Difference between revisions of "Gunslinger Handbook (3.5e Sourcebook)/Gunpowder Armory"
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'''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. | '''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 | + | '''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 1000 gp. |
==== Other ==== | ==== Other ==== |
Revision as of 03:54, 16 October 2011
Contents
Gunpowder Armory
Lead and Black Powder
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
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
See Steam Hand Cannon page. Use hand cannonball.
Steam Rifle
See Steam Rifle page. Use rifle shot.
Steam Pistol
See Steam Pistol page. Use pistol shot.
Steam War Cannon
Steam War Cannon page. Use cannonball..
Steambolt Minigun
See 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 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
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
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
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
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 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 1000 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.
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