Improved Ranged Weapons
Simple Ranged
Two-Handed Weapons
Steam Gun Prof: +1, Dam: 1d10, Rng: 40/80, Cost: 1000gp. Wt: 8lbs Group: Firearm, Properties: Armor Piercing, High Crit, Load Move, Jams 1. Can fire just once every other round because time is needed for the steam engine to recharge. This weapon does not require black powder to fire, Just ammo. When out of bullets, stones may be used. Stones are -2 to hit and cause 1d6 damage. – Bayonet, Swine Feather and Optical Scope attachments work with this gun.
Long Shot Rifle Prof: +1, Dam: 1d8, Rng: 60/120, Cost: 1500gp. Wt: 8lbs Group: Firearm, Properties: Armor Piercing, High Crit, Load Move, Jams 1. Can fire just once every other round because time is needed for the steam engine to recharge. This weapon does not require black powder to fire, Just ammo. The gun comes with a folding 3 foot stand and has a 6 foot long barrel. The gun must be supported (by the stand, ground, or other) when fired or the firer suffers -2 to attack. When out of bullets, stones may be used. Stones are -2 to hit and cause 1d4 damage. – Only an optical scope may be added to this weapon.
Blunderbuss Prof: +3, Dam: See Description, Rng: See Description, Cost: 800gp. Wt: 7lbs Group: Firearm, Properties: Armor Piercing, High Crit, Load Move, Jams 1. A cheaper, more adaptable version of the Steam gun. Range and Damage depend on ammunition. 1 Bullet, Dam: 1d10, Rng: 7/15. 10 Bullets, Dam: 1d6, Rng: Close Blast 3. 1 Random Object, Dam: 1d6, Rng: 7/15. 10 Random Objects, Dam: 1d4, Rng: Close Blast 3. This weapon does not require black powder to fire, Just ammo. No musket attachments work with this gun.
Accessories…
Bayonet: As a minor action, the
musket holder can attach or remove a long, thin blade to the end of his musket.
A bayonet turns a musket into the equivalent of a “spear” simple melee weapon.
While a bayonet is attached the musket has a -1 ranged attack roll penalty. W:
2lb. Cost: 5gp.
Swine Feather: This forked metal rod
can be used to support a long barreled musket. It requires relatively soft
ground to set up and takes a standard action to properly plant which provokes
an opportunity attack. Thereafter, it grants a +1 Equipment Bonus to range
attacks while firing from a stationary position and using a two handed firearm.
Weight: 2lbs, Cost: 2gp
Glass Optical Scope: Grants a +1
ranged attack bonus for the firearm if the shooter expends a move action before
firing. Weight: 1lb., Cost: 100gp
Flame Nozzle, Prof: +2, Dam: 2d8 +INT Modifier, Rng: Close Blast 5, Cost: 500gp, Fill with concentrated Fuel: 400gp; Wt: 5lb+ 45lb Four Gallon Tank (10 shots), Group: Flame Gun, Properties: Blast Weapon: Intelligence vs. Reflex attack roll
Armor: Power Armor
Powered Steam Armor
Make 1 2000GP
+10 AC - 4 Check -2 Speed
Resist All 1 200lbs but
powered armor takes that burden, user doesn’t feel it.
Acts as Lv 2
Bracers of Mighty Striking: +2 to
damage from basic melee attack
Acts as Lv 5
Gauntlets of Ogre Power: +1 to athletics and strength ability checks. Daily
Power: Free Action. Use this power after you hit with a melee attack. Add +5 to
the damage roll.
Fuel… This Armor needs to be filled
with 4 Gallons of water and 2Gp (10 pounds) of Coal each day it is used. The
units are currently all full of fuel.
Side Effect… Smoke.
The unit generates smoke which can make the confines of a mech
uncomfortable. Stealth is impossible while in this armor because of the
continuous streams of smoke it generates.
Powered Steam Armor
Make 2 4000GP
+12 AC - 6 Check -2 Speed
Resist All 2 300lbs but
powered armor takes that burden, user doesn’t feel it.
Acts as Strong Bracers of Mighty
Striking: +4 to damage from basic
melee attack
Acts as Lv 5
Gauntlets of Ogre Power: +1 to athletics and strength ability checks. Daily
Power: Free Action. Use this power after you hit with a melee attack. Add +5 to
the damage roll.
Fuel… This Armor needs to be filled
with 6 Gallons of water and 4Gp (20 pounds) of Coal each day it is used.
Side Effect… Smoke.
The unit generates smoke which can make the confines of a mech
uncomfortable. Stealth is impossible while in this armor because of the
continuous streams of smoke it generates.
If not proficient in
armor and you wear it, the user suffers -2 to attack rolls and reflex defense. Takes 10 minutes to suit up.
Siege Weapons - Crew
Serviced Cannons
Hand Steam Cannon (4lb Ball), Prof: +2, Dam: 2d10, Rng: 50/100, Cost: 1500gp, Wt. 40 lbs, Group: Artillery,
Properties: Armor Piercing, Load 2 Move, High Critical, Can fire
once every other round. This weapon uses the same ammo as its black powdered
cousin, but requires no gun powder to fire. – Can be carried and fired by hand.
Light Steam Cannon (8lb Ball) Prof: +2, Dam: 3d10, Rng: 100/ 200, Cost: 2000gp, Wt: 3,000lb, Group: Artillery,
Properties: Armor Piercing, Load 3 Move, High Critical, Can fire
once every other round. This weapon uses the same ammo as its black powdered
cousin, but requires no gun powder to fire.
Medium Cannon (12lb Ball), Prof: +2, Dam: 4d10, Rng: 90/180, Cost: 3000gp, Wt: 4,800lb, Group: Artillery,
Properties: Armor Piercing, Load 4 Move, High Critical, Can fire
once every other round. This weapon uses the same ammo as its black powdered
cousin, but requires no gun powder to fire.
Heavy Cannon (16lb Ball), Prof: +2, Dam: 5d10, Rng: 80/160, Cost: 4000gp, Wt: 6,700lb, Group: Artillery,
Properties: Armor Piercing, Load 5 Move, High Critical, Can fire
once every other round. This weapon uses the same ammo as its black powdered
cousin, but requires no gun powder to fire.
Cannonball
Variations: Artillery is classified by the size and type of ammunition. All
firearms and cannons used it this campaign are smoothbore. Smoothbore cannons
fire spherical ammunition which comes in five different types.
Solid Shot: This is a simply a heavy
sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp
per 4 pounds
Shells: This is a hollowed out iron
sphere filled with a bursting charge of black powder. Instead of striking a
single target, the shell detonates in a burst. The shooter makes a single
attack roll against all targets within the burst. The radius of the burst
varies according to the size of the cannonball but the damage it inflicts is
halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost:
15gp per 4 pounds
Case Shot: This is a wooden shell
filled with loose lead or iron balls in a layer of sulfur and coal tar. Case
shot is intended to explode in the air and thus uses time fuses. The metal
balls become shrapnel greatly increasing the kill radius. Properly timing the
fuse requires an INT attribute check with a DC equal to one tenth the range the
shell travels before it is supposed to explode. Poorly timed fuses explode to
early or not at all generating an automatic miss. A case shot has the same
radius as a shell but inflicts normal cannon damage to all its victims. Cost: 50gp
per 4lbs.
Chain Shot: This is two halves of
the same sphere chained together. It is generally used to foul rigging and ship
masts. The chain shot affects the target and one adjacent target at the same
time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds
Grape Shot: This is a mass of heavy
metal balls in a cloth bag. Unlike the ammunition above this is a close blast
weapon normally used against enemy infantry. Only one attack roll is made and
applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs
blast 6. Cost: 50gp per 4 pounds.
Black Powder Weapons
Simple Weapons
One-Handed Weapon
Pistol Prof: +2, Damage: 1d6, Range:
10/20, Cost: 40gp, Wt: 3lb/1.4kg, Group: Firearm, Properties: Armor Piercing,
High Crit, Load Move, Jams 1
Simple Ranged Two-Handed Weapons
Musket Prof: +2, Dam: 1d8, Rng: 20/40, Cost: 60gp. Wt: 5lb/2.3kg Group: Firearm, Properties: Armor Piercing, High Crit, Load Standard, Jams 1
Siege Weapons
Crew Serviced Cannons
Hand Cannon (4lb Ball), Prof: +3, Dam: 1d12, Rng: 40/80, Cost: 150gp, Wt. 31 lb/15 kg, Group: Artillery,
Properties: Armor Piercing, Inaccurate, Load 2 Standard, High Critical, Requires Cooling
Light Cannon (8lb Ball) Prof: +3, Dam: 2d10, Rng: 75/ 150, Cost: 600gp, Wt: 3,000lb/1,350kg, Group:
Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, High Critical, Requires Cooling
Medium Cannon (12lb Ball), Prof: +3, Dam: 3d10, Rng:110/220, Cost: 1000gp, Wt: 4,800lb/2,200kg, Group:
Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, High Critical, Requires Cooling
Heavy Cannon (16lb Ball), Prof: +3, Dam: 4d10, Rng: 130/260, Cost: 1800gp, Wt: 6,700lb/3,000kg, Group:
Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, High Critical, Requires Cooling
Superior Weapons
Two-Handed
Junk Cannon Prof: +2, Dam: 1d4*, Rng: 20/40, Cost: 60gp, Wt: 10lbs + 20lb Air Tank (20 shots), Group: Artillery, Properties: Load Standard, Explodes 1**
* Junk cannon generally fire improvised weapons, but any two pound or less thrown weapon will be boosted to the cannon’s range.
** Explodes on an attack roll of 1 and the ranged attack automatically hits the shooter rather than the target.
Flame Gun, Prof: +2, Dam: 1d8 +INT Modifier, Rng: Close Blast 3, Cost: 80gp, Fill w/Oil: 150gp; Wt: 5lb+ 45lb Four Gallon Whale Oil Tank (5 shots), Group: Flame Gun, Properties: Blast Weapon: Intelligence vs. Reflex attack roll, Jams 2
Weapon Groups:
Artillery: Black powder artillery is muzzle loaded and ignited by a burning fuse. A basic attack with an Artillery Weapon always uses Intelligence for attack and damage modifier. Loading a cannon requires a powder charge of equal weight to the cannon ball fired.
Flame Gun: A flame gun is a long hollow pipe of metal with a small pilot light at one end and a pressurized hose at the other end. Whale Oil is spewed through the hose and ignited. All in the blast zone of the Flame Gun may suffer severe burns. The Flame Gun is flickle and on a natural attack roll of one or two either the hose jams or the pilot light goes out requiring 1d4 standard actions to restore function. Flame Guns utilize INT modifier rather than STR or DEX on attack and damage rolls.
Firearms: In this steam punk campaign the characters wield flintlock firearms. A basic attack with a firearm always uses Dexterity for an attack and damage modifier. Firearms also count as Crossbows for the prerequisites, requirements, and effects of feats and all powers that have an area of effect other than “Blast”. A flintlock misfires or jams on an attack roll of "1". It takes 1d4 standard actions to clear a jam. Heavy rain or dunking in water increases misfire chance to 1, 2, and 3.
Weapon Properties:
These new weapon properties apply to the black powder
weapons listed above.
Armor Piercing: Any weapon with this
property can reduce an armor bonus by 1 or reduce the AC of an armored monster
by 1.
Inaccurate: Inaccurate weapons take
a -2 penalty to all attack rolls.
Jams: The weapon jams on the
indicated attack roll die number and takes 1d4 standard actions to clear.
Load: Flintlock pistols take a move
action to reload and muskets require a standard action to reload. Cannons
usually require a crew to reload them. Each crew member can expend a standard
action in order to be able to fire the weapon once per round.
Requires Cooling: If you fire two
times within two consecutive rounds with this weapon, you must roll a saving
throw after the second shot. If you fail, the weapon cannot fire again for the
duration of the encounter since the cannon barrel has warped due to over
heating. When a volley of weapons with this property is fired, make one saving
throw for all.
Weapon Modifications:
Double Barrel: Any flintlock firearm can be modified to possess an extra barrel and trigger. Each barrel must be reloaded separately. This modification doubles the cost of the firearm and increases the weight of the weapon by 50%.
Cannonball
Variations: Artillery is classified by the size and type of ammunition. All
firearms and cannons used it this campaign are smoothbore. Smoothbore cannons
fire spherical ammunition which comes in five different types.
Solid Shot: This is a simply a heavy
sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp
per 4 pounds
Shells: This is a hollowed out iron
sphere filled with a bursting charge of black powder. Instead of striking a
single target, the shell detonates in a burst. The shooter makes a single
attack roll against all targets within the burst. The radius of the burst
varies according to the size of the cannonball but the damage it inflicts is
halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost:
15gp per 4 pounds
Case Shot: This is a wooden shell
filled with loose lead or iron balls in a layer of sulfur and coal tar. Case
shot is intended to explode in the air and thus uses time fuses. The metal
balls become shrapnel greatly increasing the kill radius. Properly timing the
fuse requires an INT attribute check with a DC equal to one tenth the range the
shell travels before it is supposed to explode. Poorly timed fuses explode to
early or not at all generating an automatic miss. A case shot has the same
radius as a shell but inflicts normal cannon damage to all its victims. Cost:
50gp per 4lbs.
Chain Shot: This is two halves of
the same sphere chained together. It is generally used to foul rigging and ship
masts. The chain shot affects the target and one adjacent target at the same
time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds
Grape Shot: This is a mass of heavy
metal balls in a cloth bag. Unlike the ammunition above this is a close blast
weapon normally used against enemy infantry. Only one attack roll is made and
applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs
blast 6. Cost: 50gp per 4 pounds.
Black
Powder: Each cannon shot requires an equal weight of
Black powder for the shot. Measured cartridges for your cannon are 30GP per
4lbs. Loose Powder makes the crew take twice as long to load the gun, but costs
just 20GP per 4lbs.
Flintlock
Accessories:
Bayonet: As a minor action, the musket holder can attach or remove a long, thin blade to the end of his musket. A bayonet turns a musket into the equivalent of a “spear” simple melee weapon. While a bayonet is attached the musket has a -1 ranged attack roll penalty. W: 2lb. Cost: 5gp.
Bullet Bandoleer: Bullets are specific for each flintlock since every gun is hand made and regionally specific. W: 1lb, Cost: 20 bullets for 1gp.
Powder Horn: Enough loose powder for 12 shots with any flintlock firearm or one shot with any hand cannon. The need to carefully pour the proper amount of loose powder into a firearm’s muzzle doubles the reload time. W: 5lbs filled, Cost: 24gp (2gp per shot)
Cartridge Box: Wooden box with 20 pre-measured paper cartridges of black powder for a specific firearm. They are quicker to use than loose powder. W: 6lbs, Cost: 60gp (3gp per shot)
Swine Feather: This forked metal rod can be used to support a long barreled musket. It requires relatively soft ground to set up and takes a standard action to properly plant which provokes an opportunity attack. Thereafter, it grants a +1 Equipment Bonus to range attacks while firing from a stationary position and using a two handed firearm. Weight: 2lbs, Cost: 2gp
Glass Optical Scope: Grants a +1 ranged attack bonus for the firearm if the shooter expends a move action before firing. Weight: 1lb., Cost: 100gp