Grey Sky (3.5e Campaign Setting)/Arms & Armors/Firearms

= Grey Sky =

Introduction
Firearms are what revolutionized the world of Grey sky. These new weapons changed warfare forever, knights in full plate were soon made redundant by superior firepower (although still today some mercenaries or adventurers still believe in the use of heavy armor). Unlike the crossbow, firearms are complicated to operate, they need to be reloaded using black powder and be maintained regularly. The problem of the mechanism jamming or faulty ammunition catching in the barrel is still problematic to modern gunmen.

General
Every firearms are ranged exotic weapons, and act as such. Firing with a firearm is noisy, and can be heard with a Listen Check DC -5 (near impossible to fail in other words).

Armor Penetration
Firearms have the ability to quite easily punch through armor short of adamantine fullplate. However the bullets lose power after a certain distance, thus natural or artificial armor can help to stop or deflect bullets. Any attack made with a firearms within 30 ft. of the target is considered a ranged touch attack. Armors made of superior material (like adamantium) may block or deflect bullets even at point blank range, thus a character wearing them is not subject to armor penetration. While the normal range of armor penetration is 30 ft. or lower, it may vary between fireams however.

Jamming
When you roll a natural 1 on attack roll with a ranged weapon, the weapon jams and require a full-round action to unjam. You may attempt a to unjam it as a move action, but doing so requires a DC15 Craft (Gunmaking) check. If the attempt fails, the gun is still jammed. When a gun jams there a 5% chance (roll another d20 on another roll of 1) that the weapon is irreperably damaged. Repairing the weapon requires 8 hours of work, and a successful craft (Gunmaking) check. Failure results in the gun being ruined and cannot undergo further repairing.

A Masterwork gun cannot break as a result of blocking, and unblocking them only requires a move action.

Firearms Description
Light pistols are easy to conceal thus grant a +2 bonus on Sleight of Hand checks made to conceal it on your body. A light pistol is a simple light ranged weapon (unlike other firearms who are exotic).

It is however too heavy to be used by untrained hands. A heavy pistol is a one-handed exotic ranged weapon.

A revolver can hold up to 6 bullets, making it very useful, although somewhat costly. While similar in power and size to the light pistol, it complicated mechanism make it heavier. Thus a revolver is a is a one-handed exotic ranged weapon.

With a fire power equalling the heavy pistol but much less heavy (since the light rifle is a two-handed weapon). A light rifle is a simple two-handed ranged weapon (unlike other firearms who are exotic).

The heavy rifle possess a superior firepower and range. The heavy rifle put other longarms to shame, a heavy rifle acts as an exotic two-handed weapon.

It is a feared weapon, favoured by all. A shot gun is an exotic two-handed weapon.

The weapon is unimaginably heavy but fire at a incredible rate. In fact each time you attack you sent 2 bullets (effectively doubling you attack). However since the weapon is inimitably heavy, anyone with a strength lesser then 20 take a -4 penalty to attack roll when using it.

Upgrade Description
Adding this upgrade to a firearm increase it range increment by 1-1/2 of its original value. This upgrade however cannot be applied to the portable Gatling gun.

This upgrade can be applied up to three time on any given gun, its effect stack. This upgrade however cannot be applied to the portable Gatling gun.

This upgrade however cannot be applied to the portable Gatling gun.

This upgrade however cannot be applied to the portable Gatling gun.

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