Privateer - Firearms, For Iron Kingdoms, D20
Privateer - Firearms, For Iron Kingdoms, D20
Privateer - Firearms, For Iron Kingdoms, D20
Privateer Press is the publisher of The Witchfire Trilogy and other fine d20 products. To learn more about us, please visit us at http://privateerpress.com .
Reloading a firearm of any kind always takes at least one standard action and a successful Craft (small arms or cannoneer) roll. The action details and the DC of the roll depend on the complexity of the weapon. Pistols and rifles usually require 1 or 2 standard actions to reload, but a more complex weapon such as a cannon could take many full-round actions to service, perhaps even involving more than one operator. The DC of the reload roll will usually be 10 or less for small arms, so taking 10 to reload weapons before or after combat guarantees success. If the Craft roll succeeds, the weapon will be reloaded after the necessary actions are spent. If the roll is failed, or if a multi-round reload in progress is disrupted, the reloading process must begin anew. If the roll is failed by 5, the reload is fumbled and the ammunition is ruined. Lastly, all reload actions provoke attacks of opportunity. Soldier with military sidearm
Copyright 2001 Privateer Press LLC. All rights reserved. Firearms Basics PDF v1.1, 2/16/02
Privateer Press is the publisher of The Witchfire Trilogy of adventures and other fine D20 System products. To learn more, please visit our web site at privateerpress.com.
During reloading, the operator has a few tasks to perform. First, the breech must be opened. Next, the powdery remnants of the old charge need to be cleaned out. The new ammunition needs to be seated firmly in the firing chamber, and the breech needs to be closed. Lastly the spring-loaded firing mechanism must be wound or cocked. All of these steps are covered by one skill roll. time. A detailed treatment of the process is outside the scope of this document, but lets just say it isnt trivial. Ammunition costs 610 gp for a pistol charge and 812 gp for a rifle charge. A cannon charge costs 2050 gp depending size. Costs for ammunition can vary dramatically depending on the location and demand; at times, ammunition may be unavailable at any price, turning guns into expensive, lavishly decorated clubs. Ammunition is fragile; it is ruined if it gets wet or if it takes 1 point of physical damage. It is also flammable, and any exposure to flame will destroy it. Alchemical blasting powders burn fiercely, but like modern gunpowder they will not explode unless they are confined. Lastly, since ammunition magical, it can be rendered inert temporarily by dispel magic (PH 196). The ease with which it can be suppressed depends on the level of the creator, but in general a dispel check of DC 18 will render blasting powders inert for 1d4 rounds. Most ammunition contains a simple lead ball, but there are other options available. Incendiary, poisoned or even enchanted projectiles are available for the right price. Cannons fire a much larger projectile, and so there are some especially fiendish projectile options for the cannoneer to choose from. Of course, specialty projectiles increase the cost of ammunition dramatically, particularly if they are magical.
Sample Firearms
Firearms all have at least 2 dice of damage and a crit rating of 1920/x3 or better. The reload rating is shown as 2S/DC8, where 2S is the number of standard actions required and 8 is the DC of the Craft (small arms or cannoneer) skill roll. Weapons that require full-round actions to reload will display an F instead of an S. DMs can make up new weapons easily by varying these stats. More powerful weapons should have longer and/or more difficult reloads, as well as more expensive ammunition. Repeating weapons should be very rare.
Small Pistol: This weapons main virtue is that it is easy to conceal, being only 9 in. long. 400 gp, 2d4 piercing, reload 1S/DC6, crit 1920/x3, range 40 ft., 4 lb. Military Pistol: This is a larger, more powerful pistol typically issued to military officers. It is 1 ft. in length, with a fat barrel. 600 gp, 2d6 piercing, reload 1S/DC8, crit 1920/x3, range 80 ft., 5 lb. Military Rifle: A basic military rifle is usually between 3 and 4 ft. in length. Rifle regiments are quite rare. 1200 gp, damage 2d8 piercing, reload 2S/DC12, crit 1920/x3, range 200 ft., 15 lb. Small Cannon: These stats are typical for the smallest variety of cannon, such as those placed on compact warships. 3000 gp, 2d12 piercing, reload 3F/DC12, crit 1920/x3, range 150 ft., 200 lb.
Ammunition
Small arms ammunition consists of blasting powder and projectile wrapped together into a tight cylinder. To make ammunition, a spellcaster must have the new feat Craft Blasting Powder, which any arcane spellcaster of at least 5th level can gain. The process also requires the Alchemy skill, special reagents, expensive equipment and a great deal of
Copyright 2001 Privateer Press LLC. All rights reserved. Firearms Basics PDF v1.1, 2/16/02
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