User:Foxwarrior/Guns

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This here is an attempt at making guns which don't upset the game balance too much.

Damage: While most people seem to think that guns should do a lot of damage, consider that few people have ever gotten any limbs chopped off by a rifle, and many (supposedly level 1) creatures have been hit by a bullet and not fallen unconscious. It's still true that there are a lot of places one can be shot and die quite quickly, so the critical hits of guns are appropriately powerful.

Range: Assault rifles may be able to shoot for miles, but that doesn't mean they have to be very accurate at short distances.

Proficiency: Guns are probably easier to use than crossbows, so they are Simple weapons.

Assault Rifle

Simple Two-Handed Projectile

Cost: 2500 gp
Damage (Small): 1d4
Damage (Medium)1: 1d6
Critical: 19-20/x3
Range Increment: 100'
Weight2: 10 lbs
Type3: Piercing
HP4: 6
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Long Range: Beyond the first three increments, the length of each increment is increased to 1000'.

Automatic Fire: Whenever the Assault Rifle could be used to make an attack, it can instead be used to make two attacks, at a -6 penalty to each.

Spray and Pray: As a full-round action, you can scatter a full clip of bullets in a 200' cone. Any creature in that cone must make a DC 0 Reflex save or get hit by a bullet and take the Assault Rifle's damage.

High Tech: The price to enchant an Assault Rifle is doubled.

Masterwork: The stats above are for a non-masterwork Assault Rifle, such as an AK-47. Fancier Assault Rifles are masterwork. Unfortunately, this makes them delicate, reducing their HP by 2 and Hardness by 1, and making them instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear an Assault Rifle being fired is -20.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing an Assault Rifle.

Clips: Each clip costs 50 gp, weighs 2 pounds, and contains 30 shots. Reloading the Assault Rifle is a move action which provokes attacks of opportunity.

Addon Price (gp) Weight Effect
Silencer 100 1 lb Deal -1 damage, but you may use a Move Silently check at a -10 penalty for the DC to hear it.
Hollow Point Bullets 100/clip 2 lbs/clip Deal +1 damage, but take double penalties from hardness and damage reduction.

Machine Gun

Simple Two-Handed Projectile

Cost: 5500 gp
Damage (Small): 1d4
Damage (Medium)1: 1d6
Critical: 19-20/x3
Range Increment: 100'
Weight2: 16 lbs
Type3: Piercing
HP4: 7
Hardness: 4

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Long Range: Beyond the first three increments, the length of each increment is increased to 500'.

Automatic Fire: Whenever the Machine Gun could be used to make an attack, it can instead be used to make three attacks, at a -6 penalty to each.

Spray and Pray: As a full-round action, you can scatter a full clip of bullets in a 300' cone. Any creature in that cone must make a DC 3 Reflex save or get hit by a bullet and take the Machine Gun's damage.

High Tech: The price to enchant a Machine Gun is doubled.

Masterwork: The exacting autofire requirements of a Machine Gun mean that all Machine Guns are masterwork. Machine Guns are instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a Machine Gun being fired is -20.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing a Machine Gun.

Clips: Each clip costs 300 gp, weighs 6 pounds, and contains 100 shots. Reloading the Machine Gun is a full-round action which provokes attacks of opportunity.

Addon Price (gp) Weight Effect
Hollow Point Bullets 100/clip 2 lbs/clip Deal +1 damage, but take double penalties from hardness and damage reduction.

Submachine Gun

Simple One-Handed Projectile

Cost: 1500 gp
Damage (Small): 1d3
Damage (Medium)1: 1d4
Critical: 19-20/x3
Range Increment: 40'
Weight2: 3 lbs
Type3: Piercing
HP4: 4
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Long Range: Beyond the first three increments, the length of each increment is increased to 300'.

Automatic Fire: Whenever the Submachine Gun could be used to make an attack, it can instead be used to make two attacks, at a -6 penalty to each.

Spray and Pray: As a full-round action, you can scatter a full clip of bullets in a 200' cone. Any creature in that cone must make a DC 0 Reflex save or get hit by a bullet and take the Submachine Gun's damage.

High Tech: The price to enchant a Submachine Gun is doubled.

Masterwork: The stats above are for a non-masterwork Submachine Gun. Fancier Submachine Guns are masterwork. Unfortunately, this makes them delicate, reducing their HP by 1 and Hardness by 1, and making them instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a Submachine Gun being fired is -15.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing an Submachine Gun.

Clips: Each clip costs 30 gp, weighs 1 pound, and contains 30 shots. Reloading the Submachine Gun is a move action which provokes attacks of opportunity.

Addon Price (gp) Weight Effect
Silencer 100 1 lb Deal -1 damage, but you may use a Move Silently check at a -5 penalty for the DC to hear it.
Hollow Point Bullets 100/clip 1 lb/clip Deal +1 damage, but take double penalties from hardness and damage reduction.

Pistol

Simple One-Handed Projectile

Cost: 1000 gp
Damage (Small): 1d3
Damage (Medium)1: 1d4
Critical: 19-20/x3
Range Increment: 50'
Weight2: 2 lbs
Type3: Piercing
HP4: 3
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Long Range: Beyond the first three increments, the length of each increment is increased to 350'.

High Tech: The price to enchant a Pistol is doubled.

Masterwork: The stats above are for a non-masterwork Pistol. Fancier Pistols are masterwork. Unfortunately, this makes them delicate, reducing their HP by 1 and Hardness by 1, and making them instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a pistol being fired is -15.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing a Pistol.

Clips: Each clip costs 10 gp, weighs 0.5 pounds, and contains 12 shots. Reloading the Pistol is a move action which provokes attacks of opportunity.

Addon Price (gp) Weight Effect
Silencer 100 0.5 lb Deal -1 damage, but you may use a Move Silently check at a -5 penalty for the DC to hear it.
Hollow Point Bullets 30/clip 0.5 lb/clip Deal +1 damage, but take double penalties from hardness and damage reduction.

Sniper Rifle

Simple Two-Handed Projectile

Cost: 3500 gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: 19-20/x3
Range Increment: 150'
Weight2: 10 lbs
Type3: Piercing
HP4: 4
Hardness: 4

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Long Range: Beyond the first three increments, the length of each increment is increased to 2000'.

High Tech: The price to enchant a Sniper Rifle is doubled.

Masterwork: The exacting precision requirements of a Sniper Rifle mean that all Sniper Rifles are masterwork. Sniper Rifles are instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a sniper rifle being fired is -30.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing a Sniper Rifle.

Clips: Each clip costs 50 gp, weighs 2 pounds, and contains 10 shots. Reloading the Sniper Rifle is a full-round action which provokes attacks of opportunity.

Addon Price (gp) Weight Effect
Silencer 100 1 lb Deal -1 damage, but you may use a Move Silently check at a -15 penalty for the DC to hear it.
Hollow Point Bullets 100/clip 2 lbs/clip Deal +1 damage, but take double penalties from hardness and damage reduction.