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<blockquote data-quote="77IM" data-source="post: 4302470" data-attributes="member: 12377"><p>Here's my take on firearms (I'm re-reading the Dark Tower series so I've been thinking about this a lot). These are all noticeably better than the existing ranged weapons -- even though they require a feat, they are still probably a bit overpowered. I decided not to make their base damage any better than the military ranged weapons, but the +3 prof bonus combined with High Crit is pretty good, and the Spread Shot is also pretty powerful.</p><p></p><p></p><p></p><p><u><strong>HEROIC FEATS</strong></u></p><p></p><p><strong>FIREARM PROFICIENCY</strong></p><p><strong>Benefit:</strong> You are proficient in all weapons in the firearms group.</p><p></p><p><u><strong>WEAPON GROUPS</strong></u></p><p><strong>Firearms:</strong> Firearms are ranged weapons that project metallic bullets at high speeds. Add your Dexterity modifier to attacks and damage with firearms, rather than your Strength modifier.</p><p></p><p><u><strong>WEAPON PROPERTIES</strong></u></p><p><strong>Operation:</strong> This is similar to the load property of other ranged weapons, except that firearms hold their ammo in some sort of internal magazine. The operation (or "action," in common firearms parlance) required to chamber a round may take some time and effort from the user. If the table shows "operation free," then the weapon has an automatic action and can be fired at any time -- rounds are chambered automatically as part of the action you take to use the weapon. If the table shows "operation minor," then you must take a minor action to use your free hand to operate the weapon's loading mechanism before you can fire with it. Once you've taken this action, the round is chambered and ready to be fired, even on subsequent rounds. After you fire the weapon, you must take the minor action again to chamber a new round before firing. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.</p><p><strong>Spread Shot:</strong> The weapon fires a spread of smaller projectiles instead of a single bullet. If you miss against a target within 3 squares, you deal half damage. If you're using a power that already deals damage on a miss, deal that amount or deal half damage, whichever is higher. Against a target at long range, you deal half damage even on a hit, and no damage on a miss.</p><p></p><p><u><strong>RANGED WEAPONS</strong></u></p><p>[code][B]FIREARM RANGED WEAPONS[/B]</p><p>[I]One-Handed[/I]</p><p>[U]Weapon Prof. Damage Range Price Weight Group Properties[/U]</p><p>Hold-Out Pistol +3 1d4 10/20 60 gp 2 lb. Firearms Off-hand, high crit, operation free</p><p>Light Pistol +3 1d6 10/20 50 gp 3 lb. Firearms Off-hand, high crit, operation free</p><p>Heavy Pistol +3 1d8 10/20 60 gp 4 lb. Firearms Off-hand, high crit, operation free</p><p></p><p>[I]Two-Handed[/I]</p><p>[U]Weapon Prof. Damage Range Price Weight Group Properties[/U]</p><p>Hunting Rifle +3 1d8 20/40 40gp 7 lb. Firearms Small, high crit, operation minor</p><p>Assault Rifle +3 1d10 20/40 60gp 9 lb. Firearms High crit, operation free</p><p>Sniper Rifle +3 1d10 40/80 70gp 15 lb. Firearms High crit, operation minor</p><p>Large-Bore Rifle +2 1d12 20/40 80gp 15 lb. Firearms High crit, operation minor</p><p>Hunting Shotgun +2 1d8 6/12 40gp 8 lb. Firearms Spread shot, operation minor</p><p>Combat Shotgun +2 1d10 6/12 60gp 9 lb. Firearms Spread shot, operation minor</p><p>[/code]</p></blockquote><p></p>
[QUOTE="77IM, post: 4302470, member: 12377"] Here's my take on firearms (I'm re-reading the Dark Tower series so I've been thinking about this a lot). These are all noticeably better than the existing ranged weapons -- even though they require a feat, they are still probably a bit overpowered. I decided not to make their base damage any better than the military ranged weapons, but the +3 prof bonus combined with High Crit is pretty good, and the Spread Shot is also pretty powerful. [U][B]HEROIC FEATS[/B][/U] [B]FIREARM PROFICIENCY[/B] [B]Benefit:[/B] You are proficient in all weapons in the firearms group. [U][B]WEAPON GROUPS[/B][/U] [B]Firearms:[/B] Firearms are ranged weapons that project metallic bullets at high speeds. Add your Dexterity modifier to attacks and damage with firearms, rather than your Strength modifier. [U][B]WEAPON PROPERTIES[/B][/U] [B]Operation:[/B] This is similar to the load property of other ranged weapons, except that firearms hold their ammo in some sort of internal magazine. The operation (or "action," in common firearms parlance) required to chamber a round may take some time and effort from the user. If the table shows "operation free," then the weapon has an automatic action and can be fired at any time -- rounds are chambered automatically as part of the action you take to use the weapon. If the table shows "operation minor," then you must take a minor action to use your free hand to operate the weapon's loading mechanism before you can fire with it. Once you've taken this action, the round is chambered and ready to be fired, even on subsequent rounds. After you fire the weapon, you must take the minor action again to chamber a new round before firing. If a power allows you to hit multiple targets, the additional load time is accounted for in the power. [B]Spread Shot:[/B] The weapon fires a spread of smaller projectiles instead of a single bullet. If you miss against a target within 3 squares, you deal half damage. If you're using a power that already deals damage on a miss, deal that amount or deal half damage, whichever is higher. Against a target at long range, you deal half damage even on a hit, and no damage on a miss. [U][B]RANGED WEAPONS[/B][/U] [code][B]FIREARM RANGED WEAPONS[/B] [I]One-Handed[/I] [U]Weapon Prof. Damage Range Price Weight Group Properties[/U] Hold-Out Pistol +3 1d4 10/20 60 gp 2 lb. Firearms Off-hand, high crit, operation free Light Pistol +3 1d6 10/20 50 gp 3 lb. Firearms Off-hand, high crit, operation free Heavy Pistol +3 1d8 10/20 60 gp 4 lb. Firearms Off-hand, high crit, operation free [I]Two-Handed[/I] [U]Weapon Prof. Damage Range Price Weight Group Properties[/U] Hunting Rifle +3 1d8 20/40 40gp 7 lb. Firearms Small, high crit, operation minor Assault Rifle +3 1d10 20/40 60gp 9 lb. Firearms High crit, operation free Sniper Rifle +3 1d10 40/80 70gp 15 lb. Firearms High crit, operation minor Large-Bore Rifle +2 1d12 20/40 80gp 15 lb. Firearms High crit, operation minor Hunting Shotgun +2 1d8 6/12 40gp 8 lb. Firearms Spread shot, operation minor Combat Shotgun +2 1d10 6/12 60gp 9 lb. Firearms Spread shot, operation minor [/code] [/QUOTE]
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