Firearms Mk. III
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Firearms: Firearms are any kind of weapon - commonly refered to as "guns" - which uses some form of "gunpowder" to propel a projectile at a target. There are three degrees of firearms: Simple, Average, and Complex.
Simple Guns
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Description: Simple guns are those that have the least complex mechanical workings. These typically consist of a long metal tube down which powder and a ball are stuffed, which has a stock for the user to grip, and a way to light it in the back. When lit, the powder ignites, and the ball is expelled with great force out of the muzzel of the gun. Simple guns can be used by almost any individual who has the proper knowledge of firearms and the money to purchase one. Simple guns require simple maintanance and thus are mostly a one-time investment.
Gun Listings:
Light
Matchfire Pistol (Simple Firearm); 1d8 Dmg, 19-20/x2 Crit; 3 lb.; Standard Reload(DC 14); Upkeep DC 10
Two-Handed
Matchfire Musket (Simple Firearm); 1d10 Dmg, 19-20/x2 Crit; 5 lb.; Standard Reload(DC 14); Upkeep DC 13
Guns:
Matchfire Pistol - The matchfire pistol is a simple gun, basically a metal tube set into a wooden grip. To fire, the user must light the fuse each time using an outside source of heat (usually a tindertwig or a spell). Powder and ball are loaded into the weapon down the barrel. A matchfire pistol can be used to bludgeon an opponent as a melee weapon. A matchfire pistol used this way deals 1d4 bludgeoning damage, and has a critical of 20/x2.
Matchfire Musket - The matchfire musket is just like the matchfire pistol, though the barrel is longer and the stock is longer too. A matchfire musket deals 1d6 damage if used as a bludgeoning melee weapon.
Average Guns
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Description: Average guns use moderately technological workings. These weapons come in basically two forms...
[Note: Discontinued Due to Lack of Third Grouping]
Complex Guns
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Description: Complex guns are ones that use various bits of machinery in their interior. There are two types of complex firearms - breach-loading, and revolvers. Breach-loading weapons allow faster reloading than most simple guns, and thus a better firing rate. Revolvers have a revolving drum which acts like the breach on breach-loaders, though it allows you to prepare more than one shot at a time. Both forms of weapons greatly increase the potency of firearms on the battlefield.
Gun Listings:
Light
Revolver Pistol (Complex Firearm); 1d8 Dmg, 19-20/x2 Crit; 4 lb.; Full-Round Reload(DC 16); Upkeep DC 20
Breach-Loader Pistol (Complex Firearm); 1d8 Dmg, 19-20/x2; 4 lb.; Move Reload(DC 16); Upkeep DC 15
Two-Handed
Revolver Musket (Complex Firearm); 1d10 Dmg, 19-20/x2 Crit; 6 lb.; Full-Round Reload(DC 16); Upkeep DC 23
Breach-Loader Musket (Complex Firearm); 1d10 Dmg, 19-20/x2 Crit; 6 lb.; Move Reload(DC 16); Upkeep DC 18
Guns:
Revolver Pistol - The revolver pistol is a complex gun, using small machinery to fire and rotate a drum which holds several rounds of ammunition at a time. To fire, the user simply has to pull the trigger, which makes the hammer strike the gun, sparking the round and firing the shot, and also rotates the drum to the next round. This allows a revolver pistol to be fired up to six times before reloading. Reloading a revolver pistol is a full-round action, but a character may choose to instead reload only two rounds as a standard action. A revolver pistol can be used to bludgeon an opponent as a melee weapon. A revolver pistol used this way deals 1d4 bludgeoning damage, and has a critical of 20/x2.
Breach-Loader Pistol -
Revolver Musket - The revolver musket is just like the revolver pistol, though the barrel is longer and the stock is longer too. A revolver musket deals 1d6 damage if used as a bludgeoning melee weapon.
Breach-Loader Musket -
Cost and Range
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Simple, Light
Matchfire Pistol 30ft.
Simple, Two-Handed
Matchfire Musket 60ft.
Complex, Light
Revolver Pistol 30ft.
Breach-Loader Pistol 30ft.
Complex, Two-Handed
Revolver Musket 60ft.
Breach-Loader Musket 60ft.
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Explaining Concepts
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Reloading: Most common people do not know how to reload a firearm. Though it may seem common sense to those who know about the use of guns, it is usually too complex for those who are now familiar with the weapons. In order to successfully load a firearm on the first try, one much make a Knowledge: Firearms check against a DC set by the weapon type. If the check succeeds, the weapon is reloaded successfully. If it is not successful, the character still has used the time it normally takes reloading, but has failed to load any rounds into the gun.
Upkeep: Firearms, and all other pieces of artifice, require routine maintanance if they are to operate properly over an extended period of time. Each day that a weapon is used, its owner must do the necessary cleaning and maintaining of his weapon in order for it to operate properly. If a character fails to do so, either because of avoiding the topic or failing the check, he suffers a -1 penalty to attack and damage rolls until the weapon is cleaned.
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Rifled Weapons: Some newer firearms are crafted to be more accurate than other standard firearms. These guns have rifled barrels instead of smooth-bored barrels, allowing the gun to be fired at targets much more distant with a much higher chance to strike them. Rifled weapons have grooves carved upon the inside of their barrels, forcing the bullet into a spin as it exits the muzzel, and making the shots much more accurate over a distance. Any firearm can be crafted as a rifled weapon. Rifled weapons have their range increment increased by one half (+50%). Rifled weapons cost 500 more gold than a standard weapon of the type. Crafting a rifled weapon is done in the same way as crafting a masterwork weapon.
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Feats
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Firearm Proficiency[General]
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You understand how to use firearms in combat.
Prerequisite: None
Benefit: You make attack rolls with a firearm normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Firearm Familiarity[General]
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You understand the inner workings of firearms.
Prerequisites: Knowledge(Firearms) 1 rank, Craft(Firearms) 1 rank
Benefit: You may take 10 on all checks for reloading or maintaining a firearm. Pressures beyond those of typical combat can force you to still make the reload check as normal.
Fast Reloading[General]
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You can reload firearms more quickly.
Prerequisites: Dex 15+, Firearm Familiarity, Firearm Proficiency
Benefit: You may lower the time it takes to reload a firearm by one catagory according to the following chart.
Original Reload Rate Fast Reload Rate
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Full-Round Action Standard Action
Standard Action Move Action
Move Action Free Action*
(*: Can only reload as a free action once per round.)
When reloading at the improved rate, the Knowledge(Firearms) check DC for reloading increases by 5.
Normal: You reload at the standard rate for the firearm at the standard DC.
Improved Fast Reloading[General]
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You can reload firearms at a supernatural rate.
Prerequisites: Dex 19+, Fast Reloading
Benefit: You may lower the time it takes to reload a firearm by one additional catagory according to the chart in Fast Reloading. When reloading at the twice-improved rate, the Knowledge(Firearms) check DC for reloading increases by 10.
Normal: You reload at the standard rate for the firearm at the standard DC.
Vital Shot[General]
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You can use the piercing nature of the firearm to deal massive damage.
Prerequisites: Dex 15+, Int 13+, Firearm Familiarity, Firearm Proficiency
Benefit: When using a firearm, your critical damage multiplier is increased by 1.
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