Difference between revisions of "Gunslinger Handbook (3.5e Sourcebook)/Gunpowder Armory"

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(Fury of the West)
(Gunpowder Armory)
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{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
|+ Table: Gun
+
|+ Table: Blackpowder Weapons
! Simple || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Hand Cannon  || 160 gp || 1d10 || 20/x2 || 100' || Weight || 1 || Slow
+
| Hand Cannon  || 160 gp || One-Handed || 1d10 || 20/x2 || 100' || Weight || 1 || Slow
 
|-
 
|-
| Musket || 80 gp || 1d8 || 20/x2 || 60' || 5 lbs || 1 || -
+
| Musket || 80 gp || Two-Handed || 1d8 || 20/x2 || 60' || 5 lbs || 1 || -
 
|-
 
|-
| Pistol || 40 gp || 1d6 || 20/x2 || 30'  || 3 lbs || 1 || -
+
| Pistol || 40 gp || Light || 1d6 || 20/x2 || 30'  || 3 lbs || 1 || -
 
|-
 
|-
! Martial || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Martial || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Heavy Musket || 200 gp || 1d12 || 20/x3 || 120' || 12 lbs || 1 || -
+
| Heavy Musket || 200 gp || Two-Handed || 1d12 || 20/x3 || 120' || 12 lbs || 1 || -
 
|-
 
|-
| Jezzail || 160 gp || 1d8 || 20/x2 || 80'  || 6 lbs || 1 || Accurate
+
| Jezzail || 160 gp || Two-Handed || 1d8 || 20/x2 || 80'  || 6 lbs || 1 || Accurate
 
|}
 
|}
  
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{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
|+ Table: Steam Gun
 
|+ Table: Steam Gun
! Simple || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| [[Steam Hand Cannon (3.5e Equipment)|Steam Hand Cannon]] || 240 gp || 1d10 || 20/x3 || 120' || 12 lb || 1 || Slow
+
| [[Steam Hand Cannon (3.5e Equipment)|Steam Hand Cannon]] || 240 gp || One-Handed || 1d10 || 20/x3 || 120' || 12 lb || 1 || Slow
 
|-
 
|-
| [[Steam Rifle (3.5e Equipment)|Steam Rifle]] || 120 gp || 1d8 || 20/x3 || 80' || 6 lbs || 1 || -
+
| [[Steam Rifle (3.5e Equipment)|Steam Rifle]] || 120 gp || Two-Handed || 1d8 || 20/x3 || 80' || 6 lbs || 1 || -
 
|-
 
|-
| [[Steam Pistol (3.5e Equipment)|Steam Pistol]] || 60 gp || 1d6  || 20/x3 || 40' || 3 lbs  || 1 || -
+
| [[Steam Pistol (3.5e Equipment)|Steam Pistol]] || 60 gp || Light  || 1d6  || 20/x3 || 40' || 3 lbs  || 1 || -
 
|-
 
|-
! Martial || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Martial || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| [[Steam War Cannon (3.5e Equipment)|Steam War Cannon]]|| 500 gp || 4d8 || 20/x3 || 160' || 24 lbs || 1 || Yes
+
| [[Steam War Cannon (3.5e Equipment)|Steam War Cannon]]|| 500 gp || Two-Handed || 4d8 || 20/x3 || 160' || 24 lbs || 1 || [[Steam War Cannon (3.5e Equipment)|See Page]]
 
|-
 
|-
! Exotic  || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Exotic  || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]] || 2250 gp || 10d8 || - || 120' || 22 lbs || Special || Yes
+
| [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]] || 2250 gp || Two-Handed || 10d8 || - || 120' || 22 lbs || Special || [[Steam War Cannon (3.5e Equipment)|See Page]]
 
|}
 
|}
  
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{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
|+ Table: Gun
+
|+ Table: Western Weapons
 
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
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{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
|+ Table: Gun
 
|+ Table: Gun
! Simple || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Gun Name || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
| Gun Name || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
! Martial || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Martial || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Gun Name || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
| Gun Name || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
! Exotic  || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Exotic  || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Gun Name || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
| Gun Name || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|}
 
|}
  
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{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
|+ Table: Gun
 
|+ Table: Gun
! Simple || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Gun Name || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
| Gun Name || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
! Martial || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Martial || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Gun Name || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
| Gun Name || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
! Exotic  || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! Exotic  || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|-
 
|-
| Gun Name || Cost || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
| Gun Name || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
 
|}
 
|}

Revision as of 22:34, 14 October 2011

Gunpowder Armory

Lead and Black Powder

Table: Blackpowder Weapons
Simple Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Hand Cannon 160 gp One-Handed 1d10 20/x2 100' Weight 1 Slow
Musket 80 gp Two-Handed 1d8 20/x2 60' 5 lbs 1 -
Pistol 40 gp Light 1d6 20/x2 30' 3 lbs 1 -
Martial Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Heavy Musket 200 gp Two-Handed 1d12 20/x3 120' 12 lbs 1 -
Jezzail 160 gp Two-Handed 1d8 20/x2 80' 6 lbs 1 Accurate

Steaming with Fury

Table: Steam Gun
Simple Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Steam Hand Cannon 240 gp One-Handed 1d10 20/x3 120' 12 lb 1 Slow
Steam Rifle 120 gp Two-Handed 1d8 20/x3 80' 6 lbs 1 -
Steam Pistol 60 gp Light 1d6 20/x3 40' 3 lbs 1 -
Martial Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Steam War Cannon 500 gp Two-Handed 4d8 20/x3 160' 24 lbs 1 See Page
Exotic Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Steambolt Minigun 2250 gp Two-Handed 10d8 - 120' 22 lbs Special See Page
  • The rules for firearm in this book overwrite similar rules for the weapons if you use these weapons alongside this supplement. However I claim no ownership over the original weapons no claim the superiority of my rules.

Fury of the West

Table: Western Weapons
Simple Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Lever-Action Rifle 200 gp Two-Handed 1d8 20/x2 100' 7 lbs 1 Rapid
Pocket Pistol 100 gp Light 1d6 20/x2 60' 2 lbs 1 -
Martial Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Lever-Action Repeater 300 gp Two-Handed 1d8 20/x2 120' 7 lbs 7 Rapid
Lever-Action Shotgun 240 gp Two-Handed 1d10 20/x3 100' 6 lbs 3 Rapid, Shotgun
Six-Shooter 120 gps Light 1d6 18-20/x2 80' 3 lbs 6 -

Advanced Firearms

Table: Gun
Simple Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Gun Name Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Martial Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Gun Name Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Exotic Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Gun Name Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules

Legendary Firearms

Table: Gun
Simple Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Gun Name Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Martial Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Gun Name Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Exotic Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules
Gun Name Cost Type Damage Critical Range Increment Weight Number of Shots Special Rules