Difference between revisions of "Gunslinger Handbook (3.5e Sourcebook)/Gunpowder Armory"
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! 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 | ||
|- | |- | ||
− | | Hand Cannon || 160 gp || | + | | Hand Cannon || 160 gp || Two-Handed || 1d10 || 20/x2 || 100' || Weight || 1 || Slow |
|- | |- | ||
| Musket || 80 gp || Two-Handed || 1d8 || 20/x2 || 60' || 5 lbs || 1 || - | | Musket || 80 gp || Two-Handed || 1d8 || 20/x2 || 60' || 5 lbs || 1 || - | ||
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| Jezzail || 160 gp || Two-Handed || 1d8 || 20/x2 || 80' || 6 lbs || 1 || Accurate | | Jezzail || 160 gp || Two-Handed || 1d8 || 20/x2 || 80' || 6 lbs || 1 || Accurate | ||
|} | |} | ||
+ | |||
+ | ==== Hand cannon ==== | ||
+ | |||
+ | A hand cannon is well... a portable cannon. It big and strong, has a very nice reach but unfortunately is slow to reload. A typical hand cannon require hand cannonball, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming. Normally, operating a hand cannon requires two hands. | ||
+ | |||
+ | However, you can shoot, but not load, a hand cannon with one hand at a –4 penalty on attack rolls. You can shoot a hand cannon with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. | ||
+ | |||
+ | ==== Musket ==== | ||
+ | |||
+ | A musket is a single shot rifle, it simple to use and the most frequent military rifle for forces with primitive firearms. A well kept musket has a good range and damaging. A musket typically use a rifle shot, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming. | ||
+ | |||
+ | Normally, operating a musket requires two hands. However, you can shoot, but not load, a musket with one hand at a –4 penalty on attack rolls. You can shoot a musket with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. | ||
+ | |||
+ | ==== Pistol ==== | ||
+ | |||
+ | A pistol is a simple, very light handheld weapon capable of great damage despite it modest size. A typical pistol is loaded with pistol shot but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming. Normally, operating a hand cannon requires two hands. | ||
+ | |||
+ | ==== Heavy Musket ==== | ||
+ | |||
+ | A massive rifle, the heavy musket is a much heavier and powerful version of the musket rifle. It has farther reach, more penetrating shot and is much heavier. Only the most proficient soldiers may use a heavy musket in battle. A heavy musket typically use a rifle shot, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming. | ||
+ | |||
+ | Normally, operating a heavy musket requires two hands. However, you can shoot, but not load, a heavy musket with one hand at a –4 penalty on attack rolls. You can shoot a heavy musket with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. | ||
+ | |||
+ | ==== Jezzail ==== | ||
+ | |||
+ | A jezzail is a short rifle, yet puch a rather rare punch for black powder weapon of it size. It most distinguishing feature is it greater reach and accuracy. A jezzail typically use a rifle shot, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming. | ||
+ | |||
+ | Normally, operating a jezzail requires two hands. However, you can shoot, but not load, a jezzail with one hand at a –4 penalty on attack rolls. You can shoot a jezzail with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. | ||
===Steaming with Fury === | ===Steaming with Fury === |
Revision as of 00:13, 15 October 2011
Contents
Gunpowder Armory
Lead and Black Powder
Simple | Cost | Type | Damage | Critical | Range Increment | Weight | Number of Shots | Special Rules |
---|---|---|---|---|---|---|---|---|
Hand Cannon | 160 gp | Two-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 |
Hand cannon
A hand cannon is well... a portable cannon. It big and strong, has a very nice reach but unfortunately is slow to reload. A typical hand cannon require hand cannonball, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming. Normally, operating a hand cannon requires two hands.
However, you can shoot, but not load, a hand cannon with one hand at a –4 penalty on attack rolls. You can shoot a hand cannon with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Musket
A musket is a single shot rifle, it simple to use and the most frequent military rifle for forces with primitive firearms. A well kept musket has a good range and damaging. A musket typically use a rifle shot, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming.
Normally, operating a musket requires two hands. However, you can shoot, but not load, a musket with one hand at a –4 penalty on attack rolls. You can shoot a musket with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Pistol
A pistol is a simple, very light handheld weapon capable of great damage despite it modest size. A typical pistol is loaded with pistol shot but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming. Normally, operating a hand cannon requires two hands.
Heavy Musket
A massive rifle, the heavy musket is a much heavier and powerful version of the musket rifle. It has farther reach, more penetrating shot and is much heavier. Only the most proficient soldiers may use a heavy musket in battle. A heavy musket typically use a rifle shot, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming.
Normally, operating a heavy musket requires two hands. However, you can shoot, but not load, a heavy musket with one hand at a –4 penalty on attack rolls. You can shoot a heavy musket with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Jezzail
A jezzail is a short rifle, yet puch a rather rare punch for black powder weapon of it size. It most distinguishing feature is it greater reach and accuracy. A jezzail typically use a rifle shot, but can be loaded with rocks or other improvised ammunition. Although doing so cause the weapon to misfire on a roll of 1 and 2, as well as double the chance of damaging the weapon or jamming.
Normally, operating a jezzail requires two hands. However, you can shoot, but not load, a jezzail with one hand at a –4 penalty on attack rolls. You can shoot a jezzail with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Steaming with Fury
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
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
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
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 |