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Untrained use of firearms will have a -6 penalty
to hit. misfires ( a roll of a natural "1" ) will be bad...reflex
save for half crit damage of the weapon...the misfire results will
be determined as follows: d6 roll by the player. a 6 equals a catastrophic
misfire ( Ref save ) 1-5 will result in a dud, with double the reload
time.
In the DMG there is a section on gunpowder weapons..I
agree with the damage for pistols, ( musket damage will be changed
to 2d10 ), ranges, and to some extent the prices...the rate of fire
and reload actions are wrong though....the DMG states that the reload
is 1 standard action...no, since the D20 round is now only 6 seconds,
I cannot realistically see a blackpowder weapon being reloaded and
aimed in 6 seconds...The 19th century civil war era muskets took
about 30 seconds for an expert soldier to reload...and that was
a highly motivated, experienced soldier, with the help of prepacked
powder/wadding/shot cartridges...the muskets that 3E has laid out
in the DMG are more in the line of the 18th century muskets at best...which
did not have the luxury of the cartridges and improved caps for
igniting the gunpowder.
Reload for firearms, for an untrained ( no firearms feat ) PC will
be 10 rounds ( 1 minte ). ROF = 1/10
For a trained PC the reload time will be 5 rounds ( 30 seconds
). ROF = 1/5
Critical hits...if a creature of size S or M is critically hit
by gunfire, that creature must make a Ref save to avoid a knockdown.
BLUNDERBUS:
Damage: 3d10 at short range/ 2d10 medium/1d10 long
Critical: x3
Ranges: 25ft/50ft/75ft
ROF: 1/5 ( 1/10 untrained )
Special: Knockdown at short range ( Reflex Save DC 20, creatures
size S or M )/ 10ft spread at medium range/ broken glass, nails,
gravel, and lead balls may be used as ammunition.
PISTOL:
Damage: 1d10
Critical: x3
Ranges: 50ft/100ft/150ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
MUSKET:
Damage: 2d10
Critical: x3
Ranges: 150ft/300ft/450ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
FIREARMS PROFICIENCY: USE FIREARMS WITHOUT THE -6 PENALTY
AND REDUCTION OF THE RELOAD TIME TO 1/5 INSTEAD OF THE UNTRAINED
1/10 )
FIREARM MASTERY: PRE: FIREARM PROF, POINT BLANK SHOT, PRECISE
SHOT.
ROF 1/4, +2 TO HIT BONUS. THE FIREARM MASTER MAY ALSO SPEND 3 ROUNDS
AIMING. AFTER THE AIMING PERIOD, THE MASTER WILL HAVE 3 ROUNDS TO
MAKE A CALLED SHOT. IF THE CALLED SHOT HITS, IT IS AN AUTOMATIC
CRITICAL HIT.
ARTILLERIST: PRE: FIREARMS PROF. ABILITY TO AIM, FIRE, AND MAINTAIN
CANNONS, MORTARS, BOMBARDS, AND EXPLOSIVES.
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