Difference between revisions of "Gunslinger Handbook (3.5e Sourcebook)/Gunpowder Armory"
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==== Hand cannon ==== | ==== Hand cannon ==== | ||
− | A hand cannon is | + | 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 ==== | ==== Musket ==== | ||
− | A musket is a single shot rifle, it simple to use and the most | + | 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 | + | 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 ==== | ==== Pistol ==== | ||
− | A pistol is a simple, very light handheld weapon capable of great damage despite | + | 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 ==== | ==== Heavy Musket ==== | ||
− | A massive rifle, the heavy musket is a much heavier and powerful version of the musket rifle. It has | + | 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 | + | 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 ==== | ==== Jezzail ==== | ||
− | A jezzail is a short rifle, | + | 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 | + | 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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|} | |} | ||
− | * ''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 ==== | ==== Steam Hand Cannon ==== | ||
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==== Steambolt Rifle ==== | ==== Steambolt Rifle ==== | ||
− | A steambolt rifle is a big, powerful steam rifle designed for power and | + | 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 === | === Fury of the West === | ||
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==== Ammunition ==== | ==== 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 | + | '''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 | + | '''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 | + | '''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 | + | '''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 | + | '''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 ==== | ==== 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 | + | '''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 ==== | ==== Other ==== | ||
− | '''Good Quality Gun Cleaning Kit''': | + | '''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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