Neon Knight
2007-01-27, 05:31 PM
Okay. I’m trying to lay out some gun rules that will make guns near the level of bows, with a dash of realism thrown in. Note: JUST A SMALL DASH OF REALISM. I’m not going to throw in some overly complex rule for realism’s sake. The current complexity of the rules listed below is more than enough for me.
These are not supposed to represent any particular era of weapon, but if you can peg what type of weapons these would be (For Example, Bolt Action, Flint Lock, Wheel Lock) then I would be overjoyed to finally slap an era and more detailed descriptions on these.
Hitting with a gun: Roll for a Ranged attack as normal. If the result exceeds the target’s touch AC, add the weapon’s strength bonus. You actually hit the target if you exceed the target’s normal AC.
Weapon Strengths:
Pistol +1
Heavy Pistol +2
Rifles +4
Shotguns +3
Pistol (Simple Light Ranged Weapon)
Cost: 50GP
Damage: 1D8
Critical Range: x3
Range: 40 ft.
Damage Type: Piercing
Weight: 2lb.
Heavy Pistol (Simple One-Handed Ranged Weapon)
Cost: 75GP
Damage: 1D10
Critical Range: x3
Range: 40 ft.
Damage Type: Piercing
Weight: 4lb.
Pistol Rounds (10)
Cost: 1GP
Weight: 1lb.
Pistol and Heavy Pistol: A Pistol or Heavy Pistol can be fired once before it needs to be reloaded. Reloading a pistol is a standard action. A character can make a Craft (Small Arms) skill check (DC15) to reduce it to a move action. Pistols and Heavy Pistols must be loaded using pistol rounds. A pistol or heavy pistol can shoot out to 7 range increments. A pistol can be sued as a club with a -4 penalty to the attack roll.
Rifle (Simple Two-Handed Ranged Weapon)
Cost: 100GP
Damage: 2D6
Critical Range: x3
Range: 60 ft.
Damage Type: Piercing
Weight: 10lb.
Over/Under Rifle (Simple Two-Handed Ranged Weapon)
Cost: 100GP
Damage: 2D6
Critical Range: x3
Range: 60 ft.
Damage Type: Piercing
Weight: 11lb.
Rifle Rounds (5)
Cost: 3GP
Weight: 1lb.
Rifle: A Rifle can be fired once before it needs reloading. Reloading a rifle is a full round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce it to a standard action. A rifle must be loaded using rifle rounds. A rifle can shoot out to 9 range increments. A rifle can be used as a great club with a -4 penalty to the attack roll.
Over/Under Rifle: An Over/Under Rifle can be fired twice before it needs reloading. Reloading an over/under rifle takes 2 full-round actions to reload both barrels. Reloading one barrel is a full-round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce reloading one barrel to a standard action, and to reduce loading two barrels to a full-round action. An over/under rifle must be loaded using rifle rounds. An over/under rifle can have both of its barrels fired at once if the user posses the Rapid Shot feat. Make an attack roll for each separate round fired, using the same attack bonus for both -2. An over/under rifle can shoot out to 9 range increments. An over/under rifle can be used as a great club with a -4 penalty to the attack roll.
Shotgun (Simple Two-Handed Ranged Weapon)
Cost: 80GP
Damage: 2D8
Critical Range: x4
Range: 20 ft.
Damage Type: Piercing
Weight: 8lb.
Double Barreled Shotgun (Simple Two-Handed Ranged Weapon)
Cost: 80GP
Damage: 2D8
Critical Range: x4
Range: 20 ft.
Damage Type: Piercing
Weight: 9lb.
Shotgun Rounds (5)
Cost: 3GP
Weight: 1lb.
Shotgun: A Shotgun can be fired once before it needs reloading. Reloading a shotgun is a full round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce it to a standard action. A shotgun must be loaded using shotgun rounds. Shotguns impose a -4 penalty to the attack roll and a -2 penalty to the damage roll for every range increment. A shotgun can shoot out to 6 range increments.
Double Barreled Shotgun: A Double Barreled Shotgun can be fired twice before it needs reloading. Reloading a shotgun takes 2 full round actions to reload both barrels. Reloading one barrel is a full-round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce reloading one barrel to a standard action, and to reduce loading two barrels to a full-round action. A double-barreled shotgun must be loaded using shotgun rounds. A double barreled shotgun can have both of its barrels fired at once if the user possess the Rapid Shot feat. Make an attack roll for each separate round fired, using the same attack bonus for each -2. Shotguns impose a -4 penalty to the attack roll and a -2 penalty to the damage roll for every range increment. A shotgun can shoot out to 6 range increments.
Bayonet (Simple Light Weapon)
Cost: 2GP
Damage: 1D4
Critical Range: x2
Damage Type: Piercing
Weight: 2lb.
Bayonet (On Rifle) (Simple Two-Handed Weapon)
Cost: 2GP
Damage: 1D8
Critical Range: x3
Damage Type: Piercing
Weight: 1lb
Bayonet: A bayonet is a small spike designed to be used while mounted on a rifle. A bayonet can be used as a light weapon when un-mounted or as a two-handed weapon when mounted on a rifle. Mounting a bayonet on a rifle is a full-round action. A rifle cannot be fired while a bayonet is mounted. A masterwork bayonet allows the rifle to be fired while the bayonet is in place.
Feats
Bayonet Drills [General, Fighter]
Training with bayonets has allowed you to mount one with stunning speed and precision.
Prerequisites: Dex 12
Benefits: Mounting a bayonet on a rifle is a standard action.
Normal: Normally, mounting a bayonet on a rifle is a full-round action.
So, what do you guys think?
These are not supposed to represent any particular era of weapon, but if you can peg what type of weapons these would be (For Example, Bolt Action, Flint Lock, Wheel Lock) then I would be overjoyed to finally slap an era and more detailed descriptions on these.
Hitting with a gun: Roll for a Ranged attack as normal. If the result exceeds the target’s touch AC, add the weapon’s strength bonus. You actually hit the target if you exceed the target’s normal AC.
Weapon Strengths:
Pistol +1
Heavy Pistol +2
Rifles +4
Shotguns +3
Pistol (Simple Light Ranged Weapon)
Cost: 50GP
Damage: 1D8
Critical Range: x3
Range: 40 ft.
Damage Type: Piercing
Weight: 2lb.
Heavy Pistol (Simple One-Handed Ranged Weapon)
Cost: 75GP
Damage: 1D10
Critical Range: x3
Range: 40 ft.
Damage Type: Piercing
Weight: 4lb.
Pistol Rounds (10)
Cost: 1GP
Weight: 1lb.
Pistol and Heavy Pistol: A Pistol or Heavy Pistol can be fired once before it needs to be reloaded. Reloading a pistol is a standard action. A character can make a Craft (Small Arms) skill check (DC15) to reduce it to a move action. Pistols and Heavy Pistols must be loaded using pistol rounds. A pistol or heavy pistol can shoot out to 7 range increments. A pistol can be sued as a club with a -4 penalty to the attack roll.
Rifle (Simple Two-Handed Ranged Weapon)
Cost: 100GP
Damage: 2D6
Critical Range: x3
Range: 60 ft.
Damage Type: Piercing
Weight: 10lb.
Over/Under Rifle (Simple Two-Handed Ranged Weapon)
Cost: 100GP
Damage: 2D6
Critical Range: x3
Range: 60 ft.
Damage Type: Piercing
Weight: 11lb.
Rifle Rounds (5)
Cost: 3GP
Weight: 1lb.
Rifle: A Rifle can be fired once before it needs reloading. Reloading a rifle is a full round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce it to a standard action. A rifle must be loaded using rifle rounds. A rifle can shoot out to 9 range increments. A rifle can be used as a great club with a -4 penalty to the attack roll.
Over/Under Rifle: An Over/Under Rifle can be fired twice before it needs reloading. Reloading an over/under rifle takes 2 full-round actions to reload both barrels. Reloading one barrel is a full-round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce reloading one barrel to a standard action, and to reduce loading two barrels to a full-round action. An over/under rifle must be loaded using rifle rounds. An over/under rifle can have both of its barrels fired at once if the user posses the Rapid Shot feat. Make an attack roll for each separate round fired, using the same attack bonus for both -2. An over/under rifle can shoot out to 9 range increments. An over/under rifle can be used as a great club with a -4 penalty to the attack roll.
Shotgun (Simple Two-Handed Ranged Weapon)
Cost: 80GP
Damage: 2D8
Critical Range: x4
Range: 20 ft.
Damage Type: Piercing
Weight: 8lb.
Double Barreled Shotgun (Simple Two-Handed Ranged Weapon)
Cost: 80GP
Damage: 2D8
Critical Range: x4
Range: 20 ft.
Damage Type: Piercing
Weight: 9lb.
Shotgun Rounds (5)
Cost: 3GP
Weight: 1lb.
Shotgun: A Shotgun can be fired once before it needs reloading. Reloading a shotgun is a full round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce it to a standard action. A shotgun must be loaded using shotgun rounds. Shotguns impose a -4 penalty to the attack roll and a -2 penalty to the damage roll for every range increment. A shotgun can shoot out to 6 range increments.
Double Barreled Shotgun: A Double Barreled Shotgun can be fired twice before it needs reloading. Reloading a shotgun takes 2 full round actions to reload both barrels. Reloading one barrel is a full-round action. A character can make a Craft (Small Arms) skill check (DC15) to reduce reloading one barrel to a standard action, and to reduce loading two barrels to a full-round action. A double-barreled shotgun must be loaded using shotgun rounds. A double barreled shotgun can have both of its barrels fired at once if the user possess the Rapid Shot feat. Make an attack roll for each separate round fired, using the same attack bonus for each -2. Shotguns impose a -4 penalty to the attack roll and a -2 penalty to the damage roll for every range increment. A shotgun can shoot out to 6 range increments.
Bayonet (Simple Light Weapon)
Cost: 2GP
Damage: 1D4
Critical Range: x2
Damage Type: Piercing
Weight: 2lb.
Bayonet (On Rifle) (Simple Two-Handed Weapon)
Cost: 2GP
Damage: 1D8
Critical Range: x3
Damage Type: Piercing
Weight: 1lb
Bayonet: A bayonet is a small spike designed to be used while mounted on a rifle. A bayonet can be used as a light weapon when un-mounted or as a two-handed weapon when mounted on a rifle. Mounting a bayonet on a rifle is a full-round action. A rifle cannot be fired while a bayonet is mounted. A masterwork bayonet allows the rifle to be fired while the bayonet is in place.
Feats
Bayonet Drills [General, Fighter]
Training with bayonets has allowed you to mount one with stunning speed and precision.
Prerequisites: Dex 12
Benefits: Mounting a bayonet on a rifle is a standard action.
Normal: Normally, mounting a bayonet on a rifle is a full-round action.
So, what do you guys think?