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| #1skyhoofJul 09, 2009 21:44:32 | I'm working on a campaign setting where technology has gotten to an almost modern pace by way of steampunk. We have airships, limited computers (databases and mainframes for advanced vehicles and buildings, no personal computers or internet), and most importantly on a mechanical scale, guns. These guns are in a much more modern frame than others, so I decided to come up with some custom work in order to make them reflect their power compared to the crossbow. Comments are appreciated, though I'm not looking for 'Just reflavor'. Feel free to loot and distribute, as usual! Note: The game uses a modern currency system. For equivalent gold costs, divide the number of dollars by 10. Other Note: Shot on the Run feat was taken from Cyber-Dave. Credit where credit is due. Guns Weapon|Prof.|Damage|Range|Weight|Group|Properties|Price One Handed Firearms (Simple Weapon Proficiency) Pistol|+2|1d6|10/20|3 lb.|Firearm|Load minor*|$250 Derringer|+2|1d4|5/10|Firearm|Load move, Off-hand, Concealed|$100 One Handed Firearms (Military Weapon Proficiency) Combat Pistol +2|1d8|10/20|4 lb.|Firearm|Load minor*, Brutal 1|$300 Two Handed Firearms (Military Weapon Proficiency) Rifle|+3|1d12|20/40|8 lb.|Firearm|Load move*|$350 Shotgun: +2|1d8|Blast 3|6 lb.|Firearm|Load move*|$350 One Handed Firearms (Superior Weapon Proficiency) Sawed-off Shotgun: +2|1d8|Blast 3|4 lb.|Firearm|Load move*|$350 Revolver|+3|2d4|15/30|6 lb.|Firearm|Load move*, High Crit, Brutal 1|$400 Two Handed Firearms (Superior Weapon Proficiency) Long Rifle|+4|2d6|25/50|11 lb.|Firearm|Load move, Minimum range*, Brutal 1|$400 Machine Gun|+2|Special*|15/30*|12 lb.|Firearm|Load Move|$400 *See the weapon description for more details. Pistol: A handheld gun designed for versatility. Pistols have a magazine of six shots. It takes a minor action to reload a magazine. Derringer: An extremely small gun with concealability. If not worn conspicuously, a derringer cannot be detected unless found with a dc 15 perception check with the intention of searching a person. A derringer can be loaded with up to one bullet at a time. Combat Pistol: The combat pistol is designed specifically for military use, and is more powerful as a result. Rifle: A standard two-handed bolt-action rifle, inteded for accuracy and range. A rifle can be loaded with up to eight bullets at a time. It requires a move action to reload the gun when it runs out of ammunition. Shotgun: The shotgun is a pump-action rifle with a larger, wider barrel used for firing shot and is intended for close range. A shotgun can be loaded with up to six shells at a time. It requires a move action to reload the gun when it runs out of ammunition. Sawed-off Shotgun: A shotgun with a shorter barrel and closer range, allowing it to be fired with one hand by those particularly skilled. You cannot wield two sawed-off shotguns at once. A sawed-off shotgun can be loaded with up to two shells at a time. It requires a move action to reload the gun when it runs out of ammunition. Revolver: A rare and powerful weapon, the revolver has a cylinder containing six bullets. As a shot is fired, the cylinder turns and reloads the gun as a free action. It takes a move action to reload the cylinder after all six shots are expended. Long Rifle: The long rifle is a bolt-action rifle with an elongated barrel designed for long-range fire. Its superior make and design make it both accurate and deadly. A long rifle can be loaded with up to one bullet at a time. Long rifles do not gain a proficiency bonus to attack rolls if used to attack an enemy within five squares of them. Machine Gun: The pinnacle of standard weapons technology, the machine gun is a rifle capable of firing several rounds a minute. It can be fired at a single target for 1d12 damage, or it can be fired as a Close Blast 5 for 1d6 damage to each creature in the blast. This spread fire can only be used as a basic attack. A machine gun has enough ammunition for six attacks before it needs to be reloaded. Spread fire takes the equivalent of three attacks of ammunition. Firearm Feats Shot on the Run Prerequisite: Dexterity 13 Benefit: You may reload any ranged firearm which you can reload with a minor action as part of a move action used to run or walk. Gunslinger Prerequisite: Dex 13 Benefit: All one-handed firearms are treated as having the off-hand property. Improved Gunslinger Prerequisite: 11th Level, Gunslinger Benefit: If you are wielding two one-handed firearms, you may reroll a missed attack from your main-hand weapon. If you hit with this reroll, you deal your off-hand weapon's damage to the target. Hybrid-Style Fighting Prerequisite: Dex 13 Benefit: If you are wielding a one-handed melee weapon in your main hand and a one-handed firearm in your off-hand, attacks with your firearm do not provoke opportunity attacks from adjacent enemies. Long Rifle Upgrades: Long Rifles can be outfitted with a four-shot magazine for $100. Loading a magazine takes a move action. Long rifles can be outfitted with a scope for $200. A scoped long rifle has an effective range of 30/60 and the High Crit property. Firearm Errata: Rogues now have proficiency with the pistol and derringer. Any power that requires a crossbow can be made with a firearm. |
| #2glak2Jul 10, 2009 9:11:25 | those are very strong, what is your plan for keeping them balanced? Why are there no military weapons? How come the rifle is only +2? Rifles are known for accuracy. Pistols on the other hand are known for being very short range and low accuracy. |
| #3skyhoofJul 10, 2009 9:30:16 | Primarily higher costs, longer loading times, and the fact that a better part of enemies will have these as well (guns are fairly commonplace in the setting, after all). I could make the machine gun a military weapon, though it's definitely a bit powerful for that category. Everything else is either widely available and easy to use or rare/difficult to work with if untrained. Rifles are known for accuracy, but I was wanting to give something to show that the long rifle is even more accurate. I could theoretically up the rifle to +3 and the long rifle to +4, but that would make the long rifle supremely overpowered IMO. I'll think on it. On another note, I think that the magazine upgrade and the speed-loader conversion are a bit much, so I think I'll drop them. I'll work on the rifle, but I'm unsure what I'll do with it just yet. EDIT: On second thought, it would likely be a good idea to make the rifle and shotgun military weapons, and perhaps renaming and setting the superior pistol there too. I'll toy around with that and see how it works. EDIT2: Tinkered with the firearms, lowered some damage and raised some proficiency bonuses, as well as reclassifying some weapons. Made some things more expensive to cover bonuses. Adding a minimum range rule for the long rifle, since it's supposed to be a sniper weapon anyhow. |
| #4Ka_D-ArgoJul 10, 2009 14:58:18 | Is this for 4th Edition or 3.x? If 3.x then I would use D20 Modern as a base for firearms. If for 4th Edition i'm not sure how much help I can offer. I will try to keep it general though. A few things to consider are whether or not their is a notable difference between civilian and military firearms. a) Are military firearms legally available in your world? b) Are military firearms more powerful (even if only a little) than their civilian counterpart. (ex: civilian pistol does 1d8, and military does 2d4). c) is ammunition universal or specific. if specific then how (by caliber, or by type pistol/rifle/shotgun) With the information you provided below I would change just a few things Weapon|Prof.|Damage|Range|Weight|Group|P roperties|Price One Handed Firearms (Simple Weapon Proficiency) Pistol|+2|1d6|10/20|3 lb.|Firearm|Load minor*|$250 (setting it on par with a 9mm) Derringer|+2|1d4|5/10|Firearm|Load move, Off-hand, Concealed|$100 (on par with a .22) One Handed Firearms (Military Weapon Proficiency) Combat Pistol +2|1d8|10/20|4 lb.|Firearm|Load minor*, Brutal 1|$300 (damage is good, should equate likeness to a .45) Two Handed Firearms (Military Weapon Proficiency) Rifle|+3|1d12|20/40|8 lb.|Firearm|Load move*|$350 Shotgun: +2|1d10/1d8/1d6*|5/10|6 lb.|Firearm|Load move*, Scatter Shot|$350 (high damage at close range, progressively lower the further away) One Handed Firearms (Superior Weapon Proficiency) Sawed-off Shotgun: +2|1d10/1d8/1d6*|5/-|4 lb.|Firearm|Load move*, Scatter Shot|$350 (provided same caliber as regular shotgun, damage should be the same though range will be considerably less. Range increments will be smaller too) Revolver|+3|2d4|15/30|6 lb.|Firearm|Load move*, High Crit, Brutal 1|$400 (ok for a .44 magnum) |
| #5skyhoofJul 10, 2009 15:44:37 | First thing's first, it is 4e, though I didn't think about looking at d20 Modern. I'll thumb through it in a bit. a) That's a bit of a hard question. If you're licensed to use one, whether as a member of the military, part of an approved adventuring party/organization, or just a man with a weapons license, then yes. b) Absolutely. c) Ammo type is specific to weapon type (pistol, rifle, shotgun, revolver, long rifle, machine gun) though I don't usually keep track of it in my campaigns. As for the stat mods, they look good (in fact I had the .44 in mind when writing up the revolver). What ranges would you recommend for the shotgun, though? 5/10/15? What would be good for the sawed-off, then? 2/5/8 sounds right, just off the top of my head. I'll go ahead and modify the stats, and I'll put up what I guessed on the shotgun ranges until I can think of something better. Many thanks for the input, I've never really strayed that far from the sourcebooks so I'm not quite used to this yet. |
| #6bone_nagaJul 10, 2009 15:53:11 | How about just making the shotgun a close blast weapon (or making close blast an option for the user, like an at-will item power)? |
| #7skyhoofJul 10, 2009 16:04:24 | That could work. Up to what range and what kind of damage, though? Blast 3/d10, perhaps? |
| #8Ka_D-ArgoJul 10, 2009 16:59:56 | First thing's first, it is 4e, though I didn't think about looking at d20 Modern. I'll thumb through it in a bit. Reason I ask, is usually the government doesn't like to "give away" their edge. If they are available I'd make them 2 or 3 times the cost. b) Absolutely. I'd try and come up with some "unique" names for weapons then. Even if they are ripped off real world weapons. c) Ammo type is specific to weapon type (pistol, rifle, shotgun, revolver, long rifle, machine gun) though I don't usually keep track of it in my campaigns. As long as its readily available I don't see anything wrong with that. However it should be considered if they are on an extended mission. As for the stat mods, they look good (in fact I had the .44 in mind when writing up the revolver). What ranges would you recommend for the shotgun, though? 5/10/15? What would be good for the sawed-off, then? 2/5/8 sounds right, just off the top of my head. Those ranges look decent. I'm not sure what Cone Attacks are like in 4th edition, but might want to use that as a base, and evenly distribute the ranges. |
| #9bone_nagaJul 10, 2009 17:19:44 | That could work. Up to what range and what kind of damage, though? Blast 3/d10, perhaps? Blast 3 seems fine, but d10 seems a bit much. d8 or d6 would be better, make it target Reflex, and give it no proficiency bonus. |
| #10skyhoofJul 10, 2009 23:48:50 | Alright, talked with a friend of mine and I had a few thoughts: The shotgun does blast 3 for d8 damage, though I think I'll keep it on AC with a prof bonus. Additionally, the machine gun's alternate spread fire does blast 5 for either 1d6 or 1d4 damage, I'm still trying to decide. Any suggestions one way or another? |
| #11skyhoofJul 13, 2009 6:08:04 | ![]() For great justice. |