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Black Powder Weapons II – More Weapons!

In Black Powder Weapons, D&D 4E on February 2, 2009 at 12:08 am

At the end of my post on black powder weapons in D&D, I mentioned some examples on how it could be extended and here comes that extension. Say hello to the Halfling Derringer, the Blackfire Shotgun and their friends! I’ve included the weapons from the last post for completion (The Eladrin Longarm has been updated with a slightly longer range). First the properties, including a few new ones. (Edit: I’ve updated High Accuracy, to give it a little more power)

Black Powder

When firing a Black Powder weapon, a thick cloud of smoke fills the square where the weapon was fired, providing light obscuration until the end of the firer’s next turn.

Shotgun

A shotgun fires a burst of quickly dispersing small shots. It deals an extra +1d6 damage to targets within 2 squares. This extra damage does not count as weapon damage for example for the purpose of calculating power damage.

Double Barrel

Double Barrel weapons may be fired one barrel at a time or both barrels in one attack. When firing both barrels, the attack deals an extra [W] damage, but you grant combat advantage until the end of your next turn. Both barrels are loaded separately as per the weapon’s load property.

High Accuracy

This weapon has a particularly high accuracy, by spending one minor action, you gain a +1 bonus to your next attack against one target in this turn. By spending an additional minor action, the bonus increases to +2.

On to the weapons…

Black Powder Weapons

Simple Black Powder Weapons

One-handed

Weapon Prof. Damage Range Price Weight Group Properties
Halfling Derringer +3 1d4 5/10 15 gp 1 lb Black Powder Pistol Black Powder, Off-Hand, Load Minor
Pistol +2 1d6 5/10 20 gp 1 lb Black Powder Pistol Black Powder, Off-Hand, Load Minor

Two-handed

Weapon Prof. Damage Range Price Weight Group Properties
Innkeeper’s Savior +2 1d6 5/10 20 gp 2 lb Black Powder Rifle Black Powder, Shotgun, Load Minor

Military Black Powder Weapons

One-handed

Weapon Prof. Damage Range Price Weight Group Properties
Horse Pistol +2 1d8 5/10 30 gp 2 lb Black Powder Pistol Black Powder, Off-Hand, Load Minor
Twin Viper Pistol +2 1d6 5/10 40 gp 4 lb Black Powder Pistol Black Powder, Double Barrel, Load Minor

Two-handed

Weapon Prof. Damage Range Price Weight Group Properties
Double-Barrel Musket +2 1d8 10/20 30 gp 6 lb Black Powder Rifle Black Powder, Double Barrel, Load Minor
Blackfire Shotgun +2 1d8 10/20 25 gp 5 lb Black Powder Rifle Black Powder, Shotgun, Load Minor
Halfling Snakehunter Musket +3 1d6 15/30 25 gp 4 lb Black Powder Rifle Black Powder, Load Minor, Small

Superior Black Powder Weapons

One-handed

Weapon Prof. Damage Range Price Weight Group Properties
Hellfire Pistol +2 1d10 5/10 35 gp 2 lb Black Powder Pistol Black Powder, Load Minor
Dueling Pistol +3 1d8 8/16 40 gp 2 lb Black Powder Pistol Black Powder, Load Minor
Target Pistol +3 1d6 10/20 45 gp 2 lb Black Powder Pistol Black Powder, Load Minor, High Accuracy

Two-handed

Weapon Prof. Damage Range Price Weight Group Properties
Superior Musket +2 1d12 10/20 40 gp 6 lbs Black Powder Rifle Black Powder, Load Minor
Dragon’s Maw +2 1d8 5/10 40 gp 4 lb Black Powder Rifle Black Powder, Double Barrel, Shotgun, Load Minor
Dwarven Blunderbuss +2 2d6 10/20 50 gp 10 lbs Black Powder Rifle Black Powder, Brutal 1, Load Move
Eladrin Longarm +3 1d8 25/50 30 gp 6 lbs Black Powder Rifle Black Powder, Load Minor
Eladrin Farshot Rifle +2 1d8 30/60 40 gp 6 lbs Black Powder Rifle Black Powder, Load Minor, High Accuracy, High Crit
Black Powder Hydra +2 1d12 10/20 30 gp 12 lbs Black Powder Rifle Black Powder, Shotgun, Brutal 2, Load Move

Black Powder Equipment

To make the list more complete, I’ve added some black powder equipment. For easier bookkeeping, I refer to a bullet and enough gunpowder to fire it as a shot.

Ammunition

  • 15 pistol shots: 1gp, 1 lb
  • 10 rifle shots: 1gp, 1 lb

Black Powder Grenade (lvl 2 alchemical consumable)

Level: 2 | Category: Volatile | Time: 1 hour | Component Cost: See below | Market Price: 100 gp | Key Skill: Arcana

An iron-encased black powder bomb with a short fuse. A black powder grenade can be made to several potencies, only the most powerful alchemist’s can mix the most potent ones.

Lvl 2: 25 gp | Lvl 7: 100 gp | Lvl 12: 500 gp | Lvl  17: 2,600 gp | Lvl 22: 13,000 gp | Lvl 27: 65,000 gp

Power (Consumable ✦ Fire, Thunder): Standard Action. Make an attack: Area burst 1 within 10; +5 vs. Reflex; on a hit, deal 1d8 fire and thunder damage; on miss, deal half damage. Effect: The area has light obscuration until en of your next turn.

  • Level 7: +10 vs. Reflex; 2d8 fire and thunder damage.
  • Level 12: +15 vs. Reflex; 3d8 fire and thunder damage.
  • Level 17: +20 vs. Reflex; 3d8 fire and thunder damage.
  • Level 22: +25 vs. Reflex; 4d8 fire and thunder damage.
  • Level 27: +30 vs. Reflex; 4d8 fire and thunder damage.

So again, would these weapons be usable or are they flawed in some way? Would you use them in your campaign, if not, why?

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  1. I like this alot. It seems very averagely balanced, very similar in damage output to other weapons of similar proficiency levels. I say spot on! I see these as weapons that have been rather refined, say after a good 20+ years of refining. (Or more or less, I am not a gun historian.) Some ideas: If a DM wants them to resemble earlier firearms, get rid of the superior ones, change the names a little, make them a bit more expensive or rare, and then maybe work in a random accident table. For sure I will be using these in an opencoming WestMarches Sandbox campaign (google search it!).

    Rock rock on,
    BaronKev

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