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Firearms

Rules for D&D 4e firearms

Firearms

Description

Incorporating Firearms

  • Rogues gain proficiency in all simple and martial one-handed firearms.
  • Any character knows how to maintain all firearms they are proficient with, except for the Sleeve Pistol.
    • Sleeve Pistol, while easy to use is difficult to maintain. You must be proficient with military firearms to maintain this weapon.
  • Any character proficient in at least one military or superior firearm is able make ammunition.
  • Gunpowder can be made by anyone with an Alchemy feat.
  • Guns are loud and produce a lot of smoke, thus it is impossible to remain hidden after firing one.
  • Powers that allow multiple attacks in a single round may be performed with single shot one handed firearms if you have enough loaded firearms on your person and have Quickdraw feat.

Simple ranged weapons

One handed weapons proficiency damage range weight group cost properties
Sleeve pistol +2 1d6 2/4 1 lbs firearms 50 g ammo 1, load move, off-hand
Pistol +2 1d8 5/10 3 lbs firearms 20 g ammo 1, load move, off-hand
Two handed weapons proficiency damage range weight group cost properties
Musket +2 1d10 12/24 8 lbs firearms 35 g ammo 1, load move, small
Blunderbuss +2 1d8 5/10 8 lbs firearms 30 g ammo 1, brutal 1, load move, small

Military ranged weapons

One handed weapons proficiency damage range weight group cost properties
Long pistol +3 1d8 10/20 3 lbs firearms 40 g ammo 1, load minor, off-hand
Twin pistol +2 1d8 8/16 4 lbs firearms 45 g ammo 2, load minor (1)/move (all)
Turret pistol +2 1d6 8/16 5 lbs firearms 50 g ammo 4, load minor (1)/standard (all)
Gunblade +2 1d8(ranged) 1d6(melee) 8/16 6 lbs firearms special 45 g ammo 1, load minor
Two handed weapons proficiency damage range weight group cost properties
Long musket +3 1d10 20/40 9 lbs firearms 60 g ammo 1, load minor, small
Twin musket +2 1d10 15/30 9 lbs firearms 55 g ammo 2, load minor (1)/move (all), small
Orcish arquebus +2 1d12 10/20 10 lbs firearms 45 g ammo 1, brutal 1, load move
Bladed musket +2 1d10(ranged) 1d8(melee) 15/30 12 lbs firearms special 55 g ammo 1, load minor

Superior ranged weapons

One handed weapons proficiency damage range weight group cost properties
Dueling pistol +3 1d10 10/20 3 lbs firearms 40 g ammo 1, high crit, load minor, off-hand
Pig iron +2 1d10 5/10 5 lbs firearms 35 g ammo 1, brutal 2, load move
Two handed weapons proficiency damage range weight group cost properties
Dwarven hand cannon +2 2d6 8/16 12 lbs firearms 60 g ammo 1, brutal 2, load move
Great musket +3 1d12 20/40 12 lbs firearms 70 g ammo 1, load minor, small
  • Ammo X: number of shots before you need to reload
  • Load minor (1)/XXXX (all): takes a minor action to reload a single barrel, and specific action XXXX to reload all barrels at once.
  • Sleeve Pistol: This is a pistol small enough to fit in the palm of your hand. When combined with a sleeve holster you can draw the weapon as a free action. If you use a sleeve holster to draw the pistol and fire it during the same round you gain Combat Advantage against your target and you do not provoke an Opportunity Attack.
  • Blunderbuss: Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.
  • Twin Pistol: This is essentially a Long Pistol with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate.
  • Turret Pistol: This is a heavy four barreled pistol, with a firing mechanism for each barrel. Improved rate of fire however sacrifices damage and accuracy.
  • Gun Blade: This is a pistol with a blade attached under the barrel. For purposes of weapon types the blade may be wither a Light Blade, Heavy Blade, or an Axe. Once you choose the weapon type you cannot change it.
  • Twin Musket: This is essentially a Long Musket with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate.
  • Orcish Arquebus: This is an improved version of a blunderbuss, created by orcish craftsmen. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.
  • Bladed Musket: This is a sturdy musket with a large blade attached to it. For purposes of weapon types the blade may be wither a Heavy Blade, or an Axe. Once you choose the weapon type you cannot change it. For obvious reasons this weapon is all the rage among the orcs.
  • Pig Iron: This is another orcish modification on their favored blunderbuss. This time it is a lethal, short range pistol version. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.
  • Dwarven Hand Cannon: Most commonly used by its dwarven inventors, this is literally a hand cannon, it’s loud, packs a punch, and kicks back like a mule. After you resolve your attack you are knocked prone. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.

Firearms related equipment

Ammunition (50) 1 gp 3 lbs
Powder horn (50) 3 gp 1 lbs
Sleeve holster 25 gp 1 lbs
Gun maintenance kit 10 gp 5 lbs
  • Sleeve holster: spring loaded holster allows you to draw Sleeve Pistol as a free action.
  • Gun maintenance kit: includes everything you need to clean your gun, make minor repairs, and make ammunition.

Heroic feats

  • Close Quarters Shot
  • Benefit: You gain a +2 bonus to AC against Opportunity Attacks from using one handed firearms in melee.

Paragon feats

  • Armor Piercing Shots
  • Benefit: Basic ranged attacks with firearms target Ref defense instead of AC.
  • Deadly Shots
  • Benefit: All firearms you use gain Brutal 1 property. This applies to ranged attacks only.

Backstory

Origins of Firearms

Firearms originated in the forges of dwarven master craftsmen in an attempt to replace crossbows. While in theory they succeeded, firearms were found to be too dangerous to use in the underground battles due to the noise and smoke they produce. However when cave in was not a threat, firearms worked perfectly. Early firearms (pistol, musket and blunderbuss) were slow to reload, but packed a punch. Later designs improved the firing system to reduce the reload times.

As firearms began spreading beyond the dwarven kingdoms, they were quickly adopted by orcs, who have improved on them in their own way. While simple firearms are fairly common, more advanced versions (military and superior) are still quite rare due to cost and complexity of the firing mechanism, which makes maintenance a big issue.