Fragsie
Explorer
This is a repost of stuff that i've had up on the WotC forums for a while, and tbh i feel i took a lot of flak for them. I'm hoping that the somewhat friendlier atmosphere here at EnWorld will help me with balance and flavour without having to defend myself constantly
. I've only got ranged weapons so far, but I will get around to melee and armour some time in the near future.
I have looked through quite a few other post on firearms on the WotC forums, and i'm aware of the most common comments and arguments that people make about how to present firearms. So i thought i would say in my first post that while i agree that simply changing the name of existing weapons and using the RAW is a simple way of introducing firearms to a renaissance or fantasy setting, the following weapons are for a setting that has some quite advanced technology, and therefore, a lot of options as far as firearms are concerned.
This is all a work in progress so constructive criticism is definately welcome
I will be adding more weapon categories as i go, so check back often 
New Weapon Groups
Machinegun: A machine gun is a fully automatic mounted or portable firearm, usually designed to fire ammunition in quick succession from an ammunition belt or large-capacity magazine, typically at a rate of several hundred rounds per minute.
Pistol: A weapon that fires a projectile from one or more barrels when held in one hand; typically made of metal or high density ceramics.
Rifle: A firearm designed to be used with two hands and fired from the shoulder to help reduce the effects of recoil. A rifle typically has a long barrel that gives the weapon its long range. Traditionally the term ‘rifle’ referred solely to weapons that had spiral grooves cut into the inside of the barrel, which would give its projectiles spin; further increasing range and accuracy, but the term has been broadened to include energy weapons that have a similar design and function.
Shotgun: is a firearm that is usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.
Sniper Rifle: In military and law enforcement terminology, a sniper rifle is a rifle used to ensure accurate placement of bullets at longer ranges than small arms, These weapons recieve a -2 penalty to attacks at half their short range value. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and chambered for a military centerfire cartridge. A sniper rifle can only ever fire one round of ammunition per round.
New Weapon Properties
Blast: Automatic firearms and shotguns are capable of scatter shots that can quickly fill an area with a hail of bullets. You can use the Autofire Blast power twice per encounter.
[sblock=Autofire Blast]
Autofire Blast
You plant your feet firmly and let loose a hail of bullets that tear through everyone stupid enough to get in your way.
_______________________
Encounter (special) * Weapon
Standard Action Blast [w]
Target: Each creature in blast
Attack: Dexterity - 2 vs. AC
_______________________
Hit: 1[w] damage.
Special: You can use this power twice per encounter, but only once per round.
Using this power depletes the weapons magazine completely.[/sblock]
Charge: Most high-powered energy weapons make use of a small zero-point generator to provide them with the power to function. While this means that these weapons do not ever need to be reloaded; once fired they take time to build up enough charge to be used again. This property indicates how many rounds that the weapon is inactive before it is ready to be used again.
Chem: These highly specialised weapons are designed with the sole purpose of delivering chemical agents directly into the target over long distances. The damage chemical weapons can deal tends to be minimal, and the weapon is virtually silent when fired, but each magazine can quickly and safely be loaded with a poison, drug or any other liquid.
Heavy Hitter (HH): These projectile weapons sacrifice accuracy and ease of use, to increase damage output or range beyond that which is expected for weapons of their size. These firearms are often unweildy and have a high amount of recoil. A ranged basic attack with a heavy hitting weapon uses your Strength instead of yur Dexterity for the attack and damage rolls.
Mag: Most firearms can hold more than one piece of ammunition at a time; this weapon property tells you how many shots can be fired from the weapon before it needs to be reloaded.
Stun: Non-lethal weapons are used by security forces throughout the galaxy; species with a high level of technology often develop stun weapons. These weapons are often designed to inflict minimal physical damage but can efficiently incapacitate a foe; a successful hit with a stun weapon inflicts the Dazed condition until the end of the targets next turn. If the target already has the dazed condition it becomes stunned instead.
SIMPLE RANGED WEAPONS
One Handed
Two Handed
MILITARY RANGED WEAPONS
One Handed
Two Handed
SUPERIOR RANGED WEAPONS
Two Handed

I have looked through quite a few other post on firearms on the WotC forums, and i'm aware of the most common comments and arguments that people make about how to present firearms. So i thought i would say in my first post that while i agree that simply changing the name of existing weapons and using the RAW is a simple way of introducing firearms to a renaissance or fantasy setting, the following weapons are for a setting that has some quite advanced technology, and therefore, a lot of options as far as firearms are concerned.
This is all a work in progress so constructive criticism is definately welcome


New Weapon Groups
Machinegun: A machine gun is a fully automatic mounted or portable firearm, usually designed to fire ammunition in quick succession from an ammunition belt or large-capacity magazine, typically at a rate of several hundred rounds per minute.
Pistol: A weapon that fires a projectile from one or more barrels when held in one hand; typically made of metal or high density ceramics.
Rifle: A firearm designed to be used with two hands and fired from the shoulder to help reduce the effects of recoil. A rifle typically has a long barrel that gives the weapon its long range. Traditionally the term ‘rifle’ referred solely to weapons that had spiral grooves cut into the inside of the barrel, which would give its projectiles spin; further increasing range and accuracy, but the term has been broadened to include energy weapons that have a similar design and function.
Shotgun: is a firearm that is usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.
Sniper Rifle: In military and law enforcement terminology, a sniper rifle is a rifle used to ensure accurate placement of bullets at longer ranges than small arms, These weapons recieve a -2 penalty to attacks at half their short range value. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and chambered for a military centerfire cartridge. A sniper rifle can only ever fire one round of ammunition per round.
New Weapon Properties
Blast: Automatic firearms and shotguns are capable of scatter shots that can quickly fill an area with a hail of bullets. You can use the Autofire Blast power twice per encounter.
[sblock=Autofire Blast]
Autofire Blast
You plant your feet firmly and let loose a hail of bullets that tear through everyone stupid enough to get in your way.
_______________________
Encounter (special) * Weapon
Standard Action Blast [w]
Target: Each creature in blast
Attack: Dexterity - 2 vs. AC
_______________________
Hit: 1[w] damage.
Special: You can use this power twice per encounter, but only once per round.
Using this power depletes the weapons magazine completely.[/sblock]
Charge: Most high-powered energy weapons make use of a small zero-point generator to provide them with the power to function. While this means that these weapons do not ever need to be reloaded; once fired they take time to build up enough charge to be used again. This property indicates how many rounds that the weapon is inactive before it is ready to be used again.
Chem: These highly specialised weapons are designed with the sole purpose of delivering chemical agents directly into the target over long distances. The damage chemical weapons can deal tends to be minimal, and the weapon is virtually silent when fired, but each magazine can quickly and safely be loaded with a poison, drug or any other liquid.
Heavy Hitter (HH): These projectile weapons sacrifice accuracy and ease of use, to increase damage output or range beyond that which is expected for weapons of their size. These firearms are often unweildy and have a high amount of recoil. A ranged basic attack with a heavy hitting weapon uses your Strength instead of yur Dexterity for the attack and damage rolls.
Mag: Most firearms can hold more than one piece of ammunition at a time; this weapon property tells you how many shots can be fired from the weapon before it needs to be reloaded.
Stun: Non-lethal weapons are used by security forces throughout the galaxy; species with a high level of technology often develop stun weapons. These weapons are often designed to inflict minimal physical damage but can efficiently incapacitate a foe; a successful hit with a stun weapon inflicts the Dazed condition until the end of the targets next turn. If the target already has the dazed condition it becomes stunned instead.
SIMPLE RANGED WEAPONS
One Handed
Code:
[B]Weapon Prof. Damage Range Price Weight Group Properties[/B]
Laser pistol +3 1d8 10/20 65 c 3 lb. Pistol Load free
Point laser +2 1d10 5/10 60 c 2 lb. Pistol Charge 2, off-hand
Revolver +2 1d6 15/30 25 c 3 lb Pistol Load standard, high crit, brutal1, mag6
Semi-auto pistol, heavy +3 1d6 15/30 55 c 4 lb. Pistol Load minor, high crit, mag 12
Semi-auto pistol, light +3 1d6 10/20 35 c 2 lb. Pistol Load minor, off-hand, mag 6
Stungun +2 1d4 10/20 100 c 2 lb. Pistol Charge 1, Stun
Code:
[B]Weapon Prof. Damage Range Price Weight Group Properties[/B]
Combat rifle +3 1d8 20/40 65 c 6 lb Rifle Load minor, mag 12, high crit
Pulse laser +3 1d10 10/20 80 c 4 lb Rifle Load free, mag 12
Shotgun, auto +2 1d8 10/20 75 c 6 lb. Shotgun Load standard, HH, blast 4, mag 24
Shotgun, slugger +2 1d10 15/30 55 c 6 lb Shotgun Load minor, HH, brutal 2, mag 6
Shotgun, pump +2 1d6 10/20 50 c 6 lb Shotgun Load standard, HH, blast 3, mag 12
One Handed
Code:
[B]Weapon Prof. Damage Range Price Weight Group Properties[/B]
Auto pistol +3 1d8 15/30 60 c 4 lb Pistol Load minor, high crit, blast 2, mag 12
Plasma pistol +2 1d10 10/20 90 c 3 lb. Pistol Charge 1, off-hand, brutal 3
Rail Pistol +3 1d6 40 60 c 2 lb. Pistol Load minor, HH, high-crit, mag 6
SMG +2 1d8 15/30 80 c 5 lb. Machinegun Load minor, brutal 2, blast 4, mag 24
Code:
[B]Weapon Prof. Damage Range Price Weight Group Properties[/B]
Assault rifle +3 1d10 20/40 80 c 8 lb. Rifle, machinegun Load minor, high crit, blast 4, mag 24
Beam laser +3 1d12 15/30 100 c 5 lb. Rifle Load minor, blast 3, mag 12
Concussion gun+2 1d4 10/20 200 c 5 lb. Rifle Charge 1, Stun, blast 3
Mini-gun +2 1d10 25/50 110 c 10 lb. Machinegun Load standard, brutal 2, blast 5, mag 48
Plasma rifle +2 2d6 15/30 140 c 6 lb. Rifle Charge 2, brutal 3, blast 2
Rail gun +3 1d8 60 90 c 6 lb. Shotgun Load minor, HH, high crit, mag 12
Two Handed
Code:
[B]Weapon Prof. Damage Range Price Weight Group Properties[/B]
Gauss repeater +3 1d10 80 200 c 12 lb. Machinegun Load standard, HH, high crit, blast 5, mag 48
High velocity bow +2 1d12 20/40 80 c 4 lb. Bow Load free
Needle gun +2 1d4 35/50 100 c 5 lb. Rifle Load minor, Stun, Chem, mag 6
Sniper rifle +3 1d12 80/160* 300 c 10 lb. Sniper, Rifle Load minor, high crit, brutal 3
[B][SIZE=1]* See item description[/SIZE][/B]
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