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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
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02/12/2010

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Firearm Pistol, Musket Pistol, Small Revolver, Military

Cost 175gp

Ammo 1 powder 2 turn reload 4 bullet 2 turn reload 6 Magnum 2 turn reload

Requirem ent Exotic (Firearms) Exotic (Firearms) Exotic (Firearms)

230gp 325gp

DMG (M) 1D6+1 Special * 2D4 1D8+1

Critical X3

Range 20ft

Weigh t 7lb

Type Piercing

Modifiers Crit 1, 10% Break

X2 X2

30ft 30ft

4lb 7lb

Piercing Piercing

Recoil Check Strength DC 12 Pistol, Quad 460gp 1 Special Bullet Exotic 4D4 X2 30ft 6lb Piercing Recoil Check Shot ** (Firearms) Strength DC Reload 2 Turns 14 Harpoon, 125gp 1 Special *** 3 Exotic 1D6 X2 40ft 4lb Piercing Grapple Wrist Reload 3 turns (Firearms) Check, Recoil Check 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 to shrapnel. Friendly-Fire Applies. Special ** Quad Weapons Use a special bullet that combines 4 bullets encased in metal and counts as Single Expensive Bullet. 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, 250gp 1 Powder Exotic 1D8+1 X3 30ft 16lb Piercing Crit 1, 10% Musket 2 Reload Turns (Firearms) Special Break * Rifle, Long 300gp 3 Bullet Exotic 1D8 X2 50ft 14lb Piercing Recoil Check 2 Reload turns (Firearms) Strength DC 12 Rifle, 375gp 1 Bullet Special Exotic 2D6 X2 50ft 17lb Piercing Recoil Check Double ** (Firearms) Strength DC Barrel 2 Reload turns 14 Rifle, 415gp 5 Bullet Exotic 1D10 X2 60ft 15lb Piercing Recoil Check Military 2 Reload turns (Firearms) strength DC 12 Walking 275gp 1 Bullet Special Exotic 2D4 X3 1830ft 4lb Piercing Crit 1, 10% Boomstick *** 3 Reload (Firearms) 20 Break Turns User Reflex DC 12 backfire Harpoon, 215gp 1 Special **** Exotic 1D8 X2 60ft 12lb Piercing Grapple Rifle Reload 3 Turns (Firearms) Check, Recoil Check 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 to shrapnel. 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 and user 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 is Cut, Destroyed a new rope can be attached.

Dagger, Pistol *

190gp

1 Bullet 2 Reload Turns

Shortsword, Pistol *

215gp

1 Bullet 2 Reload Turns

Longsword, Revolver *

310gp

1 Magnum 2 Reload Turns

The HammerCannon **

Line Damage 2 squares forward, Movement speed reduced 10ft Special Special * All Gunblades like weapons count as both Melee and Range. There would be no need to change weapon as they act 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 at the 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 2 squares forward but if it hits a target and keeps travelling the damage is halved to 1D6 if hits.

425gp

1 Special 3 Reload Turns

Simple Weapons, Exotic (Firearms ) Simple Weapons, Exotic (Firearms) Martial Weapon, Exotic (Firearms) Martial Weapon, Exotic (Firearms) Strength 18

(B)1D4, (G)2D4

(B)x2 19-20, (G)x2

15ft

5lb

Slashing, Piercing

(B)1D4, (G)2D4

(B)x2 19-20, (G)x2 (B)x2 19-20, (G)x2 (B)x2 (G)x2

15ft

7lb

Slashing, Piercing

(B)1D8, (G)1D8+1

15ft

9lb

Slashing, Piercing

Recoil Check strength DC 12

(H)1D10, (G)1D12/1 D6 Line Damage ***

15ft

18lb

bludgeon, Piercing

Grenades Grenade, Explosive

Description Light the top, And Boom. Remember to Throw. Reflex DC 18 Throwback Grenade, 50gp -1 to Throwing Flare 10ft 2lb Blind Reflex DC Light the top, And Flash Attack 15ft 14 to Cover your eyes. Roll to avoid Reflex DC 18 target Throwback Grenade, 200gp 1D6 +1D2 Throwing Blast 10ft 3lb Piercing + Reflex 16 Light the top, And Incendiary 15ft Burning half. Throw. Great for BBQ's Reflex DC 18 Throwback Grenade, 100GP -2 To hit Throwing Smoke 2lb Cover Light the top, And Smoke Area, 2+ 15ft 10ft Throw. Escapist Sneak Favourite. Reflex DC 18 Throwback Grenade, 175gp 1D4+1D4 Throwing Smoke 3lb Poison Con DC Light the top, And Poison Rounds 15ft 10ft 14 Throw. Keep away Smoke Recover from children. Reflex DC 18 Throwback Grenade. 250GP 1D4 +1D4 Throwing Acid 5ft 3lb Acid Reflex 16 Push down the top, Acid each turn 15ft half. And Throw. Great for for 1D4 Surprises. Reflex DC turns 18 Throwback Grenade, 300 GP 1D8+3 Throwing Area 5ft 4lb Piercing Reflect 16 Can be placed on Mine Special * 15ft/Placed half. Square, or thrown. Shrapnel Trigger spring based. Anyone got any cheese? Special * If hitting a target it will explode 1D8 unless he rolls a reflex DC16. If Target is next to Enemy or Ally he will take 3 Damage unless he rolls a reflex DC14.

Cost 150gp

DMG (M) 2D4

Range Throwing 15ft

Area Blast 10ft

Weight 3lb

Type Piercing

DC check Reflex 14 For half.

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