Guns and ranges

Cerubus Dark

First Post
The thread on Guns do you allow got me thinking, where can I find the ranges and strengths for some weapons of this kind?

I am thinking a simple fire arm would have some stats like this

range short 14 medium 15-25 long 25-30

damage would probably be something like 1d8 to 3d8 with a 3 turn reload time. Then again I am not certain.
 

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Cerubus Dark said:
The thread on Guns do you allow got me thinking, where can I find the ranges and strengths for some weapons of this kind?

I am thinking a simple fire arm would have some stats like this

range short 14 medium 15-25 long 25-30

damage would probably be something like 1d8 to 3d8 with a 3 turn reload time. Then again I am not certain.

I would suggest taking a look at Sorcery & Steam, WarCraft and Iron Kingdoms. All three of these deal with firearms as a main component of their settings. One thing that can make a firearm very deadly is have it be a ranged touch attack. All of that expensive magic armour suddenly becomes useless. A few kobolds armed with matchlocks suddenly become dangerous...
 

Tetsubo said:
I would suggest taking a look at Sorcery & Steam, WarCraft and Iron Kingdoms. All three of these deal with firearms as a main component of their settings. One thing that can make a firearm very deadly is have it be a ranged touch attack. All of that expensive magic armour suddenly becomes useless. A few kobolds armed with matchlocks suddenly become dangerous...
You need to arm them with guns to make them dangerous?


I will check into those books, I think my buddy has the warcraft one since it has more monsters in it.
 

here are the firearms from my campaign, all require the feat Exotic Weapons Proficiency [Black Powder Weapons]

pistol: Damage 1d10+1 crit x3 Range 10ft. cost 150 gp Reload time 5 rounds
carbine: Damage 1d10+2 crit x3 Range 25ft. cost 200 gp Reload time 7 rounds
musket: Damage 1d12+4 crit x3 Range 80ft. cost 300 gp Reload time 10 rounds

the reload time can be modified through the following feat:

Firearms Drill [Fighter, General]
You have trained yourself to quickly reload your firearms.
Prereq: proficiency with black powder weapons, BaB +2
Benefit: when this feat is taken the reload time for black powder weapons is reduced by 1 round.
Special: this feat can be taken up to 3 times, its effects stack.
 

Ibram said:
here are the firearms from my campaign, all require the feat Exotic Weapons Proficiency [Black Powder Weapons]

pistol: Damage 1d10+1 crit x3 Range 10ft. cost 150 gp Reload time 5 rounds
carbine: Damage 1d10+2 crit x3 Range 25ft. cost 200 gp Reload time 7 rounds
musket: Damage 1d12+4 crit x3 Range 80ft. cost 300 gp Reload time 10 rounds

the reload time can be modified through the following feat:

Firearms Drill [Fighter, General]
You have trained yourself to quickly reload your firearms.
Prereq: proficiency with black powder weapons, BaB +2
Benefit: when this feat is taken the reload time for black powder weapons is reduced by 1 round.
Special: this feat can be taken up to 3 times, its effects stack.

Imo you should half the time with the feat(Firearms Drill), or take it down by 2 rounds, its correct that it does take a minute or something for a beginner to reload a musket, but a trainied person can reload it in 30-40 sec.
 



Cerubus Dark said:
You need to arm them with guns to make them dangerous?


I will check into those books, I think my buddy has the warcraft one since it has more monsters in it.

Well no, firearms are not needed to make them dangerous. A few levels of Barbarian or Sorcerer will do that. But firearms will make straight, by the book Kobolds dangerous.

Also look at Spellslinger for a Western tech level.
 

Tetsubo said:
Well no, firearms are not needed to make them dangerous. A few levels of Barbarian or Sorcerer will do that. But firearms will make straight, by the book Kobolds dangerous.

my players learned to respect the humble goblin after taking fire from goblin Dragoons mounted on dire wolves.
 

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