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The Crystal Wars: Forgotten Legends Firearm's Version 1.00

The Crystal Wars: Forgotten Legends Firearm's Version 1.00

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Published by MrRoachy
The Crystal Wars: Forgotten Legends, My personal Campaign Settings for Guns. Work in Progress. Balance between Melee and Range
The Crystal Wars: Forgotten Legends, My personal Campaign Settings for Guns. Work in Progress. Balance between Melee and Range

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Published by: MrRoachy on Feb 12, 2010
Copyright:Attribution Non-commercial

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02/12/2010

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Firearm Cost Ammo RequirementDMG(M)Critical Range WeightType ModifiersPistol,Musket
175gp 1 powder2 turn reloadExotic(Firearms)1D6+1Special*X3 20ft 7lb Piercing Crit 1, 10%Break
Pistol, Small
230gp 4 bullet2 turn reloadExotic(Firearms)2D4 X2 30ft 4lb Piercing
Revolver,Military
325gp 6 Magnum2 turn reloadExotic(Firearms)1D8+1 X2 30ft 7lb Piercing Recoil CheckStrengthDC 12
Pistol, QuadShot
460gp 1 Special Bullet**Reload 2 TurnsExotic(Firearms)4D4 X2 30ft 6lb Piercing Recoil CheckStrength DC14
Harpoon,Wrist
125gp 1 Special *** 3Reload 3 turnsExotic(Firearms)1D6 X2 40ft 4lb Piercing GrappleCheck, RecoilCheck 12 if over 40ft
Special * Musket act as a Splash Damage, If an Enemy is near your target and Hits. He must Take 1 Damage due toshrapnel. Friendly-Fire Applies.Special ** Quad Weapons Use a special bullet that combines 4 bullets encased in metal and counts as Single ExpensiveBullet.Special *** Harpoon Weapons Count as Retractable weapons due to the rope attacked to the guns Frame. If Rope is Cut,Destroyed a new rope can be attached.Rifle,Musket
250gp 1 Powder2 Reload TurnsExotic(Firearms)1D8+1Special*X3 30ft 16lb Piercing Crit 1, 10%Break
Rifle, Long
300gp 3 Bullet2 Reload turnsExotic(Firearms)1D8 X2 50ft 14lb Piercing Recoil CheckStrength DC12
Rifle,DoubleBarrel
375gp 1 Bullet Special**2 Reload turnsExotic(Firearms)2D6 X2 50ft 17lb Piercing Recoil CheckStrength DC14
Rifle,Military
415gp 5 Bullet2 Reload turnsExotic(Firearms)1D10 X2 60ft 15lb Piercing Recoil Checkstrength DC12
WalkingBoomstick
275gp 1 Bullet Special*** 3 ReloadTurnsExotic(Firearms)2D4 X3 18-2030ft 4lb Piercing Crit 1, 10%BreakUser ReflexDC 12backfire
Harpoon,Rifle
215gp 1 Special ****Reload 3 TurnsExotic(Firearms)1D8 X2 60ft 12lb Piercing GrappleCheck, RecoilCheck 14 if over 60ft
Special * Musket act as a Splash Damage, If an Enemy is near your target and Hits. He must Take 1 Damage due toshrapnel. Friendly-Fire Applies.Special ** Double Barrel use special bullets that combines 2 bullets encased in metal and count as Single Expensive Bullet.Special *** Walking Boomstick is special weapon that fires One bullet and is hard to reload. Weapon can explode anduser can take damage from the weapon if they fail there reflex save.Special **** Harpoon Weapons Count as Retractable weapons due to the rope attacked to the guns Frame. If Rope isCut, Destroyed a new rope can be attached.
 
 
Dagger,Pistol *190gp 1 Bullet2 Reload TurnsSimpleWeapons,Exotic(Firearms)(B)1D4,(G)2D4(B)x219-20,(G)x215ft 5lb Slashing,PiercingShortsword,Pistol *
215gp 1 Bullet2 Reload TurnsSimpleWeapons,Exotic(Firearms)(B)1D4,(G)2D4(B)x219-20,(G)x215ft 7lb Slashing,Piercing
Longsword,Revolver *
310gp 1 Magnum2 Reload TurnsMartialWeapon,Exotic(Firearms)(B)1D8,(G)1D8+1(B)x219-20,(G)x215ft 9lb Slashing,PiercingRecoil Checkstrength DC12
TheHammer-Cannon **
425gp 1 Special3 Reload TurnsMartialWeapon,Exotic(Firearms)Strength18(H)1D10,(G)1D12/1D6 LineDamage***(B)x2(G)x215ft 18lb bludgeon,PiercingLine Damage2 squaresforward,Movementspeedreduced 10ftSpecial
Special * All Gunblades like weapons count as both Melee and Range. There would be no need to change weapon as theyact as one. Apart from the Hammer-Cannon.Special ** Hammer-Cannon acts as a Large weapon that acts a s Bludgeon weapon on one end, and miniature Cannon atthe other end. Requires to Switch Weapon to Fire the Cannon.Special *** Hammer-Cannon has a Unique type of Line Damage, Because it fires a large metal ball the ball can travel 2squares forward but if it hits a target and keeps travelling the damage is halved to 1D6 if hits.

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