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<blockquote data-quote="Grimgrin" data-source="post: 4546711" data-attributes="member: 78830"><p>Every good steampunk character needs anachronistic weapon or gadget, so I will start this thread with a list of steampunk equipment.</p><p> </p><p><strong><span style="font-family: 'OzHandicraft BT'"><span style="font-size: 18px"><span style="color: white">Simple Weapons </span></span></span></strong></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>One-Handed Weapon</strong></span></span></span></p><p>Pistol Prof: <span style="font-family: 'Times New Roman'"><span style="color: white">+2, Damage: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1d6, Range: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">10/20, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">40gp, Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">3lb/1.4kg, Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Firearm, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Armor Piercing, High Crit, Load Move, Jams 1 </span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Simple Ranged Two-Handed Weapons</strong></span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Musket Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">+2, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1d8, Rng: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">20/40, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">60gp. Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">5lb/2.3kg </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Group: Firearm, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Armor Piercing, High Crit, Load Standard, Jams 1</span></span></p><p> </p><p> </p><p><strong><span style="font-family: 'OzHandicraft BT'"><span style="font-size: 18px"><span style="color: white">Martial Weapons </span></span></span></strong></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Crew Serviced Cannons</strong> </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Hand Cannon (4lb Ball), Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">+3, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1d12, Rng: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">40/80, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">150gp, </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Wt. 31 lb/15 kg, Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Artillery, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Light Cannon (8lb Ball) Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">+3, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">4d6, Rng: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">75/ </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">150, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">600gp, Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">3,000lb/</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1,350kg, Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Artillery, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Medium Cannon </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">(12lb Ball), Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">+3, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">4d10, Rng:</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">110/</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">220, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1000gp, Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">4,800lb/</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">2,200kg, Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Artillery, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Heavy Cannon </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">(16lb Ball), Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">+3, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">4d12, Rng: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">130/</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">260, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1800gp, Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">6,700lb/</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">3,000kg, Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Artillery, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Siege Cannon* </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">( 32lb Ball), Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">+3, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">4d20, Rng: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">180/</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">360, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">5000gp, Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">10,000lb/</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">4,500kg, Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Artillery, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Armor Piercing, Inaccurate, Load 4 Standard, Requires Cooling </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">* Siege Cannons are too heavy for most conveyances and are essentially limited to fixed defenses.</span></span></p><p> </p><p><strong><span style="font-family: 'OzHandicraft BT'"><span style="font-size: 18px"><span style="color: white">Superior Weapons</span></span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Two-Handed Superior Ranged Weapons</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Junk Cannon Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">NA*, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1d4*, Rng: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">20/40, Cost: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">60gp, Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">10lbs + 20lb Air Tank (20 shots), Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Artillery, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Load Standard, Explodes 1** </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-family: 'Times New Roman'"><span style="color: white">* Junk cannon generally fire improvised weapons, but any two pound or less thrown weapon will be boosted to the cannon’s range.</span></span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-family: 'Times New Roman'"><span style="color: white">** Explodes on an attack roll of 1 and the ranged attack automatically hits the shooter rather than the target. </span></span></span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: white"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"></span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Flame Gun, Prof: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">NA, Dam: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">1d8 +INT Modifier, Rng: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Close Blast 3, Cost: 3</span></span><span style="font-family: 'Times New Roman'"><span style="color: white">80gp, Fill w/Oil: 150gp; Wt: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">5lb+ 45lb Four Gallon Whale Oil Tank (5 shots), Group: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Flame Gun, Properties: </span></span><span style="font-family: 'Times New Roman'"><span style="color: white">Blast Weapon: Intelligence vs. Reflex attack roll, Jams 2</span></span></p><p> </p><p><strong><span style="font-size: 12px"><span style="color: white"><span style="font-family: 'OzHandicraft BT'">Weapon Groups</span><span style="font-family: 'Times New Roman'">:</span></span></span></strong></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Artillery</strong>: Black powder artillery is muzzle loaded and ignited by a burning fuse. A basic attack with an Artillery Weapon always uses Intelligence for attack and damage modifier. Loading a cannon requires a powder charge of equal weight to the cannon ball fired. </span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Flame Gun: </strong>A flame gun is a long hollow pipe of metal with a small pilot light at one end and a pressurized hose at the other end. Whale Oil is spewed through the hose and ignited. All in the blast zone of the Flame Gun may suffer severe burns. The Flame Gun is flickle and on a natural attack roll of one or two either the hose jams or the pilot light goes out requiring 1d4 standard actions to restore function. Flame Guns utilize INT modifier rather than STR or DEX on attack and damage rolls.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Firearms: </strong>In this steam punk campaign the characters wield flintlock firearms. A basic attack with a firearm always uses Dexterity for an attack and damage modifier. Firearms also count as Crossbows for the prerequisites, requirements, and effects of feats and all powers that have an area of effect other than “Blast”. A flintlock misfires or jams on an attack roll of "1". It takes 1d4 standard actions to clear a jam. Heavy rain or dunking in water increases misfire chance to 1, 2, and 3.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="color: white"><strong><span style="font-family: 'OzHandicraft BT'">Weapon Properties</span></strong><span style="font-family: 'Times New Roman'">:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">These new weapon properties apply to the black powder weapons listed above.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Armor Piercing</strong>: Any weapon with this property can reduce an armor bonus by 1 or reduce the AC of an armored monster by 1.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Inaccurate</strong>: Inaccurate weapons take a -2 penalty to all attack rolls. </span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Jams: </strong>The weapon jams on the indicated attack roll die number and takes 1d4 standard actions to clear.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Load: </strong>Flintlock pistols take a move action to reload and muskets require a standard action to reload. Cannons usually require a crew to reload them. Each crew member can expend a standard action in order to be able to fire the weapon once per round.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Requires Cooling</strong>: If you fire two times within two consecutive rounds with this weapon, you must roll a saving throw after the second shot. If you fail, the weapon cannot fire again for the duration of the encounter since the cannon barrel has warped due to over heating. When a volley of weapons with this property is fired, make one saving throw for all.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="color: white"><strong><span style="font-family: 'OzHandicraft BT'">Weapon Modifications</span></strong><span style="font-family: 'Times New Roman'">:</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Double Barrel</strong>: Any flintlock firearm can be modified to possess an extra barrel and trigger. Each barrel must be reloaded separately. This modification doubles the cost of the firearm and increases the weight of the weapon by 50%.</span></span></span></p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Cannonball Variations</strong>: Artillery is classified by the size and type of ammunition. All firearms and cannons used it this campaign are smoothbore. Smoothbore cannons fire spherical ammunition which comes in five different types.</span></span></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Solid Shot</em>: This is a simply a heavy sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp per 4 pounds</span></span></span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Shells</em>: This is a hollowed out iron sphere filled with a bursting charge of black powder. Instead of striking a single target, the shell detonates in a burst. The shooter makes a single attack roll against all targets within the burst. The radius of the burst varies according to the size of the cannonball but the damage it inflicts is halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost: 15gp per 4 pounds</span></span></span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Case Shot</em>: This is a wooden shell filled with loose lead or iron balls in a layer of sulfur and coal tar. Case shot is intended to explode in the air and thus uses time fuses. The metal balls become shrapnel greatly increasing the kill radius. Properly timing the fuse requires an INT attribute check with a DC equal to one tenth the range the shell travels before it is supposed to explode. Poorly timed fuses explode to early or not at all generating an automatic miss. A case shot has the same radius as a shell but inflicts normal cannon damage to all its victims. Cost: 50gp per 4lbs.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Chain Shot</em>: This is two halves of the same sphere chained together. It is generally used to foul rigging and ship masts. The chain shot affects the target and one adjacent target at the same time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds</span></span></span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Grape Shot</em>: This is a mass of heavy metal balls in a cloth bag. Unlike the ammunition above this is a close blast weapon normally used against enemy infantry. Only one attack roll is made and applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs blast 6. Cost: 50gp per 4 pounds.</span></span></span></li> </ul><p><span style="font-size: 12px"><span style="color: white"><strong><span style="font-family: 'OzHandicraft BT'">Flintlock Accessories:</span></strong></span></span></p><p><span style="font-size: 12px"><span style="color: white"><span style="font-family: 'Times New Roman'"><em>Bayonet</em>: As a minor action, the musket holder can attach or remove a long, thin blade to the end of his musket. A bayonet turns a musket into the equivalent of a “spear” simple melee weapon. While a bayonet is attached the musket has a -1 ranged attack roll penalty. W: 2lb. Cost: 5gp.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Bullet Bandoleer</em>: Bullets are specific for each flintlock since every gun is hand made and regionally specific. W: 1lb, Cost: 20 bullets for 1gp.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Powder Horn</em>: Enough loose powder for 12 shots with any flintlock firearm or one shot with any hand cannon. The need to carefully pour the proper amount of loose powder into a firearm’s muzzle doubles the reload time. W: 5lbs filled, Cost: 24gp (2gp per shot)</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Cartridge Box</em>: Wooden box with 20 pre-measured paper cartridges of black powder for a specific firearm. They are quicker to use than loose powder. W: 6lbs, Cost: 60gp (3gp per shot)</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Swine Feather</em>: This forked metal rod can be used to support a long barreled musket. It requires relatively soft ground to set up and takes a standard action to properly plant which provokes an opportunity attack. Thereafter, it grants a +1 Equipment Bonus to range attacks while firing from a stationary position and using a two handed firearm. Weight: 2lbs, Cost: 2gp</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Glass Optical Scope</em>: Grants a +1 ranged attack bonus for the firearm if the shooter expends a move action before firing. Weight: 1lb., Cost: 100gp</span></span></span></p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4546711, member: 78830"] Every good steampunk character needs anachronistic weapon or gadget, so I will start this thread with a list of steampunk equipment. [B][FONT=OzHandicraft BT][SIZE=5][COLOR=white]Simple Weapons [/COLOR][/SIZE][/FONT][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][B]One-Handed Weapon[/B][/COLOR][/FONT][/SIZE] Pistol Prof: [FONT=Times New Roman][COLOR=white]+2, Damage: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1d6, Range: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]10/20, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]40gp, Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]3lb/1.4kg, Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Firearm, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Armor Piercing, High Crit, Load Move, Jams 1 [/COLOR][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Simple Ranged Two-Handed Weapons[/B][/COLOR][/FONT][/SIZE] [FONT=Times New Roman][COLOR=white]Musket Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]+2, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1d8, Rng: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]20/40, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]60gp. Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]5lb/2.3kg [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]Group: Firearm, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Armor Piercing, High Crit, Load Standard, Jams 1[/COLOR][/FONT] [B][FONT=OzHandicraft BT][SIZE=5][COLOR=white]Martial Weapons [/COLOR][/SIZE][/FONT][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Crew Serviced Cannons[/B] [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][COLOR=white]Hand Cannon (4lb Ball), Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]+3, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1d12, Rng: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]40/80, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]150gp, [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Wt. 31 lb/15 kg, Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Artillery, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]Light Cannon (8lb Ball) Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]+3, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]4d6, Rng: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]75/ [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]150, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]600gp, Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]3,000lb/[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1,350kg, Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Artillery, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]Medium Cannon [/COLOR][/FONT][FONT=Times New Roman][COLOR=white](12lb Ball), Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]+3, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]4d10, Rng:[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]110/[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]220, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1000gp, Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]4,800lb/[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]2,200kg, Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Artillery, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]Heavy Cannon [/COLOR][/FONT][FONT=Times New Roman][COLOR=white](16lb Ball), Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]+3, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]4d12, Rng: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]130/[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]260, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1800gp, Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]6,700lb/[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]3,000kg, Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Artillery, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]Siege Cannon* [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]( 32lb Ball), Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]+3, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]4d20, Rng: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]180/[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]360, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]5000gp, Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]10,000lb/[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]4,500kg, Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Artillery, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Armor Piercing, Inaccurate, Load 4 Standard, Requires Cooling [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]* Siege Cannons are too heavy for most conveyances and are essentially limited to fixed defenses.[/COLOR][/FONT] [B][FONT=OzHandicraft BT][SIZE=5][COLOR=white]Superior Weapons[/COLOR][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3][COLOR=white]Two-Handed Superior Ranged Weapons[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]Junk Cannon Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]NA*, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1d4*, Rng: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]20/40, Cost: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]60gp, Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]10lbs + 20lb Air Tank (20 shots), Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Artillery, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Load Standard, Explodes 1** [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][FONT=Times New Roman][COLOR=white]* Junk cannon generally fire improvised weapons, but any two pound or less thrown weapon will be boosted to the cannon’s range.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]** Explodes on an attack roll of 1 and the ranged attack automatically hits the shooter rather than the target. [/COLOR][/FONT] [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Flame Gun, Prof: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]NA, Dam: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]1d8 +INT Modifier, Rng: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Close Blast 3, Cost: 3[/COLOR][/FONT][FONT=Times New Roman][COLOR=white]80gp, Fill w/Oil: 150gp; Wt: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]5lb+ 45lb Four Gallon Whale Oil Tank (5 shots), Group: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Flame Gun, Properties: [/COLOR][/FONT][FONT=Times New Roman][COLOR=white]Blast Weapon: Intelligence vs. Reflex attack roll, Jams 2[/COLOR][/FONT] [B][SIZE=3][COLOR=white][FONT=OzHandicraft BT]Weapon Groups[/FONT][FONT=Times New Roman]:[/FONT][/COLOR][/SIZE][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Artillery[/B]: Black powder artillery is muzzle loaded and ignited by a burning fuse. A basic attack with an Artillery Weapon always uses Intelligence for attack and damage modifier. Loading a cannon requires a powder charge of equal weight to the cannon ball fired. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Flame Gun: [/B]A flame gun is a long hollow pipe of metal with a small pilot light at one end and a pressurized hose at the other end. Whale Oil is spewed through the hose and ignited. All in the blast zone of the Flame Gun may suffer severe burns. The Flame Gun is flickle and on a natural attack roll of one or two either the hose jams or the pilot light goes out requiring 1d4 standard actions to restore function. Flame Guns utilize INT modifier rather than STR or DEX on attack and damage rolls.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Firearms: [/B]In this steam punk campaign the characters wield flintlock firearms. A basic attack with a firearm always uses Dexterity for an attack and damage modifier. Firearms also count as Crossbows for the prerequisites, requirements, and effects of feats and all powers that have an area of effect other than “Blast”. A flintlock misfires or jams on an attack roll of "1". It takes 1d4 standard actions to clear a jam. Heavy rain or dunking in water increases misfire chance to 1, 2, and 3.[/COLOR][/FONT][/SIZE] [SIZE=3][COLOR=white][B][FONT=OzHandicraft BT]Weapon Properties[/FONT][/B][FONT=Times New Roman]:[/FONT][/COLOR][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]These new weapon properties apply to the black powder weapons listed above.[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Armor Piercing[/B]: Any weapon with this property can reduce an armor bonus by 1 or reduce the AC of an armored monster by 1.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Inaccurate[/B]: Inaccurate weapons take a -2 penalty to all attack rolls. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Jams: [/B]The weapon jams on the indicated attack roll die number and takes 1d4 standard actions to clear.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Load: [/B]Flintlock pistols take a move action to reload and muskets require a standard action to reload. Cannons usually require a crew to reload them. Each crew member can expend a standard action in order to be able to fire the weapon once per round.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Requires Cooling[/B]: If you fire two times within two consecutive rounds with this weapon, you must roll a saving throw after the second shot. If you fail, the weapon cannot fire again for the duration of the encounter since the cannon barrel has warped due to over heating. When a volley of weapons with this property is fired, make one saving throw for all.[/COLOR][/FONT][/SIZE] [SIZE=3][COLOR=white][B][FONT=OzHandicraft BT]Weapon Modifications[/FONT][/B][FONT=Times New Roman]:[/FONT][/COLOR][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Double Barrel[/B]: Any flintlock firearm can be modified to possess an extra barrel and trigger. Each barrel must be reloaded separately. This modification doubles the cost of the firearm and increases the weight of the weapon by 50%.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Cannonball Variations[/B]: Artillery is classified by the size and type of ammunition. All firearms and cannons used it this campaign are smoothbore. Smoothbore cannons fire spherical ammunition which comes in five different types.[/COLOR][/FONT][/SIZE] [LIST] [*][SIZE=3][FONT=Times New Roman][COLOR=white][I]Solid Shot[/I]: This is a simply a heavy sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp per 4 pounds[/COLOR][/FONT][/SIZE] [*][SIZE=3][FONT=Times New Roman][COLOR=white][I]Shells[/I]: This is a hollowed out iron sphere filled with a bursting charge of black powder. Instead of striking a single target, the shell detonates in a burst. The shooter makes a single attack roll against all targets within the burst. The radius of the burst varies according to the size of the cannonball but the damage it inflicts is halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost: 15gp per 4 pounds[/COLOR][/FONT][/SIZE] [*][SIZE=3][FONT=Times New Roman][COLOR=white][I]Case Shot[/I]: This is a wooden shell filled with loose lead or iron balls in a layer of sulfur and coal tar. Case shot is intended to explode in the air and thus uses time fuses. The metal balls become shrapnel greatly increasing the kill radius. Properly timing the fuse requires an INT attribute check with a DC equal to one tenth the range the shell travels before it is supposed to explode. Poorly timed fuses explode to early or not at all generating an automatic miss. A case shot has the same radius as a shell but inflicts normal cannon damage to all its victims. Cost: 50gp per 4lbs.[/COLOR][/FONT][/SIZE] [*][SIZE=3][FONT=Times New Roman][COLOR=white][I]Chain Shot[/I]: This is two halves of the same sphere chained together. It is generally used to foul rigging and ship masts. The chain shot affects the target and one adjacent target at the same time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds[/COLOR][/FONT][/SIZE] [*][SIZE=3][FONT=Times New Roman][COLOR=white][I]Grape Shot[/I]: This is a mass of heavy metal balls in a cloth bag. Unlike the ammunition above this is a close blast weapon normally used against enemy infantry. Only one attack roll is made and applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs blast 6. Cost: 50gp per 4 pounds.[/COLOR][/FONT][/SIZE] [/LIST][SIZE=3][COLOR=white][B][FONT=OzHandicraft BT]Flintlock Accessories:[/FONT][/B][/COLOR][/SIZE] [SIZE=3][COLOR=white][FONT=Times New Roman][I]Bayonet[/I]: As a minor action, the musket holder can attach or remove a long, thin blade to the end of his musket. A bayonet turns a musket into the equivalent of a “spear” simple melee weapon. While a bayonet is attached the musket has a -1 ranged attack roll penalty. W: 2lb. Cost: 5gp.[/FONT][/COLOR][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Bullet Bandoleer[/I]: Bullets are specific for each flintlock since every gun is hand made and regionally specific. W: 1lb, Cost: 20 bullets for 1gp.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Powder Horn[/I]: Enough loose powder for 12 shots with any flintlock firearm or one shot with any hand cannon. The need to carefully pour the proper amount of loose powder into a firearm’s muzzle doubles the reload time. W: 5lbs filled, Cost: 24gp (2gp per shot)[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Cartridge Box[/I]: Wooden box with 20 pre-measured paper cartridges of black powder for a specific firearm. They are quicker to use than loose powder. W: 6lbs, Cost: 60gp (3gp per shot)[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Swine Feather[/I]: This forked metal rod can be used to support a long barreled musket. It requires relatively soft ground to set up and takes a standard action to properly plant which provokes an opportunity attack. Thereafter, it grants a +1 Equipment Bonus to range attacks while firing from a stationary position and using a two handed firearm. Weight: 2lbs, Cost: 2gp[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Glass Optical Scope[/I]: Grants a +1 ranged attack bonus for the firearm if the shooter expends a move action before firing. Weight: 1lb., Cost: 100gp[/COLOR][/FONT][/SIZE] [/QUOTE]
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