Firearms Combat Options House Rules
Renaissance Firearms Table
Weapon	Cost	Damage	Critical	Range
Increment	Weight	Type	
Exotic Weapons, Firearms- ranged	
Small	
Pistol	250 gp	1d6+4	x3	50 ft	3 lb	Piercing, 1 Shot Magazine, single shot	
Bullets, Pistol (10)	3 gp				2 lb		
Medium							
Musket	500 gp	1d8+4	x3	100 ft	10 lb	Piercing, 1 Shot Magazine, single shot	
Bullets, Musket (10)	3 gp				2 lb		

Renaissance Grenadelike Weapons Table
Weapon	Cost	Damage	Blast Radius	Range
Increment	Weight	
Bomb	150 gp	1d4+4	5 ft	10 ft	1 lb	
Smokebomb	70 gp	Smoke	*	10 ft	1 lb	
*see description

Modern Firearms Table
Weapon	Cost	Damage	Critical	Range
Increment	Weight	Type	
Exotic Weapons, Firearms- Ranged	
Small	
Pistol, revolver	250 gp	1d6+4	x3	100 ft	5 lb	Piercing, 6 shot Magazine, multiple shot	
Modern Bullets, Pistol (20)	6 gp				1/2 lb		
Pistol, semi automatic	250 gp	1d6+4	x3	100 ft	5 lb	Piercing, 20 shot Magazine, multiple shot	
Modern Bullets, Pistol (20)	6 gp				1/2 lb		
Medium							
Rifle, repeating	500 gp	1d8+4	x3	200 ft	10 lb	Piercing, 6 shot magazine, multiple shot	
Modern Bullets, Rifle (20)	6 gp				1/2 lb		
Rifle, semiautomatic	500 gp	1d8+4	x3	250 ft	12 lb	Piercing, 30 shot Magazine, multiple shot	
Modern Bullets,  Rifle (20)	6 gp				1/2 lb		
Rifle, automatic	1,000 gp	1d8+4	x3	250 ft	12 lb	Piercing, 30 shot Magazine, long burst	
Modern Bullets,  Rifle (20)	6 gp				1/2 lb		
Sub-machine Gun	1,000 gp	1d8+4	x3	150ft	12 lb	Piercing, 30 shot Magazine, long burst	
Modern Bullets,  SMG
(20)	6 gp				1/2 lb		
Shotgun, Firing Scattershot	500 gp	1d4+7*	x3	30 ft	10 lb	Piercing, 2 shot or 12 shot Magazine, multiple shot	
Scattershot,
Shotgun (10)	6 gp				1/2 lb		
Shotgun, Firing Bullets 	500 gp	1d8+4	x3	100 ft	10 lb	Piercing, 2 shot or 12 shot Magazine, multiple shot	
Modern Bullets,  Shotgun (20)	6 gp				1/2 lb		
Large							
Grenade Launcher	2,500 gp	*	*	200 ft	12 lb	**	
Heavy Machine Gun	2,500 gp	1d8+4	x3	300 ft	25 lb	Piercing, 200 round box, fully automatic	
Modern Bullets,  Machine Gun (20)	6 gp				1/2 lb		
* See description ** Fires grenade

Futuristic  Firearms Table
Weapon	Cost	Damage	Critical	Range
Increment	Weight	Type	
Exotic Weapons, Firearms- Ranged	
Small	
Laser Pistol	250 gp	1d6+4	x3	150 ft	5 lb	Energy, 30 shot Magazine, long burst	
Energy Charge (30)	12 gp				1/2 lb		
Medium	
Flamer	1,000 gp	1d4+7*	x3	30 ft	12 lb	Energy, 10 shot Magazine, long burst	
Flamer Ammo (10)	12 gp				1/2 lb		
Anti-matter Rifle	2,500 gp	2d6+4	x3	10 ft	15 lb	Energy, 3 shot Magazine, multiple shot	
Antimatter Charge (3)	12 gp				1/2 lb		
Laser Rifle	1,500 gp	1d8+4	x3	150 ft	10 lb	Energy, 30 shot Magazine, long burst	
Energy Charge (30)	12 gp				1/2 lb		
*see description

Modern Grenadelike Weapons Table
Weapon	Cost	Damage	Blast Radius	Range
Increment	Weight	
Dynamite	70 gp	1d8+4	5 ft	10ft	1 lb	
Grenade	150 gp	1d8+4	15 ft	10 ft	1 lb	
Grenade, smoke	70 gp	Smoke	*	10 ft	1 lb	
*see description

Modern & Futuristic Armor Table
Armor	Armor Bonus	Maximum Dex bonus	Armor Check Penalty	Arcane Spell Failure	Speed (30 ft)	Speed (20 ft)	Weight	
Light Kevlar	+2	+6	0	10%	30	20	15 lbs	
Heavy Kevlar	+5	+3	-4	30%	20	15	30 lbs	
Full Body Kevlar	+6	+1	-6	35%	20*	15*	40 lbs	
Light Futuristic	+2 	+6	0	10%	30	20	15 lbs	
Heavy Futuristic	+5	+3	-4	30%	20	15	30 lbs	
Powered	+8	+1	-6	35%	30	20	50 lbs*	
*weight of powered armor can be ignored in combat

General Rules

All firearms are treated like other ranged weapons. They are exotic weapons and require the Exotic Weapon Proficiency (firearms) to use. Characters with the Gunfighting feat can also use some firearms.

Reloading is a standard action. A weapon can fire the number of shots in the weapon’s magazine before reloading.

Single shot weapons can only be fired once a round, as they contain 1 shot only and reloading is a standard action.

Multiple shot weapons can be fired as many times a round as the character has attacks. Multiple shot weapons can rapid fire when firing more than one shot per attack.

Long Burst weapons can be fired as many times a round as the character has attacks. These weapons can rapid fire, fire short bursts and long bursts when firing more than one shot per attack.

Fully Automatic weapons can be fired as many times a round as the character has attacks. These weapons can rapid fire, fire short bursts, long bursts and continuous fire when firing more than one shot per attack.

Armor Piercing
Bullets and energy weapons penetrate armor. When calculating to hit for these weapons, bullets and energy weapons can ignore armor or natural armor bonuses to AC of 8 or less.  Where the target has an armor or natural armor bonus of +9 or more, reduce the armor or natural  armor bonus by +8. Deflection bonuses are not ignored or reduced by bullets and energy weapons.

Bullets cannot penetrate Kevlar or Futuristic armor as easily. Bullets cannot ignore or reduce armor bonuses from these armor types.

Energy weapons cannot penetrate Futuristic armor as easily. Bullets cannot ignore or reduce armor bonuses from these armor types.

Armor bonuses from magical force armors like shield spells and mage armor  spells are not penetrated or reduced by firearms.

Explosive Grenadelike Weapons

Lighting a bomb or smoke bomb is a standard action. Activating a grenade held in hand is a free action. Taking a grenade in hand is a standard action.

Explosive renaissance, modern and futuristic grenadelike weapons require no proficiency to use. They function differently from other grenadelike weapons given in the players handbook.

A character initially makes a ranged attack against a target creature. The character must record the number rolled on the 20-sided dice with this attack. The initial attack ignores armor. If this attack hits the weapon lands exactly on the target creature – if it misses, it scatters 1d6 feet + 1 foot per range increment. When not targeting a creature, the weapon always scatters. Grenade launchers scatter 3d10 feet + 10 feet per range increment.

The character may make an attack against every creature within the blast radius.  Instead of rolling a 20-sided dice, use the recorded 20-sided dice result from the initial attack. If hit, the creature takes the listed damage. 

While complicated, this method  speeds play where only one creature is within the intended blast radius. When this occurs, make only one attack roll.  If it misses the target (including armor bonuses) its is not going to affect the target. If it misses the target (including armor bonuses) but hits the target when excluding armor bonuses, the blast will be centered on the target but will not affect the target. If it misses the target when excluding armor bonuses, the attack will scatter. Even if the target is in the blast radius after rolling for scatter, the target is not going to be affected.

Grenades penetrate armor. When calculating to a target’s armor class, grenades can ignore armor or natural armor bonuses of AC of 4 or less.  Where the target has an armor or natural armor bonus of +5 or more, reduce the armor or natural armor bonus by +4. Deflection bonuses are not ignored or reduced by grenades.

Grenades cannot penetrate Kevlar or Futuristic armor easily. Grenades cannot ignore or reduce armor bonuses from these armor types.

Armor bonuses from magical force armors like shield spells and mage armor  spells are not penetrated or reduced by grenades.

Grenade damage assumes that the target will avoid the blast effect by moving away, or hiding behind cover. Helpless characters take double damage from grenades. 

Cover affects both rolls. Concealment affects the initial attack roll. If a concealed character is not targeted but is within the blast radius from a scattered attack or an attack targeted on another creature concealment does not apply.

Once grenades become available in play, most creatures will keep 20’ apart from one another in combat.

Firing More Than One Shot Per Attack 

Modern and futuristic firearms can fire more than shot per attack. The added shots add to the overall chance of hitting but are insufficiently accurate count as another attack. The following table shows the bonus to hit, and shots fired for each type of attack used.

Fire Type	Bonus To Hit*	Shots Fired	
Rapid Fire	+2 to hit 	2	
Short Bursts	+3 to hit **	5	
Long Bursts	+3 to hit	10	
Continuous Fire	+4 to hit **	20	
*The bonus to hit is to be used in place of the bonus to hit with missile weapon from dexterity.
**The bonus to hit is reduced by 1 for targets beyond the first range increment

A weapon that does not have enough rounds of ammunition to use a certain fire type cannot make attacks of that kind.

A long burst weapon can attack every target in a 10’ square as a full round action. The attack may not use a bonus to hit from firing more than one shot. A bonus to hit with missile weapons from dexterity may not be used with this attack. This attack uses 30 shots

Fully automatic weapon can attack every target in 4 selected 10’ square as a full round action. The attack may not use a bonus to hit from firing more than one shot. A bonus to hit with missile weapons from dexterity may not be used with this attack. Each targeted square must be adjacent to another targeted square. This attack uses 50 shots.

Fully automatic weapon can attack every target in 2 selected 10’ square as a full round action. The attack may use a +2 bonus to hit from firing more than one shot. A bonus to hit with missile weapons from dexterity may not be used with this attack. The attack has a +1 damage bonus. Each targeted square must be adjacent to another targeted square. This attack fires 50 shots.

These full round actions take effect immediately unlike spells with a full round casting time. The attacker rolls an attack roll against any creature passing through the target area until the attacker’s next action.

Weapon & Armor Descriptions
Grenade launchers fire grenades. Most fire just one shot. It is a standard action to load a grenade launcher. Some grenade launchers can carry several grenades in a magazine. These grenade launchers can fire as many times a round as the character has attacks.

One round after being lit a smoke bomb emits a cloud in a 20’ radius. It persists for 1d3+6 rounds in still and 1d3+1 rounds in windy conditions. Visibility is 2 feet in the cloud. This counts as 90% concealment.

A smoke grenade has the same effect as a smoke bomb with a 40’ radius.

Shotguns firing scatter shot and flamers reduce in damage with range. These weapons do –1 damage in the 2nd and 3rd range increment. These weapons do –2 damage in the 4th range increment and thereafter.

Other Equipment

Exoskeletons boost non-combat strength. A character using an exoskeleton has a +10 bonus to non-combat strength and can lift  objects as if the character were one size larger. In melee combat, exoskeletons are clumsy. They add +5 to damage, -5 to hit. Exoskeletons can be installed in powered armor.

Sniper scopes provides +1 to hit bonus for targets 3 or 4 range increments away. The provide a +2 to hit bonus for targets further than 4 increments away.

Force fields have the same statistics as light or heavy futuristic armor but weigh only 5 lbs. A chance of arcane failure, maximum dexterity bonuses and armor check penalties still apply. The field is solid enough to interfere with physical activities. Movement is not affected. 

A force field can be rigged to protect only against energy attacks. In this case maximum dexterity bonuses and armor check penalties do not apply. Arcane spell failure is reduced to 10%. This field counts as light armor but does not prevent a monk from using monk special abilities.

Futuristic melee weapons. These function like normal melee weapons. The weapon penetrates armor in the same way as a laser pistol, laser rifle or flamer. These weapons usually incorporate some kind of energy charge or force field to enhance the weapons armor penetration.

A futuristic slashing or piercing melee weapon can have an energy blade. These weapons weigh only 5 lbs. The Weapon Finesse feat can be used with the weapon. The weapon cannot be used to make disarm, grapple or trip attacks. No strength modifier to damage can be used with this weapon.

Magic & Technology
Firearms and bullets are hard to enchant. The spells magic weapon and greater magic weapon do not work on these weapons. Magic firearms are nearly impossible to find.

Magic bullets do exist but are +1. The bonus is only used when considering immunities to normal weapons in combat. They do not convey a bonus to hit or damage.  

Energy weapons are considered to be +1 weapons. The plus is only used when considering immunities to normal weapons in combat. They do not convey a bonus to hit or damage.  

Magic modern or futuristic armor is available. Spells that enhance armor like magic vestments do affect these kinds of armor. 

The Gunfighting Feat
This feat is crucial to surviving a gun-fight. With this feat a character is skilled in ducking from cover to cover, returning fire to distract the opponent, picking the right moment to charge and any other tactic used to survive a gun-fight. In addition the character is familiar with some firearms. 

In normal movement the character uses cover as much as possible. The character identifies potential threats or ambushes and monitors them so the character can react quickly to missile fire. When indoors, the character goes round corners and enters rooms in a manner that allows the character to return fire or duck back into cover. Groups of characters with this feat plan their positions in movement to allow the party to identify and react to missile threats quickly.

Benefits:   
Mages, sorcerers, monks, rogues, druids, bards and clerics may pick one weapon from the following list. They are proficient in this weapon. The list of available weapons includes pistols, rifles, shotguns, laser pistols or laser rifles. Multi-classing characters do not get to pick again if they have already picked one of these weapons. Barbarians, fighters, rangers and paladins are familiar with all firearms except for grenade launchers, heavy machine guns and anti-matter rifles.

Characters may reduce any damage from a missile weapon or modern grenade-like weapon by 4. Damage cannot be reduced below 1 (except for shuriken). This reduction takes effect before multiplying damage for critical hits. This represents the effect of the defensive actions described above. The damage reduction does not affect additional damage caused by sneak attacks.

This ability is usable only in the circumstances listed below
1. The attacker is in melee with a character using a small, medium sized or natural weapon
2. The attacker has to leave melee with a character using a small, medium sized or natural weapon to attack
3. The attacker is firing on a target under cover or concealment
4. The attacker is firing on a target travelling from one location with cover to another location with cover
5. The attacker has been targeted by a credible ranged attack or spell in the previous round
6. Another creature within 20’ of the attacker has been targeted by a credible ranged attack or spell in the previous round
7. The target intends to return fire with a credible ranged attack or spell with the target’s next action. The target must attack the attacker or another creature within 20’ of the attacker. 
8. The target is within 20’ and intends to charge the attacker with the target’s next action

If the target is using circumstances 7 or 8 to allow the character to use Gunfighting, the character must return fire or charge the opponent with the character’s next turn to act. The character can only change the selected action when the character’s turn to act occurs if returning fire or charging is no longer possible. If this occurs, the character can only take a partial action that turn.  Circumstances 7 and 8 depend on the character reacting immediately to the attack by preparing to cast, making a ranged attack or turning to charge. By doing so the character is presenting a credible threat to the attacker to distract the attacker’s aim. If the action is not carried out, the target has still expended part of his turn.

‘Flatfooted’ and suprised characters can still use this feat. This represents the character’s familiarity with using cover in normal movement. These characters are aware of potential threats from missile weapons and instinctively return fire or move towards cover, once attacked. A ‘Flatfooted’ or suprised character caught outside of circumstances 1 to 8 applying cannot use this feat.

Special:
Guns dominate combat. Most intelligent creatures in an environment where guns are available, have this feat.. This feat can be awarded to existing intelligent creatures for free to make encounters fairer.

Notes:
 This feat is not designed to be very realistic. The gamemaster  can restrict the situations that the character can use the defensive benefits of this feat in a more realistic campaign. A gamemaster may restrict the use of spells to return fire as spellcasting is usually slower than a firearm attack. The gamemaster may still allow the use of wands, staffs and rods and spell like abilities to return fire.

Game Balance
From the viewpoint of balance, introducing firearms into a campaign is like introducing an unlimited supply of +5, brilliant energy, returning darts in the campaign. They ignore armor, hit hard, hit accurately and don’t run out of ammo easily. Battles are quick and ridiculously deadly. Having said that, introducing appropriate armor and the Gunfighter feat can make firearms in D&D fairly playable.

To prevent characters picking on easy targets. Where characters with firearms take on creatures not properly equipped against firearms, the characters gain one quarter normal experience or no experience from the encounter. When deciding if an enemy is properly equipped, these factors should be taken into consideration.

1. Does the enemy have an effective offense? Having firearms, a ranged poisoned attack or lots of spells may make it a fair fight.

2. Does the enemy have an effective defense? Having modern armor or the Gunfighting feat would even things up. Failing that, some sort of damage resistance against firearms or high deflection bonus to AC would help. The GM can give creatures with an unusual or magical biology a damage resistance of 5 against firearms.

3. Does the enemy have sufficient reach? If the enemy can reach melee combat before shots are fired, the fight gets a lot fairer. The attacks of opportunity the enemy will get if the character uses a missile weapon in melee should even up the odds.

The Gunfighting Feat And Balance
The Gunfighting feat is aimed at reducing the deadliness of firearms under the existing D&D system relative to melee combat and spells. Firearms are still superior when used against normal armor, other missile weapons and targets caught in the open’ with no means of returning fire. Firearms don’t eliminate the need for melee combat and spells. The other effect of the Gunfighting feat is to prevent suprise and initiative becoming the deciding factor in any battle.