Homebrew Firearms

The Human Target

Adventurer
That actually made perfect sense to me. It's a lot easier to fire a pistol with two hands than with one. Better accuracy, more damage.

Yeah thats how I see it too.

I'm surprised there hasn't been an official versatile ranged weapon in the game yet.

I think the WotC mindset is that shooting from ranged weapon distances is usually a big enough advantage that they don't wanna give the weapons too many bells and whistles.

Which I can't say I totally disagree with.

But I figured shorter range military weapons could stand for a little bit of sparkle added in.
 

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The Human Target

Adventurer
Why does the pistol do more damage if you hold it in 2 hands? I know it's an abstract system, but that just sits a little oddly with me.

Personally I think the best tack is to give firearms the exact same stats and drawbacks as crossbows, and then to change everywhere in the rules that says "crossbows" to say "guns and crossbows".

Its easier to aim a pistol with two hands, so I figured a bonus to damage for using a weapon two handed is an easy way to represent that.

That was my first idea as well. But I figured I'd try to bust out something different. And I wanted to make firearms at least military grade weapons, and maybe even superior.
 

The Human Target

Adventurer
It does have some oddities (like the versatile...), but integrating firearms into a fantasy (/medival) setting is always a hard thing to do.

What you have there maintains perfect compliance with existing weapons. Doesnt try to be any more or any less compared to other weapons of ilk and therefore would integrate into the existing game with no fuss what-so-ever.

Mind you, Im more of a fan of gunpowder weapons being a bit more "exotic" and therefore requireing superior weapon prof, and subsequently getting a little more kick.

I also like Saev's suggestion that they are equivelent to crossbows, as this gives them integration with existing powers. Mind you, a rogue using a gun? Not a stealthy rogue I am assuming.

Yeah, I kinda decided to through the whole "DnD is based on medieval Europe" thing out the window even more than 4E already has. So I'm gonna have guns, airships, trains, telegraphs, etc.

Yeah, I was thinking (and still am) about upping the power of the guns and making them superior weapons. But I kinda wanted them to be a little bit more common, and make sure to not have them be overkill/overpowered. That is what tends to happens when they're added to fantasy games, which makes a ton of real world sense.

But I just wanna have them in there so I can have flintlock wielding goblin pirates and iron golems with canon arms.

Realism need not apply. :)

Thanks!
 

Nymrohd

First Post
I actually have gun wielding civilizations in my campaign setting; my players are just nowhere near where they live right now, so I did not bother to make rules for them.
 

NMcCoy

Explorer
How about a sniper rifle:

Prof +3, range 25/50, damage 2d6, reload move?


(Oh, and I'd just put all firearms in the Crossbow group.)
 

eriktheguy

First Post
I took awhile to build a set of balanced firearms a year or so ago. My main focus was balance. I basically created them by using bows and crossbows, increasing the damage die by one size, and increasing load time to control their power.

The weapons are created for a steampunk setting. A shortened version with just the weapons and associated feats is here.
 
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The Human Target

Adventurer
I took awhile to build a set of balanced firearms a year or so ago. My main focus was balance. I basically created them by using bows and crossbows, increasing the damage die by one size, and increasing load time to control their power.

The weapons are created for a steampunk setting. A shortened version with just the weapons and associated feats is here.
View attachment 43000

Hey thats super helpful.

I'll probably yank some of that out if you don't mind.
 



BabyJ

First Post
Firearms - KISS

Firearm weapons might be called different things, but basically - handle them as crossbows, giving them the same damage and ranges etc. That is, except for those who want blunderbuss-type weapons. Those would be crossbows whose damage would have the powder property.

Powder property: weapons with this property are treated as an area attack for the purposes and resistance and vulnerability (see swarms in MM).

The system I recently saw on firearms uses the concept of reflavored crossbows, while making them more than just reflavored crossbows. Check it. [quoted from GreatFrito, Wizards forums]

[sblock="Firearm" Weapons]
For "firearms," I will use plain ol' crossbow stats. Essentially then, "guns" are just refluffed crossbows, which actually works out pretty well. To make them a bit more distinct, I have a few feat options that players can select. The idea with these is that, while "guns" are easy to pick up and use (simple ranged weapons), it takes a bit of training to eke out their full potential.

Arcane Firearm Channelling
Prerequisites: Any arcane class
Benefit: You can use crossbows as implements with any arcane class. You do not gain the weapon's proficiency bonus to attack rolls when using a crossbow as an implement.

Deadly Firearm
Benefit: You treat all crossbows as high crit weapons.
[Note: I wonder if this one shouldn't be bumped up to Paragon, like Deadly Axe. The Drow racial feat that gives High Crit to hand crossbows is what makes me want to keep it here.]

Scatter Shot
Prerequisites: 11th level, Dex 15, Con 17
Benefit: If you miss with a ranged attack with a crossbow and you wouldn't otherwise still deal damage on the miss, you deal damage to your original target equal to your Constitution modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.
[Note: Instead of having 'blunderbuss' weapons on their own, I just went the easy route, since the "damage on a miss" quality fits them well in the first place. Con as the requisite stat is representative of, say, being able to better control the kick-back of the weapon - better control, more miss damage. That's the theory anyways. Con also makes the feat mesh well with the Careful Shooter feat, and with Dwarves as a race.]


The only "unique" weapon I've statted out thus far is the "gunblade" (or, in D&D terms, the Crossbow Sword). No other "guns" really require new stats.

Double Weapon
Crossbow Sword +3 1d10 ----- 40 gp 10 lb. Heavy blade Stout
- Secondary End +2 1d6 10/20 ----- ----- Crossbow Off-hand, load free
[Note: very few characters will actually take this weapon, or be able to truly benefit from it. Ranged and two-weapon rangers would both be better served with other superior weapons. Rogues would get no benefit from the heavy blade end. Heavy blade fighters are the best bet, though beastmaster rangers could also benefit (if they select ranged ranger powers as well). The heavy blade fighter is my favorite option; he can multiclass to glean some significant benefit from the secondary end. Ranger gives him some skirmishing options, if he picks ranged powers. Rogue gives him a 1/round sneak attack, which he can trigger with the secondary end, as well as the skirmishing options. To "sweeten the deal," I've also put together a Weapon Mastery multiclass option for the weapon, below. This note? Waaaay too long. ]

[/sblock]

"Weapon Mastery" Options
The following two multiclass-only options are designed along the same lines as the Weapon Mastery multiclass options from Dragon, and follow those same rules. The first gives a more distinct fighting style for the gunblade user, though it remains most likely in the hands of a heavy-blade fighter. The second expands upon the "gun as an implement" concept, giving a character who wants to go that direction a bit more of a distinction - it's inspired by the "magic guns" of FF:Tactics, and the "gunner" classes of FF:TacticsAdvanced (mostly 2, as I sadly cannot find 1).

[sblock=Gunblade Mastery]
Gunblade Training [Multiclass]
Prerequisites: Dex 13
Benefit: You gain proficiency with the crossbow sword. When you make a ranged attack with the secondary end of the weapon, you do not provoke opportunity attacks. In addition, when you score a critical hit with the heavy blade end of the weapon, you can make a ranged basic attack against the same target with the secondary end of the weapon as a free action.

Gunblade Novice [Multiclass]
Prerequisites: Gunblade Training, 4th level
Benefit: You can swap one 3rd level or higher encounter power you know for the synchronized shot attack power.

Synchronized Shot Feat Power
With expert timing, you fire a bolt into your foe just as your blade bites into him.
Encounter * Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a crossbow blade.
Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary attack against the same creature, using the secondary end of the weapon.
At 11th level, 2[W] + Strength modifier damage.
At 21st level, 3[W] + Strength modifier damage.
Secondary Attack: Dexterity + 2 vs. AC
Hit: 1[W] + Dexterity modifier damage.
At 11th level, 2[W] + Dexterity modifier damage.
At 21st level, 3[W] + Dexterity modifier damage.
Special: When you choose this power, choose whether you use Strength or Dexterity to make the primary attack.

Gunblade Expert [Multiclass]
Prerequisites: Gunblade Training, 8th level
Benefit: You can swap one 6th level or higher utility power you know for the reflex shot stance utility power.

Reflex Shot Stance Feat Power
As you fight, you use the crossbow in your weapon to extend your battlefield presence.
Daily * Martial, Weapon, Stance
Minor Action Personal
Requirement: You must be wielding a crossbow blade.
Effect: Until the stance ends, you threaten all enemies within 2 squares of you with the secondary end of your weapon. If an enemy provokes an opportunity attack from you, you can make a ranged basic attack on the target with the secondary end of your weapon as an opportunity attack.

Gunblade Specialist [Multiclass]
Prerequisites: Gunblade Training, 10th level
Benefit: You can swap one 9th level or higher daily power you know for the blowback combo attack power.

Blowback Combo Feat Power
You stab your foe viciously, blast him back and off of your blade with a bolt, then follow up with a final slash.
Daily * Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a crossbow blade.
Target: One Creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack on the same creature, using the secondary end of the weapon.
At 15th level, 3[W] + Strength modifier damage.
At 25th level, 4[W] + Strength modifier damage.
Secondary Attack: Dexterity vs. Fortitude
Hit: 1[W] damage, and you push the target 1 square, and shift into the space that the target occupied. Make a tertiary attack on the same creature, using the blade end of the weapon.
At 15th level, 2[W] damage.
At 25th level, 3[W] damage.
Miss: You push the target 1 square, but do not shift into the space the target occupied, and do not make a tertiary attack.
Tertiary Attack: Strength vs. Reflex or Dexterity vs. Reflex
Hit: 1[W] + Strength modifier damage.
At 15th level, 2[W] + Strength modifier damage.
At 25th level, 3[W] + Strength modifier damage.
Special: When you choose this power, choose whether you use Strength or Dexterity to make the primary and tertiary attacks.

[Notes: I think everything is pretty fair for this one, though I'm a bit concerned about the potential for three attacks with the daily at level 25+. Granted, you only get each if the prior one hit, but still, it's like a slightly changed Blade Cascade. *shrugs*]
[/sblock]

[sblock=Mystic Gunner]
Mystic Gunner Training [Multiclass]
Prerequisites: Dex 13
Benefit: You can use crossbows as implements any class. You do not gain the weapon's proficiency bonus to attack rolls when using a crossbow as an implement.
Once per encounter, as a free action, you can add your Dexterity modifier to the range of any Area or Ranged implement power. You must wield a crossbow to benefit from this ability.

Mystic Gunner Novice [Multiclass]
Prerequisites: Mystic Gunner Training, 4th level
Benefit: You can swap one 3rd level or higher encounter power you know for the launch spell attack power.

Launch Spell Feat Power
You channel magic into your weapon, using it to launch your magic a greater distance.
Encounter * Arcane
Standard Action Area burst 1 within weapon range
At 11th level, burst 2
At 21st level, burst 3
Requirement: You must be wielding a crossbow as an implement.
Special: This power is considered to have the same keywords and target as the at-will power you use with it.
Effect: Use a blast or burst at-will implement attack power. The power becomes an area burst 1 within a number of squares equal to your weapon range.
At 11th level, the at-will power you use deals +1 die of damage, and the power becomes an area burst 2 within a number of squares equal to your weapon range.
At 21st level, the at-will power you use deals +1 die of damage, and the power becomes an area burst 3 within a number of squares equal to your weapon range.

Mystic Gunner Expert [Multiclass]
Prerequisites: Mystic Gunner Training, 8th level
Benefit: You can swap one 6th level or higher utility power you know for the tagged blast utility power.

Tagged Blast Feat Power
A successful hit on a target leaves a glowing mote of energy on it.
Daily * Arcane, Implement
Free Action Ranged weapon
Requirement: You must be wielding a crossbow as an implement.
Trigger: You hit a creature with an area or ranged implement attack power.
Effect: Until the end of the encounter, you and all allies with line of sight to the target know his location, and ignore any penalties for concealment the target may have.

Mystic Gunner Specialist [Multiclass]
Prerequisites: Mystic Gunner Training, 10th level
Benefit: You can swap one 9th level or higher daily power you know for the mystic overload attack power.

Mystic Overload Feat Power
You fire your magic through your weapon, leaving it charged with the risidual magic power.
Daily * Arcane
Standard Action Area burst 2 within weapon range
At 15th level, burst 3
At 25th level, burst 4
Requirement: You must be wielding a crossbow as an implement.
Special: This power is considered to have the same keywords and target as the at-will power you use with it.
Effect: Use a blast or burst at-will implement attack power. The power becomes an area burst 1 within a number of squares equal to your weapon range, and deals +1 die of damage. Until the end of the encounter, while wielding the same crossbow as an implement, you deal +2 damage with implement attack powers.
At 15th level, the at-will power you use deals +2 dice of damage, the power becomes an area burst 3 within a number of squares equal to your weapon range, and you deal +4 damage with implement attack powers.
At 25th level, the at-will power you use deals +2 dice of damage, the power becomes an area burst 4 within a number of squares equal to your weapon range, and you deal +6 damage with implement attack powers.
[/sblock]
 

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