| Post/Author/DateTime | Post |
|---|---|
| warforged5109202-19-08, 07:40 PM | I'm starting a new campaign soon and i was wondering if anyone has posted stats for cannons, bombs, grenades, zepplins, old guns, etc. In my campaign, magic was wiped out 75 years ago so they turned to steam power and gun powder. Thanks for the help :D . |
| VulcanStormwrath02-19-08, 07:44 PM | I'm not sure who the original creator is, but I found this on the boards a while back. Copied and emailed to myself. Gmail search rocks. Artillery Additional Rules The following rules should be used when adding artillery to your game: Skills Add Siegeworks and explosives to the list of Craft skills. Add Gunner to the list of Professions available. Add the following items to the craft table. Code: Item Craft Skill Craft DC Cannon Shot Siegeworks 18 Artillery (field) Siegeworks 22 Artillery (siege) Siegeworks 25 Fire Lance Siegeworks 25Trajectory Some artillery pieces have different trajectories that enable them to hit their foes. Cannons: Cannons of all kinds (see the different artillery pieces, below) suffer the standard penalties as other ranged weapons regarding cover. Cannon may make attacks against the covering surface as if it were a target. Cannon can, however, attempt to blast through this impediment by making attack rolls against the cover as if it were an enemy. Mortars and Fire Lances: Mortars and fire lances can shoot over solid cover protection, providing there is a way for the projectiles to descend from above. For instance, with the appropriate check (see the artillery firing rules, below), mortars and fire lances can shoot over a wall that provides cover in order to hit enemies on the other side with no penalty. Artillery Code: Item Damage Crit. Range Weight Type Crew Price Size Cannon Field Pieces 6-pounder 2d12 x2 80 ft. 400 lb. Bludgeoning 5 550 gp Large 9-pounder 3d12 x2 100 ft. 500 lb. Bludgeoning 5 800 gp Large 12-pounder 4d12 x2 120 ft. 800 lb. Bludgeoning 5 1,250 gp Large Siege Pieces 18-pounder 5d12 x2 150 ft. 1,000 lb. Bludgeoning 7 1,500 gp Large 32-pounder 8d12 x2 300 ft. 2,000 lb. Bludgeoning 7 2,500 gp Large 60-pounder 12d12 x2 500 ft. 4,000 lb. Bludgeoning 7 2,500 gp Large Mortars Field Pieces 6-pounder 2d12 x2 30 ft. 200 lb. Bludgeoning 5 250 gp Medium 9-pounder 3d12 x2 45 ft. 300 lb. Bludgeoning 5 500 gp Medium 12-pounder 4d12 x2 60 ft. 400 lb. Bludgeoning 5 850 gp Medium Siege Pieces 18-pounder 5d12 x2 90 ft. 700 lb. Bludgeoning 7 1,100 gp Medium 32-pounder 8d12 x2 125 ft. 1,200 lb. Bludgeoning 7 1,500 gp Medium 60-pounder 12d12 x2 250 ft. 2,000 lb. Bludgeoning 7 2,000 gp Medium Fire Lances COMING SOON Note: Ranges denote minimum range. Maximum range is 10x number shown.Artillery Ignition Descriptions Fuse: Fuse ignition cannons require an external source of fire applied to a specially prepared quick burning match wick inserted into the vent to use one of these guns. Fuse-ignition cannon take a -4 penalty to firing when used in wet or rainy conditions and misfires (see the rules on misfiring, below) on natural rolls of 1 and 2, regardless of weather. Due to the smell and light generated by the source of fire, the igniter takes a -2 penalty to hide checks during lighted conditions and a -4 penalty during dim or dark conditions. Match: Match-ignition cannons require the use of a specially prepared slow burning match depressed into a vent drilled into the cannon to fire. Match-ignition cannon take a -2 penalty to firing when used in wet or rainy conditions. Due to the smell and light generated by the burning match, the wielder of a matchstick takes a -2 penalty to hide checks during lighted conditions and a -4 penalty during dim or dark conditions. Rip Cord: Rip Cord-ignition cannons require the use of a specially constructed cap attached to a cord and inserted directly into the powder charge through the vent to fire. Rip Cord-ignition cannon receive no penalties to firing when used in wet or rainy conditions. Artillery Descriptions See Firing Artillery for rules on the procedure to use these weapons of war. Field Cannon : A field cannon is any cannon that fires less than 12-pound shot. They are mounted on lighter carriages for quick movement over open terrain and require two horses or similar draft animals with a special hitch to pull across open ground. Field cannons require 5 men to operate successfully. Siege Cannon: A siege cannon is any cannon that fires more than 12-pound shot. They are mounted on suitably heavy carriages for support with less emphasis on movement; siege cannon are also utilized as stationary fortress defense cannon. Siege cannon require a special hitch of four horses or similar work animals to pull successfully. Siege cannons require a minimum of 7 men to operate successfully. Field Mortar: Field mortars are mortars that fire less than 12-pound shot. They are not mounted on carriages and are carried about the battlefield by the crew of the mortar. Field mortars require 5 men to operate successfully. A field mortar has the ability to fire its shot over certain kinds of cover (walls, breastworks, etc.) that do not have a ceiling or other aerial protective capability. Field mortars require the use of a spotter on elevated ground to be able to accurately target into such an area. Otherwise, the gunner receives a -2 penalty to firing the mortar at a target, and no negative penalty for a blind shot. Siege Mortar: Siege mortars are big, monstrous weapons that fire more than 12-pound shot. They are so heavy that it is nearly impossible to move them without a specialized hitch (containing six or more horse) and they are most often used as fortification pieces or attached to specialized gunships for mobility. Siege mortars require 5 men to operate successfully. A siege mortar has the ability to fire its shot over certain kinds of cover (walls, breastworks, etc.) that do not have a ceiling or other aerial protective capability. Siege mortars require the use of a spotter on elevated ground to be able to accurately target into such an area. Otherwise, the gunner receives a -2 penalty to firing the mortar at a target, and no negative penalty for a blind shot. Fire Lances: Fire lances come in varying sizes and all have a long stake in order to assist in flight. Regardless, gunners who launch fire lances receive a -4 penalty to accuracy on gunnery checks. Fire lances are loud and impressive weapons and are used for evoking fear in ones enemies instead of actual damage. Any opposing force that experiences an attack by fire lances must make a DC 13 Will Save or be shaken for 1d4+2 rounds. Fire lances are more unpredictable than cannon and mortar shot, and so can be somewhat of a danger. Any fire lance shot that misses its target attack roll by half can veer off in any direction, using the Grenade Splash Damage rules for direction. Fire lances require a special cart to be transported (1 horse). Artillery Shot Code: Shot Type Damage Type Price Round Shot Bludgeoning 3 gp (+5 gp/poundage) Chain Shot Bludgeoning +5 gp Grapeshot Bludgeoning +5 gp Shell Shot Bludgeoning +15 gp Carcass Shot Explosive +30 gp Heated Shot Fire/Bludgeoning -Round Shot: Typical artillery shot is iron or stone in the shape of a sphere, which gives it its name. This round ball can be accurately fired and is particularly effective against walls, ships, or other objects. Chain Shot: Chain shot consists of two cannon balls connected by a length of chain. Its primary intention is to attack a ship's rigging and sails and particularly infantry, as such, chain shot is useless outside a distance of 30 feet. Fired within 30 feet, it deals an additional die of damage against a ship or infantry. Grapeshot: Designed for antipersonnel use on the field, grapeshot consists of smaller lead balls in a canvas bag, designed to scatter and decimate enemy troop movements when fired. Cannon loaded with grapeshot makes separate attack rolls against every target in a 10-foot-square area, dealing a number of 6-sided dice of damage equal to the number of 12 sided dice the cannon deals when loaded with round shot. For each additional size of the artillery piece that uses grapeshot, add an additional 5ft of spread per 2 dice of damage. For example, a 6-pound cannon would be able to make separate attack rolls against every target in a 10-foot square area while a 60-pound cannon would make separate attack roll against every target in a 40-foot square area. Shell Shot: Similar to grapeshot, a shell shot is far more robust and contains a fused explosive charge which is trimmed to explode over the heads of enemies. This spreads shot fragments in the form of shrapnel. Cannon loaded with shell shot makes separate attack rolls against every target in a 20-foot-square area, dealing a number of 6-sided dice of damage equal to the number of 12 sided dice the cannon deals when loaded with round shot. Shell shot is only effective against troops not under cover from aerial attacks. For each additional size of the artillery piece that uses grapeshot, add an additional 5ft of spread per 2 dice of damage. For example, a 6-pound cannon would be able to make separate attack rolls against every target in a 20-foot square area while a 60-pound cannon would make separate attack roll against every target in a 40-foot square area. For the purposes of the Craft (Siegeworks) skill, trying to construct a carcass shot adds +2 to the DC to create. Carcass Shot: An antipersonnel projective designed to burn fiercely and produce poisonous fumes; it is constructed from an iron frame and bound with a sack cloth. It is lit by the propellant of the shot and bursts upon impact with the target by releasing noxious fumes while setting fire to its surroundings. It is chemical weapon as well as an incendiary weapon. A carcass shot deals an additional 2d6 points of fire damage to the target area, and deals 1d6 points of fire damage in a five foot spread around the point of impact. Targets of this radius must make a DC 14 Fortitude save or become nauseated. For the purposes of the Craft (Siegeworks) skill, trying to construct a carcass shot adds +4 to the DC to create. Heated Shot: Designed to deal damage to wooden ships or wooden assault structures, an iron cannonball is heated red hot in a specifically designed furnace and inserted into the cannon. A substantial thickness of wet wads cushions the shot from the powder and then it is fired while still red hot. Heated shot is only fired from permanent fortress locations that have these special furnaces. Due to the dangerous nature of heated shot, the DC for loading a cannon is increased by 5. Heated shot deals an additional 3d6 points of fire damage and lights the wood area it has hit aflame in 1d3 rounds. Firing Artillery Firing artillery is a great deal more complicated than firing lesser weapons. All artillery do not use normal combat rules for determining the success of their attack. The guns, mortars, and fire lances are not being fired at a particular creature but rather at a specific square on the battlefield. Every artillery piece, regardless of type has a dedicated crew for it, between 5 and 7 men on staff. In preparation to fire an artillery piece, the artillery piece must be unlimbered and then aimed. Unlimbering an artillery piece takes a full round action to perform, unless it is a field mortar, in which case it takes a standard action to find stable ground to lower it. To fire an artillery piece, the gunnery crew must aim the cannon at the target square, which requires a DC 15 Profession (Gunner) check by the gunnery chief and one or more full-round actions taken by the crew. The crew can take these full-round actions at the same time, reducing the time it takes to aim the gun. The other crewmembers can assist the initial skill check made by the gunnery chief by making a DC 10 Profession (Gunner) check to grant a +2 bonus on the chief's check if they succeed. Next, the artillery piece must be loaded. Similar to aiming, the piece requires one or more full-round actions taken by the crew members (representative of the different jobs of an artillery crew). These crew members can make the actions at the same time, as before. The gunnery chief must succeed at a DC 15 Profession (Gunner) check and again, the crew can make a DC 10 Profession (Gunner) check to give the chief a +2 bonus. Each artillery piece has an alternate loading speed. Cannon can load in 3 full rounds and mortar and fire lances load in 2 rounds, respectively. The crew chief then makes a special attack roll to fire the artillery piece. He rolls 1d20 and adds his base attack bonus, his intelligent modifier, any penalty for range increments, and any other modifiers that apply. A square on the battlefield is treated as having an AC 15 against an artillery piece's attack. If the attack fails to hit a target that is in the line of sight of the crew and the artillery piece's next shot targets the same square, the crew chief gains a +2 bonus on his special attack roll. If successive shots in the same square continue to miss, this bonus improves by +2 on every additional attempt up to a maximum of +10. If the target square is not in line of sight but can be seen by an observer communicating with the gunnery crew, the bonus for successive attempts increases by +1 and can improve as much as +5. Each of these attack rolls also takes a -6 penalty that applies because the crew cannot see a target. Mortar crews receive a -2 penalty to aim at a distinctive target and no penalty for a blind shot. If the attack roll succeeds, the artillery piece's shot hits the target square. Once an artillery piece successfully hits the target square, all subsequent shots automatically hit the same square with no attack roll until the piece is aimed at a different square. The only exclusion to this rule is the fire lance, which requires additional successful attack rolls to hit. If the attack misses the target square, roll similar to a grenade's splash damage by rolling 1d8 and adding 3 squares away from the target square for every range increment of attack. Special Rules These rules are in effect and are not variant rules. Mortars Mortars fire in a manner similar to those above, except that the type of fire is different. Mortars fire in a high arc, which requires vertical clearance to accomplish which makes the mortar able to hit above walls. The top of the arc reaches a height of 10 feet per range increment of the mortar. Thus, a 12-lb mortar fired at 360 feet reaches a height of 50 feet (since 360 feet is more than 4 range increments of a 12 pound mortar). This arc gives the mortars their characteristic ignorance of cover (even total cover) between the mortar crews and their target, as long as the arc is high enough to clear the cover. For instance, a 20-foot-high wall midway between a 12-lb mortar crew and a target square 360 feet away offers no protection against the mortar shot. Slain Crewmembers Field artillery requires a minimum of 3 crew members to operate successfully, while siege artillery requires 5. If, in the course of any one of these steps, an individual from the gunnery crew is slain in action, each further action incurs a -1 penalty to every action the chief attempts to take. When enough crewmembers are slain to go below the minimum, it takes twice as long to fire an artillery piece for each successive crewmember's death. If the gunnery chief is slain, another member can fill in his place, although at a -2 penalty for it not being his job. This -2 penalty is in addition to the -1 penalty from the slain crewmember. Smoke Because of the amount of blackpowder that artillery pieces use, a small handful of shots can cause great clouds of obscuring smog to linger in the immediate area. It takes 3 shots fired from one artillery piece, or three artillery pieces in close proximity to cause a smoke cloud of any effect in an open area. In an underground, enclosed, or any area that has poor ventilation it takes a single artillery piece in order to cause an effect of a smoke cloud. A blackpowder smoke cloud functions in a similar capacity to a fog cloud spell; the fog obscures all forms of visual sight (including darkvision) beyond 5 feet. Any creature within 5 feet has concealment (20% miss chance) and any creature further than 5 feet away has total concealment (50% miss chance, with no sight used to locate the target). The smoke from the blackpowder spreads in a 10-ft. radius, reaching 10 ft. high. A smoke cloud outside dissipates naturally in 6 rounds if no additional shots are fired. Indoors, the smoke cloud dissipates naturally in 10 rounds. A moderate wind (11+ mph) disperses the smoke in 4 rounds, and a strong wind (21+ mph) disperses the smoke in 1 round. In wet or rainy conditions the amount of time it takes for the smoke cloud to dissipate naturally is doubled. A smoke cloud grants a -2 penalty to attempts to target another square for firing, though this is negated with an unobstructed spotter. Noise Effects Certain artillery pieces (cannon and mortar) have loud noises that accompany the firing of all rounds. The area most dangerous for the loud noise is directly within a 5 foot radius to either side and in front of the muzzle. Anyone who is ahead of this point must make a DC 13 Fortitude save or suffer from hearing impairment. Characters with impairment to hearing suffer a -2 on initiative checks and -4 on all listen checks. She has a 5% chance of spell failure when casting spells with verbal components. This fades after 1d4+2 rounds. Misfiring Typically, there is no great chance of misfiring with artillery piece, except during inclement weather, and thus consists of the inability of fuse and matchstick ignition systems to light the charge. Many times, the vent hole has to be picked and a new fuse or powder load installed (single action). If an artillery piece misfires three times in a row, it must be cleaned and reloaded (3 rounds) with similar DC checks to those for loading an artillery piece in the first place. Other Equipment Code: Item Weight Price Cannon Kit 20 lb. 50 gp Fuse (5) - 2 sp Rip Cord(5) - 5 sp Powder keg 10 lb. 275 gp/125 gp Slow Match - 11 spCannon Kit: This kit contains everything needed to fire a cannon, including rammer, swab, bore-scraper, ball-worm, vent-pick, touch hole plug, etc. A cannon crew operating without a cannon kit takes a -4 penalty on all actions regarding the cannon. Powder, Keg: Tightly packed small barrels of blackpowder are used to transport blackpowder and can also be converted to use as a primitive explosive device. A 5 pound keg of blackpowder explodes for 3d6 points of damage over a 20 foot burst radius. A keg of powder that explodes has the end result as a fog cloud spell. Slow Match: Slow burning matches used to ignite the vent of some artillery pieces; these matches slowly burn and can remain lit for 10 minutes before burning out. Lighting a slow match in combat takes a move action that provokes an attack of opportunity. Designer's Notes I used a combination of d20 Past and Heros of Battle to create these rules, and I feel they can be used in a game with no major catastrophe. However, it is obvious that artillery weapons and the like should be sparingly used against a single party, because of the weapon damage dice. Make no mistake, these weapons were the super-weapons of their day and could decimate troops. A lighter-pound field gun could easily be the center point of a battle or struggle for a group of PCs, but it should be mentioned that only militaries or authorized militia would have had "legal" access to the artillery pieces presented. Not every orc band is going to be pushing around a 6-pounder, for instance, but when the party comes across one they should expect to take some hurt. If cannon are prevalent in your world, their lethality should be quite well known, and there shouldn't be any surprises with their kill count. The ranges I'm not happy with, but as a friend pointed out to me, the range indicates the minimum range, and that the maximum range of projectile weapons increases up to 10x the listed number for only a -2 penalty. That makes some of these guns, particularly the larger ones, exceedingly lethal. Fire Lances (rockets) have been largely omitted from this document because I haven't figured out how to make them work well yet. I kept the bit about them in the artillery description for some stimulation, but I'm still working out exactly how to incorporate them better into D&D. I helped determine the prices based off of the example prices in Heros of Battle. As always, it is subject to change. I will most likely be posting these rules on the first page with my firearm rules, but wanted to post them here, first, just so I didn't overwhelm the reader who wanted to see the artillery rules I concocted. I'm still toying with these ideas. Maybe I'll go back sometime (after I move) to build up example NPCs and determine any applicable feats (or concoct new ones), as well as including the hardness and hitpoints of the pieces. I was getting itchy to post the document and decided I'd fix or add to the small things later and get up the core mechanics first. |
| VulcanStormwrath02-19-08, 07:47 PM | Ah the poster's name was Hoichu. Part 2 Originally Posted by Hochiu Firearms and Blackpowder Weapons Introduction The following rules are my own personal rules on firearms that I use in my games. I consider these weapons to be somewhat realistic reflections (not faithful reproductions) of blackpowder firearms. The speed of their reload times are slightly quicker than they would be in real life to account for the speed of the other weapons in D&D. This is one of the most widely debated and argued characteristics of muzzle loading blackpowder firearms in the D&D system; the second would be the damage dice that the firearm has. If one were to look at the speed of which firearms were reloaded in the real world, it would be found that soldiers using firearms were able to reload 3 to 4 rounds a minute. That means in D&D combat time a character can, at his highest speed, reload in either 3.33 or 2.5 standard rounds. I've rounded this down to a flat 2 round number. My argument is that if you have a feat to use firearms, you're as proficient as you can be in that weapon meaning that you can reload 4 shots a minute. The feat system is an either/or system, you can either use a weapon or you can't and there are no varying shades of gray that account for skill. I do not expect nor encourage people to believe that I am claiming this to be the greatest firearm file in existence. This system is not perfect and I'm going to say that I am not concerned about accurate representations of the firearm damage in D&D. D&D is a game and a blind desire for realism in that game should take a back seat; after all D&D is a world where dragons fly, the dead can walk, and most importantly magic can get flung around with ease. You do not have to use these rules in your game; you do not even asking you to consider using them. All I'm asking is for honest criticism and critiquing on my rules and maybe, if people so desire, used as a reference to incorporate firearms into their own worlds. I'm only including single-shot muzzleloading firearms in this file because that's my own distinct interest. I personally feel that repeating and breechloading firearms should be under the full purview of the standard d20 system and would dominate the D&D system at lower levels. The firearms used to create these rules range from the late 14th century to the early and mid 19th century. My Background My background with blackpowder firearms largely comes from my hobby of Civil War reenacting and black powder shooting/hunting that I do on the side. I have two types of the different types of firearms listed below (flintlock and caplock, respectively) and I maintain them properly. I do not use modern black powder substitutes when I can help it and when I shoot I attempt to use the tools that would be available to someone from the period. When I reenact, I'm completely in character and do not use anything that the soldiers would not have had at their own disposal. References and Acknowledgements I used only three major works in the development of this system. The first is quite obviously d20 Past of which I based a fair bit of the work on (Notably the dice damage). After all, I didn't want to completely reinvent the wheel on this issue. Secondly, I used a document titled Firearms for 3rd Edition D&D that was a conversion of 2nd edition firearm rules, using a number of works converted. However, I've had the file for so many years on two different computers/hard drives that I no longer remember the author. So whoever you are, thank you. And finally, and most especially, I want to thank Azzy for directing me over to his own firearms rules and allowing me to swipe formatting and a couple rules ideas or my own file. His work and his firearms file is located here. Additional Rules The following rules should be used when adding firearms to your game: Proficiency Below are two firearm proficiency differences based on the commonality of these weapons in a campaign world. The first proficiency would be applicable if firearms are simply emergent weapons, new, primitive, or otherwise heavily restricted. The second proficiency represents weapons that are common and easier to find and are so common that anyone could feasibly pick one up and use it. Exotic Weapon Proficiency (Firearms): Exotic Weapon Proficiency (Firearms) grants a creature proficiency with all firearms; otherwise, a -4 penalty is assessed on all attack rolls. Simple Weapon Proficiency: Firearms are lumped in with simple weapons due to their commonality and ease of use, similar to that of a crossbow. Skills Add firearms and explosives to the list of Craft skills. Add Gunsmith to the list of Professions available. Add the following items to the craft table. Code: Item Craft Skill Craft DC Bullets Firearm 12 Firearms Firearm 20 Firearm/Melee Firearm 22 Gunpowder Alchemy 20Feats Firearms may be selected for use with the Rapid Reload feat. Doing so reduces the time to reload your firearm to one full round. If Rapid Reload is chosen for a pistol or blunderbuss, it reduces the time to reload down to a move equivalent action. Reloading a firearm still provokes an attack of opportunity. Misfiring When a firearm misfires it simply means that the firearm does not fire that round. Certain firearms misfire on natural rolls of 1 or higher in either inclement weather or simply because they're that primitive (see the firearm ignition type for more details on each firearm type). When a weapon misfires, the pan must simply be cleaned and re-powdered (a standard action) and the attack must be rerolled, with no reloading necessary of the firearm. Firearms The price column has two prices in it, representing prices for how much firearms could cost in a world where they are rare and in a world when they are common. Code: Item Damage Crit. Range Weight Type Price Handmatch Handcannon 2d8 x2 60 ft. 15 lb. Piercing 355 gp/ 30 gp Matchlock Arquebus 2d8 x2 80 ft. 12 lb. Piercing 250 gp/ 50 gp Caliver 2d6 x2 60 ft. 10 lb. Piercing 175 gp/ 40 gp Pistol, Horse 2d6 x2 30 ft. 3 lb. Piercing 225 gp/ 60 gp Wheellock Arquebus 2d8 x2 90 ft. 12 lb. Piercing 500 gp/350 gp Blunderbuss 2d4 x2 10 ft. 10 lb. Piercing 195 gp/110 gp Caliver 2d6 x2 80 ft. 7 lb. Piercing 350 gp/275 gp Pistol, Dueling 2d6 x2 25 ft. 3 lb. Piercing 250 gp/150 gp Pistol, Horse 2d6 x2 30 ft. 3 lb. Piercing 280 gp/180 gp Flintlock Caliver 2d8 x2 70 ft. 7 lb. Piercing 250 gp/120 gp Blunderbuss 2d4 x2 20 ft. 10 lb. Piercing 325 gp/ 75 gp Musket 2d10 x2 110 ft. 12 lb. Piercing 500 gp/150 gp Rifle, Large Game 2d10 x2 140 ft. 14 lb. Piercing 400 gp/100 gp Rifle, Small Game 2d8 x2 120 ft. 10 lb. Piercing 350 gp/ 85 gp Pistol, Dueling 2d6 x2 35 ft. 3 lb. Piercing 350 gp/ 30 gp Pistol, Horse 2d6 x2 40 ft. 3 lb. Piercing 350 gp/ 30 gp Pistol, Blunderbuss 2d4 x2 10 ft. 4 lb. Piercing 200 gp/ 25 gp Pistol, Mini 2d4 x2 10 ft. 2 lb. Piercing 300 gp/ 35 gp Caplock Carbine 2d8 x2 90 ft. 7 lb. Piercing 350 gp/220 gp Blunderbuss 2d4 x2 20 ft. 10 lb. Piercing 425 gp/175 gp Musket 2d10 x2 130 ft. 12 lb. Piercing 600 gp/250 gp Rifle, Large Game 2d10 x2 140 ft. 14 lb. Piercing 500 gp/200 gp Rifle, Small Game 2d8 x2 120 ft. 10 lb. Piercing 450 gp/185 gp Pistol, Dueling 2d6 x2 35 ft. 3 lb. Piercing 350 gp/ 30 gp Pistol, Horse 2d6 x2 40 ft. 3 lb. Piercing 350 gp/ 30 gp Pistol, Blunderbuss 2d4 x2 10 ft. 4 lb. Piercing 200 gp/ 25 gp Pistol, Mini 2d4 x2 10 ft. 2 lb. Piercing 300 gp/ 35 gpFirearm Ignition Descriptions Handmatch: A handmatch requires an external form of fire (torch, campfire, etc.) to use one of these guns. A handmatch firearm takes a -4 penalty to firing when used in wet or rainy conditions and misfires (see the rules on misfiring, below) on natural rolls of 1 and 2, regardless of weather. Matchlock: Matchlock firearms use a special, alchemically produced slow burning match that is depressed into a pan of powder when the trigger is pulled. A matchlock firearm suffers a -2 penalty to hit in wet or rainy conditions. A matchlock misfires on a natural roll of 1, regardless of weather conditions. Due to the smell and light generated by the burning match, the wielder of a matchlock firearm takes a -2 penalty to hide checks during lighted conditions and a -4 penalty during dim or dark conditions. Wheellock: The wheellock is a self contained ignition system that is expensive and easy to break. A wheellock misfires on a natural 1 in wet weather. Flintlock: Flintlock firearms suffer from inclement weather and misfire on a natural roll of 1 in wet weather. Caplock: Caplock ignition systems suffer no adverse inclement weather conditions and require a cap infused with an alchemical mixture that is used to prime the load in the barrel. Firearm Descriptions Arquebus: The forerunner to the later muskets, the arquebus requires a Y-shaped rest in order to balance for aiming. Failure to have one of these induces a -4 penalty to hit. If something else is used as a rest, then the firer takes a -2 penalty to hit their target. An arquebus cannot be used from a mount. Loading an arquebus takes two full round actions that provoke an attack of opportunity. Blunderbuss: A blunderbuss is a large, smoothbore firearm that creates a scattering effect with their rounds in order to attack multiple targets. The firer of a blunderbuss gets to make 1d4 separate attacks in addition to the target of the first shot for targets within 20 feet. Each successful hit takes full damage. Loading a blunderbuss is a standard action that provokes an attack of opportunity. You can shoot, but not load, a blunderbuss with one hand with no penalty. You can shoot a blunderbuss with each hand, but you take a penalty on attack rolls as if attacking with one-handed light weapons (see Two Weapon Fighting in Chapter 8 of the Players Handbook). Caliver: A lighter version of the arquebus, the caliver is a shorter weapon that is suitable to be fired from a mount. These are also known as carbines and do not require a rest or stand to hit. Loading a caliver takes two full round actions that provoke an attack of opportunity. Handcannon: A primitive firearm that shoots ceramic, stone, or lead shot. Handcannon firearms require a Y-shaped rest in order to balance for aiming. Failure to have one of these induces a -4 to hit penalty. If something else is used as a rest, then the firer takes a -2 penalty to hit their target. A handcannon can not be used from a mount. Loading a handcannon takes two full round actions that provoke an attack of opportunity. Musket: A musket holds a single shot and reloading a musket takes two full round actions that provoke an attack of opportunity. A musket can be shot from a mount, but the firer takes a -4 penalty to hit due to the size of the weapon. A musket may be affixed with a bayonet (either plug or lug bayonet) and can be used in lieu of a small pike. A musket set with a plug bayonet cannot be fired, while those with a lug bayonet suffer a -2 penalty to hit. A musket affixed with a bayonet can be set against a charge that deals double damage on a successful hit. Affixing and releasing a bayonet is a move action that provokes an attack of opportunity. Pistol, Dueling: This pistol holds a single shot. Loading a pistol is a standard action that provokes an attack of opportunity. You can shoot, but not load, a dueling pistol with one hand at no penalty. You can shoot a dueling pistol with each hand, but you take a penalty on attack as if attacking with two one handed weapons (see Two Weapon Fighting in Chapter 8 of the Players Handbook). Pistol, Blunderbuss: This pistol holds a single shot. Loading a blunderbuss pistol is a standard action that provokes an attack of opportunity. A blunderbuss pistol is designed to spray shot over a small area. The firer of a blunderbuss pistol gets to make 1d4 separate attacks in addition to the target of the first shot for targets within 10 feet. Each successful hit takes full damage. You can shoot, but not load, a blunderbuss pistol with one hand at no penalty. You can shoot a blunderbuss pistol with each hand, but you take a penalty on attack as if attacking with two one handed weapons (see Two Weapon Fighting in Chapter 8 of the Players Handbook). Pistol, Horse: This pistol holds a single shot. Loading a horse pistol is a standard action that provokes an attack of opportunity. You can shoot, but not load, a horse pistol with one hand at no penalty. You can shoot a horse pistol with each hand, but you take a penalty on attack as if attacking with two one handed weapons (see Two Weapon Fighting in Chapter 8 of the Players Handbook). Pistol, Mini: This pistol holds a single shot. Loading a mini pistol is a standard action that provokes an attack of opportunity. You get a +2 bonus to Sleight of Hand and Hide checks to conceal the mini pistol on your body. You can shoot, but not load, a mini pistol with one hand at no penalty. You can shoot a mini pistol with each hand, but you take a penalty on attack as if attacking with two light weapons (see Two Weapon Fighting in Chapter 8 of the Players Handbook). Rifle, Large and Small Game: This rifle holds a single shot. Loading a large game rifle is two full round actions that provoke an attack of opportunity. A rifle cannot have a bayonet of any kind affixed to it. A large game rifle can be shot from the back of a mount, but the firer takes a -4 penalty to the attack roll. Other Weapons Code: Item Damage Crit. Range Weight Type Price Bayonet, Lug 1d6 19-20/x2 - 1 lb. Piercing 5 gp Bayonet, Plug 1d4 19-20/x2 - 1 lb. Piercing 2 gp Gun-Knife 1d4/2d4 19-20/x2 -/5 ft. 2 lb. Piercing 500 gp/200 gp Gun-Sword 1d6/2d4 19-20/x2 -/5 ft. 4 lb. Piercing 700 gp/400 gp Pistol Axe 1d6 x2 - +1 lb. Slashing +10 gp Pistol Mace 1d6 x2 - +1 lb. Bludgeoning +10 gp Pistol Whip 1d4 x2 - - Bludgeoning 0 gp Rifle Butt 1d6 x2 - - Bludgeoning 0 gpBayonet, Lug: A lug bayonet can be affixed to any musket as a move action. A musket affixed with a lug bayonet suffers a -2 penalty to attack rolls when firing the weapon. You can set the musket with a lug bayonet against a charge to deal double damage. A lug bayonet used on its own is treated as a light weapon. Bayonet, Plug: A plug bayonet is inserted into the muzzle of a musket and any musket so affixed cannot fire. If a load is discharged with a plug bayonet affixed to a musket the DM must roll a d%, if the roll is 01-50 the barrel explodes (2d6 points of damage to the wielder) and if the roll is 51-100 the plug bayonet shoots out towards the intended target. A musket so affixed with a plug bayonet can be set against a charge to deal double damage. Used on its own, a plug bayonet is mechanically identical to a dagger. Gun-Knife: This weapon is a combination dagger and pistol. You can use a gun-knife as a firearm or as a piercing melee weapon that deals 1d4 points of damage (Critical, 19-20/x2). The pistol holds a single shot. Loading the pistol is a standard action that provokes an attack of opportunity. Because of the severity of the shortness of the barrel length of the gun-knife, the weapon only has a range of 5 feet. For purposes of weapon proficiency and feats, a gun-knife is treated as if it were a dagger when used as a melee weapon. Gun-Sword: This weapon is a combination rapier and pistol. You can use a gun-sword as a firearm or as a piercing melee weapon that deals 1d6 points of damage (Critical, 19-20/x2). The pistol holds a single shot. Loading the pistol is a standard action that provokes an attack of opportunity. Because of the severity of the shortness of the barrel length of the gun-sword, the weapon only has a range of 5 feet. For purposes of weapon proficiency and feats, a gun-sword is treated as if it were a rapier when used as a melee weapon. Pistol Axe: The pistol axe combines a pistol with an axe by affixing the blade to the stock of the small arm. When used in melee, a pistol axe deals 1d6 points of damage (critical, x2). Pistol Mace : The pistol mace combines a pistol and a heavy round ball mounted at the end of the stock. When used in melee, a pistol mace deals 1d6 points of damage (critical, x2) Pistol Whip: A pistol that is used as a melee weapon deals 1d4 points of damage (critical, x2). Other Equipment Code: Item Weight Price Bullets (10) - 1 gp Bullet Mould 1 lb. 5 gp Firearm Kit 2 lb. 60 gp/30 gp Flint (5) - 2 sp Lead 1 lb. 8 sp Caps (50) 1 lb. 5 gp Powder horn 2 lb. 55 gp/25 gp Powder keg 10 lb. 275 gp/125 gp Slow Match - 10 spBullets, Firearm: These are large lead projectiles that are sold in bags of 10. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. However, shot that is recovered must be melted down and under go remolding. Bullet Mold: A bullet mold forms hot lead into the appropriate shape and comes equipped with a sprue cutter to make the bullet uniform. Caps: Single use caps coated with an alchemical agent on the inside that causes ignition when struck by the hammer of the firearm. Caps come in tins of 50. Firearm Kit: This kit contains all the tools necessary to maintain and clean your firearm, including hammers, patches, swabs, screwdrivers, abrasive material, etc. Anyone attempting to maintain their firearm without a firearm kit suffers a -4 penalty and takes longer to clean. Flint: Flint is used as a sparker to ignite the priming pan and fire the weapon. A single flint is good for 10 shots before being in need of a knapping. Knapping a flint takes a few moments with a small hammer or the flat back of a knife (Standard Action). A flint can only be knapped 1d3 times before it becomes useless. Flints come in pouches of 5 Lead: Lead is melted down and formed into bullets for the firearm. One pound of lead makes 50 bullets. Powder, Horn: Water resistant horns that contain up to 2 pounds of blackpowder for use in firearms. A single full powder horn has enough blackpowder to fire 30 rounds. Powder, Keg: Tightly packed small barrels of blackpowder are used to transport blackpowder and can also be converted to use as a primitive explosive device. A 10 pound keg of blackpowder explodes for 4d6 points of damage over a 20 foot burst radius. A keg of powder that explodes has the end result as a fog cloud spell. Slow Match: Slow burning matches used to ignite the pans of matchlock firearms; these matches slowly burn and can remain lit for 10 minutes before burning out. Lighting a slow match in combat takes a move action that provokes an attack of opportunity. Variant Rules The following are rules that are optional for the DM to implement. Fouling After each shot the firearm gathers a distinctive fouling from the expended powder that can begin to significantly affect performance. After 1d6+6 shots, the firearm begins to suffer increasing chances of misfiring. For every shot after the number rolled the firearm begins to misfire in increments of 2. For example a DM rolls a 1 on his 1d6, adding it to the 6 shots. After the 7th shot, the wielder of a flintlock musket begins to misfire on natural rolls of 1 and 2; after the 8th shot, the flintlock misfires on natural rolls of 1, 2, 3 and 4, et cetera. Once fouling begins to get amassed the firearm must be cleaned in order to fire properly again. Cleaning a firearm takes 10 minutes. Greater Misfire Rules Each time a natural 1 is rolled on an attack action it creates these extended misfire effects. Misfiring due to inclement weather, that is, rain or other moist conditions that would normally cause a firearm to misfire on natural rolls of 1 are not rolled for on the following table. When the misfire occurs, the DM is obligated to roll 1d4 and choose from the appropriate effect on the table below. Code: d4 Roll Misfire Result Effect 1 Explosion Gun barrel explodes for 2d6 points of damage. 2 Snapped Spring Mainspring snaps, DC 15 Craft (Firearms) check to repair. 3 Hangfire Firearm fires after 1d3 rounds (DM is not obligated to inform the wielder). 4 Fouled Barrel Firearm must be cleaned immediately,else the firearm misfires on natural rolls less than 15.Smoke Rules Because of the amount of smoke that blackpowder generates when lit, enough firing can cause great clouds of obscuring smog to linger in an area. It takes 1d4+4 shots fired in order to cause a smoke cloud of any effect in an open area. In an underground, enclosed, or any area that has poor ventilation it takes 1d4 shots in order to cause a smoke cloud of effect. A blackpowder smoke cloud functions in a similar capacity to a fog cloud spell; the fog obscures all forms of visual sight (including darkvision) beyond 5 feet. Any creature within 5 feet has concealment (20% miss chance) and any creature further than 5 feet away has total concealment (50% miss chance, with no sight used to locate the target). The smoke from the blackpowder spreads in a 10-ft. radius, reaching 10 ft. high. A smoke cloud outside dissipates naturally in 6 rounds if no additional shots are fired. Indoors, the smoke cloud dissipates naturally in 10 rounds. A moderate wind (11+ mph) disperses the smoke in 4 rounds, and a strong wind (21+ mph) disperses the smoke in 1 round. In wet or rainy conditions the amount of time it takes for the smoke cloud to dissipate naturally is doubled. Over-loading Over-loading is the act of intentionally loading a firearm's barrel with an unsafe amount of powder. The resulting shot exudes a greater force of recoil in the process. Over-loading increases the damage of a firearm by adding a third dice of damage of the same type to the firearm. For example, a small game rifle that is over-loaded deals 3d8 damage on a successful hit, instead of the regular 2d8 damage. If a critical hit is scored on an over-load attempt the over-load damage is multiplied in place of the original. However, over-loading has its share of risks and each attempt is a gamble, for the firearms aren't designed to withstand the pressures of load sizes this large. After the attack roll is made there is a 50% chance that the firearm will simply erupt and damage the wielder of the weapon. A firearm that explodes in this manner deals 2d8 points of damage to the wielder, as opposed to the 2d6 in the greater misfire variant. This represents the greater force of the extra powder. Masterwork or greater (magical) firearms have a 35% chance of an erupting barrel. Further, an over-loaded firearm's barrel always bursts on a natural roll of 1 on the attack roll. If the greater misfire variant is in use with the over-loading variant, all over-loaded firearms misfire on a natural 2 on the attack roll, for both inclement weather or otherwise. Also, weapons such as the blunderbuss cannot be used single-handed to fire due to the recoil, and pistols suffer a -2 penalty to attack rolls on your primary hand and a -4 penalty on your off-hand for terms of Two Weapon Fighting. Overloading the firearm takes an additional 2 rounds to complete and must be declared prior to a reloading attempt. The End This is the end of my firearms file and I hope that people receive it well and if not, I'm always looking to improve them. My biggest problem was pricing. I had absolutely NO idea what to price them since my firearms cover such a wide range of technological advancement. My suggestion is to look at the Pricing guide as a guide for the predominance of THAT firearm only in the world. If you include everything, or a wide range of them, remember that the wheellock was always more expensive than just about anything else. If flintlocks are predominant I would add +100 gp to the maximum price of the most expensive wheellock. |
| warforged5109202-20-08, 04:32 PM | :OMG! wow. Thanks :D |
| Ekko02-20-08, 07:41 PM | The ECS has stats for an airship. I too, am planning to use zeppelins in my next campaign, and basically took the airship stats and tweaked them (no need for an elemental, sped it up a tad, put some mounts [Stormwrack] on the bottom of the galley, and reduced the armor rating.) The best part of using an airship is that fire has a similar risk. Boats are made of wood and covered in pitch, tar, and loaded with gunpowder. Zeppelins are either filled with hydrogen (fire hazard) or helium (worse boyancy, but inert). |
| sakuradm02-22-08, 12:17 PM | check the dm guide version 3.5, there are muskets, bombs, tnt, modern weapons, and grenades, and alos futuristic weapons as well |