Pathfinder with "Third Tier" Firearms


Homebrew and House Rules


1 person marked this as a favorite.

I had some ideas for expanding on Pathfinder's combat rules to allow for weapons that come close to early 20th-century technology (i.e., automatic fire, burst fire, strafing, ballistic fire, explosives, and so on) as part of a Steampunk style Pathfinder campaign. This is what I mean by "Third Tier" -- "First Tier" firearms being defined as a primitive or "early" firearms (ex: pepperboxes, pistols, blunderbusses, culverins), and "Second Tier" firearms (ex: revolvers, rifles, shotguns) being defined as intermediate "advanced" firearms. The "third tier" of firearms would mainly consist of automatic firearms and heavy weapons.

I'm hoping these ideas can be made to mesh well with Pathfinder's standard combat rules; I don't want to simply import the firearms rules of d20 Modern, Spycraft, or some other distant d20 cousin, or make these rules look like they were artificially "tacked on" and function inconsistently with the standard ruleset.

Finally, these aren't meant to be full and complete house rules for Firearms, but they are some ideas I had for making more modernish Firearms work for Pathfinder. They are rules for repeating firearms that you might see in a Steampunk campaign which might include other elements of high fantasy such as magic and deadly monsters. More work will be needed to make these rules playable and well-integrated within a Pathfinder campaign.

* * * * *

These homebrew firearms rules are supposed to expand on those from Ultimate Combat and Ultimate Equipment, establishing three tiers of firearms development. Primitives and frontiersmen may be limited to Early and Middle Firearm tech, while royal guardsmen and savvy adventurers will have access to the Modern stuff. The modern tier of firearms development is mainly characterized by the development of automatic fire, of accurate fire at extreme ranges, and the incorporation of ammunition clips, magazines, belts, drums, and other mechanisms which enable efficient reloading.

These are some design principles I want to incorporate into my firearms rules extensions.

* Attacking with a firearm still presents as a single ranged attack roll against a designated target (whether creature or square), but successfully performing a certain "style of attack" (such as a strafe or controlled burst) requires a secondary combat maneuver check to determine whether you were able to perform the special maneuver of your attack, or whether you simply hit the single target and probably wasted a lot of ammunition.

* Different aspects of firearm combat such as covering fire, controlled strafing, controlled short bursts (3 shots), controlled long bursts (5 shots), full auto fire, and so on, are treated like combat maneuvers, but are governed by a character's Firearms Maneuver Bonus (FMB). This is computed as: Base attack bonus + Dexterity modifier + special size modifier (Medium = 0, Small = +1, Large = -1, and so on). Any modifier applicable to an attacker's CMB may also apply to their FMB depending on the circumstances.

* An attacker's Firearms Maneuver Bonus roll is opposed by a defender's Firearms Maneuver Defense score (FMD), computed as: 10 + base attack bonus + Dexterity bonus + special size modifier (medium = 0, Small = +1, Large = -1, and so on). Any modifier applicable to a character's Combat Maneuver Defense may also apply to their FMD, as appropriate.

* Certain Firearms Maneuvers are easier or harder to accomplish than others; represented by bonuses or penalties to the defender's FMD.

* The critical threat range and multiplier for most firearms is 20/X2, although precision weapons (such as sniper rifles) have a 19-20 base crit range and multiplier of X2.

* Assuming your weapon is capable of automatic fire, a controlled short burst increases your critical threat range by 1 and uses 3 shots. A controlled long burst increases your critical threat range by 2 and uses 5 shots. A full auto attack [at a single target] uses 10 shots and increases your critical threat range by 3.

* Covering fire (also known as suppressing fire) consists of a spray of fire against hostiles behind cover or concealment, forcing them to remain immobile and concealed. Covering fire can be a long burst (5 shots) or a full auto attack (10 shots). A long burst of covering fire will suppress an area of hostiles up to 10 ft. on a side, while a full auto attack of covering fire will suppress a group of hostiles occupying an area up to 30 ft on a side. Defenders against suppressing fire gain a +10 circumstance bonus to their FMD because the shots are not well-aimed. Covering fire uses 5 or 10 shots, as described above.

* A strafe attack is a cone-shaped arc of fire (see Core Rulebook page 215) with a length equal to the weapon's range increment X10, and uses 10 shots per attack; if a creature has multiple attacks, it can direct a strafe attack in a different direction for each attack per round, provided it doesn't run out of ammunition. Up to ten targets can be affected by a strafe attack. If more than ten targets are within range of the strafe attack, then ten are randomly selected in some way. Defenders against a strafe attack gain a +2 circumstance bonus to their FMD because the attacker's aim is indiscriminate.

For strafe attacks involving targets at or beyond one range increment, all creatures, structures, other interesting targets (unattended equipment), etc. within the cone of effect and not behind total cover have a miss chance equal to 10 X the number of range increments distant to escape the strafe attack. (Creatures and objects within 1 range increment are automatically vulnerable to the strafe attack unless they are behind total cover). If more than ten targets happen to be selected as vulnerable to the strafe attack, then the targets with the ten lowest miss chance rolls are selected (In case of a tie, the closer target is vulnerable, or else the lower FMD, or the lower Dexterity score, or any other method may be used as the GM sees fit.)

* Area explosives and grenade-like weapons (other than those created and used by alchemists, whose inventions are kind of hinky and follow their own rules) require both an attack roll from the user and a Reflex saving throw from any targets caught in the area of effect. Targets whose ACs are defeated by the attack roll take half damage from the weapon's stated damage (which may be mitigated by distance from the impact square). Targets in the AOE who fail their Reflex save also take half the stated damage, also mitigated for range from the impact square. (It is possible to take full damage if your AC is low enough and you fail your Reflex save.) Evasion and Improved Evasion need to play a part in this but I am not sure how to fit them into these rules without either nerfing them for this type of attack, or making them into forcefields that save their users from all bombs and grenades.

* For simplicity, I don't want to get dragged down into trying to stat out every firearm of a specific make or model (e.g. the steampunk equivalent of AK-47s or Desert Eagles). Campaigns in Golarion do not really make a mechanical distinction between two totally ordinary longswords made in Cheliax and Andoran, except maybe for cosmetic/asthetics differences that will affect the outcome of a Knowledge/local or Craft/Weapons check made to figure out where such a weapon came from or who might have made it. So why let the minor differences between two similar weapons of the same firearms class multiply the number of weapons that all basically fill the same niche?

* The number of dice (not size) to use for a weapon's damage depends on the nature of the weapon. (I am not talking about multipliers for critical hits, just the basic damage roll.) Most melee and ranged weapons use just one damage dice, although some of the more deadly ones use 2 damage dice, such as the greatsword, scythe, or mattock. However, all but the weakest slugthrowers will use 2 damage dice because high-velocity metal projectiles are supposed to be more dangerous than archaic ranged weapons, even if they actually aren't.

* Each class of weapon has 5 'power levels': very light, light, medium, heavy, and very heavy. Generally speaking, every weapon of the same class and power level has standardized stats (such as range, ammo capacity, weight, and damage) although you can enhance your weapons with gadgets (I think Spycraft does the same thing) which can include a larger range increment, a bigger magazine or clip, armor piercing vs. antipersonnel rounds, hardware attachments such as scopes, silencers, and so forth.

Each weapon class uses one of the following damage columns, 'low damage' dice, 'medium damage' dice, or 'high damage' dice.

Low Med High Severe
Very Light : 2d3 2d4 2d6 2d8
Light : 2d4 2d6 2d8 2d10
Medium : 2d6 2d8 2d10 2d12
Heavy : 2d8 2d10 2d12 2d16
Very Heavy : 2d10 2d12 2d16 2d20

* * * * *

Weapon classes.

[hand weapons, may be wielded properly one-handed]

Revolvers (one-handed weapons): Standard capacity of about 6 shots. Uses low damage column.

Derringer (light weapons): Highly concealable single or double-shot firearm, standard capacity varies between 1 and 4 shots. Note: there are no 'lighter' or 'heavier' derringers, only versions with different ammo capacities. All shots do 2d3 damage.

Handguns (1H weapons): More ammo than a revolver, but capable of jamming. Standard capacity of 10 shots. Uses low damage column.

Submachine Guns (can be 1H or 2H): Anything at least as big as a handgun but smaller than a two-handed firearm. Standard capacity is between 20 and 30 shots, uses low damage column.

* * * * *

[longarms, normally requires two hands to wield properly]

Hunting Shotgun: Firearms designed to be shorter range than other two-handed firearms but dealing more damage within that range. Ideal for small, soft targets such as birds and small mammals. Some shotguns can be loaded with slugs instead of shot for taking down larger game, but will not be as accurate as hunting rifles. Standard capacity is either 1 or 2 shots. Uses medium damage column.

Combat Shotguns: Militarized version of the scattergun, used for breaching doors and clearing buildings rather than hunting for food, hides, or furs. Standard capacity is 6 shots, Uses high damage column.

Hunting Rifles: Semiautomatic longarms built for lethality at a longer range than a shotgun, but is not designed for military use, although some older weapons once used by national militaries such as the Mauser or Garand would fall into this weapon class. Standard capacity is 5 shots. Uses medium damage column.

Combat Rifles: The archetypical "assault weapon", most modern armies field some sort of combat rifle as a primary infantry weapon. Combat rifles can be set to single fire, burst fire, or full auto. Standard capacity is about 30 shots. Uses medium damage column.

Sniper Rifles: Design is similar to hunting rifles but is militarized for use against human targets. Most sniper rifles are equipped with some kind of scope rather than simple iron sights. Standard capacity is 5 shots. Uses high damage column.

Machine Guns: Big brothers to the combat rifles, these weapons are less precise but deal more damage in the same amount of time. Standard capacity is either 50 (drum) or 100 (belt). Uses high damage column.

* * * * *

[heavy weapons and explosives, all of these deal damage over an entire area or have a specialized use]

Grenades: Self-explanatory. Uses high damage column unless specifically nonlethal (tear gas, flash-bangs)

Grenade Launcher: Self-explanatory, uses grenades for ammunition.

Explosives: Any kind of pre-placed (not thrown) demolitions device; includes demolition charges, satchel charges, land mines, or IEDs. Uses severe damage column.

Mortars: Indirect-fire weapons which fill the role of portable artillery. Ammo capacity is 1 (at a time). Uses high damage column unless the ammunition is specifically nonlethal (tear gas, flash-bangs)

Cannons: Direct-fire weapons which fill the role of portable artillery; includes bazookas, LAWs, rocket-propelled grenades, and any other weapon intended to penetrate heavy armor or fortified structures. Most cannons are either disposable single-shot weapons or will consist of a reusable tube which can be (slowly) reloaded to prepare for another attack. Uses severe damage column.

* * * * *

Example: a character in a steampunk zombie campaign might come across an abandoned (but not looted) constable's station. A well-equipped armory might have a few revolvers, lots of handguns, and several shotguns. If there is a "special weapons" department there (like 'fringe division' or 'special unit 2' maybe), there might also be some SMGs, some combat rifles, one or two sniper rifles, some explosives, and a couple of grenade launchers with tear gas. Most of these will fall within the "light" or "medium" power range since "heavy" weapons of any class are generally limited to military applications or weapons found in the private collections of gun collectors.

Opinions?

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Pathfinder with "Third Tier" Firearms All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules