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GUNS

Dexterity modifier is used for attack rolls. For damage rolls, apply your Dex modifier.
All guns are martial weapons. Martial weapon proficiency grants gun proficiency as well.

One-Handed Guns
Name Cost Damage Critical Range Increment Weight Damage Type
Light-Caliber Pistol “Nagant” 25 gp 1d6 19-20/x2 60 ft. 2 lbs. Piercing
Light-Caliber Pistol “Luger” 35 gp 1d6 x2 60 ft. 2 lbs. Piercing
Heavy-Caliber Pistol “Webley” 30 gp 1d8 19-20/x2 90 ft. 3 lbs. Piercing
Heavy-Caliber Pistol “Colt” 45 gp 1d8 x2 90 ft. 3 lbs. Piercing
Two-Handed Guns
Name Cost Damage Critical Range Increment Weight Damage Type
Rifle “Lebel” 75 gp d10 x2 1000 ft. 10 lbs. Piercing
Rifle “Enfield” 60 gp d10 19-20/x2 900 ft. 10 lbs. Piercing
Rifle “Ross” 70 gp 2d6 x2 800 ft. 14 lbs. Piercing
Shotgun 125 gp Special 1 x3 20 ft. 8 lbs. Piercing
Two-Man Guns
Machine Gun N/A Special 2 x2 450 ft. 30 lbs. Piercing
Ammunition and Extras
Name Cost Damage Critical Range Increment Weight Damage Type
Light Pistol Ammo (Box, 50) 5 gp N/A N/A N/A 2 lbs. Piercing
Heavy Pistol Ammo (Box, 50) 8 gp N/A N/A N/A 2 lbs. Piercing
Rifle Ammo (Magazine, 10) 1 gp N/A N/A N/A 3 lbs. Piercing
Rifle Ammo (Box, 50) 5 gp N/A N/A N/A 3 lbs. Piercing
Shotgun Ammo (Box, 20) 4 gp N/A N/A N/A 5 lbs. Piercing
Machine Gun Ammo (Crate, 600) N/A N/A N/A N/A 15 lbs. Piercing
Spare Pistol Magazine 1 gp N/A N/A N/A < 1 lb. N/A
Bayonet Attachment 5 gp 1d4 x2 N/A 1 lb. Piercing

Special #1: Shotgun Damage


Due to the widespread blast pattern of shotguns, damage is determined differently.
Range Increment: The distance between the shooter and the target. Shotguns have the same range increments as thrown
weapons (as in, 5 maximum increments).
Damage on Hit: The amount of damage dealt to the target. On top of range increment penalties, damage dice are subtracted
as the distance grows longer between the shot and its target.
Damage on Miss: The amount of damage dealt to the target if the attack roll misses by 5 points or less. (Ex: A roll of 12
against AC 17.) Damage dice are severely decreased, and range increment penalties still apply. If the attack roll misses by 6
points or more, no damage is done.
Chance of Added Targets Hit: Beyond the first range increment, additional targets standing near the chosen target (within 5
feet) may be hit by the shotgun blast. If the d% rolls within the ranges for each target, the initial attack roll is applied to the
additional targets' AC scores to determine if there's a hit. On a miss (within 5 AC), only half damage is dealt.
Range Increment Damage on Hit Damage on Miss (within 5) Chance of Added Targets Hit (DM info only)
0-20 ft. 6d6 3d6 25% (1-25) for each target (3d6 damage if hit)
21-40 ft. 5d6-2 2d6-2 20% (1-20) for each target (2d6-2 damage if hit)
41-60 ft. 4d6-4 2d6-4 10% (1-10) for each target (2d6-4 damage if hit)
61-80 ft. 3d6-6 0 0%
81-100 ft. 2d6-8 0 0%

Special #2: Machine Gun Damage


All attacks made with machine guns are full-round actions. They require two people to operate, one gunner and one loader.
The loader's job is simple: Continue feeding ammunition belts into the gun. This requires a Dexterity check (DC 10) or else
the gun will jam. A jammed gun requires a full-round action and a DC 10 Strength check to unjam.
The gunner's is only slightly more complex. The gunner rolls 10d6, adding in half his Base Attack Bonus and Dex modifier.
The sum of these rolls is the number of shots (out of 60) that hit. In the event that the sum is greater than 60, then the
maximum number of shots hit and the gun jams by chewing up the ammunition belt. Whenever the gun jams, the gunner
must stop shooting and hold the gun steady so the loader can unjam it.
Every successful shot deals 1d8 damage to its target. If a single target takes 50 points of damage or more, it has to make a
Death from Massive Damage roll (Fortitude save, DC 15+2 for every 5 damage points over 50) or instantly die.

SPECIAL RULES
Name Ammo Capacity Reload Time Additional Game Info
Light-Caliber Pistol Type “Nagant” 7-round cylinder Full Round 1
Light-Caliber Pistol Type “Luger” 8-round magazine Move or Full Round 1, 2
Heavy-Caliber Pistol Type “Webley” 6-round cylinder Full Round 1
Heavy-Caliber Pistol Type “Colt” 8-round magazine Move or Full Round 1, 2
Rifle Type “Lebel” 10-round bolt action magazine Swift or Full Round 1, 3, 4
Rifle Type “Enfield” 6-round bolt action clip Swift or Move Action 1, 4
Rifle Type “Ross” 5-round bolt action clip Swift or Move Action 1, 4
Shotgun 5-round pump action magazine Swift or Full Action 1, 4
Machine Gun 500-round ammo belt Special N/A
Additional Game Info:
1- This weapon is applicable for the “Rapid Reload” feat. See the modified version below.
2- Pistols with magazine-feed systems have different reload times. If the magazine is dropped from the gun before being
switched, the action is only a move action. (Swift to eject the empty magazine, move action to reload. There is a 50% chance
of the empty magazine being lost if dropped.) If the magazine is caught and put away, the action takes a full-round action.
(Move to catch, standard to reload.)
3- This weapon has a bayonet attachment. Attacking with the bayonet in melee range provokes no attacks of opportunity.
4- Firing this weapon at an enemy within melee range provokes attacks of opportunity from it and any other nearby foes.

NEW OR MODIFIED FEATS


If a feat from the Player's Handbook is not listed here, then the feat remains unchanged and will apply for any gun. Feats
listed outside of the Player's Handbook will be dealt with when the need arises.

DEFENSIVE SHOT [GENERAL]


Prerequisite: DEX 15, Point Blank Shot
Benefit: If you fire a two-handed gun at a melee range enemy, you provoke no attacks of opportunity.
Normal: Without this feat, whenever you fire a two-handed gun at a foe in melee range, you provoke attacks of opportunity
from it and all other melee range enemies.

FAR SHOT [GENERAL]


Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a gun, its range increment increases by one-half (multiply by 1-1/2).
When you use a thrown weapon, its range increment is doubled. This feat does not apply when wielding a shotgun.
Special: A fighter may select Far Shot as one of his fighter bonus feats.

MANYSHOT [GENERAL]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. You may not use this feat with
any gun.

MOBILE COMBAT [GENERAL]


Prerequisite: Drive 1 rank.
Benefit: Once per round when your car is hit in combat, you may attempt a Drive check (as a reaction) to negate the hit.
The hit is negated if your Drive check result is greater than the opponent’s attack roll. (Essentially, the Drive check result
becomes the car's Armor Class if it’s higher than the car's regular AC.)
Special: A fighter may select Mobile Combat as one of his fighter bonus feats.

MOBILE GUNNERY [GENERAL]


Prerequisites: Drive 1 rank, Mobile Combat.
Benefit: The penalty you take when using a ranged weapon while driving is halved: –2 instead of –4 if your car is taking a
double move, and –4 instead of –8 if your car is speeding.
Special: A fighter may select Mobile Gunnery as one of his fighter bonus feats.

RAPID RELOAD [GENERAL]


Choose a type of one- or two-handed gun. You can reload a gun of that type more quickly than normal.
Prerequisite: Weapon Proficiency (gun type chosen).
Benefit: The time required for you to reload your chosen type of gun is reduced depending on the feed system.
Reload Action Without Rapid Reload With Rapid Reload
Placing bullets into a rotating cylinder chamber Full Round Action Move Action1
Dropping a pistol magazine and replacing it Move Action Swift Action
Catching a pistol magazine and replacing it Full Action Move Action
Operating a turn bolt Swift Action Free Action
Reloading a rifle magazine Full Round Action Move Action
Replacing a rifle clip Move Action Swift Action
Pumping a shotgun Swift Action Free Action
Replacing a shotgun magazine Full Round Action Move Action
1
: When taking this action in combat, there is a 20% (1-20) chance of dropping a bullet while reloading. Rolled at the DM's
discretion.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of gun.
A fighter may select Rapid Reload as one of his fighter bonus feats.

RAPID SHOT [GENERAL]


Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but
each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack
action to use this feat.
Special: A fighter may select Rapid Shot as one of his fighter bonus feats.
If this feat is used with a rifle or shotgun, and you do not have the Rapid Reload feat for the selected gun, you may only
make a maximum of two attacks, even if you use this feat.

WIKI LINKS:
All the listed guns are equivilent to the following Wiki links.
Light Caliber Pistol “Nagant”: http://en.wikipedia.org/wiki/Nagant_M1895
Light Caliber Pistol “Luger”: http://en.wikipedia.org/wiki/Luger_P08
Heavy Caliber Pistol “Webley”: http://en.wikipedia.org/wiki/Webley_Revolver
Heavy Caliber Pistol “Colt”: http://en.wikipedia.org/wiki/M1911
Rifle “Lebel”: http://en.wikipedia.org/wiki/Lebel_Model_1886_rifle
Rifle “Enfield”: http://en.wikipedia.org/wiki/M1917_Enfield
Rifle “Ross”: http://en.wikipedia.org/wiki/Ross_rifle
Shotgun: http://en.wikipedia.org/wiki/Winchester_M1897
Machine Gun: http://en.wikipedia.org/wiki/M1919_Browning_machine_gun

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