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Keep Your Powder Dry!

Part 3:
Industrial Firepower
T
he first article in this

series took a look at the

earliest firearms that emerged on

the battlefield. The second article

took a look at the advancement

of firearms as they overtook

bows and crossbows as the

preferred ranged weapons

on the battlefield. This final

article in the series showcases

the emergence of the firearm

as the dominant form of

personal protection thanks

to the development of multi-

chambered firearms. writing Walt Ciechanowski


color art Tamara Cvetkovic
editing James J. Haeck
layout Eric Life-Putnam

EN World EN5IDER | Industrial Firepower


The Revolving Revolution If the GM wishes to run an industrial setting
From the 18th to the mid-19th century, firearms modeled on the Georgian or Victorian eras,
continued to be improved upon to the point then the firearms in this article become the
that they became the sole weapon of a traveler dominant weapons of the setting. It is up to the
or soldier thanks to fixed bayonets, improved GM to decide how far firearms technology has
accuracy, and higher bullet capacities. A soldier advancedin America, flintlocks continued to
with a single revolver could now shoot up to a be used right up until the American Civil War;
half-dozen enemies before needing to reload! The other settings may have pepperboxes but no true
sword continued to see use as a cavalry weapon revolvers.
while hand axes and knives were carried more as In such settings martial characters (fighters,
tools than weapons. paladins, and rangers) tend towards the Archery,
The development of the percussion cap and Dueling, and Two-Weapon Fighting fighting
the subsequent cap and ball or caplock styles (archery style applies to all ranged weapon
firearms not only made the weather no longer an attacks, and a gunfighter with a revolver in each
issue, but also fostered the development of true hand makes for a deadly opponent!). If feats
multiple capacity firearms. Early caplock firearms are being used in the GMs campaign, then the
were still muzzle-loaded, so the multi-barreled new feats at the end of this article should help
pepperboxes were usually smoothbore weapons. characters adapt to new tactics.
The development of the revolver enabled the Note that even prior to this era, many cities and
shooter to put the bullet directly into the chamber towns passed gun control laws (theres a reason
rather than down the barrel, making rifled barrels the Three Musketeers primarily use their rapiers
practical. while in Paris) and its hardly civilized to walk
Pepperbox and revolver designs proved to be into a social function with your pistols and rifles.
inefficient for rifles and carbines, as the former Thus, disguised and easily concealed weapons
was too heavy and the latter had the nasty habit of (weighted walking sticks, hidden daggers, and
shooting metal slivers into the shooters bracing pocket pistols) are also standard equipment for
hand. Until the development of rimfire and characters in industrial campaigns.
centerfire cartridges, rifles and carbines would
largely remain single-shot weapons. Mad Geniuses and Strange
Inventions
Industrial Campaigns While the firearms in this third article are certainly
All of the firearms in this article have something more advanced than the typical medieval range
in commonthey were invented long after the of standard fantasy settings, there is still a place
face of warfare had changed. Personal body for them as a secret technology in the hands of
armor was largely a thing of the past, except for alchemists or other genius inventors. Rather than
ceremonial purposes, and many soldiers didnt a weapon for the masses, the creation of such
bother carrying melee weapons for protection. firearms are closely guarded secrets and likely
Indeed, the nobles and gentry largely replaced only carried by the creature that created them or
their swords with walking sticks. trusted allies.

Open Game Content


The game rule information in this article is designated Open Game Content. All of the other material in this article,
including maps and illustrations (including illustrations in the public domain), narrative and descriptive
text, character and place names, trade dress, EN Publishing, ENWorld, EN5ider, EN Publishing EN
product and article titles, and ENWorld and EN Publishing logos, are designated Product Identity. Publishing

Industrial Firepower||EN
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When used in this manner, such firearms Variant Firearms
are one-of-a-kind artifacts that are difficult to As innovation led to variable calibers and multi-shot
reproduce, especially if the rest of the world lacks barrels, there was a lot of experimentation and
firearms or has only developed early versions. variation within each type of firearm. Pepperboxes,
Indeed, magic may play a role in the creation of for example, were usually built with five or six
such weapons, as an alchemist or other inventor barrels, but some were built with a dozen barrels
cheats in order to bypass the usual technologies or more. Similarly, revolvers had ammunition of
necessary to craft such weapons. varying sizes a small caliber pistol is easier to hold
steady when firing, but larger caliber versions pack
a bigger punch.
Weapon Properties Rather than make an exhaustive list of each
The following weapon properties new to firearms possible combination of firearm, those listed on the
in this article are described below. Other new Weapons Table are average versions of their type
properties are described in previous articles in this and should suffice for most purposes. GMs seeking
series.* more variation can increase or decrease the die
Capacity. The firearm contains multiple bullets type to represent a larger or smaller round, while a
that may be fired before the weapon needs to gun that carries more barrels is likely heavier (while
be reloaded. When reloading, the creature may still using smaller bullets to decrease the overall
choose how many shots to load the firearm with weight) and probably draws disadvantage on attack
up to its maximum capacity. rolls without the use of a rest.
Firearms with this property do not need to
reload until all shots are fired. Thus, a firearm
with the Capacity property may be used to make
multiple attacks in a round, but may only be fired
once as an action, bonus action, or reaction during
the same round in which it is reloaded.
Chain Fire. One problem with early multi-
chambered firearms is that the spark of igniting
the gunpowder could accidentally ignite all
barrels. If a multi-chambered firearm such as a If a chain misfire is used with a revolver, then
pepperbox or revolver is used in a ranged attack the gun is also damaged and cannot be used until
and a 1 is rolled, then the creature must make the gun is repaired with a gun kit during a short
a chain misfire saving throw. On a roll of 10 to rest. If the chain misfire is used with a revolving
20 the weapon misfires as normal. On a roll of 1 carbine or rifle, then the creature using it also
to 9 the weapon instead suffers a chain misfire, takes half damage from the extra bullets as they
igniting an additional 1d2 chambers. All bullets rip through its hand.
fire at the same target, but the additional bullets Double-Action. The firearm has mechanisms
have disadvantage on the roll and automatically that enable it to fire more quickly. When the
miss if the target is beyond the normal range. wielder uses this weapon to attack as an action,
bonus action, or reaction, it may attack twice, but
* Walt Ciechanowski, Keep Your Powder Dry!: Firearms for Fantasy the second attack has disadvantage. Creatures
Campaigns, EN World EN5ider, https://www.patreon.com/posts/ with the Extra Attack or Multiattack feature do
keep-your-powder-7797923; and Walt Ciechanowski, Keep Your not suffer disadvantage on the second attack.
Powder Dry!: Early Modern Firearms, EN World EN5ider, https://
www.patreon.com/posts/keep-your-power-7985372.

EN World EN5IDER | Industrial Firepower


Firearm Descriptions Pocket Pistol. A pocket pistol is a small, palm-
The following firearms are appropriate to the sized firearm that is designed for concealment.
industrial era. The pocket pistol grants advantage on Dexterity
Carbine. A carbine is simply a musket or rifle (Sleight of Hand) checks when concealing it on
with a shorter barrel. It is prevalent amongst ones person. On the downside, pocket pistols
cavalry forces as it is easier to fire from horseback have an extremely short effective range and its
than longer firearms. The carbine detailed here is bullets travel more slowly, doing less damage than
a smoothbore carbine. a regular pistol. Also, the pocket pistols compact
Pepperbox Pistol. The most popular multi-shot design limits it to one or two-barreled models.
pistol prior to the introduction of a reliable and Revolver. The development of precision parts
safe revolver, the pepperbox pistol uses rotating made it possible for the development of the
barrels for each bullet. Due to such rotation, it revolver, which separated the cylinder from the
takes a longer time for a pepperbox pistol to barrel, allowing the creature to rotate the cylinder
become fouled. With the advent of the revolver and greatly reduce the weight of the weapon. The
the pepperbox still remains popular due to its first revolvers, and the one listed here, is a single-
double-action firing method, but the invention of action design. Double-action revolvers are much
the double-action revolver ultimately renders the more complex, and often dont exist in settings
pepperbox moot. with inferior pepperboxes.
Pepperbox Rifle. This rifle is built with rotating Revolving Carbine and Rifle. The revolving
barrels and, due to its heavy weight, is limited to cylinder design was also applied to rifles and
four barrels (although pepperbox rifles built for carbines, although they were more difficult to
large or particularly strong creatures may have use as fragments leaving the chamber tended to
more barrels). impale the creatures secondary hand (as it is in

Simple Ranged Weapons


Name Cost* Damage Weight Properties**
Carbine 400 gp 1d12 piercing 7 lb. Ammunition (range 50/150), loading, loud, misfire, two-
handed
Pepperbox Pistol 500 gp 1d10 piercing 4 lb. Ammunition (range 20/60), capacity (6), chain fire, double-
action, loud
Pepperbox Rifle 650 gp 2d8 piercing 12 lb Ammunition (range 100/400), capacity (4), chain fire,
double-action, heavy, loud, two-handed
Pocket Pistol 200 gp 1d6 piercing 1 lb. Ammunition (range 10/30), capacity (2), chain fire, loud
Revolver 600 gp 2d6 piercing 3 lb. Ammunition (range 50/200), capacity (6), chain fire, loud
Revolving Carbine 700 gp 2d6 piercing 8 lb. Ammunition (range 100/400), capacity (6), chain fire, loud,
two-handed
Revolving Rifle 800 gp 2d8 piercing 9 lb. Ammunition (range 200/800), capacity (8), chain fire, loud,
two-handed
Rifle 500 gp 2d8 piercing 9 lb. Ammunition (range 200/800), loading, loud, misfire, two-
handed
* Costs are for settings where such firearms are commonly available. The GM should feel free to increase the cost if the weapons are sufficiently rare; in
some settings they may even be considered priceless magic items!
** New properties are described in Keep Your Powder Dry! Firearms for Fantasy Campaigns.

Industrial Firepower||EN
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front of the chamber holding the barrel). Using a New Feats
revolving rifle or carbine without some protection
on the hand and wrist (a thick glove is enough) Greased Lightning
causes 1 point of damage to the creature every You are exceptionally fast with multi-shot
time it fires the weapon. firearms, whether it be your quick aim or your
Rifle. The rifle is simply a musket with a rifled ability to fan the hammer. You gain the following
barrel (an early name for a rifle was a rifled benefits:
musket). Rifles get deadlier with the introduction Add 1 to your Dexterity ability score

of the expanding bullet. (maximum of 20).


When using a firearm that has a capacity

Equipment greater than one, then you may treat it as if it


All of the equipment and options listed has the double-action property.
under Gunpowder and Ammunition and If the firearm already has the double-

Customizing Firearms in the previous articles is action property, then you may ignore the
available for the firearms contained in this article. disadvantage normally applied to the second
In addition, there are a few new and amended shot. You may do this once per round.
options listed here.
Ammunition, bullet (50). Bullets are getting Mounted Musketeer
smaller as firearms technology improves. 3 gp; You are a fearsome combatant on horseback. You
1 lb. gain the following benefits:
Triangular Bayonet. With the ubiquity of socket Any mount that you are riding can take the

bayonets during this period, it wasnt long before Dash action as a bonus action (otherwise,
someone developed a more effective blade that you would use your action to spur it to
leaves nastier wounds. The triangular bayonets Dash).
shape leaves irregular punctures that are difficult You dont suffer from disadvantage when

to heal. A creature using a musket or rifle affixed making a ranged attack against an opponent
with a triangular bayonet does 1d8 damage, or within 5 feet of you. e
1d10 when wielded with two hands. A creature
may also use an un-affixed triangular bayonet on
its own, doing 1d6 damage. 5 gp; 1 lb.

EN World EN5IDER | Industrial Firepower

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