Post by Alakuu on Oct 5, 2015 22:25:42 GMT
Firearms
Firearms are a relatively new invention in the world but they promise to greatly change the way combat is waged in the world forever.
Here are some basic firearm rules.
Long Reloads:
All firearms (besides things like cannon) require 3 rounds to reload. The rounds do not have to be consecutive, but it takes 3 total actions to fully reload your firearm.
Armor piercing:
Firearms greatest value is that armor tends to do little to stop them. Every form of firearm ignores a certain amount of armor from armor worn. This value is subtracted from the armor value, however it will not reduce AC below 10 + Dex Mod. For example, a character in plate armor (base AC 18) would have his AC treated as AC 14 if shot at by an Arquebus while a character in leather (base AC 11) would only have his AC treated as AC 10, assuming both characters have a Dex Mod of 0.
Misfire:
Firearms have a significant chance to misfire. When a natural roll of 1 is made for an attack the weapon has misfired. The user makes another 1d20 roll, if another 1 is rolled the weapon explodes dealing half damage to the user. All other occasions the weapon simply does not fire and a round must be spent cleaning out the weapon to try and fire it again.
Double Shot:
It is possible to "double charge" a firearm. This involves placing 2 shots into the barrel, though not necessarily increasing the power charge (that can be extremely dangerous lol). This permits the weapon to deal half again as much damage on a hit. However this comes with a cost, The range increments of a weapon are dropped by 2/3. Furthermore the weapon will Misfire on rolls of 1-2 (for both the attack roll and the chance to explode).
Ammunition:
All firearms require bullets to shoot. They are sold in sets of 10 for the price of 5sp. They also require powder to use. A powder horn is available for the price of 1 gp and will give enough powder to fire 10 rounds. You can also buy a small barrel of powder that is equivalent to 5 powder horns, this costs 5 gp.
Name Cost Damage Weight AP Value Properties
Pistol, Matchlock 50gp 3d4 2lbs 2 Light, Ranged (30/150), Long Reload, Misfire
Pistol, Flintlock 100gp 3d4 2lbs 2 Light, Ranged (30/150), Long Reload, Misfire
Arquebus 75gp 3d6 8lbs 4 Two Handed, Ranged (60/300), Long Reload, Misfire
Musket 150gp 3d6 8lbs 4 Two Handed, Ranged (60/300), Long Reload, Misfire
Blunderbus, Matchlock 75gp (1d6)d4 6lbs 0 Two Handed, Ranged (30/75), Long Reload, Misfire, *special*
Blunderbus, Flintlock 125gp (1d6)d4 6lbs 0 Two Handed, Ranged (30/75), Long Reload, Misfire, *special*
Blunderbus Special Rules:
The Blunderbus is an early shotgun. It fires a cluster of small balls (keep track of them separate from other bullets) at targets. When an attack is successful, the target is hit by 1d6 small rounds, each round does 1d4 damage. Furthermore, due to the spreading effect of the balls a shot fired at at least 30 feet also can hit all targets within 5ft of the main target. These targets are hit by half the number of balls as the main target (round down and yes 0 is possible). If the attack roll would hit those secondary targets AC then they take damage.
*Rules are also up in the game in a handout*
*These rules are up for change in the future to balance properly*
Firearms are a relatively new invention in the world but they promise to greatly change the way combat is waged in the world forever.
Here are some basic firearm rules.
Long Reloads:
All firearms (besides things like cannon) require 3 rounds to reload. The rounds do not have to be consecutive, but it takes 3 total actions to fully reload your firearm.
Armor piercing:
Firearms greatest value is that armor tends to do little to stop them. Every form of firearm ignores a certain amount of armor from armor worn. This value is subtracted from the armor value, however it will not reduce AC below 10 + Dex Mod. For example, a character in plate armor (base AC 18) would have his AC treated as AC 14 if shot at by an Arquebus while a character in leather (base AC 11) would only have his AC treated as AC 10, assuming both characters have a Dex Mod of 0.
Misfire:
Firearms have a significant chance to misfire. When a natural roll of 1 is made for an attack the weapon has misfired. The user makes another 1d20 roll, if another 1 is rolled the weapon explodes dealing half damage to the user. All other occasions the weapon simply does not fire and a round must be spent cleaning out the weapon to try and fire it again.
Double Shot:
It is possible to "double charge" a firearm. This involves placing 2 shots into the barrel, though not necessarily increasing the power charge (that can be extremely dangerous lol). This permits the weapon to deal half again as much damage on a hit. However this comes with a cost, The range increments of a weapon are dropped by 2/3. Furthermore the weapon will Misfire on rolls of 1-2 (for both the attack roll and the chance to explode).
Ammunition:
All firearms require bullets to shoot. They are sold in sets of 10 for the price of 5sp. They also require powder to use. A powder horn is available for the price of 1 gp and will give enough powder to fire 10 rounds. You can also buy a small barrel of powder that is equivalent to 5 powder horns, this costs 5 gp.
Name Cost Damage Weight AP Value Properties
Pistol, Matchlock 50gp 3d4 2lbs 2 Light, Ranged (30/150), Long Reload, Misfire
Pistol, Flintlock 100gp 3d4 2lbs 2 Light, Ranged (30/150), Long Reload, Misfire
Arquebus 75gp 3d6 8lbs 4 Two Handed, Ranged (60/300), Long Reload, Misfire
Musket 150gp 3d6 8lbs 4 Two Handed, Ranged (60/300), Long Reload, Misfire
Blunderbus, Matchlock 75gp (1d6)d4 6lbs 0 Two Handed, Ranged (30/75), Long Reload, Misfire, *special*
Blunderbus, Flintlock 125gp (1d6)d4 6lbs 0 Two Handed, Ranged (30/75), Long Reload, Misfire, *special*
Blunderbus Special Rules:
The Blunderbus is an early shotgun. It fires a cluster of small balls (keep track of them separate from other bullets) at targets. When an attack is successful, the target is hit by 1d6 small rounds, each round does 1d4 damage. Furthermore, due to the spreading effect of the balls a shot fired at at least 30 feet also can hit all targets within 5ft of the main target. These targets are hit by half the number of balls as the main target (round down and yes 0 is possible). If the attack roll would hit those secondary targets AC then they take damage.
*Rules are also up in the game in a handout*
*These rules are up for change in the future to balance properly*