiency: +3
    Damage: 1d6
    Range: 10/20
    Group: Firearm
    Properties: Load minor, High crit

    Two-Handed Superior Ranged Weapon:
    Long Rifle
    Proficiency: +3
    Damage: 1d10
    Range: 25/50
    Group: Firearm
    Properties: Load move, High crit

    FIREARM TRAINING [MULTICLASS]
    Prerequisites:
    Dex 13, any martial class
    Benefit: You gain proficiency with firearms. When you hit with
    your weapon, you can forgo dealing damage and daze the target
    until the end of your next turn instead. On a critical hit, the target
    is also knocked prone. (A little "Alright you Primitive Screwheads,
    listen up! You see this? This... is my BOOMSTICK!"
    action with
    everybody cringing and ducking for cover.)

    FIREARM NOVICE
    Prerequisites: Firearm Training, 4th level
    Benefit: You can swap one 3rd-level or higher encounter attack
    power you know for the Kneecap attack power.

    Kneecap -- Feat Power
    Ooooo... That's gotta sting!
    Encounter - Weapon
    Standard Action - Ranged weapon
    Requirement: You must be wielding a firearm.
    Target: One Creature
    Attack: Dexterity vs. Reflex
    Hit: 2[W] + Dexterity modifier damage, and the target is slowed
    (save ends). First missed save: the target is immobilized (save ends).

    FIREARM EXPERT
    Prerequisites: Firearm Training, 8th level
    Benefit: You can swap one 6th-level or higher utility power you
    know for the Trick-shot attack power.

    Trick-shot -- Feat Power
    Linear thinking won't always bring down your prey... you know
    how to ricochet bullets around corners, shoot chandeliers down
    and thread a shot through tiny gaps.

    Encounter
    Minor Action - Personal
    Effect: Ignore cover and superior cover the next time you make
    a ranged attack with a firearm.

    FIREARM SPECIALIST
    Prerequisites: Firearm Training, 10th level
    Benefit: You can swap one 9th-level or higher daily attack
    power you know for the Stand-and-Deliver attack power.

    Stand-and-Deliver -- Feat Power
    When you *must* get the shot, sometimes you throw personal
    safety to the wind.

    Daily - Stance, Weapon
    Standard Action - Ranged
    weapon
    Requirement: You must be wielding a firearm.
    Target: One creature
    Attack: Dexterity +2 vs. AC
    Hit: 2[W] + Dexterity modifier + Wisdom modifier damage.
    Effect: Until the stance ends, the range of your weapon attacks
    is extended by 5/10 squares and you gain the Aim utility power.
    You also grant combat advantage to all enemies.

    Aim -- Stance power
    Heedless of the roil of battle around you and your instincts to
    flee from harm's way, you instead stand and deliver!

    At-Will - Stance, Weapon
    Minor Action - Personal

    Requirement: You must be wielding a firearm.
    Effect: Add your Wisdom modifier to your damage.
    Last edited by CaffeineBoy; Thursday, 23rd July, 2009 at 05:01 PM. Reason: My grasp of status effect names was lacking...
    It is by caffeine alone I set my mind in motion. It is by the Beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone I set my mind in motion.

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    I like it! I think I'll be using these rules in my games.

    One question: What do you need to get the 'aim' power?

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    Quote Originally Posted by Cwheeler View Post
    I like it! I think I'll be using these rules in my games.

    One question: What do you need to get the 'aim' power?
    Cool! Glad you like 'em and thanks-thanks-thanks for the feedback! I was wondering if this thread had been read at all...

    Anywho, the Aim power comes with Stand-and-Deliver. While you're in that stance, you can use Aim to continue benefitting from the +Wis bonus.
    It is by caffeine alone I set my mind in motion. It is by the Beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone I set my mind in motion.

  4. #4
    The most outstanding critque I have is the Load Standard. It's just 'not fun' to spend a turn loading a weapon. It's not realistic at all to be able to load a blackpowder gun in one round but sometimes realism has to give way to fun.
    Player: "What are you going to do us next?! Key our cars after the session?!" Listen to our game play podcast here or on itunes.

  5. #5
    I do like the powers/weapons though, I should mention that, and unlike many implementations the weapons aren't grossly overpowered or underpowered.

    Depending on what kind of campaign I was running I could use these as they were or change the load actions to minors if I really wanted to emphasize the guns.
    Player: "What are you going to do us next?! Key our cars after the session?!" Listen to our game play podcast here or on itunes.

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    Quote Originally Posted by DanmarLOK View Post
    The most outstanding critque I have is the Load Standard. It's just 'not fun' to spend a turn loading a weapon. It's not realistic at all to be able to load a blackpowder gun in one round but sometimes realism has to give way to fun.
    Yeah... I kinda sorta agree, actually. That's the one gun I swiped from somebody else (Hi, chronoplasm!) and I didn't want to alter it *too* much... I did add the high crit, though. Given that it's a blunderbuss, and simple, and a blast... I dunno... it might seem too much like a boarding shotgun if you speed the reload up too much. I might be tempted to up the damage on it a bit though (d8 maybe, or even d10 given its short range and obnoxious reload), to compensate for the fact it's pretty much just an opening volley sort of weapon.

    On the other hand, big fan of steampunk/Iron Kingdoms that I am, I'm tempted to post my rules for shotgun/six-shooter/repeating rifle as well (extrapolated from the repeating crossbow in AV). I just thought the ones here would be of the widest appeal.
    It is by caffeine alone I set my mind in motion. It is by the Beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone I set my mind in motion.

  7. #7
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    Post away man!

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    I do firearms with the "brutal" quality from the AV.
    Check out my website for Pirates of the Grey Coast and other upcoming exciting GSL products!

    www.inkpenproductions.com

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