Firearms

Firearms Properties

Firearms are a new and volatile technology, and as such have their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below).

Chamber: The weapon is hard to reload, making it slower to put bullets into the chamber. When you reload a weapon with this property, you put up to the weapon's Chamber score of bullets into the weapon's chamber, instead of fully load it.

Explosive Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw or suffer half damage (DC 15). If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Misfire: Whenever you make an attack roll with a firearm and miss, roll a misfire die. If the d20 attack dice roll is equal to or lower than the weapon's Misfire roll, the weapon misfires and cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire rolled dice). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

Reload: The weapon can hold and fire a number of bullets equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Bipod: A weapon with this property comes with a bipod to improve its aiming. When you fire with an unsetted bipod, you attack with disadvantage. You can use your action to set the bipod and calibrate the scope. If you do so, you become prone, and make every attack roll with this weapon with advantage (regardless the prone condition). If you stand up or move while holding this weapon, the bipod is unsetted.

If the bipod remained setted no more than one round ago, and crawling was the only kind of movement you taken since then, you can use a bonus action to set it up again.

Additionally, on a critical hit, you can roll one of the weapon's damage dice one additional time and add it lo the extra damage of the critical hit.

Impulse: When you attack with a melee weapon that has the impulse property, you can fire it to use the Impulse die instead of its normal damage die. Firing a melee weapon uses ammunition and is loud as firing a normal gun.

Scatter: An attack is made against each creature within a 30 ft cone. If an affected creature is adjacent to you, they suffer double damage on a hit.

Explosives

Dynamite: As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.

Fragmentation Grenade: As an action, a character can throw a grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Smoke Grenade: As an action, a character can throw a grenade at a point up to 60 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius for 1 minute. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Firearms (Martial Weapons)
Name Cost Damage Tier Range Misfire Reload Properties
Melee Weapons
Trigger-Blade 175g 1d6 Piercing III -- d4 2 Impulse (d10), finesse, uses Handgun ammunition
Reolver-Sword 300g 1d8 Slashing IV -- d6 4 Impulse (d10), uses Handgun ammunition
Propultion Axe 500g 1d12 Slashing V -- d12 3 Two-Handed, Heavy, Impulse (2d10) , uses Scatter gun ammunition
Scatter Hammer 550g 2d6 Bludgeoning V -- d6 1 Two-Handed, Heavy, Impulse (1d6), Scatter when fired, uses Scatter gun ammunition
Ranged Weapons
Handguns
Double pistol 175g 1d10 Piercing I (25/100) d4 2
Revolver 450g 1d10 Piercing II (100/400) d4 6
Ammunition (25) 4g I
Scatter guns
Doblebarrel 500g 1d8 Piercing III (10/30) d6 2 Two-Handed, scatter
Pump-action 750g 1d8 Piercing III (10/30) d6 8 Two-Handed, scatter, chamber 3
Ammunition (10) 2g I
Long Barrel guns
Musket 75g 1d12 Piercing IV (100/300) d8 1 Two-Handed
Lever-action rifle 750g 1d12 Piercing IV (200/800) d4 8 Two-Handed, chamber 4
Bolt-action rifle 1200g 2d6 Piercing V (300/1200) d4 5 Two-Handed, heavy, chamber 1, bipod
Ammunition (10) 2g I
Special guns
Anti airship cannon 3500g 2d12 Piercing VI (400/1500) d8 1 Two-Handed, heavy, explosive, bipod
AAC Ammunition (5) 50g I
Hand mortar 2500g 2d8 fire V (30/60) d6 1 Explosive
HM Ammunition (4) 5g II
Explosives
Dynamite 50g 3d6 Bludgeoning I (50/80) Radius 5', DC 12 Dex half damage , Special (See text)
Frag Grenade 150g 5d6 Piercing I (50/80) Radius 20', DC 15 Dex half damage
Smoke Grenade 25g -- I (50/80) Radius 20', heavily obscures the area

New Armors

Item Cost AC Strenght Stealth Properties
Light Armor
Linothorax 45gp 11 + Dex modifier -- -- Ballistics
Modular armor 45gp 11 + Dex modifier -- -- Ward off
Medium Armor
Reinforced Clothes 10gp 11 + Dex modifier (max 1) -- -- Unskilled
Reinforced Vest 20gp 12 + Dex modifier (max 1) -- -- Unskilled
Heavy Modular Armor 400gp 13 + Dex modifier (max 2) -- -- Ward off
Kevlar armor 400gp 13 + Dex modifier (max 2) -- -- Ballistics
Heavy Armor
Artillery Armor 750gp 17 Str 14 Disadvantage Ballistics
Riot Gear 750gp 17 Str 14 Disadvantage Ward off
Shields
Foldable Shield 15gp +1 -- -- Foldable (Bracer)
Umbrela Shield 20gp +2 Str 12 -- Foldable (Umbrella)

Armor Properies


Unskilled: Any character can use an armor with this property efficiently even if it hasn't proficiency with medium armors.


Ballistics: An armor with this property grants +2 to AC against ranged attacks.


Ward off: An armor with this property grants +2 to AC against melee attacks.


Foldable: As a bonus action, a shield with this property can be folded to resemble and function as the item in brackets. It doesn't grant any AC bonus while folded. As a bonus action it can be unfolded. A succesfull inestigation check (DC 13) reveals the true nature of the shield.


Playtest Material

All content will probably be tweaked for purposes of balance

English is not my native language, so I hope that there aren't a lot of mistakes in the text. My Reddit username is raccoonlx