Attilargh
2009-06-09, 02:11 PM
As you might have noticed if you frequent the Gaming forum, I'm not particularly fond o (http://www.giantitp.com/forums/showthread.php?t=113879)f the gun rules of Iron Kingdoms. So, after a bit of procrastinating, I fixed them.
This is not an effort to make any sort of realistic gun rules. As I said in the other thread, I probably wouldn't know realism if it shot me in the knee. I'm just trying to make firearms that are a reasonable alternative to melee, or at least not inferior to everything.
Now, brave Homebrewers in the Playground, go forth and tell me why my effort will never work! :smalltongue:
Firearms
Pistols and longarms
Firearms are divided into two categories based on their size:
Pistols
A pistol is typically a one-handed firearm less than two feet in length, but exceptions exist. Reloading a single-shot pistol is a swift action that provokes attacks of opportunity.
Longarms
A longarm is a firearm longer than two feet, and typically are built with a stock. Rifles are two-handed weapons, but can be fired one-handed at a -4 penalty to the attack roll. Reloading a single-shot rifle is a move action that provokes attacks of opportunity.
Table 1: New Simple Weapons
{table=head]Weapon|Cost|Dmg (M)|Critical|Range Increment|Weight|Type
Ranged Weapons
Musket|100 gp|1d8|x3|100 ft.|10 lb.|Piercing
Pistol, musket|50 gp|1d6|x3|30 ft.|4 lb.|Piercing[/table]
Table 2: New Martial Weapons
{table=head]Weapon|Cost|Dmg (M)|Critical|Range Increment|Weight|Type
Ranged Weapons|||||
Blunderbuss|60 gp|1d12|x3|30 ft.|12 lb.|Bludgeoning and piercing
Carbine, military|175 gp|2d6|19-20/x3|100 ft.|8 lb.|Piercing
Clockwerk Arms pepperbox|125 gp|1d6|19-20/x3|40 ft.|6 lb.|Piercing
Pistol, military|100 gp|1d10|19-20/x3|70 ft.|4 lb.|Piercing
Pistol, small|75 gp|2d4|19-20/x3|40 ft.|3 lb.|Piercing
Radcliffe quad-iron pistol|110 gp|1d12|19-20/x3|20 ft.|5 lb.|Piercing
Radcliffe twoshot rifle|220 gp|1d8|19-20/x3|120 ft.|8 lb.|Piercing
Rifle, long|150 gp|1d10|19-20/x3|140 ft.|10 lb.|Piercing
Rifle, military|200 gp|2d6|19-20/x3|160 ft.|12 lb.|Piercing
Rynnish holdout pistol|60 gp|1d6|19-20/x3|20 ft.|2 lb.|Piercing
Rynnish walking stick|110 gp|1d6|19-20/x3|20 ft.|3 lb.|Piercing
Vanar liberator|400 gp|2d8|19-20/x3|190 ft.|16 lb.|Piercing
[/table]
Blunderbuss: The blunderbuss is a large-caliber firearm designed to shoot a barrage of shot and shrapnel. Instead of proper shot, the blunderbuss may be loaded with scavenged scrap instead. This halves the price of ammunition, but if a natural 1 is rolled on an attack roll, the blunderbuss will misfire and be destroyed, dealing 1d6 damage to the wielder. Reloading a blunderbuss is a move action that provokes attacks of opportunity. Ammunition cost: 1 gp per 5 shots.
Carbine, military: A military carbine is a cut-down version of the military rifle, usually issued to mounted troops. A military carbine uses the same ammunition as a military rifle.
Clockwerk Arms pepperbox: A four-barreled pistol that uses a clockwork mechanism to rotate a new barrel to the firing position after the previous has been fired. The pepperbox can be fired four times before reloading, but unlike other pistols, reloading the pepperbox is a full-round action that provokes attacks of opportunity.
Musket: An early precursor to the modern rifles, a musket is a muzzleloading long gun with an unrifled barrel. A musket uses the same ammunition as a long rifle. Unlike breechloading firearms, reloading a musket is a standard action that provokes attacks of opportunity.
Pistol, military: A heavy, powerful pistol commonly issued to military officers. Ammunition cost: 2 gp per 5 shots.
Pistol, musket: A one-handed version of the musket. The musket pistol uses the same ammunition as the small pistol.
Pistol, small: Due to its handy size and relatively low price, the small pistol is a popular choice for self-defense. A small pistol counts as a light weapon for the purposes of two-weapon fighting. Ammunition cost: 1 gp per 5 shots.
Radcliffe quad-iron pistol: The quad-iron is a heavy, four-barreled pistol that fires all four barrels at once. The damage listed on Table 1 is the total damage of all four barrels. Unlike other pistols, reloading the quad-iron is a standard action that provokes attacks of opportunity. Ammunition cost: 5 gp per 5 shots.
Radcliffe twoshot rifle: A peculiar rifle with two charges in a single barrel. One bullet is fired per attack. It is possible to load both shots into the rifle as a standard action that provokes attacks of opportunity. The twoshot rifle uses the same ammunition as the long rifle.
Rifle, long: A typical rifle used throughout the Iron Kingdoms. Ammunition cost: 2 gp per 5 shots.
Rifle, military: A powerful, rugged rifle developed to reliably kill senemy soldiers dead. Ammunition cost: 3 gp per 5 shots.
Rynnish holdout pistol: A very small pistol designed to be easily concealed. A Rynnish holdout pistol counts as a light weapon for the purposes of two-weapon fighting. Ammunition cost: 1 gp per ten shots.
Rynnish walking stick: A pistol disguised as a walking stick. Due to its length, this gun requires two hands to be aimed effectively. However, a Rynnish walking stick can be fired one-handed at a -2 penalty to the attack roll. Recognizing a Rynnish walking stick from a normal cane requires a DC 18 Spot check. The Rynnish walking stick uses the same ammunition as the Rynnish holdout pistol.
Vanar Liberator: Obviously Khadoran in design, this is the heaviest, deadliest and outright scariest rifle available in the Iron Kingdoms. Ammunition cost: 6 gp per 5 shots.
New Feats:
Speedloader [General]
Choose one type of firearm. You can reload this firearm exceptionally fast.
Prerequisites: Weapon Proficiency with selected firearm, Dex 15
Benefits: The action required to reload the weapon changes: A full-round action becomes a standard action, a standard action becomes a move action, a move action becomes a swift action and a swift action becomes a free action.
Normal: A character without this feat requires the action listed in the weapon description to reload the weapon.
Special: You can gain Speedloader multiple times. Its effects stack.
A fighter may select Speedloader as one of his fighter bonus feats.
This is not an effort to make any sort of realistic gun rules. As I said in the other thread, I probably wouldn't know realism if it shot me in the knee. I'm just trying to make firearms that are a reasonable alternative to melee, or at least not inferior to everything.
Now, brave Homebrewers in the Playground, go forth and tell me why my effort will never work! :smalltongue:
Firearms
Pistols and longarms
Firearms are divided into two categories based on their size:
Pistols
A pistol is typically a one-handed firearm less than two feet in length, but exceptions exist. Reloading a single-shot pistol is a swift action that provokes attacks of opportunity.
Longarms
A longarm is a firearm longer than two feet, and typically are built with a stock. Rifles are two-handed weapons, but can be fired one-handed at a -4 penalty to the attack roll. Reloading a single-shot rifle is a move action that provokes attacks of opportunity.
Table 1: New Simple Weapons
{table=head]Weapon|Cost|Dmg (M)|Critical|Range Increment|Weight|Type
Ranged Weapons
Musket|100 gp|1d8|x3|100 ft.|10 lb.|Piercing
Pistol, musket|50 gp|1d6|x3|30 ft.|4 lb.|Piercing[/table]
Table 2: New Martial Weapons
{table=head]Weapon|Cost|Dmg (M)|Critical|Range Increment|Weight|Type
Ranged Weapons|||||
Blunderbuss|60 gp|1d12|x3|30 ft.|12 lb.|Bludgeoning and piercing
Carbine, military|175 gp|2d6|19-20/x3|100 ft.|8 lb.|Piercing
Clockwerk Arms pepperbox|125 gp|1d6|19-20/x3|40 ft.|6 lb.|Piercing
Pistol, military|100 gp|1d10|19-20/x3|70 ft.|4 lb.|Piercing
Pistol, small|75 gp|2d4|19-20/x3|40 ft.|3 lb.|Piercing
Radcliffe quad-iron pistol|110 gp|1d12|19-20/x3|20 ft.|5 lb.|Piercing
Radcliffe twoshot rifle|220 gp|1d8|19-20/x3|120 ft.|8 lb.|Piercing
Rifle, long|150 gp|1d10|19-20/x3|140 ft.|10 lb.|Piercing
Rifle, military|200 gp|2d6|19-20/x3|160 ft.|12 lb.|Piercing
Rynnish holdout pistol|60 gp|1d6|19-20/x3|20 ft.|2 lb.|Piercing
Rynnish walking stick|110 gp|1d6|19-20/x3|20 ft.|3 lb.|Piercing
Vanar liberator|400 gp|2d8|19-20/x3|190 ft.|16 lb.|Piercing
[/table]
Blunderbuss: The blunderbuss is a large-caliber firearm designed to shoot a barrage of shot and shrapnel. Instead of proper shot, the blunderbuss may be loaded with scavenged scrap instead. This halves the price of ammunition, but if a natural 1 is rolled on an attack roll, the blunderbuss will misfire and be destroyed, dealing 1d6 damage to the wielder. Reloading a blunderbuss is a move action that provokes attacks of opportunity. Ammunition cost: 1 gp per 5 shots.
Carbine, military: A military carbine is a cut-down version of the military rifle, usually issued to mounted troops. A military carbine uses the same ammunition as a military rifle.
Clockwerk Arms pepperbox: A four-barreled pistol that uses a clockwork mechanism to rotate a new barrel to the firing position after the previous has been fired. The pepperbox can be fired four times before reloading, but unlike other pistols, reloading the pepperbox is a full-round action that provokes attacks of opportunity.
Musket: An early precursor to the modern rifles, a musket is a muzzleloading long gun with an unrifled barrel. A musket uses the same ammunition as a long rifle. Unlike breechloading firearms, reloading a musket is a standard action that provokes attacks of opportunity.
Pistol, military: A heavy, powerful pistol commonly issued to military officers. Ammunition cost: 2 gp per 5 shots.
Pistol, musket: A one-handed version of the musket. The musket pistol uses the same ammunition as the small pistol.
Pistol, small: Due to its handy size and relatively low price, the small pistol is a popular choice for self-defense. A small pistol counts as a light weapon for the purposes of two-weapon fighting. Ammunition cost: 1 gp per 5 shots.
Radcliffe quad-iron pistol: The quad-iron is a heavy, four-barreled pistol that fires all four barrels at once. The damage listed on Table 1 is the total damage of all four barrels. Unlike other pistols, reloading the quad-iron is a standard action that provokes attacks of opportunity. Ammunition cost: 5 gp per 5 shots.
Radcliffe twoshot rifle: A peculiar rifle with two charges in a single barrel. One bullet is fired per attack. It is possible to load both shots into the rifle as a standard action that provokes attacks of opportunity. The twoshot rifle uses the same ammunition as the long rifle.
Rifle, long: A typical rifle used throughout the Iron Kingdoms. Ammunition cost: 2 gp per 5 shots.
Rifle, military: A powerful, rugged rifle developed to reliably kill senemy soldiers dead. Ammunition cost: 3 gp per 5 shots.
Rynnish holdout pistol: A very small pistol designed to be easily concealed. A Rynnish holdout pistol counts as a light weapon for the purposes of two-weapon fighting. Ammunition cost: 1 gp per ten shots.
Rynnish walking stick: A pistol disguised as a walking stick. Due to its length, this gun requires two hands to be aimed effectively. However, a Rynnish walking stick can be fired one-handed at a -2 penalty to the attack roll. Recognizing a Rynnish walking stick from a normal cane requires a DC 18 Spot check. The Rynnish walking stick uses the same ammunition as the Rynnish holdout pistol.
Vanar Liberator: Obviously Khadoran in design, this is the heaviest, deadliest and outright scariest rifle available in the Iron Kingdoms. Ammunition cost: 6 gp per 5 shots.
New Feats:
Speedloader [General]
Choose one type of firearm. You can reload this firearm exceptionally fast.
Prerequisites: Weapon Proficiency with selected firearm, Dex 15
Benefits: The action required to reload the weapon changes: A full-round action becomes a standard action, a standard action becomes a move action, a move action becomes a swift action and a swift action becomes a free action.
Normal: A character without this feat requires the action listed in the weapon description to reload the weapon.
Special: You can gain Speedloader multiple times. Its effects stack.
A fighter may select Speedloader as one of his fighter bonus feats.