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Babale
2009-05-03, 10:46 PM
I'm sure somebody has made this before, and it's relatively simple; But it's my first homebrew, and I want to share it.

So, the double-barreled shotgun:

Double-Barreled Shotgun
Same stats as the Mossberg except as follows:

2 shells at a time, but both can be fired in one round
2d8 damage
Each barrel is treated as a separate weapon, making two separate attacks and two separate damage rolls
At a -4 to-hit penalty, can attack two different targets in one round; however, attacking two separate targets must be declared before the first attack roll.


So, suggestions, reviews, anything?

imp_fireball
2009-05-04, 07:34 AM
In settings where guns are common, the double barreled shotgun might be a martial or even a simple weapon, and in settings where it is either highly uncommon or non-existent, then it is always exotic.

You may as well list that. ;)

Here's some more considerations

- Seeing as a gun can be loaded with pretty much any kind of ammo - in the case that your gun is loaded with actual shot, then the damage is in a cone (say, 10ft?) from point blank range and rolls attack against AC rather than reflex save. Point blank range assumes at least 30ft., unless you're dealing with thrown weapons. Because shot gun shot actually disperses in a triangle from the shooter's perspective (from my knowledge) rather than a cone (and doesn't really spread during travel) it no longer fires in a cone at ranges greater than point blank. My rule for point blank is that it is usually at least 1/10th of the maximum range of a weapon (it can't always be 30ft., really).

- Since a -4 penalty assumes that you are only ever capable of hitting two targets with one pull of the trigger(s), I would apply that only in the case of using bullets rather than shot (a lot of this is GM discretion of course since players don't always consider these things). Otherwise, that rule shouldn't apply at all, considering a character could aim the gun in one direction firing both barrels 'simultaneously' and somehow allowing the rounds to magically hit both enemies on either side of him; which can obviously be confusing no matter how high of an attack bonus he has.
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I created a variant for firearms sometime ago for a halo setting (although it's not necessarily complete), so feel free to review it if you're all that interested.




Firearm Qualities

- The speed of a bullet coupled by the simplicity of aiming and pulling the trigger means that the bullet itself cuts dodge bonuses (such as those granted by speed, dexterity, or feats) in half. If a target's dodge bonus is less than two, than it does not apply at all. A bullet's speed gives it a +2 to hit a target that has no dodge or DEX related bonuses.

- The incredible force provided by a single bullet gives it the ability to cut natural armor and armor bonuses in half as well unless the armor is specifically made to be bullet proof (some bullet proof armor is quite vulnerable to melee); light fortification can give a +2 to AC against bullets unless the material used to make the armor is weak in comparison to the force created by the round (ie. a gauss bullet compared to a .22) and the same applies to heavy fortification at +4 AC; all of these rolls would be made (or modified from what players rolled) by the GM, since players can't be expected to write down all the details

- A non-automatic 'repeating' fire arm can be fired many times in a round, however each additional shot is at a -2 penalty. Repeating weapons generally do a lot less damage than automatic weapons since they concern a single bullet as opposed to many.

- Firing is a move action, in place of the usual standard action required for attacking

- Can ignore damage reduction or hardness due to material at GM discretion (ie. DR/adamantine), often the former only in extreme cases

- An opponent can retain their full DEX and dodge bonuses to AC if they ready an action to avoid a firearm(s).

- Because firing a firearm is relatively simple, it can be performed while prone (just like a crossbow or shuriken). If the wielder willingly made themselves fall prone (or kneeling, etc.), then there is no penalty to attacking with a firearm, unless the target has partial/total cover (in which case, the penalty applies anyway). Firing becomes a standard action right after falling prone if opponents have initiative over the wielder and is a move action from then on.

- Firing with a hand held fire arm, when in a space where an opponent threatens you (assuming they can make attacks of opportunity), provokes opposing DEX checks. If your DEX check is lower than the opponent's, than you provoke an attack of opportunity from that opponent. If you win the check, then the opponent makes their attack of opportunity after you have fired and completed all other actions that are less than move actions (swift, immediate, free, etc.) for your turn. An opponent that participates in a DEX check such as this is assumed to have used up their attack of opportunity for the round - even when the attack of opportunity proves impossible to make.

- Even though most small arms might not do slashing or bludgeoning damage when at range, they can still be used for sundering.

- Bullets are non-recoverable (except as metal slag at GM discretion).

There are two types of fire arm and three types of what can apply to 'small arm' (AKA gun). Another name for a fire arm is 'mass driver' because it drives a mass as opposed to what other guns (a human english word) can do.

- Chemical fire arms propel their munition at speeds of what is usually at least five times the speed of a professional pitcher's fast ball (100 kilometers/hour). They use all the rules prescribed above.

- Gauss fire arms are notably faster, standardized for their ability to propel their munition in multiples of the speed of sound, although the damage is merely similar to the former mass driver. Gauss firearms use all the rules prescribed above with the addition that they can usually completely remove any armor or natural armor bonuses applied, including light and heavy fortification while bulletproof armor is often cut in half. In some cases, shield bonuses are also removed depending on the hardness and hp of what granted such a bonus (GM discretion).

- Non-mass driver guns, such as laser and plasma/particle guns often depend on energy related damage. Damage is usually high but often struggles against hardness, resistance and damage reduction. The former is usually more costly but efficient (in attack, damage and universality) while the latter often offers only similar damage for less cost.



To the OP: Offer criticism as necessary.