Firearms Technology / Science in Rassoran | World Anvil
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Firearms

Fantasy Firearm Types
  • Pistol- 1d10 +dex damage, range 40/100, single shot, misfire 2. Disadvantage on any target within 5ft.
  • Rifle- 2d6 damage +dex, range 80/200, single shot, misfire 3. Disadvantage on any target within 15 feet.
  • Blunderbuss- 3d4 damage +dex, range 10/30, single shot, misfire 4.
  • Grenade- 6d6 fire (with a dex save DC 15) damage in 15ft radius. Throw-able explosive, 30/60 range. Roll d20, add Int modifier. on a 8 or lower, the fuse fails.
  • Bayonet- 1d6 +dex damage. A long knife that can be attached onto the end of a rifle or blunderbuss, allowing for melee capabilities.
Pricing
  • Pistol- 150 gold
  • Rifle- 300 gold
  • Blunderbuss- 350 gold
  • Grenade- 75 gold
  • Bayonet- 8 gold
  • Minor Upgrade- 50 gold
  • Major Upgrade- 200 gold
  • Repeater Upgrade- 50 gold for each additional shot that can be loaded.
  • Regular Ammunition- 5 gold (50 shots)
  • Upgraded Ammunition- 15 gold (20 shots)
  • Repair kit/supplies (5 uses)- 10 gold
Rules
  • Misfire- if an attack with a fire arm rolls at, or below the firearms misfire score (before modifiers are added), the gun misfires. You can spend an action to attempt to clear the weapon, passing a tinkering check DC 12. On a fail, the weapon becomes unusable, and must be repaired using a repair kit during a short rest.
  • Reloading- It takes 1 full action to reload a weapon, unless the weapon has been upgraded to allow for a bonus action reload.
Potential Upgrades
  • Superior Craftsmanship (minor)- Extra time is taken in the crafting of this weapon and its inner mechanisms, decreasing its chance of misfire by 1.
  • Repeater- adds a revolving mechanism that allows for multiple shots to be loaded. Can be 2 shots, 4 shots, or 6 shots.
  • Scoped (major)- increases the range of the weapon by 20 ft, and its extended range by 30 ft.
  • Shortened Barrel (minor)- Reduces the range of a firearm by 10/20ft, but does not pose disadvantage on close range targets.
  • Improved Stock (minor)- Adds a +1 to attack rolls (not to damage).
  • Feathering the Hammer (major) (only for pistols)- if the pistol already has the repeater upgrade, this allows for multiple shots to be fired at once. As an action, you are able to fire up to the amount of remaining shots in the magazine at 1, or several targets. However, each consecutive shot takes a -1 to the attack roll, and increases the chance of misfire by 2 (increasing exponentially). This ability can only be used once per day.
  • Better Loading (major)- redesign of the loading breech, which allows for loading as a bonus action rather than a full action.
  • Silencer (minor)- allows for a stealth option, can fire up to 6 shots before the attachment loses effectiveness. Can possibly be improved to become permanent.
  • Enchantment- these weapons can be enchanted with numerous magical effects, but the practice has not yet been established, and it is not fully known as to what is possible.
Ammo Types
  • Piercing Rounds- deals an additional 1d4 piercing damage, mitigates cover.
  • Phoenix Rounds- deals an additional 1d4+2 fire damage.
  • Silver Bullets- deals an additional 1d4 damage to monstrous type enemies, and 2d4 additional damage to lycanthropes.
  • Slugs- increases a blunderbuss range to 40/80
  • Rubber Rounds- attacks take a -2 to damage, but are considered non-lethal.
Alternative Firearm Rules
  • Guns can only be reloaded outside of combat, due to the slow loading speed.
  • Guns can be loaded at the expense of their action OR their movement
  • Guns negate armor, instead taking into account  only 10 + dex modifier 
  • Dice are tripled rather than doubled on a critical hit
  • blunder bus deals 1/2 dex mod in damage to creatures adjacent to the target
  • quickshot- do not add your dex modifier to hit, but deal an additional damage dice in damage

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