Difference between revisions of "Gunslinger Handbook (3.5e Sourcebook)/Gunpowder Armory"

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(Steaming with Fury)
(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: Blackpowder Weapons
 
|+ Table: Blackpowder Weapons
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! 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
 
| Hand Cannon  || 160 gp || Two-Handed || 1d10 || 20/x2 || 100' || Weight || 1 || Slow
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| Pistol || 40 gp || Light || 1d6 || 20/x2 || 30'  || 3 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
+
! 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 || -
 
| Heavy Musket || 200 gp || Two-Handed || 1d12 || 20/x3 || 120' || 12 lbs || 1 || -
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==== Steam Hand Cannon ====
 
==== Steam Hand Cannon ====
  
See [[Steam Hand Cannon (3.5e Equipment)|Steam Hand Cannon]] page.
+
See [[Steam Hand Cannon (3.5e Equipment)|Steam Hand Cannon]] page. Use hand cannonball.
  
 
==== Steam Rifle ====
 
==== Steam Rifle ====
  
See [[Steam Rifle (3.5e Equipment)|Steam Rifle]] page.
+
See [[Steam Rifle (3.5e Equipment)|Steam Rifle]] page. Use rifle shot.  
  
 
==== Steam Pistol ====
 
==== Steam Pistol ====
  
See [[Steam Pistol (3.5e Equipment)|Steam Pistol]] page.
+
See [[Steam Pistol (3.5e Equipment)|Steam Pistol]] page. Use pistol shot.  
  
 
==== Steam War Cannon ====
 
==== Steam War Cannon ====
  
[[Steam War Cannon (3.5e Equipment)|Steam War Cannon]] page.
+
[[Steam War Cannon (3.5e Equipment)|Steam War Cannon]] page. Use cannonball..
  
 
==== Steambolt Minigun ====
 
==== Steambolt Minigun ====
  
See [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]] page.
+
See [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]] page. Use rifle cartridge.
  
 
==== Steambolt Rifle ====
 
==== Steambolt Rifle ====
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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: Western Weapons
 
|+ Table: Western Weapons
! Simple || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! 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
 
| Lever-Action Rifle || 200 gp || Two-Handed || 1d8 || 20/x2|| 100' || 7 lbs || 1 || Rapid
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| Pocket Pistol  || 100 gp || Light || 1d6 || 20/x2 || 60' || 2 lbs || 1 || -
 
| 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
+
! 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 Repeater|| 300 gp || Two-Handed || 1d8 || 20/x2 || 120' || 7 lbs || 7 || Rapid
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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 || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! 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
 
| 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
+
! 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
 
| 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
+
! 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
 
| 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 || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
+
! 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
 
| 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
+
! 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
 
| 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
+
! 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
 
| Gun Name || Cost || Type || Damage || Critical || Range Increment || Weight || Number of Shots || Special Rules
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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).
+
'''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 weight 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 weight 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 weight 1 lbs.
 +
 
 +
'''Rifle Cartridges''': Used for more sophisticated rifle, a pack of one hundred of those is sold for 20 gold and weight around 32 lb.
 +
 
 +
'''AP Rifle Cartridges''': Made to penetrate heavily armored target. AP Rifle Cartridges ignore the first 4points of Damage Reduction except DR/-. Can be used in any gun that support normal Rifle Cartridge and cost 25 gold for a box of 100.
  
'''Pistol Shot''': A single shot for any black powder pistol. A single pistol shot can be purchased for 5 copper (20 for 1 gold).  
+
'''Hollow Point Rifle Cartridges''': Made too 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.  
  
 
==== Attachments ====
 
==== Attachments ====

Revision as of 01:14, 15 October 2011

Gunpowder Armory

Lead and Black Powder

Table: Blackpowder Weapons
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 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

Table: Steam Gun
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 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. 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 fight in extreme climates. It massive bulk make it extremely hard to use for even a tempered soldier, and only through training it can be used effectively. A steambolt rifle is slow to reload, but it is capable of surviving extreme environment (as the parameters defined by endure elements). A typical steambolt rifle require rifle cartridge, 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 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

Table: Western Weapons
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

Table: Gun
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

Table: Gun
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 weight 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 weight 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 weight 1 lbs.

Rifle Cartridges: Used for more sophisticated rifle, a pack of one hundred of those is sold for 20 gold and weight around 32 lb.

AP Rifle Cartridges: Made to penetrate heavily armored target. AP Rifle Cartridges ignore the first 4points of Damage Reduction except DR/-. Can be used in any gun that support normal Rifle Cartridge and cost 25 gold for a box of 100.

Hollow Point Rifle Cartridges: Made too 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.

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.

Other

Good Quality Gun Cleaning Kit: Allow you to keep your gun in good shape for longer. A life-lasting good quality gun cleaning kit cost 25 gold pieces.