The 3.5e Dungeon Master's Guide has some rules for firearms in the Building a Different World section (p144). Page 145 provides details for Renaissance weapons: pistol, musket, bomb and smokebomb. It also provides some details and considerations for how gunpowder and firearms work. The DMG is a light machine gun in Modern Combat 5: Blackout. The DMG is the Tier 6 short-barrel rifle of the Sapper class. It is a light machine gun featuring moderate damage and rate of fire, and a large clip size coupled with a very large ammo reserve. However, the weapon features high recoil.
< Gunslinger Handbook (3.5e Sourcebook)
How to Use Guns[edit]
Spybot search and destroy mac download. This chapter will present the rules for firing and reloading firearm weapons, as well as variant rules for some different weapon types.
Firing and Reloading[edit]
Firing a firearm is not unlike attacking with any other ranged weapon. Many firearms tend to be extremely accurate, however, and often ridicule most armors. When firing a firearm, if the targeted creature is within half of your first increment you gain a +2 bonus on your attack roll and damage roll. As long as you are in the first increment, you add your dexterity modifier to damage. This effect does not stack with any other effect that adds your Dexterity modifier to damage rolls, but does stack with the bonus damage from being within half of your first range increment.
Reloading a firearm is based on your base attack bonus. The higher it is, the easier it is to reload. A firearm usually need to be reloaded after every shot. A character without proficiency with the firearm he is trying to reload counts as having a base attack bonus 4 points lower.
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Some gun are slow and tedious to reload, these weapons are denoted as 'slow' and are one action slower to reload (up to a maximum of full-round).
Revolvers, Lever and Bolt Action[edit]
Many more advanced firearms have much more sophisticated reloading mechanisms and/or fire multiple times before requiring to be reloaded.
A weapon like a revolver may fire a great number of shot before being reloaded, the number of times it can be fired before being reloaded is noted on the particular firearm entry.
A weapon with a lever-action or bolt action mechanism is much easier to reload and may chamber many shots, these weapon are denoted as 'rapid'. To represent the sheer superiority and simplicity of these mechanisms, the following rules apply for any of such weapons:
Some weapons are incredibly accurate, allowing the firer to place critical shots easier. Such weapon will be denoted as 'accurate' and deal 1.5x dexterity modifier damage instead of normal dexterity modifier to damage within the first range increment.
Shotgun Fun[edit]
Some weapons are not known for their accuracy, but are incredibly devastating in close combat. Such weapons, like shotguns, do not gain the normal +2 attack and damage bonus within half of the first increment. Instead, they deal twice weapon damage. No other damage modifier is multiplied, including extra damage from critical hits. So a weapon with the 'shotgun' property that deals 1d8 damage would deal 2d8 damage within the first increment.
Magic Firearms[edit]5e Dmg Guns
For all intents and purposes, a firearm is enchanted like any other ranged weapon. However, I took the liberties of adding a few unique enhancements for all of our aspiring gunslingers:
Crackshot[edit]Dmg Firearms 5e
The enchanted gun gains the accurate quality.
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Faint divination; CL 1; Craft Magic Arms and Armor, true strike Price: Cost: +1.
Precise[edit]
Enchanted gun adds the half first increment bonus to all shots within the first increment.
Faint divination; CL 4; Craft Magic Arms and Armor, Price: Cost:+1.
Self-Reloading[edit]
After each shot, your firearm reloads itself. Slow weapon lose the slow quality instead and gain the rapid quality.
Spotify apk download premium android. Faint transmutation; CL 1; Craft Magic Arms and Armor, Price: Cost: 2000 gp.
Cleanup your Tube![edit]
Some weapons in many setting have an incredibly unrealistic failure rate, failing or breaking with a 5% chance each shot is unforgivable. The following variant rule will emulate a much less hassling misfire rule.
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