Firearms

Experimental Firearms List:
Simple:
-Pistol, Revolver (6 Rounds, 1 Hand, Light)
cst: X Dmg: 1d10 Crit: 19-20/x2 Range: 50’ Wt: X Type: P Ammo: 6 Revolver.
-Rifle Bolt Action (2 Hands, Medium)
cst: X Dmg: 1d12 Crit: 19-20/x2 Range: 130’ Wt: X Type: P Ammo: 1 Bolt Act.
-Shotgun/Double Shotgun, Break Action (2 Hands, Medium)
cst: X Dmg: 3d6* Crit: 19-20/x2 Range: 10’ Wt: X Type: P Ammo: 1 Shotgun.
*3d6 in 1st RI, 2d6 2nd RI, 1d6 for the rest..

Martial:
-Heavy Pistol, Revolver (5 Rounds, 2 Hands, Medium)
cst: X Dmg: 1d12 Crit: 19-20/x2 Range: 60’ Wt: X Type: P Ammo: 6 Revolver.
-Lever Action Rifle (5 Shots, 2 Hands, Medium)
cst: X Dmg: 1d12 Crit: 19-20/x2 Range: 130’ Wt: X Type: P Ammo: 5 Lever Action.
-Pump Action Shotgun* (5 Shots, 2 Hands, Medium)
cst: X Dmg: 3d6* Crit: 19-20/x2 Range: 10’ Wt: X Type: P Ammo: 5 Pump Action.
*3d6 in 1st RI, 2d6 2nd RI, 1d6 for the rest..

Exotic/Dwarven:
-Semi-Automatic Pistol (10 Shooter, Light):
cst: X Dmg: 1d10 Crit: 19-20/x2 Range: 50’ Wt: X Type: P Ammo: 10 Magazine.
-Semi-Automatic Rifle (20 Shooter, 2 Hands, Medium):
cst: X Dmg: 1d12 Crit: 19-20/x2 Range: 130’ Wt: X Type: P Ammo: 20 Magazine.
-Semi-Automatic Shotgun* (10 Shooter, 2 Hands, Medium):
cst: X Dmg: 3d6* Crit: 19-20/x2 Range: 10’ Wt: X Type: P Ammo: 10 Magazine.
*3d6 in 1st RI, 2d6 2nd RI, 1d6 for the rest..

Special Rules:
Firearm: Due to the Muzzle Velocity of Bullets, and their fine workmanship, all Firearms get a +1 to hit. Masterwork Firearms get a +2. The Rapid Reload Feat may be used to speed up reloading firearms.

Bullets: Are small, self contained, alchemically shielded, metal cartridges that contain a priming cap, gunpowder, and a projectile. Bullets can only be manufactured by a trained Alchemist with a controlled, and magnetically shielded apparatus; and cost X each.

Bolt Action/Break Action: The weapons must be opened, cleared, and reloaded between shots as a Move action that provokes attacks of opportunity. Some Break Action weapons are Double Barreled. This means that they may be fired twice before reloading, but that they lose their normal +1 to hit because of off-set barrels.

Lever/Pump Action: A mechanical lever must be worked to reload the firearm from an internal magazine as part of an attack action. Reloading a Lever/Pump action weapon takes a Swift action/bullet loaded and provokes attacks of opportunity.

Revolver: Ammunition is stored in a rotating drum that automatically chambers the next round when the hammer is cocked back as part of an attack action. Reloading the revolver’s drum is a Full Round Action that provokes attacks of opportunity.

Magazine: The weapon is reloaded by a gas operated mechanism, and chambers a new round automatically as it expels the old round. Magazine weapons will jam on a natural 1, and require a full-round action to clear and ready; though a successful DC: 15 Combat Maneuver check may be attempted by a proficient user to clear it with a Move Action. Changing Magazines is a Move Action that provokes attacks of opportunity. Reloading a Magazine takes a move action/bullet loaded and provokes attacks of opportunity.

Explaination and Discussion Points:
Few items introduced into a fantasy setting are as game-changing as firearms. It invokes Images of lone warriors taking down a mounted knight, or an ogre, with machine-gun fire; and of cannons leveling castle walls. In our game world, the strange interference between Manaflux and Electromagnetism is also brought into play. Will a Magical Being or Spellcaster disrupt a firearm just be being, making firearms all but unusable by such characters? Will a bullet made from Cold Iron be more fatal to such a being? Will magical interference from nearby spells and even magic items carried by the user come into play? What about a real paradox: Enchanted Firearms!?!
I’m still working on all of this, but the list below is a place to start. These aren’t even beta-test rules, these are a brainstorm; and I’d like your thoughts…

Please don’t think of the weapons on the ‘Simple’ table as being more primitive than those on the higher end tables. It is more a question of a certain level of complication in the overall design. I have personally used all of the real-world analogs to the weapons on these tables, and I assure you that a Lever Action Rifle (Like my personal 1901 Savage) takes a greater level of proficiency than my Bolt-Action .22 hunting rifle, or it’s equivalent .306 calibre bolt action brethren. Semi-Automatic/Automatic Magazine fed weapons (like my Military authorized m16a2, and my not-so-authorized AK-47) are more difficult to use still, though based on the same high-quality and with inherent similarity to the previously mentioned rifles. The same holds true for a light caliber Revolver, (like a .38 special) and a heavy caliber weapon like Elissa’s .357 SSR, or an old military .45 SSR pistol. Automatic Pistols, (Like the current military 9mm SSR) though often viewed as easier to use, are actually more complex and prone to failure in the hands of an inexperienced operator. Example: My .22 Hi Standard, often thought of as a ’beginner’s pistol’ has jammed on us many times; while Elissa’s .357 Magnum revolver has never (and probably will never) jam. Being able to clear a jam quickly and still get a shot off in less than 6 seconds is all a part of the proficiency equation. As to the proposed Damage: These were just pulled out of my nether regions to give us a starting point. Here is my rationale on standardized damage: A .306 Bolt Action Rifle, or my personal .303 Savage, do far more damage than my Automatic m16a2 ever did. The type of weapon, and it’s mechanisms are not at all what gives us the basis of damage for the weapon; it’s the ammunition. Assuming that the Dvergar are the primary purveyors of firearms, and that they are the scions of an advanced technological culture, standardization of ammunition can ge considered a given: Thus the Bolt-Action Rifle fires the same slugs as the Automatic Rifle. (This is like the world-wide standardization of 7.6mm and 5.56mm in the real world). Likewise the Light Revolver, and the Semi-Automatic Pistol (which share the ability to be used as light weapons) share a given ammunition type. The Heavy Pistol can be considered to fire Rifle Rounds. (There are several designs of Heavy Pistol in the real world that fire .306 Hunting Rifle Rounds; and I have had the pleasure of trying one! One helluva Kick though…) The shorter barrel of the pistol, and lack of a stock ends up reducing long-range accuracy; but due to the kick these weapons take more training than a standard revolver. (Martial Proficiency) Shotguns do horifically terrible damage at close ranges, but this quickly drops off to the damage caused by low-caliber handguns at longer ones. How about we handle this the same way that Star Wars and d20 Modern do: Shotguns do the same damage (base) as an equivalent rifle, but get an extra die of damage at Point Blank Range? This gives you a slightly higher potential output than your 2d12. :D As to Range: I based the rifle off of the max point target range for iron sights on an m16a2: 400m, which breaks down to 1312.335 feet. Round to 1300’ for easy figuring, and divide by 10 to find your range increment and you get a base range increment of 130’. This is comparable to the 120’ Range increment of a Heavy Crossbow, or the 100’ Increment of the Longbow; but still makes the Rifle a ‘Best in Class’ ranged weapon. The nearest equivalent to a pistol in the standard weapons chart is the Hand Crossbow which lists a range of 30’. Here I need to tip my hat to John: With the Shortbow having an increment of 60’ and the Sling sitting at 30’, I must agree that 50’ seems to be an ideal range for the light pistol. We can give the heavy pistol competing range for the Short Bow at 60’. Shotguns, according to a US Joint Service Combat Shotgun Program, rates the shotgun as effective up to around 75 feet. This tempts me to go with a 10’ range increment. This, coupled with the extra-die rule above make the shotgun wielder with the PB Shot feat a very effective close-in fighter.

Firearms

From the Ashes of The Great Convergence GedofParagon