Darkwatch 'guns' [Archive] - Wizards Community

Post/Author/DateTimePost
Prak, the Mad

10-24-06, 04:14 PM
Hey, played through Darkwatch this weekend(short game) and decided to stat up the weapons, and was wondering what people thought:


Gun Price Dam Crit Range Rate Mag Weight Type Reload Action
Light Martial Weapons
Pistol 5gp 1d4/1d4 x3 80' Semi 10 mag 1 lb. P/S Move Equivalent
One Handed Martial
Redeemer 10gp 1d10/1d6 x3 100' Semi 24 cart 3 lb. P/S Move Equivalent
Shotgun* 30gp 1d12/1d8 x3 20' Semi 5 plug 7 lb. B/S Full Round
Two Handed Martial
Carbine 15gp 1d10/1d4 x2 180' Semi 8 plug 5 lb. P/S Full Round
XBow** 5gp 1d8***/1d4 x3 200' Semi 10 mag 10 lb. P/P Move Equivalent
Range Rifle 100gp 1d12****/1d6 x5 300' Single 5 mag 12 lb. P/S Standard Action
Two Handed Exotic
Rail Rocket 200gp 3d12/1d10 (-) 100' Semi 3 mag 20 lb. fire/B Full Round

*Shotgun is Quadruple barreled, stats are for single shot, you can give a target two to four barrels, resolve as one attack with individual damage for each shell.
**XBow is double action, stats are for single shot, you can give a target both bolts, resolve as one attack with individual damage for each bolt.
***Bolts explode for 2d6 fire damage 1d4 rounds after initial penetration.
****Scope gives double damage on attack.

yes, I know there are rules for pretty much everything I just stated out, but I did these special for Darkwatch, speced for a game where such weapons are relatively common, and for an organization that fights undead, thus all weapons can sever/crush body parts in melee, as the best way to take out an undead(in DW's mythos) is to get its head, thus on damage and type, the entries are Ranged/Melee.

I would like any input on balance and terminology


Feats
Hammer Fan
Prerequisite: Proficiency in any one handed, hammer action firearm
Benefit: When using a one handed, hammer action Semi-automatic firearm(yes this includes the 4-barrel shotgun), if your off hand is free, you may fan the hammer, imitating a rapid-shot mode. Refer to d20 Modern for Automatic fire rules.

Rapid Reload
Benefit: The time it requires to reload a selected weapon is decreased by one step. (Full Round>Standard>Move Equivalent>Swift>Free)
Special: this feat may be taken multiple times, either for the same weapon or different weapons.


yes, fear the hammer fanning, rapid reloading Shotgun/Rail Rocket weilding maniac...
Necropolitan

10-24-06, 04:22 PM
I own, and Have beaten Darkwatch on the Deadeye difficulty, so I'd be happy to give input.

...


Once you can make that table legible, that is.
Prak, the Mad

10-24-06, 04:41 PM
I own, and Have beaten Darkwatch on the Deadeye difficulty, so I'd be happy to give input.

...


Once you can make that table legible, that is.
should be better now, and I merely borrowed it from a friend, so I only beat it on cowboy
Necropolitan

10-24-06, 04:43 PM
Ah, much better.

I say that's percetly fine; though you should add the feat Fan the Hammer to the game, for the Redeemer.

It's basically Autofire in so many words, but it'd work themeatically and mechanically with a single redeemer and a free hand.
Prak, the Mad

10-24-06, 04:46 PM
Ah, much better.

I say that's percetly fine; though you should add the feat Fan the Hammer to the game, for the Redeemer.

It's basically Autofire in so many words, but it'd work themeatically and mechanically with a single redeemer and a free hand.
yeah, I actually forgot to type that up, though I wrote it and a Rapid Reload feat up, and also I need to change the Range Rifle to single shot, on word from the official webpage
kaizer_soatze

10-24-06, 09:05 PM
what do you think is the dc for crafting all of these
Prak, the Mad

10-25-06, 03:07 PM
what do you think is the dc for crafting all of these
hmmm... don't know... lemme take a look at a couple SRDs...

looking at d20 modern Craft(mechanical), I'd say 25-ish