Need suggestions for revolver type weapons.


Homebrew


One of my PC is going to make a cowboy gunslinger (an android obssessed with westerns films).

Thing is, the ballistic pistol in game is more a semiautomatic, with tons of bullets. Changing capacity to 6 is easy. But it is also a nerf. Any suggestion about any other change to keep them balanced? More damage? How much? An extra crit effect maybe? Some fancy rule about «fanning the hammer»?


I'm no gunslinger IRL, but some basic properties of a revolver could be translated:

1) The reduced capacity was already brought up, though revolvers are much more difficult to reload, so it might even take a standard action to reload one.

2) Revolvers actually are "overpowered" as far as the cartridges they use compared to normal pistols, so they would indeed do more damage.

As for the values, I'd say give them an adjustment of +33% damage. So the quick way to do change would be swapping out the d6's for d8's. Then if you want, you could break up the d8's into an equivalent amount d4's if you want to up the revolver's baseline damage, though I'd say if you went the d4 route, I'd make reloading a standard action as that's a good damage boost in addition to revolvers already competing with plasma pistols in terms of raw damage.

Semi-auto pistol, Tactical 1d6 P = Revolver A 1d8 P or 2d4 P
Semi-auto pistol, advanced 2d6 P = Revolver B 2d8 P or 4d4 P
Semi-auto pistol, elite 3d6 P = Revolver C 3d8 P or 6d4 P
Semi-auto pistol, paragon 4d6 P = Revolver D 4d8 P or 8d4 P

As for fanning the hammer, I'd say it could be pretty much the soldiers onslaught ability that anyone with the gun can use: "When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty." So revolvers would fit the role of classic handcannons, but their small capacity and long reload times would make them cumbersome in protracted fights, which I think would fit them quite well thematically.


Hey Gustavo, funny I have a PC right now who is an Android who was marooned on an abandoned spaceship for 30 years with nothing but Clint Eastwood movies. So very similar concept! He's also been putting points into sleight of hand for gun tricks.

Right now he's using a basic semi auto as a flavored "expanded cylinder revolver"

However I'm making a 6 round revolver for him. Very similar to WhiteWeasel's.

Decrease capacity to 6
4d4 damage
I'm increasing the range to 70ft
The big changes are like WhiteWeasel said about the rounds being larger than pistols, that the revolver takes long arm rounds instead of small arm rounds.

And the fan the hammer special: When full attacking, you can attempt a DC 20 Sleight of hand check. On a success you may make an another attack at an additional -2 to the attack roll. You may take an additional attack at another -2 for every 5 by which your slight of hand check exceeds the DC.

Thoughts?


I’d like to point out that most revolvers are infact semi automatic only older models needing to cock every round

Semi automatic meaning that it loads the next round into the chamber without manual assistance but still needing the trigger to be pulled for each individual shot


https://en.m.wikipedia.org/wiki/Automatic_revolver

Furthermore there have been fully automatic revolvers since 1841


In the end I used the stats of regular pidtol, but 6 rounds (8 at higher level) «staggered» crit effect to simulate the higher power catridge, and reduced 1 lvl and the cost a bit.

1d8 is de damage of laser rifle, which is a longarm.

I also created a «fan the hammer» feat, which works like multiweapon fighting, except you need a free hand (to do the fanning) and only works with revolvers.


As a random note.
iv'e been using a Needler Pistol as a Needler Revolver.
Works fine at lower levels.
You could up the damage a tad by adding something else... Say..

FOllow the acid rifle line, but use the needler pistol as a base; and instead of acid make that extra damage B (for a heavy bullet), F,B or P for them being explosive rounds instead.

Lets be honest.. in scifi when you see a revolver.. what they're used for is either overwhelming force (which honestly isn't that neat in this game) or for specialty bullets.. Which is far more interesting.

Have that needler revolver, and make updated versions following the acid rifles as I said. but offer specialty ammo to them. Does the same damage, However, they can switch round and change the damage type. This will give their small arms, thath as to be reloaded much more often, an interesting gimik.

So.. eventually it'll do like 1d6 P + 1d6 Acid/fire/bashing/lightening, etc. With a crit effect of increasing the specialty effect or something.

If that makes sense?

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