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Dark·Heritage - Guns
All of the contents of this document are designated open content.
| Size
| Weapon
| Cost
| Damage
| Critical
| Increment
| Weight
| Type
| S
| Vintage Pistol
| 225
| 1d10
| x3
| 15 ft.
| 3.5 lbs.
| P
| S
| Arquebuss
| 125
| 2d8
| x3
| 20 ft.
| 4 lbs.
| P
| S
| Pistol
| 100
| 2d6
| x3
| 30 ft.
| 3 lbs.
| P
| S
| Stinger
| 25
| 2d4
| x3
| 10 ft.
| 1 lb.
| P
| M
| Musket
| 125
| 3d6
| x3
| 50 ft.
| 10 lbs.
| P
| M
| Mortar*
| 165
| 2d6**
| x2
| 30 ft.
| 7 lbs.
| P
| M
| Musketoon*
| 190
| 1d12
| x2
| Special
| 8 lbs.
| P
| L
| Swivel-Mount*
| 375
| 2d8
| x2
| Special
| 25 lbs.
| P
| | | | | | | | |
* Special rules apply. See weapon description. **"Splash" damage 1d6
Weapon Descriptions
Vintage Pistol: The original firearms design. This weapon is not well balanced, and the firing mechanism is so large that it tends to catch on cloaks and the like. Only 26 were ever made, and the cost reflects its collector price.
Ammunition: bullets (10), 3gp, 2 lb.
Arquebuss: The arquebuss is the biggest pistol made. The weapon is favored by monster slayers due to its great stopping power. It's larger size makes it less accurate than the Pistol at long range, though.
Ammunition: bullets (10) 4 gp, 2.5 lb.
Pistol: The basic pistol is the most popular and best developed of all the firearms available. The pistol is quite popular with pirate captains, and most members of the city Watch also carry them. Because of their reliabily, add a +1 to any misfire rolls for the pistol.
Ammunition: bullets (10), 3 gp, 2 lb.
Stinger: The stinger is designed to be a discrete weapon for gentlemen, high-class call girls, fearful politicians and the like. It is designed to be more easily concealed, yet strong enough to deal with thugs and the like.
Ammunition: bullets (10), 2 gp, 1 lb.
Musket: The first long-arm weapon available, and proven in a number of ship-to-ship battles. The musket has even prompted some wealthy barons to establish elite troops of sharp-shooters.
Ammunition: bullets (10), 3 gp, 2 lb.
Mortar: This short-barreled weapon uses a simple charge to lob a crude grenade farther than a man can throw. It isn't particularly accurate, but it works well on ships packed with marines or simply as a distraction. The weapon uses the rules for grenadelike weapons found in the PHB (page 138). "Splash" damage is 1d6.
Ammunition: grenade (1), 25 gp, 1 lb.
Musketoon: The musketoon has a shorter barrel than the musket due to its close-support role. Unlike other firearms, the musketoon is loaded with a bag of small lead pellets. This sprays out a hail of lead in front of the firer, but does not allow for accurate shooting. A musketoon attack is resolved as a breath weapon line attack with a range of 30 ft. Opponents caught in the line can make a reflex save (DC 15) for half damage.
Ammunition: shot(10), 6 gp, 3 lbs.
Swivel Gun: The largest weapon designed to date is the swivel gun. The gun is too big for a medium-sized humanoid to fire normally, so swivel guns are usually mounted on ships or walls. Like the musketoon, they fire a spray of lead pellets (or, in a pinch, nails or rocks). Ideal for boarding actions, a swivel gun can sweep a deck clear in a matter of seconds. The weapon fires a 30 ft. cone of spinning metal. Anyone caught in the area of effect takes damage, with a Reflex save (DC 18) for half. A swivel gun is normally crewed by two men. It they work together thay can reload the weapon in only two rounds.
Ammunition: shot (10) 15 gp, 12 lbs.
Rules
Using firearms requires the martial weapons proficiency feat. This feat allows the use of all firearms; those lacking it take the usual -4 penalty to attack rolls.
Reloading a firearm is a slow process. Powder must be poured down the barrel and the lead shot rammed home. It take three full-round actions to reload a firearm, and the reload action provokes attacks of opportunity.
Characters with multiple attacks per round can use them only if they have several firearms ready to fire. In other words, a 7-th level fighter can take his two attacks only if he has two loaded pistols at the ready. This limitation also applies to characters with the Firearms Drill feat.
Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on a firearms attack roll, roll another d20 and consult the Firearms Misfire table.
Firearms Misfire Table
| D20
| Result
| 1-3
| Kaboom! Weapon explodes, inflicting normal damage to the user.
| 4-8
| Fouled. The barrel becomes fouled. An hour must be spent cleaning it out before the weapon can be used again.
| 9-12
| Jammed. The clockwork firing mechanism jams. Clearing the jam requires 1d6 full-round actions. It may fire the round after clearing.
| 13-16
| Weak charge. Too little powder was used to prime the weapon, so the shot is fired to no effect. Reload as normal.
| 17-20
| Failed ignition. Either the firing mechanism fails to produce a spark or the powder simply fails to ignite. The weapon doesn't go off, but it can be fired again next round without having to reload.
| | | | | |
New Feat
Firearms Drill [General]
You have spent long hours drilling with firearms, making loading second nature.
Prerequisite: Dex 13+
Benefit: Each time you take this feat you can reduce your reload time by one full-round action. You cannot reduce the reload time to less than one full-round, however.
Normal: It usually takes three full-round actions to reload a firearm.
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System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
Freeport: City of Adventure, copyright 2002, Green Ronin Publishing; authors Chris Pramas and Matt Forbeck
Dark Heritage - Guns Copyright 2003, Joshua Dyal.
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