Warmaster Horus
Explorer
I've been looking over the DMG's alternate firearms rules and am considering some alterate-alternate rules to improve them. What do you think?
* Burst Fire: per DMG but for every 5 the Dex save is missed by, increase one hit to a target. This goes to 4 hits for targets rolling a natural 1 or denied a Dex save. Only 10 possible hits allowed, allocated nearest to furthest target. Targets get Advantage to their Dex Save when fired beyond Normal range. Only possible if there are more than 5 rounds or more left in a magazine. A burst of less than 10 rounds gives Advantage to target Dex saves. DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
* Concentrated Burst Fire: Aim a full 10-round burst at a single creature with a burst-fire capable weapon. Within Normal range, roll with Advantage on a ranged attack with 1 additional hit per every 2 roll result above AC. Past normal range, roll without Advantage with 1 additional hit per every 3 roll result above AC. Only a maximum of the burst total can be scored (normally 10 rnds) on the target. Only possible if there are more than 3 rounds or more left in a magazine. Firing a burst less than 10 rounds within Normal range removes Advantage and imposes Disadvantage past Normal range. Concentrated Burst Fire DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
* Double Tap: To simulate rapid fire from a semi-automatic weapon vs a single creature. When within Normal range use a ranged attack vs a creature. Only if the first round hits do you then roll a second die vs the same AC to place a second round on target. Both attacks are done at Disadvantage past Normal Range. Only possible if there are 2 rounds or more left in the magazine of a semi-auto weapon. Two rounds are fired regardless of the result of the first round. Double Tap DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
* Burst Fire: per DMG but for every 5 the Dex save is missed by, increase one hit to a target. This goes to 4 hits for targets rolling a natural 1 or denied a Dex save. Only 10 possible hits allowed, allocated nearest to furthest target. Targets get Advantage to their Dex Save when fired beyond Normal range. Only possible if there are more than 5 rounds or more left in a magazine. A burst of less than 10 rounds gives Advantage to target Dex saves. DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
(Example: Sgt Stone fires his M-4 carbine on burst at a grouping of 4 orcs - each gets a DC 15 Dex save: 1 makes it, one fails by 2, one fails by 7 and one fails with a natural 1. One round (2d8) hits the one failing by 2, 2 hits (4d8) the one failing by 7 and the last one takes 4 hits (8d8), for a total of 7 hits out of 10 fired.)
* Concentrated Burst Fire: Aim a full 10-round burst at a single creature with a burst-fire capable weapon. Within Normal range, roll with Advantage on a ranged attack with 1 additional hit per every 2 roll result above AC. Past normal range, roll without Advantage with 1 additional hit per every 3 roll result above AC. Only a maximum of the burst total can be scored (normally 10 rnds) on the target. Only possible if there are more than 3 rounds or more left in a magazine. Firing a burst less than 10 rounds within Normal range removes Advantage and imposes Disadvantage past Normal range. Concentrated Burst Fire DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
(Example: Sgt Stone concentrates a burst from his M-4 carbine on a troll with his first attack, rolling a 18 with Advantage. This results in an extra round hitting (3 over, vs AC 15), for a total of 4d8 damage. On his second burst he gets a natural 20, for a total of 27 to hit. This results in 7 hits (12 over, vs AC 15) for a total of 14d8 in critical damage.)
* Double Tap: To simulate rapid fire from a semi-automatic weapon vs a single creature. When within Normal range use a ranged attack vs a creature. Only if the first round hits do you then roll a second die vs the same AC to place a second round on target. Both attacks are done at Disadvantage past Normal Range. Only possible if there are 2 rounds or more left in the magazine of a semi-auto weapon. Two rounds are fired regardless of the result of the first round. Double Tap DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
(Example: Sgt Stone has transitioned to his M-9 pistol vs a troglodyte who is charging him. Determined to stop the beast he fires a Double Tap at it from Normal Range. Using his first attack he rolls a 14, striking with his first round, then rolls again for the second round, scoring an 18. Both rounds have hit, doing a total of 4d6 damage. Using his second attack he tries again but only rolls a 7 for his first round. Since that missed, the second round automatically misses.)