PDA

View Full Version : D&D 3.x Other Rapid Repeating Crossbow (3.5 weapon PEACH)



AkazilliaDeNaro
2014-06-10, 08:02 AM
Rapid Repeating Crossbow


Or


Medieval Mini-gun


The Rapid Repeating Crossbow(or RRC for short) is a semi-magical weapon. It looks like a large wooden cylinder with a hole at the front. It measures about 5' long and 1' thick with a 1' long slot in the side a quarter way down the barrel. Handles are attached to the RRC, one a quarter way down the barrel on the top, and another attached to the back. Each handle has controls for the RRC, as such it can only be operated with two hands.

An ammo chain is required to load the RRC. Ammo chains contain 50 bolts and weigh 10 lbs. An ammo chain can only be filled with normal hand crossbow bolts, any other type causes it to jam automatically. It takes a standard action to load an ammo chain and a swift action to remove one. Loading the RRC provokes an attack of opportunity.

When the RRC fires it makes a loud noise that can be heard by anything with in 200 feet that passes a DC 10 listen check.

When rolling to attack, a natural 1 causes it to automatically jam. After every odd shot after the first, increase the threshold for jamming by 1 (i.e. 3 shots would jam on 1-2, 5 shots 1-3, etc. etc.). If the RRC jams then you must spend a full round action to unjam it, provoking an attack of opportunity.

Due to The size and weight of the RRC, it takes a -4 to attack.

The functions are as follows (it takes a move action to change functions)
(1) Scatter - Fires a single burst of 18 shots in a 15' cone, targets inside the cone have a 50% miss chance per shot.
(2) Deliberate - fires 3 shots.
(3) Optimum - fires 6 shots.
(4) Half-Rapid- Fires 12 shots.
(5) Rapid - fires 24 shots.






Exotic Ranged Weapon
Damage
Critical
Range
Type
Cost
Weight


Rapid Repeating Crossbow
1d4/bolt
19-20/x2
30'
Piercing
20,000 gp
50 lbs





Accessories

The RRC has several slots for accessories placed all over itself. Attaching or removing an accessory provokes an attack of opportunity.

Tripod Attaches to the bottom. Takes a standard action to attach or remove and a standard action to set up. increases attack range by 10' costs 500 gp

Ammo Box Attaches to the loading slot. Takes a standard action to attach and a move action to remove it. Functions as an ammo chain. Comes in different amounts:100 shots(weighs 20 lbs), 200 shots (weighs 30 lbs) and 300 shots (weighs 40 lbs). cost 500gp +1 gp/shot

Unjammer Attaches to the firing mechanism, takes a standard action to attach or remove it. Reduces unjamming time to a standard action. increases reloading time to a full round action. costs 500 gp

Ammo Feeder Attaches to the firing mechanism, takes a standard action to attach or remove it. Loading no longer causes an attack of opportunity, increases Jamming threshold by 2.

Long Barrel Attaches to the end of the barrel, takes a standard action to attach or remove it. increases attack range by 10', silences the RRC, weighs 5 lbs 1,000 gp.

Power Barrel Attaches to the end of the barrel, takes a standard action to attach or remove it. increases damage per shot by 1, increases noise causing the distance it can be heard to 300 feet. weighs 5 lbs, costs 1,000 gp.

Light Ray Attaches to the underside of the barrel, takes a move action to attach or remove it. Gives off light in a 120' line, a 80' cone, a 60' semicircle, or a 30' circle. takes a swift action to switch settings. costs 150gp

Bolt Modifier attaches to underside of the firing mechanis. Takes a standard action to attach one and a full round action to remove one, Can have 3 attached at a time, but they cant be of the same type. costs 10,000 gp each

Elemental

Acid - Bolts deal +1d4 acid damage. This extra damage is not multiplied on a critical.
Fire - Bolts deal +1d4 fire damage. This extra damage is not multiplied on a critical.
Frost - Bolts deal +1d4 cold damage. This extra damage is not multiplied on a critical.
Shock - Bolts deal +1d4 shock damage. This extra damage is not multiplied on a critical.
Sonic - Bolts deal +1d4 sonic damage. This extra damage is not multiplied on a critical.

Material

Adamantine - Bolts are considered Adamantine for the purpose of overcoming Damage Reduction.
Silver - Bolts are considered Silver for the purpose of overcoming Damage Reduction.
Cold Iron - Bolts are considered Cold Iron for the purpose of overcoming Damage Reduction.

Alignment

Good - Bolts deal +2d4 damage to evil creatures and are ‘good’ aligned, for purposes of overcoming Damage Reduction.
Evil - Bolts deal +2d4 damage to good creatures and are ‘evil’ aligned, for purposes of overcoming Damage Reduction.
Chaos - Bolts deal +2d4 damage to lawful creatures and are ‘chaotic’ aligned, for purposes of overcoming Damage Reduction.
Law - Bolts deal +2d4 damage to chaotic creatures and are ‘lawful’ aligned, for purposes of overcoming Damage Reduction.

Chargers

Power - increases damage by 1, 2, 3, 4, or 5, cost is equivalent to that of a magic weapon of the same bonus.
Accuracy - increases attack bonus by 1, 2 3, 4, or 5. cost is equivalent to that of a magic weapon of the same bonus.
Weight - decreases the weight of the RRC by 10, 20, 30, 40, or 50 lbs. For every 10 lbs decreased, the RRC takes a -2 to attack. Costs 1,000 gp per 10 lbs.



Ognin Spannerblast's Rapid Repeating Crossbow 's warranty does not cover;
Water damage, Fire damage, Enchanting damage, Being eaten, Divine punishment, Breaking of the seal,
Tampering, Theft, Use by unauthorized personnel, or Planeshifting.

SinsI
2014-06-10, 08:16 AM
Unjammer sounds like a complete no-brainer, so you might want to rethink it. As is, a total of 0% RRCs are going to be without it. Try to think of some disadvantage for it. Maybe it interferes with ammo reloading?
Chargers that reduce weight should apply cumulative attack bonus penalty on shots after first.
Price progressions for Power and Accuracy chargers should not be constant, but be similar to price progression for additional +1 bonus for weapons.

And I think it should have a starting -4 to attack roll to begin with, due to being so unwieldly.

qazzquimby
2014-06-10, 10:49 AM
Currently, I believe rapid is by far the best mode of firing. You maximize both the shots per round and the shots certain to be fired before any jamming can occur, with the jamming per shot remaining stable.
Jamming should instead ramp up, starting perhaps at 5 or 0% and curving up.

AkazilliaDeNaro
2014-06-11, 07:11 AM
Unjammer sounds like a complete no-brainer, so you might want to rethink it. As is, a total of 0% RRCs are going to be without it. Try to think of some disadvantage for it. Maybe it interferes with ammo reloading?
Chargers that reduce weight should apply cumulative attack bonus penalty on shots after first.
Price progressions for Power and Accuracy chargers should not be constant, but be similar to price progression for additional +1 bonus for weapons.

And I think it should have a starting -4 to attack roll to begin with, due to being so unwieldly.


Currently, I believe rapid is by far the best mode of firing. You maximize both the shots per round and the shots certain to be fired before any jamming can occur, with the jamming per shot remaining stable.
Jamming should instead ramp up, starting perhaps at 5 or 0% and curving up.

Suggestions added.

JeminiZero
2014-06-11, 09:14 PM
After every shot, roll a d% to see if the RRC jams. The jamming chance is 4*#of shots fired
Jamming Chance needs some clarification. Is it 4* number of shots fired in total since the last jam was cleared? Or since the start of the round?

Edit: Perhaps apply an increasing penalty to each shot during the same round, much like the iteratives of BAB?

So 1st shot no penalty, 2nd shot -X, 3rd shot -2X etc. After a while, you would just be wasting bolts. Also a higher accuracy user can get better use than a low accuracy user.

Admiral Squish
2014-06-11, 09:36 PM
I would just have it jam on a natural 1. that's about 1/20 rounds, statistically, and it would reduce the number of rolls necessary. A single round of rapid firing is... between 48 and 72 rolls, depending on how many hit. That would take FOREVER at the table.