火器與火藥

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火器與火藥

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火槍        價格 MR 傷害S 傷害M 致命  距離 重量 類型
矮人燧發手槍  1200  1 1d8 2d6 x3  20  5 穿刺
 彈丸10      6                    3
矮人來福槍   2100  1 2d6 3d6 x3  60 18 穿刺
 彈丸10      8                    3
                    爆炸半徑
手擲爆彈      80  1 2d6  10     10  1 火焰


火器與火藥
Firearms Firearms are a relatively new dwarven invention. Despite the dangers
of dealing with volatile explosives, the possibilities fascinate tinkers and engineers.

Firearms are treated like other ranged projectile weapons, although they cannot
be constructed to benefit from a wielder’s exceptional Strength bonus. Firearms are
exotic weapons. Exotic Weapon Proficiency (firearms) grants a character proficiency
with all firearms; otherwise, she takes -4 nonproficiency penalty on attack rolls.
(some races treat flintlock pistols and long rifles as martial weapons.)

Firearms use various types of ammunition. Most firearms and firearm ammunition
obey all the normal rules for masterwork and magic weapons (a +2 long rifle is
perfectly legal). As with other projectile weapons, the enhancement bonus from a
firearm does not stack with the enhancement bonus from its ammunition. Ammunition
fired from a firearm is always lost or destroyed, even if it misses the target.

The Malfunction Rating (MR) for firearms and explosives varies depending on the
specific weapon. When firearms malfunction they usually jam or misfire, while
explosives go off prematurely or prove to be duds. See “Gunpowder,” below, for
additional details.

Malfunction Rating: Technological devices (including firearms and other technological
weapons) have MRs between 0 and 5. This number represents the chance that the item
fails when used. When making a skill check or attack roll while using the device, if your
nature roll is a number equal to or below the MR, the object fails to operate correctly.
Thus, if your character attempts to use a device with an MR of 2, and you roll a d20 to
use the device and the roll comes up a 1 or a 2, the device malfunctions (despite any
bonuses you have to the check). Most devices fail to perform the desired task (the gun
jams or the bomb is a dud) and must be repaired. Repairing a technological weapon may
require a Craft (technological device) check, but in some cases, like clearing a jam, no
check is necessary — it just takes time (usually a full-round action). The GM may rule
that a malfunction has other effects: gunpowder explodes, pistols misfi re and hit the
wielder’s allies, mortars fire backward, and so forth.

Gunpowder
Firearms use 1/10 pound of gunpowder per shot. Gunpowder is sold in small kegs
(15-pound capacity, 20 pounds total weight) and in water-resistant powder horns
(2-pound capacity and total weight). If gunpowder gets wet, it is ruined and does not burn.

Dwarven experimentation has revealed several improvements over common
gunpowder. Refined gunpowder propels ammunition with greater velocity. It provides
a +1 enhancement bonus on damage rolls.

Imbued gunpowder is an alchemical mixture that protects the gunpowder and
enhances its explosive properties. Water does not ruin imbued gunpowder. A weapon
that uses imbued gunpowder has its Malfunction Rating increased by +1, but grants
a +1 enhancement bonus on attack and damage rolls and overcomes damage reduction
as if it were a magic weapon.

The enhancement bonuses from refined and imbued gunpowder stack with those of
the weapon (or the weapon’s ammunition) to which it is applied. This makes up a bit for
the more expensive upkeep of these weapons. Rumors tell of magic gunpowder that
provides even greater bonuses, but no inventor or spellcaster has yet come forth with
such a discovery.


Fire in the Hole!
Gunpowder has MR 1; imbued gunpowder has MR 2. On a malfunction, the gunpowder
uncontrollably detonates. One pound of gunpowder deals 2d6 points of fire damage to all
characters within 5 feet (a DC 18 Refl ex save halves the damage). Loads of gunpowder
all piled together deal more damage and affect a larger radius; for each additional pound
of gunpowder, the explosion deals an additional 2d6 points of fire damage and the radius
increases by 5 feet. Imbued gunpowder deals twice as much damage as normal gunpowder.

If a character rolls a natural 1 on a saving throw against a fire effect (such as burning
hands or a gunpowder explosion), in addition to any other negative effects, all the gunpowder
he is carrying immediately detonates. See the “Fire in the Hole!” sidebar for details.

When Good Weapons Go Bad
As an optional rule, whenever a weapon malfunctions, the GM may require the wielder to
make another roll (usually an attack roll) using all the bonuses he used in the first place. If
this second roll would have failed at the intended action, the malfunction is especially nasty
(explosions, shrapnel, chain reactions, that sort of thing). This method is basically the opposite
of determining a critical hit — technological weapons can critically miss.
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Re: 火器與火藥

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Lightning Reload
[General]
You reload firearms with well-practiced efficiency.
Prerequisites: Dex 13, Exotic Weapon Proficiency (firearms).
Benefit: You can reload firearms much faster than normal.
You can reload a firearm that normally takes a move action
to reload as a free action, a firearm that takes a standard
action to reload as a move action, and a firearm that takes
more than 1 round to reload in half the normal time.
Special: Fighters can select Lightning Reload as one
of their warrior bonus feats.
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Repeating Pistol

Description: A repeating pistol, also called a repeater,
resembles a flintlock pistol with five barrels arranged in
a circle. A clockwork mechanism is incorporated into
the barrels, so that when a character fires the pistol, a
new barrel rotates into position, saving her the trouble
of reloading it.
A repeating pistol deals 2d6 points of damage and has
a range increment of 20 feet.
Operation: A repeating pistol functions like a
flintlock pistol. It holds five shots, and switching barrels
takes little time; you can fire a repeating pistol several
times per round if you have a high base attack bonus, the
Rapid Shot feat, or a similar ability. Reloading a barrel is
a move action.
Fuel: The repeating pistol uses 1 ounce of gunpowder
per shot.
Ammunition: The repeating pistol fires the same
pistol balls as flintlock pistols.
Hardness 3; 5 hp; Size Tiny; Weight 7 lb.; MR 2; TS 4,
Craft DC 29; Price 5,580 gp.
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