Wednesday 27 March 2013

Full (D&D) Firearms Rules

In an earlier post I mentioned that Firearms deserved a post of their own...

Rather than go the normal route for firearms in D&D and try to make their damage more 'realistic' (ignoring how much/little damage an arming sword already does in the game) I concentrated on making them balanced relative to the weapons already in the game. They offer slightly improved raw damage over a Crossbow at the cost of DPS, but do not 'break' the game, or its feel, as their damage is still comparable to existing weapons. 

Unless otherwise noted, all the below are muzzle loaded firearms. A character who is proficient with it may reload a firearm with a paper cartridge using a full-round action. Rapid Reload may not be used with a firearm.

Simple One-Handed Ranged Weapons
Pistol, 100gp, 3lb
Damage: d4+1 piercing, Critical on 19-20, Range Increment 30ft

Dragon, 150gp, 3lb
Damage 2d4 piercing Reflex Half (see text*), Critical -, 15ft Cone
 * No roll is made to hit targets in its cone of effect; instead its victims receive a Reflex save for half damage against DC10 + Operator's attack bonus.

Simple Two-Handed Ranged Weapons
Arquebus, 150gp, 6lb
Damage d10+1 piercing, Critical on 19-20, Range Increment 120ft

Blunderbuss, 200gp, 6lb
Damage 2d6 piercing Reflex Half (see text*), Critical -, 30ft Cone
 * No roll is made to hit targets in its cone of effect; instead its victims receive a Reflex save for half damage against DC10 + Operator's attack bonus.

Ammunition & Accessories
Powder & Shot/Bullets (10) costs 1 gold and weighs 1lb.
Powder may also be burned or used as tinder. If somehow ignited every stack of 10 charges does d3 (reflex half) fire damage and a single charge does 1 fire damage.

Bayonet, 2 gold, 1lb
This weapon must be affixed to an Arquebus as a move-equivelant action (which may be combined with a move action). When it is in place the Arquebus cannot fire but uses the full stats for a Spear (including 'Defensive'). Removing the bayonet takes just as long as attaching it.

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Edit (28th March): Reduced reloading time down a full-round action. Expanded the entry for ammunition.

2 comments:

  1. Why can't Rapid Reload be used here? A proficient musketman could fire four rounds per minute. An elite one could manage five.

    A minute is 10 rounds. Assume four rounds to shoot, that's six left, for four reloads. It sounds more like 2-3 rounds to reload than a minute.

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    Replies
    1. I already lowered the reload time to 1 round. So everyone gets 5 attacks/minute.

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