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Help with some Iron Kingdoms flavored Equipment/Firearms

Lordnightshade

First Post
So my next campaign while based in my own home brewed campaign world but will be pulling a lot of its flavor from the Iron Kingdoms. I wasn’t satisfied with the sparse gun selection in the Lock & Load Iron Kingdoms Character Primer, so I came up with some more of my own following the same basic structure they use in that book.

I would like some critiques on these.

FIREARMS:

BLUNDERBUSS:
The Blunderbuss is an odd weapon developed by a dwarven gunsmith named Bussic Grim. He created this gun quite by accident after having multiple mishaps and blunders resulting in some spectacular explosions in his shop. However, the result of one of his blunders was this hefty gun with its comical funnel shaped barrel. The wide barrel permitted the gun to fire projectiles within an amazingly wide range. Firing the blunderbuss will affect all targets within a cone out to a range of 30 feet, beyond 30 feet the shot has dispersed too much to cause any significant damage. When fired an attack roll is made, this attack roll sets the DC of the reflex save the targets have to succeed to avoid being hit. In addition there is a 20% miss chance for each target within the area affected due to the fact that the Blunderbuss is such a random weapon. This gun can fire almost any hard object from bird seed, to pebbles or grape shot. This gives the weapon amazing versatility in the field where some sort of hard object will almost always be at hand even if proper lead balls are in short supply.

The blunderbuss is loaded in the regular way with blasting powder packets and wadding to pack in the projectiles, but shootists tended to use extra powder packets in a blunderbuss because the wide opening in the barrel dissipates the force of the gun's explosion. For that reason, the gun has a nasty kick-back which requires a strength check DC 15 (or Knowledge gunner skill check) to remain standing and keep hold of the weapon. As a result, many people who use this weapon brace themselves against hard surfaces such as trees or walls of buildings. If a natural 1 is rolled when firing a Blunderbuss the weapon explodes causing 1d6 points of damage to the user and the weapon is destroyed.

The Blunderbuss is available in both pistol and shoulder gun models. There is also a double barreled model available.

Blunderbuss Pistol: Proficiency: Exotic (Small Arms); Cost: 300gp; Size: Tiny; Damage: 2d4; Critical: X2; Range: 15ft; Weight 4lb.; Type: Piercing; Reload: 2 Standard Actions (DC 10)

Blunderbuss Shoulder gun: Proficiency: Exotic (Small Arms); Cost: 600gp; Size: medium; Damage: 2d6; Critical: X2; Range: 30ft; Weight 8lb.; Type: Piercing; Reload: 2 Standard Actions (DC 10)

Double Barreled Blunderbuss: *Note: This monstrous weapon is only available as a shoulder gun; firing both barrels at the same time requires a DC20 strength check (or Knowledge gunner skill check) to remain standing. If the check is failed the shooter takes 1d3 points of damage from the kick and falls prone dropping the weapon. Proficiency: Exotic (Small Arms); Cost: 1200gp; Size: large; Damage: 2d6 (each barrel); Critical: X2; Range: 30ft; Weight 15lb.; Type: Piercing; Reload: 2 Standard Actions for each barrel (DC 10)

PEPPERBOX PISTOL:
This short rugged multi-shot pistol has six barrels; each can be loaded with a separate charge. Each trigger pull induces a rotation and alignment of a new barrel. The weapon can be fired and cocked as a standard attack action. Once all six shots are fired the weapon needs to be reloaded.
Proficiency: Exotic (Small Arms); Cost: 1500gp; Size: Tiny; Damage: 2d4; Critical: X3; Range: 40ft; Weight 6lb.; Type: Piercing; Reload: 6 Standard Actions (DC 6)

VOLLEY GUN:
This 7 barreled monstrosity is an extremely rare weapon. Each of the barrels measure a half inch wide and all seven are fired by a single charge that punches out a spray of death. Only six hundred are known to have been made, but due to its massive recoil that smashes men's shoulders the production of the weapon has been stopped and the invention quietly discarded. There are few men strong enough to use this weapon. All 7 barreles fire more or less simultaneously. The recoil is so strong that the wielder must succeed at a Strength check DC20 or suffer 2d6 points of damage, fall prone dropping the weapon, and miss their target. Regardless the horrible recoil causes 1d6 points of damage any time this weapon is fired. If the target is within 5 feet of the barrel when fired the shooter draws an AoO but the target sustains 2d8 points of fire damage in addition to the normal damage of the weapon.
Proficiency: Exotic (Small Arms); Cost: 5000gp; Size: Large; Damage: 10d6; Critical: 19-20 x3; Range: 90ft; Weight 30lb.; Type: Piercing; Reload: 8 Standard Actions (DC 6)

SNIPER RIFLE:
This long barreled, rifle bored weapon is impressively accurate at long distances and it packs a serious punch with its large caliber. It comes equipped with long range sights, and fittings for a spyglass scope. This reliable and accurate weapon has one drawback in that it takes twice as long to reload as the smooth bored military and long rifles.
Proficiency: Exotic (Small Arms); Cost: 3000gp; Size: Large; Damage: 2d10; Critical: 19-20x3; Range: 400ft; Weight 20lbs.; Type: Piercing; Reload: 4 Standard Actions (DC 14)

DERRINGER PISTOL:
This tiny over under double barreled pistol is easily concealed (ladies many times wear them attached to the inside of their thighs under dresses making them almost undetectable). The entire gun can fit in the palm of your hand, thus it is the preferred weapon of rogues and some assassins.
Proficiency: Exotic (Small Arms); Cost: 800gp; Size: tiny; Damage: 2d4/2d4; Critical: 19-20x3; Range: 20ft; Weight 1lbs.; Type: Piercing; Reload: 2 Standard Actions (DC 8)

PISTOL DAGGER:
This is a dagger and small pistol combination. The pistol has a single shot with a limited range.
Proficiency: Exotic (Small Arms); Cost: 200gp; Size: tiny; Damage: 2d4 pistol, 1d4 dagger; Critical: 19-20x3; Range: 20ft; Weight 1lbs.; Type: Piercing/slashing; Reload: 1 Standard Action (DC 8)


WEAPON ADD-ONS
Spyglass Scope: This specially designed spyglass can be attached to rifles manufactured with the proper fittings such as the sniper rifle. It doubles the range increment of the weapon it is attached to when used. A rogue can use this scope on a sniper rifle to sneak attack a target from 90 – 120ft away. Targets closer than 90ft are blurry through the scope and can not easily be targeted, there is a -10 attack penalty to attack targets closer than 90 feet as the scope makes aiming difficult and must be removed for close range targets. Removing the scope takes four full rounds, since you have to completely unscrew it from its mount. Cost: 2000gp

Heavy Tripod: Using a tripod increases the range and stability of the weapon. Using a tripod you gain +2 to your attack bonus due to the stability it provides and can reduce the powerful kick of weapons like the Volley Gun so there is no chance of them causing damage or knocking you down. Cost: 100gp

Light Bipod: The bipod is lighter than the tripod and doesn’t provide as much stability, however, it still adds a +2 to the gunners attack bonus. Cost: 50gp

Leather Rifle Strap: This leather strap allows a medium or large sized rifle to be easily carried slung over a shoulder. Cost: 8gp

Holster: A standard leather holster is suitable for most pistols and features a belt clip. Holsters can be customized with small ammo holders and even stitched or branded with a simple motif or crafted from exotic leathers. Cost: 4 – 8gp.

Axe Bayonet: This axe blade can be attached to the military rifle, and the military pistol, turning the weapon into a functional axe that can be used when you are out of ammo or need to go in for some close combat. Cost: 10gp; Damage: 1d6; Critical x2; Weight: 5lbs; Type: Slashing.

Short Bayonet: Cost: 5gp; Damage: 1d4; Critical x2; Weight: 2lbs; Type: piercing.

Long Bayonet: Cost: 8gp; Damage: 1d6; Critical x2; Weight: 4lbs; Type: piercing.

Wand of Silence: See DMG. Many snipers and those who want to kill with stealth purchase these to silence their guns. Cost 4500gp

Gun Cleaning Kit: Necessary to keep your firearm in good working order. Cost: 3gp

Ammunition Bandolier or Belt: These leather belts come in several different varieties from a simple leather belt to a cross chest belt that holds 20 rounds. Belt, 6 round capacity, Cost: 1gp; Single Bandolier, 10 round capacity, Cost: 3gp; Double Bandolier, 20 round capacity, Cost: 6gp. Waterproof Ammo belt, add 30gp to the original cost of the belt.

Shoulder Armor: Those attempting to fire the Blunderbuss or the Volley Gun need this armor. It consists of a heavy leather pad that can be strapped to your shoulder where you would rest the butt of your weapon. It effectively eliminates the damage caused by firing the Volley Gun and provides a +2 bonus to your Strength check to avoid being knocked prone by recoil. It provides no actual armor bonus. Cost: 5gp
 
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Lordnightshade

First Post
This item is from Aurora's Whole Realms Catalogue #9358.

This is the 3e conversion I did for it, what do you think?

GAROTTES
Garottes: small exotic weapon; cost 3 sp; dmg 1d4*; this weapon can not be used on opponents unless they are flat footed; attacker must grapple victim. If successful the victim needs to not only break the grapple (with a -2 circumstance penalty) but also make a Fortitude Save (DC 10) every round in order to remain conscious. Each round the DC increases by 1 as the victim is strangled. If the victim hasn’t broken free from the grapple when they fail their save they drop to -1 hp and if the attacker continues to strangle them they take 1d4 points of damage until they die.
 


psionotic

Registered User
These look pretty good, LNS. You might want to change the names of the Derringer and the Sniper Rifle though, they are too modern sounding. (And I believe 'Derringer' is named after John Derringer, someone who probably never existed in your campaign world)

For the sniper rifle, how about something like "Deadeye". For the Derringer, maybe name it after the people who use it. "Little Lucy", or somesuch.
 

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