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Rules for Firearms in 4e - what do you use?
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<blockquote data-quote="GMforPowergamers" data-source="post: 5390532" data-attributes="member: 67338"><p>well it depends on what I am going for on feel.</p><p></p><p>In my 4e game based on urban arcana type setting (imagin the basic harry dresden world, but with some Angle, and some OWOD thrown in) PCs started with guns based on crossbows, and got 'magic' non magic guns that had bursts and blasts and such...</p><p></p><p>In my short lived pirate game I tried the rules from here, but it fail (The game not those rules)</p><p></p><p>right now I have my own world being built with musketeers in it, so I have the following house rules in it</p><p>[sblock=my home brew]Feats:</p><p></p><p>Deadly Firearms</p><p>Prerequisite: 11th level</p><p>Benefit: all firearms work as a high crit weapon.</p><p></p><p>Firearms Expertise</p><p>Benefit: You gain a +1 to hit with all firearms, this increase to +2 at 11th level, and +3 at 21st level.</p><p>Special: You do not provoke opp attacks from the target of any of your ranged attacks with guns</p><p></p><p>Hurried Reload</p><p>Prerequisite: Dexterity 13, proficiency with a firearm.</p><p>Benefit: Once per encounter you can reload a flintlock as a move action instead of a standard</p><p>action.</p><p>Special: at 11th level increase this to twice per encounter, and at 21st level increase to three times per encounter</p><p></p><p>Maverick</p><p>Prerequisite: Proficiency with a firearm, sneak attack class feature.</p><p>Benefit: You may choose to apply your sneak attack damage to successful</p><p>attacks made with firearm weapons</p><p></p><p>Mystic gunslinger</p><p>Prerequisite: Mystic shots, Immortal Origin, and warlock curse feature.</p><p>Benefit: You can apply your warlocks curse to any target you have hit with a basic attack with a pistol as a minor action.</p><p></p><p>Mystic Shots</p><p>Prerequisite: Immortal Origin</p><p>Benefit: You may treat a pistol as a rod for the purpose of casting.</p><p></p><p>Two Gun Kid</p><p>Prerequisite: 11th level Proficient with pistols</p><p>Benefit: When you wield two pistols of the same type you may reload them both as part of the same action.</p><p></p><p>Weapons: </p><p></p><p>Flint lock pistol Simple Weapon One handed 15 gp</p><p>+2 prof range 10/20 2d6 brutal 1 load standard</p><p></p><p> A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. </p><p></p><p>Flint Lock Musket Military Weapon Two Handed 20 gp</p><p>+2 prof range 20/40 2d8 brutal 1 load standard</p><p></p><p> A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. </p><p></p><p></p><p>Blunderbuss Military Weapon Two handed 25 gp</p><p>+2 prof range 5/10 2d10 brutal 2 load standard</p><p></p><p> A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. </p><p></p><p></p><p>Pepper box pistol Military Weapon One handed 25 gp</p><p>+2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest</p><p> </p><p> A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.</p><p></p><p>Pepper box Musket Military Weapon Two handed 35 gp</p><p>+2 prof 1d10 range 15/30 brutal 2 5 shots reload short rest</p><p></p><p>A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.</p><p></p><p>Rifle Superior weapon two handed 35 gp</p><p>+3 prof 3d4 range 20/40 brutal 1 reload minor</p><p></p><p>A much more complex gun, the barrel opens and cartage and cap are placed in, then slammed shut. It takes a quick hand, and a trained eye to properly use this system, however it allows the rifling of the barrel to make it much more accurate at range. </p><p></p><p>Alchemy:</p><p></p><p>Cartages and caps are both made from an alchemy formula for dark powder… it costs </p><p></p><p>Cartridge and Caps</p><p>Ammo for firearms</p><p>Level: 1</p><p>Price: 20 gp</p><p>Alchemical Item</p><p>This produces 20 shots</p><p></p><p></p><p>Enchantments:</p><p></p><p>Rifle of Accuracy Level 2+ Common</p><p>This weapon contains special counterweights to help keep it steady while aiming.</p><p>Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp</p><p>Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp</p><p>Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp</p><p>Weapon: Any musket or rifle.</p><p>Enhancement: Attack and damage rolls.</p><p>Critical: +1d8 damage per plus</p><p>Property: You gain a +1 bonus to attack rolls against targets that are 10 squares away</p><p>or further.</p><p></p><p>Gatling gun Level 7+ </p><p>This weapon contains special counterweights to help keep it steady while aiming.</p><p>Lvl 7 +2 2,600 </p><p>Lvl 12 +3 13,000 gp gp </p><p>Lvl 17 +4 65,000 gp </p><p>Lvl 22 +5 325,000 gp </p><p>Lvl 27 +6 1,625,000 gp</p><p>Weapon: Any firearm</p><p>Enhancement: Attack and damage rolls.</p><p>Critical: +1d6 damage per plus, and a free basic attack</p><p>Property: You never need to reload this firearm</p><p>At will: (standard action)Make a basic attack against all targets within a burst 1 within 10.</p><p>Encounter (standard action) make 1d4 basic attacks against 1 target</p><p>Daily (Free action) add 2[w] to an at will damage roll</p><p></p><p>Quick draw holsters Level 7+ uncommon</p><p>This leather pistol holder fits on a belt, and make you fast…and deadly with a pistol.</p><p>Lvl 7 2,600 gp</p><p>Lvl 17 65,000 gp</p><p>Lvl 27 1,625,000 gp</p><p>Wondrous Item</p><p>Property: You gain a +2 bonus to Insight, and Intimidate.</p><p>Lvl 17 +4</p><p>Lvl 27 +6</p><p>Property: You gain a +1 to initiative</p><p>Lvl 17 +2</p><p>Lvl 27 +3</p><p>Property: when you free action drop a pistol, it will automatically return to the holster. </p><p>Daily (No action), if you are surprised in a surprise round, you may draw your gun, and make a ranged basic attack with it at a -2 penalty to attack.</p><p></p><p>Marksmen’s gloves</p><p>This leather gloves fit the hands and help aim the shot</p><p>Lvl 5 </p><p>Lvl 15 </p><p>Lvl 25 </p><p>Hand slot</p><p>Property: add 1d6 to all firearms damage rolls when you have combat advantage</p><p>Lvl 15 make it 1d8 instead</p><p>Lvl 25 make it 1d10 instead</p><p>Daily: (Minor action) add +1 to all firearm attacks before the end of your next turn.</p><p></p><p>Targeting scope Level 6</p><p>This enhancement rest on a firearm, and allows you a better shot at distance</p><p>Lvl 6 </p><p>Wondrous Item</p><p>Encounter (minor action) reduce any penalties for range, cover or concealment by half.</p><p></p><p>Targeting goggles Level 15</p><p>These lens fit over the eyes and help adjust for range and conditions when attacking with ranged attacks.</p><p>Lvl 15</p><p>Head slot</p><p>Property: Increase the range of all ranged attacks by 2</p><p>Encounter (Standard action) Choose one target within 15 sqs, until the end of the encounter when you make ranged attacks against the target you may roll 2d20 and take either result</p><p>Encounter (Free action) if you choose to use the lower of the 2d20 you rolled against your chosen target you may use this free action to count that attack as a critical hit.</p><p></p><p></p><p></p><p>Speed Loader Level 7</p><p>This mystical charm reloads pepper boxes at blinding speeds</p><p>Lvl 7 2,600 gp </p><p>Wondrous Item</p><p>Daily: (Standard action) reload 1 pepper box as if you just took a short rest with it.</p><p></p><p>Tracer round</p><p>This green round trails a bright pennant, flagging its target.</p><p>Level: 2</p><p>Price: 25 gp</p><p>Firearm Ammunition</p><p>Enhancement: +1 attack rolls and damage rolls</p><p></p><p>Property: When you hit an enemy with an attack using this ammunition, each ally that can see that enemy gains a +1 item bonus to attack rolls against it until the end of your next turn.</p><p></p><p>Incendiary round</p><p>The fiery iron of this bullet seems to shimmer with heat.</p><p>Level: 3</p><p>Price: 30 gp</p><p>Firearm Ammunition</p><p>Enhancement: +1 attack rolls and damage rolls</p><p></p><p>Property: When you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 1d6 extra fire damage.</p><p></p><p>Buck Shot round</p><p>This bullet is loaded with dozens of little bullets.</p><p>Level: 3</p><p>Price: 30 gp</p><p>Blunderbuss Ammunition</p><p>Enhancement: +1 attack rolls and damage rolls</p><p></p><p>Property: When you make an attack with this ammunition you may make it at close blast 2 instead of ranged if you would like.</p><p></p><p>Seeker powers:</p><p></p><p><span style="font-size: 12px"><strong>Loaded with Bear</strong></span> Seeker Attack 1</p><p><em>You call apon the spirits of the bear to add power to your shot</em></p><p>_______________________</p><p><strong>At-Will ✦ Primal, weapon</strong></p><p><strong>Standard Action </strong></p><p><strong>Requirements:</strong> must use a firearm</p><p><strong>Target:</strong> 1 creature</p><p><strong>Attack:</strong> Wisdom vs. AC</p><p>_______________________</p><p><strong>Hit:</strong> 2[w] increase to 4[w] at 21st level</p><p><strong>Special:</strong> this can be used as a basic attack </p><p></p><p></p><p><span style="font-size: 12px"><strong>Argent Agony</strong></span> Seeker Attack 7</p><p><em>The spirits make any weapon you fire into just the right attack</em></p><p>_______________________</p><p><strong>Encounter ✦ Primal, weapon</strong></p><p><strong>Standard Action </strong></p><p><strong>Requirements:</strong> must use a firearm</p><p><strong>Target:</strong> 1 creature</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p>_______________________</p><p><strong>Hit:</strong> 1[w}+1d8+Wis mod. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal. </p><p></p><p></p><p><span style="font-size: 12px"><strong>Musketeer windage</strong></span> Seeker Utility 16</p><p><em>You correct your aim from a missed shot to insure your next hits</em></p><p>_______________________</p><p><strong>Encounter ✦ Primal</strong></p><p><strong>Free Action </strong></p><p><strong>Trigger:</strong> You miss with an attack</p><p><strong>Requirements:</strong> must use a firearm</p><p><strong>Target:</strong> self</p><p>_______________________</p><p><strong>Effect:</strong> You gain a +3 to hit against the same target until the end of your next turn. </p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 5390532, member: 67338"] well it depends on what I am going for on feel. In my 4e game based on urban arcana type setting (imagin the basic harry dresden world, but with some Angle, and some OWOD thrown in) PCs started with guns based on crossbows, and got 'magic' non magic guns that had bursts and blasts and such... In my short lived pirate game I tried the rules from here, but it fail (The game not those rules) right now I have my own world being built with musketeers in it, so I have the following house rules in it [sblock=my home brew]Feats: Deadly Firearms Prerequisite: 11th level Benefit: all firearms work as a high crit weapon. Firearms Expertise Benefit: You gain a +1 to hit with all firearms, this increase to +2 at 11th level, and +3 at 21st level. Special: You do not provoke opp attacks from the target of any of your ranged attacks with guns Hurried Reload Prerequisite: Dexterity 13, proficiency with a firearm. Benefit: Once per encounter you can reload a flintlock as a move action instead of a standard action. Special: at 11th level increase this to twice per encounter, and at 21st level increase to three times per encounter Maverick Prerequisite: Proficiency with a firearm, sneak attack class feature. Benefit: You may choose to apply your sneak attack damage to successful attacks made with firearm weapons Mystic gunslinger Prerequisite: Mystic shots, Immortal Origin, and warlock curse feature. Benefit: You can apply your warlocks curse to any target you have hit with a basic attack with a pistol as a minor action. Mystic Shots Prerequisite: Immortal Origin Benefit: You may treat a pistol as a rod for the purpose of casting. Two Gun Kid Prerequisite: 11th level Proficient with pistols Benefit: When you wield two pistols of the same type you may reload them both as part of the same action. Weapons: Flint lock pistol Simple Weapon One handed 15 gp +2 prof range 10/20 2d6 brutal 1 load standard A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. Flint Lock Musket Military Weapon Two Handed 20 gp +2 prof range 20/40 2d8 brutal 1 load standard A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. Blunderbuss Military Weapon Two handed 25 gp +2 prof range 5/10 2d10 brutal 2 load standard A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. Pepper box pistol Military Weapon One handed 25 gp +2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though. Pepper box Musket Military Weapon Two handed 35 gp +2 prof 1d10 range 15/30 brutal 2 5 shots reload short rest A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though. Rifle Superior weapon two handed 35 gp +3 prof 3d4 range 20/40 brutal 1 reload minor A much more complex gun, the barrel opens and cartage and cap are placed in, then slammed shut. It takes a quick hand, and a trained eye to properly use this system, however it allows the rifling of the barrel to make it much more accurate at range. Alchemy: Cartages and caps are both made from an alchemy formula for dark powder… it costs Cartridge and Caps Ammo for firearms Level: 1 Price: 20 gp Alchemical Item This produces 20 shots Enchantments: Rifle of Accuracy Level 2+ Common This weapon contains special counterweights to help keep it steady while aiming. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Weapon: Any musket or rifle. Enhancement: Attack and damage rolls. Critical: +1d8 damage per plus Property: You gain a +1 bonus to attack rolls against targets that are 10 squares away or further. Gatling gun Level 7+ This weapon contains special counterweights to help keep it steady while aiming. Lvl 7 +2 2,600 Lvl 12 +3 13,000 gp gp Lvl 17 +4 65,000 gp Lvl 22 +5 325,000 gp Lvl 27 +6 1,625,000 gp Weapon: Any firearm Enhancement: Attack and damage rolls. Critical: +1d6 damage per plus, and a free basic attack Property: You never need to reload this firearm At will: (standard action)Make a basic attack against all targets within a burst 1 within 10. Encounter (standard action) make 1d4 basic attacks against 1 target Daily (Free action) add 2[w] to an at will damage roll Quick draw holsters Level 7+ uncommon This leather pistol holder fits on a belt, and make you fast…and deadly with a pistol. Lvl 7 2,600 gp Lvl 17 65,000 gp Lvl 27 1,625,000 gp Wondrous Item Property: You gain a +2 bonus to Insight, and Intimidate. Lvl 17 +4 Lvl 27 +6 Property: You gain a +1 to initiative Lvl 17 +2 Lvl 27 +3 Property: when you free action drop a pistol, it will automatically return to the holster. Daily (No action), if you are surprised in a surprise round, you may draw your gun, and make a ranged basic attack with it at a -2 penalty to attack. Marksmen’s gloves This leather gloves fit the hands and help aim the shot Lvl 5 Lvl 15 Lvl 25 Hand slot Property: add 1d6 to all firearms damage rolls when you have combat advantage Lvl 15 make it 1d8 instead Lvl 25 make it 1d10 instead Daily: (Minor action) add +1 to all firearm attacks before the end of your next turn. Targeting scope Level 6 This enhancement rest on a firearm, and allows you a better shot at distance Lvl 6 Wondrous Item Encounter (minor action) reduce any penalties for range, cover or concealment by half. Targeting goggles Level 15 These lens fit over the eyes and help adjust for range and conditions when attacking with ranged attacks. Lvl 15 Head slot Property: Increase the range of all ranged attacks by 2 Encounter (Standard action) Choose one target within 15 sqs, until the end of the encounter when you make ranged attacks against the target you may roll 2d20 and take either result Encounter (Free action) if you choose to use the lower of the 2d20 you rolled against your chosen target you may use this free action to count that attack as a critical hit. Speed Loader Level 7 This mystical charm reloads pepper boxes at blinding speeds Lvl 7 2,600 gp Wondrous Item Daily: (Standard action) reload 1 pepper box as if you just took a short rest with it. Tracer round This green round trails a bright pennant, flagging its target. Level: 2 Price: 25 gp Firearm Ammunition Enhancement: +1 attack rolls and damage rolls Property: When you hit an enemy with an attack using this ammunition, each ally that can see that enemy gains a +1 item bonus to attack rolls against it until the end of your next turn. Incendiary round The fiery iron of this bullet seems to shimmer with heat. Level: 3 Price: 30 gp Firearm Ammunition Enhancement: +1 attack rolls and damage rolls Property: When you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 1d6 extra fire damage. Buck Shot round This bullet is loaded with dozens of little bullets. Level: 3 Price: 30 gp Blunderbuss Ammunition Enhancement: +1 attack rolls and damage rolls Property: When you make an attack with this ammunition you may make it at close blast 2 instead of ranged if you would like. Seeker powers: [size=3][b]Loaded with Bear[/b][/size] Seeker Attack 1 [i]You call apon the spirits of the bear to add power to your shot[/i] _______________________ [b]At-Will ✦ Primal, weapon[/b] [b]Standard Action [/b] [b]Requirements:[/b] must use a firearm [b]Target:[/b] 1 creature [b]Attack:[/b] Wisdom vs. AC _______________________ [b]Hit:[/b] 2[w] increase to 4[w] at 21st level [b]Special:[/b] this can be used as a basic attack [size=3][b]Argent Agony[/b][/size] Seeker Attack 7 [i]The spirits make any weapon you fire into just the right attack[/i] _______________________ [b]Encounter ✦ Primal, weapon[/b] [b]Standard Action [/b] [b]Requirements:[/b] must use a firearm [b]Target:[/b] 1 creature [b]Attack:[/b] Wisdom vs. Reflex _______________________ [b]Hit:[/b] 1[w}+1d8+Wis mod. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal. [size=3][b]Musketeer windage[/b][/size] Seeker Utility 16 [i]You correct your aim from a missed shot to insure your next hits[/i] _______________________ [b]Encounter ✦ Primal[/b] [b]Free Action [/b] [b]Trigger:[/b] You miss with an attack [b]Requirements:[/b] must use a firearm [b]Target:[/b] self _______________________ [b]Effect:[/b] You gain a +3 to hit against the same target until the end of your next turn. [/sblock] [/QUOTE]
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Rules for Firearms in 4e - what do you use?
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