Roll a d8 if it is a small gun–a pistol or a musket–and roll 1d10 if it’s a large gun–a cannon, or an experimental gatling gun or some such thing.ġ. Roll on the following table to determine what happens. If an attack roll with a firearm falls within its misfire range– before attack bonuses and penalties are applied–then the weapon misfires. Misfire: The Misfire chance is a range of numbers, starting at 1 and going up. If you roll a 6 on that one, roll another, and so forth, until you stop rolling sixes. ![]() Example: If damage is 1d6, and you roll a 6, roll another d6. ![]() Every time the max number is rolled on a damage die, add another die of damage. If you’re hit, it’s most likely that you’ll take a helluva lot of damage. ![]() Firearms can shoot up to five times their range increment.Įxploding Dice: Firearms are very lethal. ![]() Range Increment: Weapons are accurate up to their range increment, with each increment beyond that imposing a -2 penalty. This post contains a brief description of how they work, assuming D&D 3.5 or Pathfinder rules are being used. There are firearms in the world I run games in. If you play 5e, I have a new and updated version of these rules for fifth edition available for free here, and a $9.98 PDF of expanded 5e options available for sale here.
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