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Ranged Weapons

 

Bows, Arrows, Siege Equipment, and Firearms

If a weapon is classified as a siege weapon, as denoted in its title, it either requires or may benefit from more than a single person working on the weapon.  
Adept quality weaponry increases the range by 4 blocks.
Moderate quality weaponry increases the range by 6 blocks.
Fine quality weaponry increases the range by 10 blocks.
Artisan quality weaponry increases the range by 16 blocks.
Mastercraft quality weaponry increases the range by 20 blocks.
  Seige Equipment recieves double the range modifier based on quality. These ranges do not apply to firearms. Refer to 'Rifling' in 'Weapon Modifications' to learn more.    
  • Ballista (Siege Weapon)
3 Round Actions (1 to crank, 1 to load, 1 to aim and fire. Requires two people to crank, but with more than two, loading, aiming and firing may be accomplished simultaneously.)
80 Block Range  
  • Cannons (Siege Weapon)
5 Round Actions (3 to load, 1 to aim, 1 to fire. Requires only one person, but with more than one, aiming and firing can be accomplished simultaneously.)
80 Block Range  
  • Trebuchets (Siege Weapon)
10 ROUND ACTIONS- 7 windup actions, 1 to aim, 1 to fire.
The Windup actions require 5 people working together to complete each one. With a sixth person, aiming and loading can be accomplished at any time while winding up.
120 Block Range  
  • Arbalests
1 Round Action (Aim and Fire)
3 Standard Actions (Windup)
30 Block Range  
  • Longbows
2 Standard Actions (1 nock, 1 fire)
50 Block Range  
  • Short bows
1 Standard Action (Fire)
1 Fast Action (Nock)
25 Block Range  
  • Crossbows
1 Round Action (Windup)
2 Standard Actions (Nock and Fire)
30 Block Range  
  • Rifles
2 Round Action (Load Projectile)
3 Standard Actions (Load Powder and Fire)
30 Block Range  
  • Pistols
1 Round Action (Load Projectile)
3 Standard Actions (Load Powder and Fire)
12 Block Range  
  • Blunderbuss
1 Round Action (Load Projectile)
3 Standard Actions (Load Powder and Fire)
6 Block Range  

Special Mechanics

Guns and siege equipment are dangerous things, when one doesn't have the proper technology, tools, or technical know-how. To reflect this, guns and siege equipment have a chance of exploding when used, depending on the quality of the firearm. If the weapon is freezing cold, the chances of your weapon exploding rise by 2 on the d20 roll. IE, a cheap musket would explode on a roll of 12 or less when frozen. A cheap trebuchet would explode on a 10 or less. Tension-driven siege equipment, like trebuchets, catapults, or ballista, will also have this problem in the rain, compounding even further if it is freezing rain. A firearm only operates on a natural roll of 20 in the rain. Otherwise, it merely fails to fire as its powder has gotten too wet. When a tension-driven artillery piece explodes, anyone within 5 blocks is seriously injured. When a piece of black powder artillery explodes, anyone within 8 blocks is seriously injured, and anyone within 1 block is mortally wounded.  

Ranged Rolls and Quality Difference

  Cheap Guns, Ammo and Artillery: A cheap firearm or artillery piece, from handcannons to naval guns, requires a d20 roll when it is used to determine whether the device survives the process. Cheap firearms will explode on a roll of 10 or less, while tension-driven artillery, such as ballistas, catapults, or trebuchet, will explode on a roll of 8 or less. Cheap ammunition for a gun requires one additional full round action to hammer down the barrel, and increases the number on the d20 roll to determine an explosion by two. A cheap musket with cheap ammo, for example, will explode on a roll of 12 or less. Cheap firearms cannot support rifling.

Via Alchemy, it is possible to make unique types of gunpowder. These are coined as 'Alchemy Bullets' and have their own unique abilities dependent on the quality and combination. These are stacked ontop of the effects of guns.   Adept Guns, Ammo, and Artillery: An adept firearm or artillery piece requires a d20 roll to not explode when it is used as well, with a roll of 6 or less indicating that the device explodes in your hands. Artillery pieces of adept quality explode on a roll of 4 or less. Adept ammunition only requires an extra full round action to hammer down the barrel, and does not increase the rate of failure.   Moderate Guns, Ammo, and Artillery: Moderate tension-driven artillery does not have a chance to explode normally, but it can still be frozen or soaked as normal. Moderate firearms still always require a d20 roll to not explode, however, exploding on a roll of 2 or 1. Moderate ammunition fits well, and does not require any extra effort to load.   Fine Guns and Ammo: Fine guns and ammo have no chance to explode except under inclement conditions, while fine tension-driven siege equipment has no chance under any circumstances. Fine ammunition reduces the load time of your weapon, reducing load time by a single standard action.   Artisan Guns and Ammo: Artisan guns and ammunition have no chance to explode under any conditions. Artisan ammunition has no additional effects over fine unless it is an Alchemy Bullet   Mastercraft Guns and Ammo: Mastercraft guns and ammo have no chance to explode under any conditions, and reduce the load time of your weapon by one full-round action. Mastercraft ammunition has no additional effects over artisan ammo, unless it is an Alchemy Bullet.     Note that a blunderbuss or other weapon which relies on a spread of projectiles does not gain any benefit from rifling. Further, pistols only gain half the benefit from rifling, but only require an extra standard action to load, instead of an extra full-round action.  

Pre-Loading

You may preload guns and crossbows, but you may only carry one pre-loaded weapons on you at a time. Rply, this is due to the fact that tension in crossbows and leaving guns sitting loaded for a long time causes both weapons to misfire, but the real reason for the implementation of this rule is balancing.
     

Firearm Modifications

You can only have a max of 2 modifications/attachments to a single firearm. Only Fine Firearms and above tier guns can hold attachments with the exception of the bayonet component.   Stability
  All stability modifiers: Cannot be used while moving, & does not apply while moving. Must be immobile for the whole action to have the Accuracy Roll bonus be applicable.     Monopod: Can be deployed as a free action - +2 to Accuracy Roll   Bipod: 1 Action to deploy - +4 to Accuracy Roll   Tripod: 2 Actions to deploy - +6 to Accuracy Roll   Accuracy   All scopes: Require an additional action to aim down the scope, & does not apply while moving.   Moderate (Iron Sights, etc. +1 to Accuracy Roll   Fine (Basic Scopes, Magnifying Lenses +2 to Accuracy Roll   Artisanal (Advanced Scopes, Arcane Aim Assist +3 to Accuracy Roll   Alterations   Bayonet; The bayonet doesn’t increase accuracy nor prevent chance of misfire or explosion. It provides the user nothing else but a melee option.   Repeater; can only be applied to Artisan or above tier firearms. This allows the firearm to carry additional ammunition inside the firearm. This -1 reload action only for 3 shots. Reloading +3 to reloading after all 3 shots are fired. This is a modification that is pre-determined and crafted alongside the gun's original conception   Enchantment; Enchantments, though variable in their places in the firearms, often consume space on the object they are applied to - Be it through the engraving of runes, placing of gemstones, and otherwise - And as such, if the space is consumed by other attachments, one would be rendered incapable of enchanting the object desired. Enchantments, as such, are considered an attachment.     Rifling   Rifling machines are the main method with which to upgrade a firearm rifle. They are unfortunately limited by the quality of the firearm. The quality of the firearm determines the quality of the rifling it can undertake, following the table below.   Rifling does not affect blunderbusses or pistols   An example of the use of a Rifling machine would be as follows:   Robert has a Fine Smoothbore firearm. He desires to Rifle it, and knows his friend, Johnathan, has an Artisan-tier Rifling Machine. So, taking it to the Rifling machine, he puts it to use.   Robert’s gun will only receive the Fine tier bonus to his Firearm, despite the machine being Artisan tier, because his gun is only of Fine tier.   Continuing this example: If Robert attempted to use the Artisan Rifling Machine to rifle an Adept firearm, he would only receive the Adept bonus, because the quality of his firearm is only of the Adept tier.   Similarly, if Robert attempted to use an Adept Rifling Machine to rifle an Artisan Firearm, he would only receive the Adept bonus, as the Rifling machine can only provide that quality.   The quality of the firearm directly corresponds to the capability to receive a specific rifling. This means that an Adept gun cannot be granted a Mastercraft Rifling, and limits the quality of a firearm to the available workshops with which to craft it.   Quality of Rifling Machine- Rifling Bonus
Failure - N/A
Cheap - N/A
Adept - +5 Blocks of Range
Moderate - +10 Blocks of Range
Fine - +15 Blocks of Range
Artisan - +20 Blocks of Range
Mastercraft - +20 Blocks of Range, +1 to Accuracy Rolls

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