Firearms for 3rd Edition D&D
Conversion From:  2nd edition firearms rules
Works Converted:  Forgotten Realms Adventures, Player’s Hanbook (2nd edition), Spelljammer, A
Mighty Fortress, Combat & Tactics, Boot Hill, and Amazing Engine:  Faerie, Queen, & Country
Summary:. This gives rules for the use of all the types of guns written for 2nd edition, and fills in the 
percussion cap gap between Masque of the Red Death and Combat & Tactics
Note:  The reason I wrote these rules was because of the sense of disappointment in the “Renissance 
Firearms” rules section of the 3e DMG.  I have violated the critical guide line believing that guns 
should actually be more deadly than a handheld weapon (and because the DMG told me not to 
create weapons with a high critical multiplier and a high critical range).  And I do not such much 
trouble with it as guns rarely get damage bonuses unlike melee weapons.
Updates:  September 18, 2000.  May 25, 2001.  Changed the criticals on some of the weapons and revised 
the panic fire rules (based on Star Wars automatic rules).

Firearms and Pistols

Weapon	Cost
	Size	Damage	Critical	Range Increment	Weight	Type	Charge	Reload
Time	Backfire	
Handmatch											
Arquebus	175 gp	M	1d10	19-20/x3	110 feet	10	P	1	2	1-2/1d6	
Blunderbuss	175 gp	M	1d4	x2	10 feet	12	P	1	2	1-2/1d6	
Caviler	150 gp	M	1d8	18-20/x3	70 feet	11	P	1	3	1-2/1d4	
Handgunne	125 gp	L	1d12	x2	90 feet	20	P	2	3	1-3/1d8	
Musket	200 gp	L	1d12	19-20/x3	120 feet	20	P	2	3	1-3/1d8	
											
Matchlock											
Arquebus	50 gp	M	1d10	19-20/x3	150 feet	10	P	1	1	1/1d6	
Caviler	40 gp	M	1d8	19-20/x3	120 feet	11	P	1	1	1/1d4	
Musket	45 gp	L	1d12	19-20/x3	180 feet	20	P	2	1	1/1d8	
											
Wheellock											
Arquebus	80 gp	M	1d10	19-20/x3	150 feet	8	P	1	1	1/2d6	
Belt Pistol	25 gp	S	1d8	19-20/x3	25 feet	3	P	1	*	1/2d6	
Horse Pistol	35 gp	S	1d10	19-20/x3	30 feet	4	P	1	1	1/2d6	
Starwheel	160 gp	S	1d4	19-20/x3	45 feet	5	P	1	2	1/1d8	
											
Snaplock											
Belt Pistol	15 gp	S	1d8	19-20/x3	25 feet	3	AP	1	*	1	
Horse Pistol	20 gp	S	1d10	19-20/x3	30 feet	4	AP	1	*	1	
Musket	60 gp	M	1d12	19-20/x3	200 feet	14	AP	1	*	1	
											
Flintlock											
Belt Pistol	30 gp	S	1d8	19-20/x3	30 feet	3	AP	1	*	1	
Blunderbuss Pistol	35 gp	S	1d6	x2	20 feet	6	P	1	1	1	
Blunderbuss	20 gp	M	1d8	x2	30 feet	10	P	1	1	1	
Carbine	65 gp	M	1d10	19-20/x4	140 feet	8	AP	1	*	1	
Horse Pistol	40 gp	S	1d10	19-20/x3	40 feet	4	AP	1	*	1	
Musket	90 gp	M	1d12	19-20/x3	200 feet	12	AP	1	*	1	
Rifle	100 gp	M	1d12	19-20/x4	150 feet	10	AP	1	*	1	
											
Percussion Cap								Ammo			
Blunderbuss	30 gp	M	1d8	x2	30 feet	6	P	1	1	1	
Cap & Ball Revolver	20 gp	S	1d10	18-20/x3	100 feet	5	AP	5	**	1	
Carbine	15 gp	M	1d10	18-20/x4	150 feet	7	AP	1	*	n.a.	
Carbine, Repeating	25 gp	M	1d10	18-20/x3	150 feet	8	AP	6	1	1	
Musket	35 gp	M	1d12	18-20/x3	200 feet	12	AP	1	*	1	
Dueling Pistol	25 gp	S	1d10	18-20/x3	40 feet	4	AP	1	*	1	
Rifle	40 gp	M	2d8	18-20/x4	200 feet	8	AP	1	*	n.a.	
Rifle, Repeating	60 gp	M	2d8	18-20/x3	200 feet	9	AP	6	1	1	
Shotgun	55 gp	M	2d6	19-20/x2	25 feet	8	AP	1	*	n.a.	
											
Cartridge								Ammo			
Buffalo Rifle	30 gp	M	3d8	18-20/x4	300 feet	12	AP	1	0	n.a.	
Carbine	18 gp	M	1d10	18-20/x4	150 feet	7	AP	1	0	n.a.	
Carbine, Repeating	48 gp	M	2d6	18-20/x3	150 feet	7	AP	12	*	n.a.	
Revolver, Army	30 gp	S	2d6	18-20/x3	120 feet	3	AP	6	*	n.a.	
Revolver, Navy	28 gp	S	1d10	18-20/x3	100 feet	3	AP	6	*	n.a.	
Pistol, Derringer	5 gp	T	1d6	18-20/x2	5 feet	1	AP	1	0	n.a.	
Revolver, Fast Draw	40 gp	S	2d6	18-20/x3	100 feet	3	AP	1	*	n.a.	
Revolver, Long Barrel	35 gp	S	2d6	18-20/x3	180 feet	4	AP	5	*	n.a.	
Rifle	20 gp	M	2d8	18-20/x4	200 feet	9	AP	1	0	n.a.	
Rifle, Repeating	50 gp	M	3d6	18-20/x3	200 feet	9	AP	15	*	n.a.	
Scattergun	40 gp	M	2d8	19-20/x2	10 feet	7	AP	2	0	n.a.	
Shotgun	20 gp	M	3d6	19-20/x2	25 feet	8	AP	2	0	n.a.	
Shotgun, pump	75 gp	M	3d6	19-20/x2	25 feet	8	AP	6	*	n.a.	

Cost:  In gold pieces, substitute dollars or pounds depending on the campaign.  Rarity may  change the
price (in a standard D&D game prices will be much higher [Handmatch prices:  450 gp for a caliver, 500 gp for an arquebus or blunderbus, 600 gp for a musket, 1000 gp for a starwheel or double or ten times these prices], and in a Masque of the Red Death game prices will be much lower [from $1.50 for a navy revolver to $18.00 for a repeating rifle]).
Range:  All guns except Carbine (any), Rifle (any), and any cartridge firearm are inaccurate.  At the 
second, third, and fourth range increments, the gun has a –2 to hit in addition to normal penalties.  
At the fifth and higher range increments, the gun has a –5 to hit in addition to normal penalties.  
Also all guns do +1 damage at 30 feet or less due to powder burns.
Type:  All guns are piercing (P) weapons.  If an AP appears in type, that means the gun will ignore armor at 
30 feet or less (or one range increment, whichever is less), and armor protection is halved at 1 to 4 
range increments.  Cartridge guns are superior in armor piercing  capabilities, ignoring armor at 4 
or less range increments and halving armor protection at 5 or more range increments.  Shields are 
also ignored at those ranges.
Charge/Ammo:  For most guns this indicates the number of smoke/gunpowder charges required to fire the 
gun.  For percussion caps and cartridge arms, this indicates the number of rounds the gun holds.
Reload:  This is the number of full round actions that are required to reload a gun (see crossbow, heavy for 
details).  Guns with “*” may be reloaded as a move equivelent action (see crossbow, light for 
details).  Each cylinder of a cap and ball revolver can be filled as a move equivelent action (it 
takes three rounds to fully load one).  Guns with a “0” in that column may be reloaded as a free 
action (with penalties).
Backfire:  This is the roll on a d20 that the gun will backfire.  If there is a damage rating after the number, 
the gun automatically explodes doing that much damage to the wielder (a successful reflex save 
vs. DC 15 will halve the damage).  If there is just a number consult the following table:

2d6	Misfire Result	Result
2-3	Explosion	Gun explodes for 2d6 damage
4-7	Fouled Barrel	Gun is useless, must be cleaned (takes 1d3 x 10 minutes)
8-12	Hangfire		Fires 1d3 rounds later

Specific Gun Notes

Blunderbus/Shotgun:  When a blunderbuss or shotgun is fired the wielder makes 1d4 separate to hit rolls 
for any targets within 30 feet of each other.  Each takes full normal damage.  Any criticals rolled 
only apply to the target that was criticalled.  This can only be done 30 or more feet away.
Cartridge Firearms: A cartridge that is loaded and ready can be fired automatically as an attack of 
opportunity, pistols will fire first and then any other type can fire.  Only cartridge firearms may be 
used in a sneak attack.
Fast-draw Revolver and Derringer:  If the character has the quickdraw feat, he may fire these weapons as 
an attack of opportunity, even if they are still in a holster.  Also, if drawn he will fire before any 
other type of cartridge firearm in an attack of oppurtunity situation.
Handmatch:  The character must have some source of fire (torch, campfire, etc.) to use one of these guns.
Musket:  Handmatch and Matchlock muskets require a Y-shaped rest that the gun comes with.  If the rest is 
not used then the firer takes a –4 to hit penalty.  If something else is used as a rest, then the firer 
takes a –2 to hit penalty.
Pistols:  If the character wishes to fire two pistols at once, they are not treated as light weapons (because of 
recoil).  Other weapons can never be fired one-handed.
Revolver (Army, Navy):  Both these types come in single or double action (treat Fast Draw and Long 
Barrel pistols as single action).  In order to perform panic fire single action revolvers require two 
hands.  A double action revolver may be used one-handed in panic fire (or two may be used with 
penalty).  The cost is $2 more and a double action revolver will jam (requiring 1d3 minutes to 
clear the round) on a “1” on d20 if the character fails a dex check.
Scattergun:  The scattergun works just like the Blunderbus but the wielder can make 1d6 separate hit rolls 
instead of 1d4.  This can only be done 30 or more feet away.

Gun Fire Rates
Granted the 3e combat round is much faster than it predecessor, but the fire modes of these guns still 
applies since a revolver can be emptied in six seconds.

Aimed Fire  
Aimed fire may be attempted by a character with a cartridge firearm (except for scatterguns and shotguns which cannot use this fire mode).  The character may only aim fire as a full attack action.  The character gets a +4 to his attack roll.  If the character has a standard carbine, derringer, or rifle he may attempt to reload and fire the next round, but gets a -4 to his attack roll, repeating carbines and rifles (and revolvers) can only be reloaded as full round actions.  The character may make a full normal movement at an additional -4 to his attack roll (a character can attempt both but will provoke an attack of opportunity).  The character may make a double move at a -8 to attack rolls.

Rapid Fire
Rapid fire allows the character to attack as many times per round as his level (and the number of rounds in the gun) allow.  All guns with a load time of 0, fully loaded revolvers and repeaters may use perform rapid fire.  The following options are only allowed for cartridge weapons.  A character may make a full normal move at a -4 to hit, shotguns, scatterguns and (non-repeating) carbines and rifles may be reloaded with a single round for an additional -4 to hit (it is a full round action to reload both shells into a shotgun or scattergun.  The character may make a double move at a -8 to attack rolls.

Panic Fire  
Only a fully-loaded cartridge revolvers may fire at this rate.  The character can very well empty all six chambers of his pistol.  The character is –4 to hit, but gets +2 partial actions on his attack roll (the multishot feat will reduce it to –2).  The character cannot reload, but may make a full move at an additional -4 to hit and a double move at -8 to hit and still fire.  Unlike the original rules, the character still gets his dexterity modifier to panic fire (since it is harder in these rules to fire thusly).

Blind fire
Only a character with a fully loaded repeating cartridge carbine or rifle or revolver may perform blind fire.  Anyone in the area the character is firing into may be hit.  The character may only hit on a critical hit, but does not do any extra damage (just normal damage).  Movement modifiers apply.

Covering fire  
When a character lays down covering fire for another, anyone who enters the covered area will provoke an attack of opportunity.  Also a person may be covered as a target.

Miscellaneous Items	Cost			For
Ball/Conical Shot		1 sp each		All but cartridge firearms
Box of Bullets/Shells	5 sp each		Cartridge firearms
Flint			1 sp (lasts 10 uses)	Snaplock, Flintlock
Gunpowder (and horn)	1 gp (for 10 shots)	All but percussion caps and cartridge arms
Percussion Cap		1 sp (per shot)		Percussion Caps
Slow Match		1 sp (burns for 10 mins.)	Matchlock (can be used for handmatches)
Smoke Powder		25 gp (per shot)		All but percussion caps and cartridge arms 

Smoke Powder comes in two noncombustible powders (a fine grey powder and a coarse blue powder) which will burn (but not explode) if not combined.  When combined and set aflame they will explode.  Also smoke powder takes up less room than gunpowder.  Three tablespoons (three charges) of smokepowder has the same explosive power as a keg of gunpowder.  It is a magic item and is treated as such and in a standard D&D campaign may cost ten times as much.