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guns!

Started by Kindling, February 10, 2011, 11:03:08 AM

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Kindling

So, updated my rules somewhat... what do you guys think of this?

[ic=firearms rules]one-handed:
Revolver         : 2d8/3, range 30 ft., semi-auto (6), 3 lb., pistol ammo
Automatic Pistol   : 2d6/3, range 30ft., semi-auto (12), 3 lb., pistol ammo
Machine Pistol       : 2d6/3, range 20ft., full-auto (20), 4 lb., pistol ammo
two-handed:
Submachine Gun   : 2d6/3, range 40ft., full-auto (30), 8 lb, pistol ammo
Assault Rifle      : 2d8/3, range 60ft., full-auto (30), 10 lb., intermediate ammo
Battle Rifle      : 2d10/3, range 80ft., semi-auto (20), 12 lb., rifle ammo
Light Machine Gun   : 2d8/3, range 30ft. standing 80ft. prone, full-auto (100), 15 lb., intermediate ammo
Heavy Machine Gun   : 2d10/3, range 15ft. standing 80ft. prone, full-auto (100), 20 lb., rifle ammo

BURST FIRE:

Full-auto guns can be burst-fired. When firing in this way a character fires a burst of bullets in the direction of their target, increasing the chance that one of the bullets will hit.

Functionally, this means that attacks with full-auto guns can gain to-hit bonuses in exchange for ammunition expenditure. For each +1 to hit to be added to the attack roll, 1d4 extra rounds must be fired in addition to the first bullet. So, to gain a +3 attack bonus for a burst-fire attack, 3d4+1 bullets must be fired.

Bear in mind that it is impossible to fire more bullets as part of a burst than are currently loaded into the gun being used. This means that you can never gain an attack bonus from burst-firing greater than one quarter (25%) of the number of bullets loaded in your gun when making the attack.

OPERATING MACHINE GUNS:

Both the Light Machine Gun and Heavy Machine Gun are listed as holding 100 rounds. This is because they are both belt-fed guns. As a result, reloading such a belt-fed weapon is a full-roand action - an arduous and unwieldy process.

It is possible to get variants of these two weapons, however, which instead feed from 30-round Assault Rifle (for the Light Machine Gun) or 20-round Battle Rifle (for the Heavy Machine Gun) clips. While these obviously provide less capacity for sustained fire, it also allows them to be reloaded as a standard action, just like the other, lighter, firearms.

Due to the cumbersome nature of these weapons, characters wielding a Light Machine Gun or Heavy Machine Gun take -5ft. penalty to their base movement speed in combat. In addition, there are two sets of range increments listed for these weapons; the first being for firing the weapon from a standing position, and the second for firing from a prone position or when the weapon is mounted. This is due to the high recoil and weight of the weapons, which makes firing accurately from standing very difficult.

FIREARMS FEATS:

Firearms are incompatible with all Archer class abilities and with all Projectile feats except the ones below.

Exotic Weapon Proficiency (Firearms):
This a new General feat which allows you to use firearms without the penalties otherwise suffered for fighting with weapons you are not proficient with.

Short, Controlled Bursts!:
This is a new Projectile feat for use with firearms. Mastery level 1 allows you to burst-fire full-auto guns more precisely, using only a single extra bullet for each +1 to your attack roll, rather than 1d4. Mastery level 2 allows you to choose between burst-firing this way, or spending extra bullets in increments of 1d4, as usual, but in exchange for +3 to your attack roll rather than +1. Mastery 3 allows you to exchange to-hit bonuses from burst-firing for an increase in critical threat range, at a rate of +2 to hit for every 1 extra to the critical threat range. So sacrificing +2 of your burst-fire bonus to your attack would grant a 19-20 critical threat range, sacrificing +4 would grant an 18-20 critical threat range, and so on.
Note that even with the benefits of this feat, you can never gain a to-hit bonus from bust-firing higher than one quarter (25%) of the number of bullets currently loaded in the gun you are using - this includes bonuses converted into increased critical threat range.

F.I.S.H. and C.H.I.P.S.:
This is a new Projectile feat for use with firearms. Mastery level 1 allows you to fire Revolvers, Automatic Pistols, Machine Pistols and Submachine Guns when threatened in melee without provoking attacks of opportunity. Mastery level 2 allows you to treat Submachine Guns as one-handed weapons in exchange for reducing their range increments by 50%. Mastery level 3 allows you to treat Submachine Guns as one-handed weapons without any range penalty.[/ic]
all hail the reapers of hope

CoyoteCamouflage

Quote from: Conundrum CrowOr SMG-and-shield :p  

What he said. ^^
**Updated 9/25**

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