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==Overview==
==Overview==
* Firearms have only recently been introduced to the world of Crescent, courtesy of a top secret [[Gnomish Ministry of Engineering|Ministry]] research project in [[Ferrodyne]] (where else?). They are therefore expensive and rare.
;History:Firearms have only recently been introduced to the world of Crescent, courtesy of a top secret [[Gnomish Ministry of Engineering|Ministry]] research project in [[Ferrodyne]] (where else?), with cooperation and additional design from [[Inspector Firehammer]], in the [[City-State of Haven]].  
* The ability to use firearms (hand guns and long guns only) is dependent upon the character possessing the ''[[Firearms Feats#Exotic Weapon Proficiency: Small Arms|Exotic Weapon Proficiency: Small Arms]]'' Feat. This new feat covers the basics of cleaning, reloading, and using firearms.
* The following traditional ranged weapons feats also apply to firearms: ''Point Blank Shot, Far Shot, Precise Shot, Shot on the Run, Rapid Reload, Sharp-Shooting, Zen Archery''.
* Reloading pistols and rifles provokes attacks of opportunity.
* A kit for the cleaning and care of a Firearm will cost 5 GP, and one must be purchased for each type of firearm owned.
* All firearms are of the type 'Ballistic'.
* Crescent firearms are not based on black powder; they actually utilize an ingenious alchemical goo known as blasting jelly. Indeed, the commonly known recipe for black powder (sulfur, charcoal and saltpeter) produces nothing but an inert, dusty pile of smelly pellets. The laws of nature in Crescent don't exactly mirror ours.
* All of the currently available firearms are breach-loading weapons that take a specially made cartridge. This cartridge consists of blasting jelly and a projectile wrapped together in a tight cylinder, usually made of waxed paper. Ammunition is very fragile; it is ruined if it takes even 1 point of damage. It is also sensitive to both heat and oxygen, and any exposure to flames or open air will quite probably destroy it with a quick flash and a small cloud of smoke (often with negative side-effects to bystanders!). However, this ammunition is not sensitive to moisture.


==Advantages==
;Proficiency
Perhaps the greatest advantage of firearms is known as the "Penetrating Power". Because of the superior penetration of bullets, compared to arrows and stones, firearms get to negate some measure of the protection provided by the target's Armor. A firearm can only negate AC bonuses provided by armor (natural or worn), shields, or any similar physical or force protection. It also negates hardness, in the case of striking inanimate objects.
:The ability to use firearms (pistols and muskets) is dependent upon the character possessing firearms proficiency.
: Firearms are a separate class from '''simple''' and '''martial''' weapons.
: The following folks have proficiency in firearms automatically: [[Artificer|Artificers]], [[Cleric|Clerics]] with the Forge or War domain, [[Fighter|Fighters]] of the Champion or Battle Master martial archetype, [[Ranger|Rangers]] of the Hunter, Gloom Stalker, or Monster Slayer archetype, and [[Rogue|Rogues]] of the Swashbuckler archetype. [[SoulForged]] also have firearms proficiency.


==Disadvantages==
==Feats==
Perhaps the greatest disadvantage of firearms is the Misfire chance. While for all other purposes, we will not be dealing with critical failures or fumbles, for firearms, there is a chance that a bad roll will cause something bad to happen to your gun. Any roll under the misfire chance, as listed in Sample Firearms, means that something bad has happened. See Mishaps for more details.  
; Firearms Proficiency
: You have practiced extensively with firearms, gaining proficiency with them.
; Firearms Expert
: ''Prerequisite: Proficiency with firearms''
: You ignore the ''loading'' quality of firearms with which you are proficient.
: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
: When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.


==Sample Firearms==
==Sample Firearms==
{| cellpadding="4" cellspacing="0" border="0" style="margin-left: 15px; padding-left: 15px"
{| cellpadding="4" cellspacing="0" border="0" style="margin-left: 15px; padding-left: 15px"
|- style="background-color: #e5e5ff;"
! Weapon !! Cost !! Damage !! Weight !! Properties
|- style="background-color: #ccccff;"  
|- style="background-color: #ccccff;"  
! Weapon !! Cost !! Cost/Round  !! Dam. !! Critical !! Range !! Size !! Wt. !! Pen. !! Reload !! Misfire
| colspan="5" | '''Firearms'''
|- style="background-color: #e5e5ff;"  
|- style="background-color: #e5e5ff;"  
| Dueling Pistol || 300 GP || 7 GP || 2d4 || 19-20 x3 || 40 ft || Small || 3 lb || +2 || 1 MA || 1
| Dueling Pistol || 200 GP || 1d8 piercing || 2 lb. || Ammunition (range 20/60), ''loading''
|- style="background-color: #ccccff;"  
|- style="background-color: #ccccff;"  
| Military Pistol || 500 GP || 10 GP || 2d6 || 19-20 x3 || 80 ft || Medium || 5 lb || +3 || 1 MA || 1-2
| Military Pistol || 250 GP || 1d10 piercing || 3 lb. || Ammunition (range 30/90), ''loading''
|- style="background-color: #e5e5ff;"  
|- style="background-color: #e5e5ff;"  
| Rifle || 100 GP || 15 GP || 2d8 || 19-20 x3 || 140 ft || Large || 15 lb || +4 || 1 FR || 1-3
| Musket || 500 GP || 1d12 piercing|| 10 lb. || Ammunition (range 40/120), ''loading'', ''two-handed''
|- style="background-color: #ccccff;"  
|- style="background-color: #ccccff;"  
| Shotgun || 1100 GP || 15 GP || special || 19-20 x3 || 60 ft || Large || 15 lb || +2 || 1 FR || 1-3
| colspan="5" | '''Ammunition'''
|- style="background-color: #e5e5ff;"
|- style="background-color: #e5e5ff;"  
| colspan="11" | '''Pen.''' = Penetrating Power; '''1 MA''' = 1 move-equivalent action; '''1 FR''' = 1 full-round action
| Bullets (10) || 3 GP || -- || 2 lb. || --
|}
|}


==Firearm Descriptions==
==Explosives==
; Dueling Pistol : This weapon's main virtue is that it is easy to conceal, being only 9" long and fairly lightweight. The tradeoff is short range, low penetration and low damage.
{| cellpadding="4" cellspacing="0" border="0" style="margin-left: 15px; padding-left: 15px"
; Military Pistol : This is a larger, more powerful pistol typically issued to military officers. It is 1' in length, with a fat barrel. It has much longer range, better penetration and better damage than the dueling pistol.
; Military Rifle : A basic military rifle, usually between 3' and 4' in length. It has much longer range, better penetration and better damage than the Military pistol, but takes longer to reload.
; Shotgun : A basic shotgun, usually between 3' and 4' in length. It has shorter range, lower penetration and lower damage than the Military Rifle. However, it is capable of doing damage to a spread, something no other firearm can do.
: Damage: at any distance up to 10', Shotguns do 2d8 to one target. Past that range, shotguns do 2d6 to the target, and 1d6-1 to anyone standing in adjacent squares to the target. Victims caught in the spread can make a REF save (DC 20) for half damage
: Misses are rolled according to the grenade deviation rules.
 
==Related Feats==
See [[Firearms Feats]] for more information.
 
==Mishaps==
Sometimes, things don't go quite right with firearms - they are, after all, a new and developing technology, and they are also made by [[gnome|gnomes]].
 
{| cellpadding="4" cellspacing="0" border="0" style="float: right; margin-left: 15px; padding-left: 15px"
! d20 Roll !! Mishap
|- style="background-color: #ccccff;"
| 1 || Kaboom! - Weapon explodes, doing full ammo damage to wielder. Weapon is completely destroyed.
|- style="background-color: #e5e5ff;"
| 2 || Crack! - the weapon fires, but the barrel cracks irreparably in doing so. All further attacks with the weapon are at a -4 penalty until repaired by a gunsmith (which takes 1d6 days).
|- style="background-color: #ccccff;"  
|- style="background-color: #ccccff;"  
| 3-4 || Backfire - A misloaded charge shoots a burst of flame backwards, causing half the usual damage to the wielder and ruining the cartridge. Weapon must be emptied and reloaded, costing double the usual amount of time to reload.
! Item !! Cost !! Weight
|- style="background-color: #e5e5ff;"  
|- style="background-color: #e5e5ff;"  
| 5 || Supercharged - the blasting jelly in the cartridge was perhaps a bit too potent - the round goes off with tremendous force, knocking the wielder on his ass (Balance check DC 15 to remain upright).
| Bomb || 100 GP || 1 lb.
|- style="background-color: #ccccff;"  
|- style="background-color: #ccccff;"  
| 6-7 || Smokin'! - the blasting jelly in the cartridge was apparently of the wrong blend - a huge amount of thick smoke pours out of the end of the barrel. See smoke bombs for exact effect. The round is wasted, and the weapon must be emptied and reloaded, costing double the usual amount of time.
| Powder Keg || 250 GP || 20 lb.
|- style="background-color: #e5e5ff;"  
|- style="background-color: #e5e5ff;"  
| 8-11 || Premature Firing - the weapon goes off spontaneously, before it is quite aimed. The round is wasted.
| Powder Horn || 35 GP || 2 lb.
|- style="background-color: #ccccff;"
| 12-16 || Dud - the cartridge is a dud, and fails to fire. Weapon must be emptied and reloaded, costing the usual amount of time to reload this weapon
|- style="background-color: #e5e5ff;"
| 17-19 || Jam - the round fails to fire properly and the bullet jams in the muzzle. The weapon is unusable until the jammed slug is forcibly removed, requiring four times the usual loading time for this weapon. Attempting to reload and fire with a slug stuck in the barrel will cause a Kaboom! as listed above.
|- style="background-color: #ccccff;"
| 20 || Misfire - Hammer falls, but weapon does not fire. Recock as a free action and fire again next opportunity.
|}
|}


[[Category: Weapons]]
===Descriptions===
; Dueling Pistol : This weapon's main virtue is that it is easy to conceal, being only 9" long and fairly lightweight. The tradeoff is short range and low damage.
; Heavy Pistol : This is a larger, more powerful pistol. It is 1' in length, with a fat barrel. It has longer range and better damage than the dueling pistol.
; Musket : A basic rifle, usually between 3' and 4' in length. It has much longer range and better damage than the heavy pistol. It is a two-handed weapon.
 
;Bomb : As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
;Gunpowder: Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
:Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
: If it becomes relevant, a Powder Horn contains enough powder to fire 75 times; a powder keg about 1200.
 
==Glossary==
'''''Loading''''': Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
 
'''''Two-Handed''''': This weapon requires two hands to use.
 
[[Category: Weapons]][[Category: Rules]]

Latest revision as of 17:04, 26 January 2024

Overview[edit]

History
Firearms have only recently been introduced to the world of Crescent, courtesy of a top secret Ministry research project in Ferrodyne (where else?), with cooperation and additional design from Inspector Firehammer, in the City-State of Haven.
Proficiency
The ability to use firearms (pistols and muskets) is dependent upon the character possessing firearms proficiency.
Firearms are a separate class from simple and martial weapons.
The following folks have proficiency in firearms automatically: Artificers, Clerics with the Forge or War domain, Fighters of the Champion or Battle Master martial archetype, Rangers of the Hunter, Gloom Stalker, or Monster Slayer archetype, and Rogues of the Swashbuckler archetype. SoulForged also have firearms proficiency.

Feats[edit]

Firearms Proficiency
You have practiced extensively with firearms, gaining proficiency with them.
Firearms Expert
Prerequisite: Proficiency with firearms
You ignore the loading quality of firearms with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.

Sample Firearms[edit]

Weapon Cost Damage Weight Properties
Firearms
Dueling Pistol 200 GP 1d8 piercing 2 lb. Ammunition (range 20/60), loading
Military Pistol 250 GP 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Musket 500 GP 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
Ammunition
Bullets (10) 3 GP -- 2 lb. --

Explosives[edit]

Item Cost Weight
Bomb 100 GP 1 lb.
Powder Keg 250 GP 20 lb.
Powder Horn 35 GP 2 lb.

Descriptions[edit]

Dueling Pistol
This weapon's main virtue is that it is easy to conceal, being only 9" long and fairly lightweight. The tradeoff is short range and low damage.
Heavy Pistol
This is a larger, more powerful pistol. It is 1' in length, with a fat barrel. It has longer range and better damage than the dueling pistol.
Musket
A basic rifle, usually between 3' and 4' in length. It has much longer range and better damage than the heavy pistol. It is a two-handed weapon.
Bomb
As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Gunpowder
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
If it becomes relevant, a Powder Horn contains enough powder to fire 75 times; a powder keg about 1200.

Glossary[edit]

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Two-Handed: This weapon requires two hands to use.