Cannons and Handguns [Archive] - Wizards Community

Post/Author/DateTimePost
Chlodphurf

09-06-04, 02:38 AM
A few things I was toying around with:

Dwarf Handgun
The recent discovery of black powder has led the Dwarves to invent a new device of destruction known as the Dwarf Handgun. By pouring the powder down a long steel shaft and igniting it, a small lead ball can be shot out at a very high speed, ripping through all but the hardest surfaces. But such power comes at a price, for black powder is a very volatile and unpredictable substance, and can explode and injure the user, or jam at the most inopportune times. The statistics for a Dwarf Handgun are as follows:

Exotic Cost Dmg (S) Dmg (M) Critical Range Type
Handgun 100 gp 2d4 2d6 x3 50 ft. Piercing

Being as unstable and unpredictable as black powder is, one mistake, and something can go terribly wrong. If ever a player wielding a Handgun rolls a critical miss, they roll a d6 and consult the chart below:

1: The black powder ignites inside the barrel, causing the gun to explode! The wielder takes 2d6 damage, and the Handgun is destroyed.
2-3: The powder fails to ignite, and cannot shoot for 1d6+2 rounds.
4-6: The gun jams and cannot fire this round or the next.

Also, if ever someone wielding a Dwarf Handgun rolls a critical hit, they must succeed a Fortitude save of 20 or be knocked off their feet. They become prone, and must spend a full-round action getting up next round.

Note: The Rapid Reload feat does not apply to Dwarf Handguns. They always require a full-round action to reload due to the precision and accuracy needed to properly load the device. A 5-foot step is still allowed. Lastly, they cannot be carried loaded, for the powder is only useful for a short time after it has been in the barrel, thus requiring loading before each use.

Statistics for items relating to the Dwarf Handgun are found below:

Item Cost Weight
Powder Horn 25 gp 2 lb.
Bag of bullets (25) 50 gp 2 lb.
Black Powder (1 bag) 50 gp ½ lb.
Loading Rod 25 gp 3 lb.

Cannon
The Dwarves have found more than one use for black powder. Along with Handguns, they have invented a similar device, but substantially larger, which they have deemed a cannon. It is loaded in much the same way as a Handgun, with loading of gun powder, igniting the fuse, etc. Except in the cannon’s case, it blasts a 20 lb. iron ball which can mow down many troops and does a horrifying amount of damage. One cannon blast can fell even a mighty Troll in one shot. The Dwarves have indeed created a mighty weapon.

Exotic Cost Dmg Critical Range Weight Type
Cannon 1,000 gp 10d6 Special Special 500 lb. Bludgeoning

The cannon requires a specially trained artillery crew for proper loading and firing procedures. It takes 3 full-round actions to load a cannon, and the loss of a crewman can hinder this loading time greatly. To properly load the cannon, one must succeed a Profession (Artilleryman) check of 20, or risk the cannon destroying itself or firing in a random direction. If the check fails by 1-5, nothing happens. If it is failed by 6-10, it fires in a random direction determined by a d8 (see page 158 of the Player’s Handbook). If failed by 11+, the cannon has misfired and may destroy itself. Consult the following table (note: a critical miss always makes a result of 1 on the table):

1: The powder inside the cannon ignites prematurely, destroying the cannon and dealing 10d6 damage to all within a 5 foot radius.
2-3: The cannon may not shoot for 2d6 rounds.
4-6: The cannon may not shoot for 1d4 rounds.

The cannon requires a base of three crewman to run properly. Every crewman that is lost past the third infers a -2 penalty to the Profession check to properly load the cannon. Crew must be within 5 feet of the cannon to aid in it’s loading. If one crew has a better Profession (Artilleryman) score than another, then use the highest score. Though before firing, a d% must be rolled, for there is a 5% chance that one of the lesser crewman has done something wrong. If this fails, then the Profession check is taken at the score of the lowest artillery score.

Firing the Cannon:
If the cannon has been loaded for the past 3 turns, then it can fire! It must declare its intended target, then make the required Profession (Artilleryman) check at DC 20. If this is successful, then the cannon has shot! It travels 2d10 x 10 feet. In addition, it rolls another 1d10 x 10 feet. Anyone under the path of the cannon requires a successful ranged touch attack to hit. If hit, the target(s) take 10d6 damage. Any critical hit requires a Fortitude save of 10+damage taken or otherwise instantly die, just as if taking massive damage.

Advice would be helpful. Planning to use in a world where Dwarves have just invented gun powder.
Fixxxer

09-06-04, 04:01 AM
Witht he handgun, I would add a stipulation that states that the weapon may be loaded as a standard action, if the wielder doesn't take the time to properly plunge and seat the poweder and ball. Loading in this way has a cumulative 25% chance of causing and explosion during the loading process, which injurs the loader. Buffalo hunters used to "quick load" in this fashion, pouring the powder down the barrel without plunging it first and jamming the butt of the weapon against the ground instead of properly seating the ball. It worked, but it was dangerous.

I would also remove the part about not being able to carry the weapon loaded and simply install a cumulative percentage for a misfire based on how many hours the weapon has been loaded. 10% per hour seems like it would work nicely.
Chlodphurf

09-06-04, 05:09 PM
The quick load idea is nice, I might go with it.
garith

09-06-04, 05:31 PM
what's up Danny
Garith :schemes:
Pagan priest

09-06-04, 06:57 PM
I just want to ask, you are aware that your rules are highly unrealistic and unduly harsh when compared to real world fire arms? Even the very early firearms?

As a player, I'd look at this and not bother, ever.
Fixxxer

09-06-04, 07:37 PM
As a player, I'd look at this and not bother, ever.

That, of course, is your perogative. However, I don't really see too much that's horribly unrealistic, and even if I did, I don't remember Chlodphurf saying that he was trying to mimic real-world firearms.
Sensei Gith

09-06-04, 09:53 PM
I think it's a bit weak. I'd make it an MEA reload and drop the fumble stuff.
Chlodphurf

09-06-04, 09:55 PM
Yes, well, that's why it's a fantasy game. And these are supposed to represent the most primitive of black powder weapons, probably even less reliable then real-world primitive weapons. And I did test out the handgun the other day, and it worked quite nicely. So if you would never use it, fine, you're not in my game.
Mastermage

09-07-04, 01:45 PM
I don't get the idea of falling down on a critical hits. A critical hit (in my view) doesn't get shot harder, it just hits a vunlerable spot.

Also the missed crit d6 roll should be on a natural 1, not on a missed crit.
Chlodphurf

09-07-04, 02:46 PM
Yeah, I'll probably take that out. And the d6 roll is on a natural 1.
TMPikachu

09-07-04, 04:19 PM
Yeah, I'll probably take that out. And the d6 roll is on a natural 1.
instead of being knocked off their feet, maybe they get stunned? The bullet just jams itself into a bad (or good, if you're the shooter) spot with high impact.

not that I care, as it is a fantasy gun and it's pretty cool, but in real life, they physics of something knocking someone back would also need that much force knocking the shooter just as far back.

!!! even better! Have the gun always knock things back, while the shooter has to make a check to see if he's swept off his feet too. It would make it a pretty fun weapon that blows people away, while your dwarf also goes flying in the opposite direction
Iver Gearsham

09-07-04, 11:53 PM
Dwarfs get that nice stability bonus for resisting bull rushes and so on so they might not notice as much that the gun has a wicked kick.
Chlodphurf

09-08-04, 12:15 AM
Hahaha, stuff flying everywhere.
Lord Gwydion

09-08-04, 12:27 AM
You may want to reword the bit about the critical knockdown as well. I know what you intend (that the target has to roll the save), but as it's written now, it reads that the shooter has to save.
Chlodphurf

09-08-04, 12:30 AM
No, I meant the shooter Gwydion. The force of the shot can knock you down. But that's stupid so I'll fix it, though what you said about the target getting knocked down isn't a half bad idea.