Difference between revisions of "Equipment"

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Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell
 
Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell
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RELOADING FIREARMS
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A person trained in firearms can reload one as a standard action that provokes an attack of opportunity. Feats, Magic and Special Items can reduce this time down.
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Combat Feats
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'''Lightning Reload'''
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You are quite comfortable with loading a firearm.
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: Prerequisite: Proficiency in Firearms, +1 BAB
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: Benefit: It takes you a move action to reload a firearm you are proficient with.
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: Special: This feat stacks with the Quickshot Trait (See Below)
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'''Master Reload'''
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Your hand are a blur as you load your weapons.
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: Prerequisite: Lightning Reload, BAB +6
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: Benefit: It takes you a free action to reload a Firearm you are proficient with.
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Marskman Combat Style
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2nd Level – Lightning Reload, Point Blank Shot, Precise Shot
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6th Level – Master Reload, Vital Strike, Improved Precise Shot
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10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)

Revision as of 00:49, 6 February 2010

Weapons Table

Martial Weapons Cost Dmg (s) Dmg (m) Cit Rng Wt Type Notes
Pistol 300 1D6 2D4 x3 30 5lbs P & B  
: Military Pistol 750 1D6 2D4 x3 45 5lbs P & B Masterwork
Long Gun 500 1D10 2D6 x3 80 12lbs P & B  
: Long Rifle 950 1D10 2D6 x3 120 12lbs P & B Masterwork
Blunderbuss 400 2D4 2D6 x3 30 10lbs P & B See Desc
Exotic Weapons Cost Dmg (s) Dmg (m) Cit Rng Wt Type Notes
Hand Cannon (Heavy Pistol) 400 1D10 2D6 x3 20 7lbs P & B  
Dinosaur Gun (Heavy Gun) 650 2D6 2D8 x3 60 15lbs P & B  
: Dragon Rifle 1100 2D6 2D8 x3 90 15lbs P & B Masterwork

Weapon Descriptions

Firearms in Tenebrae

Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.  Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.

There are 5 types of Firearms. The Proficiency names for Feats are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons for TWF. When employed in this way (TWF) Rapid Shot and Many Shot may not be used.

Pistol & Long Gun

Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.  These weapons have a smooth bore.

Military Pistol & Long Rifle

Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.  Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.

Blunderbuss

The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.  A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.

Hand Cannon, Dinosaur Gun and Dragon Rifle

A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.  These weapons require special training to fire successfully.  Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.


Ammunition

Pistol 3g for 10
Rifle, Hand Cannon, Blunderbuss 4g for 10
Dinosaur Gun 5g for 10
Quickshot 5g for 1 *

* See description

Quickshot Ammo

Using an alchemical process to bind the powder directly to one side of the ball, quickshot ammo can be loaded quickly and cleanly. Using a weapon with Quickshot Ammo confers the Quickshot trait for that shot (see Additional Rules, below).


Double Barrels, Quad Irons and Six Shots

Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.  But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.  The cost of the weapon is the base price for the weapon multiplied by the number of barrels.  Each barrel must be enchanted separately if that is desired.  The weight and awkwardness of Quad Irons provide a –1 penalty to any shot after the first in a round, and Six Shots have a –2 penalty.  Multi-Shot weapons provide no benefit to reloading.

Additional Rules for Firearms

Quickshot Trait

Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.  Without these complications a Quickshot weapon can be reloaded as a move action.  A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.


Quickshot (Spell)

School: Transmutation

Level: Rgr 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 Standard Action

Target: 1 Firearm Barrel

Duration: 1 Minute/level

Saving Throws: None, Spell Resistance – No

Component: A pinch of gunpowder

The firearm barrel under the effects of this spell gains the Quickshot Trait. 

NOTE: The spell is worded this way to accommodate Double Barrels etc.

 

Quickshot (+1 Weapon Enchantment)

This enchantment permanently applies the Quickshot Trait to a single barrel. 

Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell


RELOADING FIREARMS


A person trained in firearms can reload one as a standard action that provokes an attack of opportunity. Feats, Magic and Special Items can reduce this time down.


Combat Feats

Lightning Reload You are quite comfortable with loading a firearm.

Prerequisite: Proficiency in Firearms, +1 BAB
Benefit: It takes you a move action to reload a firearm you are proficient with.
Special: This feat stacks with the Quickshot Trait (See Below)


Master Reload Your hand are a blur as you load your weapons.

Prerequisite: Lightning Reload, BAB +6
Benefit: It takes you a free action to reload a Firearm you are proficient with.



Marskman Combat Style

2nd Level – Lightning Reload, Point Blank Shot, Precise Shot

6th Level – Master Reload, Vital Strike, Improved Precise Shot

10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)