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Thread: [4e] Firearms

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    Default [4e] Firearms

    Anyone know if WotC has published rules for the use of firearms in 4e?
    Like the modern weapons table in 3.x DMG?
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    Default Re: [4e] Firearms

    Quote Originally Posted by dsmiles View Post
    Anyone know if WotC has published rules for the use of firearms in 4e?
    Like the modern weapons table in 3.x DMG?
    There are no official firearms at this time, I believe.

    Someone on here had a rad set of firearms, but I can't remember anything about the thread to search for it.
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    Default Re: [4e] Firearms

    Drat.
    Double Drat.
    Now I gotta make that s**t up!
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    Default Re: [4e] Firearms

    I've got a set of rules for a semi-steampunkish setting, see if they're what you're looking for. They're considerably better than medieval-Renaissance era weapons, but what else do you expect when dwarves start improving them?

    Weapons
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    Martial
    One-Handed
    Pistol: +2 Proficiency, 1d8 damage, Range 10/20, Load Free*

    Two-Handed
    Carbine: +2 Proficiency, 1d10 damage, Range 10/20, Load Free*

    Superior
    Two-Handed
    Long Rifle: +2 Proficiency, 1d12 damage, Range 15/25, Load Free*

    *Until the magazine, which holds 10 rounds, runs out. You can replace a magazine as a Standard action.

    Ammunition:

    Standard Slug: 1gp per 20.
    Pellet: 1 gp per 20. Using pellet rounds gives a +1 bonus to attack rolls, but also gives a -1 penalty to damage per damage die rolled.
    Incendiary: 2 gp per 20. Using incendiary rounds gives a -2 penalty to attack rolls, but any attack which normally targets AC now targets Reflex. Any damage dealt is fire damage.


    Feats
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    Sharpshooter
    Requirement: Dex 15 and Int or Wis 13
    Benefit: When you use a firearm to make a ranged attack you may ignore an amount of resistance equal to your Intelligence or Wisdom modifier for the attack. (i.e, if you have Wisdom 14 and attack a creature with resist all 5, you only reduce damage by 3)

    Close-Quarters Gunner
    Requirement: Dex 15 and Int or Wis 13
    Benefit: You gain a +2 bonus to AC against opportunity attacks provoked by making a ranged attack with a firearm.

    Gunslinger
    Benefit: You can draw a pistol with the same action you use to attack with it. The first time you make a ranged attack with a firearm in an encounter, you gain a +2 bonus to the attack roll if you drew the firearm with the same action.

    Rapid Fire
    Requirement: Paragon Tier, Dex 17 and Int or Wis 15
    Benefit: When you make a ranged basic attack with a firearm, you can make two attack rolls. If one hits, you deal damage and effects as normal. If both hit, you deal extra damage equal to your Dexterity modifier.

    Crack Shot
    Requirement: Paragon Tier, Dex 17 and Int or Wis 15
    Benefit: If you spend a move action to do nothing before making a ranged attack, that attack can score a critical hit on a natural roll one lower than normal. For example, if you normally score a critical hit on a 20, you now score a critical hit on a 19 or higher. When using a power that scores a critical hit on 18 or higher, you now score a critical hit on a 17 or higher.

    Firearm Mastery
    Requirement: Epic Tier, Dex 21 and Int or Wis 17
    Benefit: When you attack with a firearm, you can score a critical hit on a 19 or 20.

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    Default Re: [4e] Firearms

    Refluff crossbows. That's what I did for my steampunkish campaign.

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    Default Re: [4e] Firearms

    For less advanced settings, I think you should make them superior weapons, keeping the damage die of the bows. Rifles would gain high-crit, pistols would be d8s that can be used in both hands. Reload minor (use a feat to make it free a la crossbow), prof +3. If you think that they aren't good enough to justify 2 feats, make the associated feats you'll have to come up with really good.

    If you do something like reload standard, they'd need to have so much damage that your players will just shoot once per encounter before going to their primary weapon. An interesting and not historically inaccurate scenario, but it's not really fitting with the system.

    You could make the magic contained within the shot, making mundane (and rare) ammo less of an issue, as well as making the gun more handy. Having the ammo return to the pouch at the end of the round could make some interesting strategy.
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    Default Re: [4e] Firearms

    You could also change the pistol to +3 and 5/10.

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    Default Re: [4e] Firearms

    I've done some research and it turns out that a "long gun" (non-rifled musket) was actually fairly accurate out to 50-100 meters (roughly 30-60 squares game terms, so I went with 30/60 for range), and I can't find much on "hand-cannons" (non-rifled pistols) but I'm estimating them at 10/20 range. As for damage, I'm going with 3.5e DMG modern weapons table for now. I have made them both superior weapons, as they are rare outside the hands of dwarves and goblins (both of which are "inventor" races in my campaign world). The pistol is "load move" for reloading and the long gun is "load standard," and I feel this is accurate for muzzle loaders.
    As far as feats go, I'm thinking that there will be some sort of "rapid reload" feat that takes them down to "load minor" and "load move," respectively. I'm also thinking a paragon or epic feat that allows you to actually threaten up to 3 squares with a pistol, kind of a "quick on the draw" type feat. Also, I'm working on a dual-pistol wielding paragon path "gunslinger" (kind of a spaghetti-western type of character) for a pistol specialist, and a "sniper" for a long gun specialist. Also cannons as siege engines. BOOM! hahahaha...

    EDIT: I'm going for a more historically accurate weapon, rather than a steampunk weapon. More thoughts are welcome!
    Last edited by dsmiles; 2009-11-20 at 11:50 AM.
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    Default Re: [4e] Firearms

    I wouldn't put it past a paragon/epic feat to reduce the action even further. When the party is busy hitting a god with their might, you don't want to be fiddling with a powder horn.

    Have any ideas for [firearm] specific enchantments?
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    Default Re: [4e] Firearms

    Not specifically for the gun, but I've got a few ammo enchantments and powderhorn enchantments that I'm working on. Like returning ammo, and everfull powderhorns. Mostly money-saving enchantments, as firearms will probably be expensive to begin with. Although, I am thinking "energy balls," as ammo...
    Maybe a self-reloading gun (free action/minor action) as a paragon or epic tier weapon.
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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