Difference between revisions of "Gunslinger Handbook (3.5e Sourcebook)/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: | + | |+ Table: Blackpowder Weapons |
− | ! Simple || Cost || Damage || Critical || Range Increment || Weight || | + | ! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 || Ammo Capacity || 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 a portable cannon. It big, strong, and has a very nice reach but unfortunately is slow to reload. A typical hand cannon requires hand cannonballs, 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 and doubles the chance of damaging or jamming the weapon. | ||
+ | |||
+ | 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's simple to use and the most frequently used military rifle for forces with primitive firearms. A well kept musket has a good range and damage. A musket typically uses rifle shot, but can be loaded with rocks or other improvised ammunition, although doing so causes the weapon to misfire on a roll of 1 and 2 and doubles the chance of damaging or jamming the weapon. | ||
+ | |||
+ | 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 its modest size. A typical pistol is loaded with pistol shot but can be loaded with rocks or other improvised ammunition, although doing so causes the weapon to misfire on a roll of 1 and 2 and doubles the chance of damaging the weapon or jamming. | ||
+ | |||
+ | Normally, operating a pistol requires one hand. | ||
+ | |||
+ | ==== Heavy Musket ==== | ||
+ | |||
+ | A massive rifle, the heavy musket is a much heavier and powerful version of the musket rifle. It has a longer reach, more penetrating shots, and is much heavier. Only the most proficient soldiers can use a heavy musket in battle. A heavy musket typically uses 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 and doubles the chance of damaging or jamming the weapon. | ||
+ | |||
+ | 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, but punches a rather rare punch for black powder weapon of it size. Its most distinguishing feature is its greater reach and accuracy. A jezzail typically uses 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 and doubles the chance of damaging or jamming the weapon. | ||
+ | |||
+ | 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 === | ||
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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 || | + | ! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || Special Rules |
+ | |- | ||
+ | | [[Steam Hand Cannon (3.5e Equipment)|Steam Hand Cannon]] || 240 gp || One-Handed || 1d10 || 20/x3 || 120' || 12 lb || 1 || Slow | ||
|- | |- | ||
− | | [[Steam | + | | [[Steam Rifle (3.5e Equipment)|Steam Rifle]] || 120 gp || Two-Handed || 1d8 || 20/x3 || 80' || 6 lbs || 1 || - |
|- | |- | ||
− | | [[Steam | + | | [[Steam Pistol (3.5e Equipment)|Steam Pistol]] || 60 gp || Light || 1d6 || 20/x3 || 40' || 3 lbs || 1 || - |
|- | |- | ||
− | | | + | ! Martial || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || Special Rules |
|- | |- | ||
− | + | | [[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 || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || Special Rules |
|- | |- | ||
− | + | | [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]] || 2250 gp* || Two-Handed || 10d8 || - || 120' || 22 lbs || Special || [[Steam War Cannon (3.5e Equipment)|See Page]] | |
|- | |- | ||
− | | [[Steambolt | + | | [[Steambolt Rifle (3.5e Equipment)|Steambolt Rifle]]|| 300 gp || Two-Handed || 2d6* || 18-20/x2 || 120' || 16 lbs || 5 || Slow* |
|} | |} | ||
− | * ''The rules for | + | * ''The rules for firearms 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, nor claim the superiority of my rules. Entries in the table noted with a * denote a particular entry that is replaced, although all equipment is assumed to use the rules from this sourcebook'' |
+ | |||
+ | ==== Steam Hand Cannon ==== | ||
+ | |||
+ | See [[Steam Hand Cannon (3.5e Equipment)|Steam Hand Cannon]] page. Use hand cannonball. | ||
+ | |||
+ | ==== Steam Rifle ==== | ||
+ | |||
+ | See [[Steam Rifle (3.5e Equipment)|Steam Rifle]] page. Use rifle shot. | ||
+ | |||
+ | ==== Steam Pistol ==== | ||
+ | |||
+ | See [[Steam Pistol (3.5e Equipment)|Steam Pistol]] page. Use pistol shot. | ||
− | === Fury of the West === | + | ==== Steam War Cannon ==== |
+ | |||
+ | [[Steam War Cannon (3.5e Equipment)|Steam War Cannon]] page. Use cannonball.. | ||
+ | |||
+ | ==== Steambolt Minigun ==== | ||
+ | |||
+ | See [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]] page. Use rifle cartridge. | ||
+ | |||
+ | ==== Steambolt Rifle ==== | ||
+ | |||
+ | A steambolt rifle is a big, powerful steam rifle designed for power and fights in extreme climates. Its massive bulk make it extremely hard to use for even a tempered soldier, and only through training can it be used effectively. A steambolt rifle is slow to reload, but is capable of surviving extreme environment (as the parameters defined by [[SRD:Endure Elements|''endure elements'']]). A typical steambolt rifle requires rifle cartridges, 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 and doubles the chance of damages the weapon or jamming the weapon. | ||
+ | |||
+ | Normally, operating a steambolt rifle requires two hands, however, you can shoot, but not load, a steambolt rifle with one hand at a –4 penalty on attack rolls. You can shoot a steambolt rifle 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. | ||
+ | |||
+ | === Fury of the West === | ||
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;" | {| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;" | ||
− | |+ Table: | + | |+ Table: Western Weapons |
− | ! Simple || Cost || Damage || Critical || Range Increment || Weight || | + | ! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 || Ammo Capacity || 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 || - | |
|- | |- | ||
− | |||
|} | |} | ||
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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 || | + | ! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 || | + | ! Martial || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 || | + | ! Exotic || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 || | + | ! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 || | + | ! Martial || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 || | + | ! Exotic || Cost || Type || Damage || Critical || Range Increment || Weight || Ammo Capacity || 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 |
|} | |} | ||
+ | |||
+ | === Miscellaneous Equipment === | ||
+ | |||
+ | ==== Ammunition ==== | ||
+ | |||
+ | '''Rifle Shot''': A single shot for a musket or other black powder rifle. A single rifle shot can be brought for approximately 10 copper (10 for 1 gold) and weighs 0.4 lbs. | ||
+ | |||
+ | '''Pistol Shot''': A single shot for any black powder pistol. A single pistol shot can be purchased for 5 copper (20 for 1 gold) and weighs 0.2 lbs. | ||
+ | |||
+ | '''Hand Cannonball''': Small cannonball used for hand cannon and steam hand cannon, a single cannonball (with the necessary gunpowder) cost 5 silver (2 for 1 gold) and weighs 1 lbs. | ||
+ | |||
+ | '''Rifle Cartridges''': Used for more sophisticated rifle, a pack of one hundred of these is sold for 20 gold and weighs around 32 lb. | ||
+ | |||
+ | '''Armor Piercing Rifle Cartridges''': Made to penetrate heavily armored target. AP Rifle Cartridges ignore the first 4 points of Damage Reduction except DR/-. Can be used in any gun that supports normal Rifle Cartridges and costs 25 gold for a box of 100 and weighs the same as normal Rifle Cartridges. | ||
+ | |||
+ | '''Hollow Point Rifle Cartridges''': Made to deal a lot of damage to unarmored targets. HP Rifle Cartridges deal 1d6 extra damage, but you take a -4 penalty to attack roll when attacking a creature with an armor or natural armor bonus above 2. Can be used in any gun that supports normal Rifle Cartridges and costs 25 gold for a box of 100 and weighs the same as normal Rifle Cartridges. | ||
+ | |||
+ | ==== Attachments ==== | ||
+ | |||
+ | '''Bayonet''': A two-handed gun with an attached bayonet can be used as a [[SRD:Spear|spear]] in melee. A light or one-handed projectile with a attached bayonet can be used as a [[SRD:Short Sword|short sword]] in melee. A bayonet costs 15 gold piece. | ||
+ | |||
+ | '''Scope''': A firearm with a scope allows you to deal the damage from your dexterity out to your maximum range, rather than just out to the first range increment. A scope can only be equipped on two-handed guns and costs 200 gp. | ||
+ | |||
+ | ==== Other ==== | ||
+ | |||
+ | '''Good Quality Gun Cleaning Kit''': Allows you to keep your gun in good shape for longer. A good quality gun cleaning kit costs 25 gold pieces and can be used forever. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | {{3.5e Sourcebooks Breadcrumb}} → [[Gunslinger Handbook (3.5e Sourcebook)|Gunslinger Handbook]] |
Latest revision as of 04:42, 28 January 2012
Contents
Gunpowder Armory[edit]
Lead and Black Powder[edit]
Simple | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | 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 | Ammo Capacity | 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[edit]
A hand cannon is a portable cannon. It big, strong, and has a very nice reach but unfortunately is slow to reload. A typical hand cannon requires hand cannonballs, 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 and doubles the chance of damaging or jamming the weapon.
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[edit]
A musket is a single shot rifle, it's simple to use and the most frequently used military rifle for forces with primitive firearms. A well kept musket has a good range and damage. A musket typically uses rifle shot, but can be loaded with rocks or other improvised ammunition, although doing so causes the weapon to misfire on a roll of 1 and 2 and doubles the chance of damaging or jamming the weapon.
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[edit]
A pistol is a simple, very light handheld weapon capable of great damage despite its modest size. A typical pistol is loaded with pistol shot but can be loaded with rocks or other improvised ammunition, although doing so causes the weapon to misfire on a roll of 1 and 2 and doubles the chance of damaging the weapon or jamming.
Normally, operating a pistol requires one hand.
Heavy Musket[edit]
A massive rifle, the heavy musket is a much heavier and powerful version of the musket rifle. It has a longer reach, more penetrating shots, and is much heavier. Only the most proficient soldiers can use a heavy musket in battle. A heavy musket typically uses 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 and doubles the chance of damaging or jamming the weapon.
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[edit]
A jezzail is a short rifle, but punches a rather rare punch for black powder weapon of it size. Its most distinguishing feature is its greater reach and accuracy. A jezzail typically uses 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 and doubles the chance of damaging or jamming the weapon.
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[edit]
Simple | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | 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 | Ammo Capacity | 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 | Ammo Capacity | Special Rules |
Steambolt Minigun | 2250 gp* | Two-Handed | 10d8 | - | 120' | 22 lbs | Special | See Page |
Steambolt Rifle | 300 gp | Two-Handed | 2d6* | 18-20/x2 | 120' | 16 lbs | 5 | Slow* |
- The rules for firearms 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, nor claim the superiority of my rules. Entries in the table noted with a * denote a particular entry that is replaced, although all equipment is assumed to use the rules from this sourcebook
Steam Hand Cannon[edit]
See Steam Hand Cannon page. Use hand cannonball.
Steam Rifle[edit]
See Steam Rifle page. Use rifle shot.
Steam Pistol[edit]
See Steam Pistol page. Use pistol shot.
Steam War Cannon[edit]
Steam War Cannon page. Use cannonball..
Steambolt Minigun[edit]
See Steambolt Minigun page. Use rifle cartridge.
Steambolt Rifle[edit]
A steambolt rifle is a big, powerful steam rifle designed for power and fights in extreme climates. Its massive bulk make it extremely hard to use for even a tempered soldier, and only through training can it be used effectively. A steambolt rifle is slow to reload, but is capable of surviving extreme environment (as the parameters defined by endure elements). A typical steambolt rifle requires rifle cartridges, 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 and doubles the chance of damages the weapon or jamming the weapon.
Normally, operating a steambolt rifle requires two hands, however, you can shoot, but not load, a steambolt rifle with one hand at a –4 penalty on attack rolls. You can shoot a steambolt rifle 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.
Fury of the West[edit]
Simple | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | 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 | Ammo Capacity | 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[edit]
Simple | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | Special Rules |
---|---|---|---|---|---|---|---|---|
Gun Name | Cost | Type | Damage | Critical | Range Increment | Weight | Number of Shots | Special Rules |
Martial | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | Special Rules |
Gun Name | Cost | Type | Damage | Critical | Range Increment | Weight | Number of Shots | Special Rules |
Exotic | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | Special Rules |
Gun Name | Cost | Type | Damage | Critical | Range Increment | Weight | Number of Shots | Special Rules |
Legendary Firearms[edit]
Simple | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | Special Rules |
---|---|---|---|---|---|---|---|---|
Gun Name | Cost | Type | Damage | Critical | Range Increment | Weight | Number of Shots | Special Rules |
Martial | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | Special Rules |
Gun Name | Cost | Type | Damage | Critical | Range Increment | Weight | Number of Shots | Special Rules |
Exotic | Cost | Type | Damage | Critical | Range Increment | Weight | Ammo Capacity | Special Rules |
Gun Name | Cost | Type | Damage | Critical | Range Increment | Weight | Number of Shots | Special Rules |
Miscellaneous Equipment[edit]
Ammunition[edit]
Rifle Shot: A single shot for a musket or other black powder rifle. A single rifle shot can be brought for approximately 10 copper (10 for 1 gold) and weighs 0.4 lbs.
Pistol Shot: A single shot for any black powder pistol. A single pistol shot can be purchased for 5 copper (20 for 1 gold) and weighs 0.2 lbs.
Hand Cannonball: Small cannonball used for hand cannon and steam hand cannon, a single cannonball (with the necessary gunpowder) cost 5 silver (2 for 1 gold) and weighs 1 lbs.
Rifle Cartridges: Used for more sophisticated rifle, a pack of one hundred of these is sold for 20 gold and weighs around 32 lb.
Armor Piercing Rifle Cartridges: Made to penetrate heavily armored target. AP Rifle Cartridges ignore the first 4 points of Damage Reduction except DR/-. Can be used in any gun that supports normal Rifle Cartridges and costs 25 gold for a box of 100 and weighs the same as normal Rifle Cartridges.
Hollow Point Rifle Cartridges: Made to deal a lot of damage to unarmored targets. HP Rifle Cartridges deal 1d6 extra damage, but you take a -4 penalty to attack roll when attacking a creature with an armor or natural armor bonus above 2. Can be used in any gun that supports normal Rifle Cartridges and costs 25 gold for a box of 100 and weighs the same as normal Rifle Cartridges.
Attachments[edit]
Bayonet: A two-handed gun with an attached bayonet can be used as a spear in melee. A light or one-handed projectile with a attached bayonet can be used as a short sword in melee. A bayonet costs 15 gold piece.
Scope: A firearm with a scope allows you to deal the damage from your dexterity out to your maximum range, rather than just out to the first range increment. A scope can only be equipped on two-handed guns and costs 200 gp.
Other[edit]
Good Quality Gun Cleaning Kit: Allows you to keep your gun in good shape for longer. A good quality gun cleaning kit costs 25 gold pieces and can be used forever.
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