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Thread: Dragon Born - Campaign Setting

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    Jjeinn-tae's Avatar

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    Default Re: Dragon Born - Campaign Setting

    Weapons!

    Special Weapon Category Rules:
    Firearms:
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    Some parts in this section (Recoil comes to mind) are needing a re-write for clarity. I'm going to need to make a new section for all of the rules dealing with scaling a firearm to a different size rather than just putting them all over in the other sections.

    Firearms have many qualities different from standard weaponry. Among these are ammo that must be reloaded, fire-rates, recoil and the fact that firearms generally don't scale between size categories well. Any firearm can be built to be wielded by a different size category, but this does not effect the weapon much besides size of the handle and trigger mechanisms, the difference in weight is negligible. Sizing differences also effect recoil.

    Special Actions with firearms include aiming, switching fire rates, and reloading.

    Fire Rates:
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    The firing rates that a weapon may have are single, double, pump, bolt or lever action which are mutually exclusive. There are also Semi and Fully automatic weapons, a weapon that can be either semi-automatic or fully-automatic depending on a switch on the weapon is called a Selective Fire weapon.


    Single, Pump, Bolt and Lever Action:
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    Before firing, a physical "switch" must be adjusted to prepare the new bullet for firing, and removing any old in the chamber. This switch is reset upon firing, limiting the fire rate of these weapons in un-skilled hands.

    Preparing the gun to fire is a swift action normally, but if the weapon in question is in your weapon group, it is a free action.


    Double Action and Semi-Automatic:
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    The weapon, upon pulling the trigger, fires a shot, removes the old bullet from the chamber, and loads a new one for firing, thus allowing un-interrupted iterative attacks even from unskilled users. When the clip of one of these weapons is empty, the gun requires a switch adjustment like the various single action firearms. Again, this is a swift action, or a free action if the weapon is in your weapon group. A double action weapon is functionally similar, but a heavier trigger pull is required, causing the first attack to count towards recoil for successive attacks (including taking the initial recoil penalty). Many modern double action weapons can function as semi-automatics upon pulling the hammer back (automatic after firing regardless) it is generally dangerous to put a weapon away with the hammer pulled back, so on sheathing the weapon is generally de-cocked.

    Summary: In essence, a semi-automatic and double action work as standard attacks, taking recoil penalties on iterative strikes. A double action though, the hammer must be pulled back, either through just pulling the trigger (taking additional penalties to the first shot) or manually pulling the hammer back, using a swift action, or a free action if the weapon is in your weapon group.


    Burst Fire and Automatic:
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    Both of these firing modes are capable of firing more than one bullet per trigger pull. The difference is Fully-Automatic weapons can fire bullets as long as it is supplied ammo from one trigger-pull, Burst Fire weapons have a limit per trigger-pull; in Crosskeep this limit is generally three, though other amounts are not unheard of. Firing burst-fire (which may be done with a fully-automatic only weapon even) takes the standard recoil penalties. Firing fully-automatic takes double penalties for every shot after the fifth. Generally, fully-automatic fire is used as an intimidation tactic, forcing the enemy to take cover rather than actually hit.

    Firing in either of these modes gives up iterative attacks, firing burst fire with a burst fire (or simulating it with a fully automatic) weapon is a standard action, while firing with a fully-automatic weapon is a full-round action.


    Selective Fire:
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    A Selective Fire weapon requires a swift action (or immediate if the weapon is in your weapon group) to switch between firing modes. You can only fire in one mode a round.


    Recoil:
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    The recoil penalty is applied as an increasing penalty to every attack after the first (or including the first if using a Double Action weapon). For example, if you have a weapon with a recoil of -2, and you make a full attack, your first attack is at your full base attack bonus, your second attack with the weapon will take a -2 penalty from your normal iterative, and the third attack will take a -4 from your third iterative's normal bonus. The same weapon fired as a double action would have penalties of -2, -4 and -6 respectively.

    A fully-automatic weapon takes double the penalties after the fifth attack, so making 10 attacks with a fully-automatic weapon of recoil -2 is as thus: The first attack is at your full base attack bonus, the second is made at your full base attack bonus -2 (more accurate due to a single trigger pull). the third attack is -4, from your base attack, and following in suit, fourth attack is -6, and fifth attack is -8, after this, each shot is double the penalties, -12 for the sixth shot, -16 for the seventh, -20 for the eighth, -24 for the ninth, and -28 for the tenth.

    When a weapon is scaled for a different size than it was made for, for every size category scaled up the penalties half, to a minimum of -1, all fractions rounded up. Thus, a small firearm with a recoil of -4, scaled up to large size would have a recoil of -1. A weapon scaled down has it's recoil penalty doubled at each size category. Thus a large weapon with a recoil of -4 scaled down to small would have a recoil penalty of -16. Wielding a firearm scaled to the wrong size category multiplies the recoil of the base weapon by two for every size category apart the weapon is sized for and the wielder. Thus a firearm with recoil -4 built for a medium character as standard, has a recoil penalty of -8 for both small or large characters trying the wield the weapon without modifications, in addition to the -4 penalty to attacks for incorrect weapon size. It is difficult to work the trigger and brace for recoil in using a weapon designed to be wielded by someone significantly bigger or smaller than you. Furthermore, recoil is effectively doubled for non-proficient users, it's easy to underestimate how much kick a firearm has if you've never fired one.

    Pistols
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    Pistols are one handed firearms, and are generally low power and quick to reload. They are often favored for their ease of use, characters with proficiency in a ranged weapon only take -2 non-proficiency penalties, rather than -4.

    Proficient users of pistols take no penalty using pistols while engaged in melee, and provoke attacks of opportunity as if they were wielding a reach weapon.


    {table=head]Weapons||||||||
    Simple Melee Weapons
    Name|Small Damage|Medium Damage|Large Damage|Critica|Damage Type|Weight|Cost|Hands/Class
    Spiked Wraps|1d3|1d4|1d6|x2|Piercing|6lb|30gp|N/A
    Martial Melee Weapons
    Name|Small Damage|Medium Damage|Large Damage|Critical|Damage Type|Weight|Cost|Hands/Class
    Exotic Melee Weapons
    Name|Small Damage|Medium Damage|Large Damage|Critical|Damage Type|Weight|Cost|Hands/Class
    Durunite Sledgeaxe|1d10|1d12|3d6|x3|Bludgeoning or Slashing|16lb|65gp|Two Hands
    Mazikan Band|1d6|1d4|1d3|19-20/x2|Slashing|2lb|700gp|See Description[/table]

    Durunite Sledgeaxe
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    The Stone Dwarves have become overly fond of greathammers and greataxes in their time underground. It didn't take long for Dwarven ingenuity to decide that the best way to improve them was to put both on the same handle. It resembles a long pole with a Hammerhead, which tapers into an axe head on it's reverse. A proficient user can spin the weapon around while fighting to use either head, but it is one weapon, it cannot be used as a double weapon.

    The Axe and hammer head of the Sledgeaxe are enchanted separately, but masterwork costs are as for one weapon.


    Mazikan Band
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    A large "ribbon" commonly used by mazikan goblins. There are many methods of wielding the weapon, and thus may be finessed, can be wielded two-handed, and may indeed be finessed while wielded in two hands. When not wielded as a double weapon, the band is a reach weapon, unable to strike neighboring opponents. Regardless of how it is wielded, the weapon never gains a bonus to damage from strength.

    When wielded as a reach weapon, the weapon may be used for disarm and trip attempts at a reach. As many such weapons, it may be dropped to prevent a retaliatory trip. For the purposes of disarming, the ribbon is always considered a one-handed weapon.

    The process of creating a Mazikan band requires magic to create, the temperature of the band is always cold, hardening the fabric, yet still keeping it perfectly flexible. The band deals double damage to creatures vulnerable to cold, but as it does not deal actual cold damage, creatures immune to cold receive no special protection from it. The caster level to create a Mazikan Band is 7, and requires a casting of any [cold] spell, prestidigitation, or Chill Metal during the creation process. Despite being magic, the weapon does not automatically gain an enhancement bonus during creation, nor does it bypass dr/magic without one.

    The process of making a Mazikan Band also has the unfortunate effect of making it less effective with size. The more weight the weapon has, the less finesse is possible with it, which is where all the effectiveness comes from.


    Spiked Wraps
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    Commonly used by monks, spiked wraps are a set of cloth strips wrapped around the elbows, knees, hands, and occasionally on the feet. Either a single, or multiple smaller spikes are embedded in the wraps, allowing the wielder to deal piercing damage with unarmed attacks. The wraps are considered an unarmed strike for feat purposes, and thus may use them for feats that deal with unarmed strikes. A character wielding spiked wraps provokes attacks of opportunity if they do not have the Improved Unarmed Strike Feat.

    Any enchantment on a character's unarmed strike is overridden by spiked wraps, but the spiked wraps themselves may be enchanted. Unlike unarmed strikes, spiked wraps cannot be enchanted as if they were natural weapons.

    A character may optionally forgo wearing an entire set of spiked wraps to allow some unarmed strikes to deal bludgeoning damage.


    {table=head]Firearms||||||||||
    Pistols
    Name|Damage|Ammunition|Ammunition Type|Fire Rate|Designed Size|Recoil|Weight|Cost|Range Increment|Class
    Arnite '34|2d3|Clip of 15 rounds|5mm|Double Action|Small|-1|1lb|60gp|70ft|Pistol, Firearm
    Arnite '54|2d4|Clip of 12 rounds|7mm|Double Action|Medium|-1|2lb|80gp|80ft|Pistol, Firearm
    Arnite '94|2d6|Clip of 10 rounds|12mm|Double Action|Large|-1|4lb|100gp|110ft|Pistol, Firearm[/table]

    {table=head]Ammunition|Clip Sizes|Weight|Cost (per bullet)|Default Type
    5mm Bullets|15 rounds|0.1lb|3sp|Solid
    7mm Bullets|12 rounds|0.1lb|4sp|Solid
    12mm Bullets|10 rounds|0.1lb|6sp|Solid[/table]

    Arnite '34
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    After the initial success of the '54, the Arnites created scaled versions for the races on the extreme-side of size. While the '54 was named after it's creation year, the '34 and '94 took the "wit" of the dwarves to name. Having seen the average height of a wielder of a '54 was about 5'4" they named the other versions similarly. No one was too amused outside of the Arnite Gunsmiths.

    The '34 was built with the gnomes in mind, and is just as light of a sidearm for the gnomes as the '54 is for humans. Unfortunately, the scaling down of the weapon caused a much lower effective range and actual effect, which caused the '34 to be the least used of the three '54 variations.

    Arnite '54
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    The Arnite Dwarves, among other things, are renown for their excellent firearms. As such, the '54 was the most-used firearm pre-cataclysm. Combining accuracy, reliability, and a large clip, the main problem with the '54 is the low power of the weapon. It was built for a time where a bullet was not required to punch through creatures with skulls as durable as steel.

    Arnite '94
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    After the initial success of the '54, the Arnites created scaled versions for the races on the extreme-side of size. While the '54 was named after it's creation year, the '34 and '94 took the "wit" of the dwarves to name. Having seen the average height of a wielder of a '54 was about 5'4" they named the other versions similarly. No one was too amused outside of the Arnite Gunsmiths.

    Despite the failure of the '34, the '94 proved just as popular as the '54. An odd trend noticed by the Arnites was that the '94 proved popular with races smaller than the target audience of Ogres and Lizardmen. This lead to an official customization kit for the '94, to create the first "Hand Cannon" for the small races. As a result of this, all re-sizing of the '94 only costs 10gp as opposed to the usual 15gp.


    5mm Bullets
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    5mm rounds never became common enough to warrant full support by the Arnites. The Ka'Zun gnomes however ran with them, creating a full line of specialty bullets for concealed weaponry. It never was clear exactly who they marketed these to, and for what purpose, the gnomes sure didn't feel like telling, and purchases were done in secret, yet legitimately.

    5mm bullets run the spectrum, in addition to solid, came in jacketed hollow point, rubber, full metal jacket, tracer, fragmentation, incendiary and the Ka'Zun espionage specialty bullets, dire, truncated, and viper.

    7mm Bullets
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    7mm rounds were the primary size for self-defense firearms in districts where Ogres and Lizardmen were not a worry. In addition to solid 7mm bullets, they were normally made in rubber and jacketed hollow point.

    12mm Bullets
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    12mm bullets were very common pre-cataclysm for military grade weapons for the smaller races, and as light sides for the larger. As such, they come in a wide variety of styles, so much so that they came standard in every special variety of bullet.



    A note on bullet calibers
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    If you know much of anything about firearms, you'll notice that the sizes don't quite match up with real life. The Winchester had bullets of around 7mm and was quite the rifle, not a light sidearm. This results from the Crosskeep gunsmiths going in a different direction than the way our real-life firearms went. In real life, we decided to use smaller bullets, but put a lot of gunpowder behind them to drive the bullet at incredible velocities. The downside of this is every gun that uses a 7mm bullet is not necessarily able to fire any random 7mm bullet that might exist.

    With really only one civilization in Crosskeep, they decided to go modular, a 7mm handgun is going to use the same rounds as a 7mm rifle here. In the long run this makes the firearms less effective, but they didn't really have to worry about war that much, and if they had, the denizens of Crosskeep would have relied primarily on the spellcasters and dragons.
    Last edited by Jjeinn-tae; 2010-12-16 at 11:16 PM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?