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D20 FIREARMS
D20 FIREARMS
The Deinitive d20 Guide to Guns
By :
Ken Hood
Additional Material :
R. Hyrum Savage
Editing :
R. Hyrum Savage
Layout and Design :
R. Hyrum Savage
Produced By :
OtherWorld Creations
www.otherworlds.cx
d20 Firearms© 2007, OtherWorld Creations.
The OtherWorld Creations logo,
is a Trademarks of OtherWorld Creations.
All rights reserved.
Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the
Coast, Inc.
This book requires the use of the Players Handbook, Revised, Copyright Wizards
of the Coast®. Used with Permission.
All content not specifically called out as Product Identity is OPEN.
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D20 FIREARMS
(It also means that if you have a society
with plentiful, cheap firearms, it probably
will not be able to support an elite social class
of warriors. Firearms equalize death-dealing
potential. Jealous peasants with guns can
make mincemeat of aristocracy.)
FIREARMS
Firearms play an integral part in any modern
setting. Although not as deadly as in real
life (modern heroes routinely run through a
hail of bullets, either not getting hit or not
being seriously injured), the rules below are
a simple and effective way of introducing
firearms into any setting.
ACCURACY
The bullet fired from a gun travels far faster
than an arrow, sling stone, crossbow bolt,
or hurled knife. In comparison to these
weapons, it has less need to “lead” a target
(i.e., aim in front of it) at long ranges. To all
practical means, a bullet is invisible because
of its speed and moves so fast as to be nigh
impossible to dodge. It is easy to aim and
capable of precise targeting at relatively long
ranges. Wind, rain, and other environmental
effects do less to spoil its trajectory in
comparison to more primitive weapons.
For these reasons, this system gives
firearms an attribute called Accuracy. A
firearm’s Accuracy is a modifier to Attack rolls
when a character uses that gun.
Normally, a firearm has an Accuracy
modifier of +2. A weapon’s recoil and other
special attributes can reduce or increase its
base accuracy.
FIREARM ATTRIBUTES
Firearms have several special traits that
make them different from other weapons,
particularly muscle-powered weapons, like
the crossbow and sword. These traits are
discussed below.
CHEMICALLY PROPELLED
Unlike bows, slings, and crossbows, which
use mechanical, muscle-based force to hurl
a projectile, firearms rely on simple chemical
combustion. The propellant detonates,
transforming into a gaseous state. The gas
expands, forcing the bullet down the barrel of
the weapon. The bullet (and some of the gas)
escapes the end of the barrel in excess of the
speed of sound, with a loud crack and flash.
The only practical limit to the velocity
of the bullet is the rate at which gases can
expand. This is quite unlike more “primitive”
muscle-powered weapons that are limited by
the strength and skill of the user. Regardless
of who wields the firearm—from a withered
crone to an Austrian bodybuilder—the bullets
come out with the same force and inflict the
same damage.
What does this mean for a d20 game?
Basically, a character does not apply his
Strength bonus to the damage inflicted by a
firearm.
RECOIL
When a gun is fired, it is pushed backward
toward the shooter, and the muzzle pitches
upward. This is called recoil or “kick.” Recoil is
the gun’s reaction to its action of propelling a
bullet.
Generally speaking, the lighter the
firearm, the more it kicks. The more powerful
a round fired by a gun, the more the recoil.
The shorter the barrel, which causes more
propellant gas to be wasted, the greater the
recoil.
The more powerful a firearm’s recoil,
the less accurate the firearm. When fired
rapidly, recoil spoils the aim of the shooter,
driving the barrel up and off target.
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D20 FIREARMS
In this system, a single number
designates Recoil. The caliber of the round,
size of the propellant, and size of the firearm
determine it. Accessories, like a muzzle brake,
can reduce that number.
The effects of the Recoil attribute are
described below.
Because firearms shoot small
projectiles faster than the speed of sound,
they can punch through solid objects with
ease. This attribute is called Penetration. It
is the ability of a firearm to ignore armor.
Penetration permits a weapon to ignore a
few points of Damage Reduction when it
determines its damage. Firearms typically
have Penetration from 4 to 8.
RECOIL AND RAPID FIRE
In this system’s simplified model of firearms,
Recoil applies a negative penalty to your
attack rolls when you attempt to fire a gun
rapidly. When you fire faster than single fire,
you’re going to suffer the effects of recoil. The
exact effects are described in each rate of fire
below.
RATES OF FIRE
With a modern, self-loading firearm, you can
fire several shots during the time of a single
typical sword swing or thrust. Pumping out a
veritable cloud of lead is nothing more difficult
than rapidly pulling the weapon’s trigger. To
simulate this in play, several new Rates of
Fire have been created. Using a weapon with
a special Rate of Fire lets you shoot several
times with a single attack action.
These new Rates of Fire are designed
with the KISS principle in mind: “Keep It
Simple, Stupid.” While more accurate ways
of modeling fully automatic fire exist, they
require a high degree of rule complexity,
bogging down the play of the game. These
rules attempt to model automatic fire and still
maintain the game-quickening abstraction that
underlies the rule system.
Certainly there are more types of burst
fire in the “real world”, but for purposes of
this system, only three-, five-, ten-, and fifty-
round bursts have been created. Again, this
keeps things simple.
HEAVY RECOIL
If a weapon has Recoil of 4 or more, it
is considered to have heavy, brutal kick
when fired and suffers a negative penalty
to Accuracy. Table 1 shows the Accuracy
penalties for different degrees of Recoil:
Table 1: Accuracy Penalties for Recoil
Recoil
Accuracy Modiier
3 or less
+0
4-5
–1
6-7
–2
8-9
–3
10+
–4
PENETRATION
In the 1850’s, a black-powder rifle, the Swiss
Federal carbine, was capable of firing a 10.5
mm ball with such force that it could “pierce
three one-inch thick wooden boards at a
thousand paces” (quoted from The World’s
Great Rifles , by Roger Ford). Late 20th-century
cartridge firearms are capable of penetrating
24 or more layers of ballistic Kevlar, the
material used to make “bullet-proof” vests. It
is not uncommon for accidentally discharged
firearms to punch holes through the walls
of several houses in a row. Even firearms of
moderate caliber can punch through the metal
bodies of automobiles; some are even capable
of piercing the engine block.
STANDARD FIRE (SF)
Standard fire allows you to attack with a
firearm as many times as you have attacks
per round.
Almost every firearm permits you to
perform standard fire. There are exceptions,
though. For instance, certain machine guns
and submachine guns let you fire bursts only.
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D20 FIREARMS
Recoil 3 imposes a –3 penalty to Jack’s
attack rolls in triple fire mode.
The first attack would normally be
+8. With triple fire, it is three shots at
+5/+5/+5.
The second attack would normally be
a single shot at +3, but with triple fire it is
three shots at +0/+0/+0.
Jack gets six attacks:
+5/+5/+5/+0/+0/+0.
DOUBLE FIRE (DF)
Double fire lets you fire two shots with each
attack. Each shot suffers a penalty to hit
equal to half the weapon’s recoil (round up,
–1 minimum).
Double fire may be directed at two
separate targets. This imposes a –4 penalty
to hit both targets.
Damage bonuses for specialization and
the like apply to each shot you perform with
double fire.
3-ROUND BURST (B3)
A burst occurs when several bullets are rapidly
and automatically fired with a single pull of a
firearm’s trigger. The advantages of a burst
are that it is easier to hit your target, and it is
possible that you might hit your target with
more than one bullet, inflicting more damage.
A 3-round burst counts as one attack;
three bullets are fired with a single pull of
the trigger. If you perform a standard attack
action, you can do one burst. If you perform a
full attack action, you can perform one burst
for each attack.
A 3-round burst provides a +3 Attack
bonus.
For every (2 + Recoil) points you roll
over the number needed to hit your target,
an additional bullet hits and inflicts normal
damage, up to the total number of bullets
fired at your target. Resolve the damage of
each bullet separately. (For example, if you
use a Recoil 3 weapon, for every 5 points you
roll higher than the amount needed to hit your
target, another bullet hits and inflicts damage.)
You cannot hit an opponent more times
than the shots in your burst. For instance, if
you fire a three-round burst,, no more than
three shots can hit your target.
You cannot direct a three-round burst at
multiple targets.
Damage bonuses for specialization and
similar abilities apply to the first bullet in a
burst, but not any others.
Double Fire Example
Jack has an Attack bonus of +8/+3. He
wields a double-action revolver with Recoil of
3. Jack decides to double fire on both of his
attacks.
One-half the recoil of his revolver is
1.5. This is rounded up to 2, so Jack suffers
a –2 penalty on his attacks.
The first attack would normally be +8.
With double fire, it is two shots at +6/+6.
The second attack would normally be
a single shot at +3, but with double fire, it is
two shots at +1/+1.
Jack gets four attacks:
+6/+6/+1/+1.
TRIPLE FIRE (TF)
Triple fire lets you shoot three times with
each attack. Each shot suffers a penalty to hit
equal to the weapon’s recoil (–2 minimum).
As with double fire, triple-fire shots
may be directed at separate targets, but with
a –4 Attack penalty against each target.
Damage bonuses for specialization and the
like apply to each shot.
Double-action weapons and auto-
loaders are capable of triple fire.
Triple Fire Example
Jack has an Attack bonus of +8/+3. He
wields a double-action revolver with Recoil of
3. Jack decides to triple fire on both of his
attacks.
Point Blank Burst: If you fire a burst at a
target within 5’ and hit, all bullets in the burst
automatically hit the target.
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