Gunmage D &D is typically inspired more by the middle ages in its taste in weapons, as most fantasy is. But what if you want something different for your campaign? Something a touch more modern than you're used to? Say no more, Gunmage has you covered. Basic Properties Gunmage guns are no mere muskets. They're repeating arms, that is to say, firearms that use a self-contained cartridge, with a mechanism to eject and load such cartridges for repeating fire. This calls for some new properties. Repeating: The Repeating property indicates that the weapon is a repeating arm. That means that it may make additional attacks per attack action, the number of which is equal to or lesser than the number in the parentheses following the property. For example, Repeating (10). This is meant to simulate the ability of a real firearm to squeeze off many shots in a small space of time. Magazine: A weapon with the magazine property may fire a number of times equal to the number in parentheses following the property before it is considered empty, and the player must take an action to reload it before it may fire again. As an optional rule for brutal and unforgiving campaigns, have the player make a DC 5 dexterity check when they reload, as the DM sees fit. On a failed check, the player character fumbles the magazine under the stress, and the action is wasted. Recoil: The action that drives a gun is, in essence, a tightly contained explosion. Such a violent chemical reaction makes such a weapon buck in the hands when fired. When making an attack action, the player may choose to shoulder the weapon, or to fire from the hip. Firing from the hip, lacking the bracing of properly shouldering the weapon, imposes disadvantage on all attack rolls from the recoil; in return, the relative ease of hipfiring allows you to distribute your shots among any number of enemies. Shouldering, due to bracing the weapon properly, imposes no disadvantage; due to the focus of proper aiming, you may only distribute your shots among a number of enemies equal to the number in the parentheses following the property. Single Action: Many early repeating arms, while being faster than any musket could dream of being, did need to have the hammer drawn back manually between shots. This is referred to as a Single Action Hammer. Any firearm with the Single Action property may "fan the hammer" by holding down the trigger and "fanning" the hammer with their free hand from the hip. While choosing the fire from the hip, you may fire as many times as the magazine capacity of your weapon allows during a shooting action. Calibre: Calibre indicates the proper ammunition chambering for a repeating arm. A DM could easily concoct a thousand and one different chamberings for their campaign, but this document will only contain a few basic ones; Pistol, Magnum, Intermediate, Rifle, Anti-Material, and Shotshell. Heavy Ordainance: The Heavy Ordainance property denotes a weapon that, by all means, should be used entrenched. However, hard to fire standing doesn't mean impossible to fire standing. Movement speed while toting Heavy Ordainance is reduced by a quarter. As well, any creature attempting to use the weapon in combat must meet a minimum strentgh requirement of fifteen or be of at least large size, otherwise having to succeed a DC15 strength check upon a shooting action to avoid disadvantage. Spread: Spread indicates that the weapon in question fires a spread of pellets or other projectiles. Attacks with such a weapon are counted as x number of separate attacks, where x is the number of pellets specified in the statblock of the ammunition used. Note that each shot may only be directed to one target. Bore: Bore is a shotgun exclusive property denoting the bore of the barrel. Shotguns come in 12 bore, which offers no stat changes, 10 bore which offers a 50% damage increase, 8 bore, which offers a 75% increase in damage, and 4 bore which offers a 250% damage increase. Any decimal after calculation is to be rounded down, regardless of what it is. Additional Properties Suppressed: A firearm with the suppressed property has a muzzle device, whether added or integral, that suppresses flash and noise. If used with ammunition lacking the subsonic property, it imposes a -2 penalty to the perception check to notice the shot, due to the absence of the initial bang and flash. If used with ammunition with the subsonic property, it imposes a -5 penalty to perception checks to notice the shot, and imposes disadvantage on said check. Cartridge Real Word Calibres "Pistol Calibre" .45 ACP, .32 ACP, 9x19mm, .50 Action Express "Magnum Calibre" .357, .38 Special, .44 Mag, 45-70, .500 S&W Magnum "Intermediate Calibre" 5.56x45mm, 7.62x39mm, 5.45x39mm, 9x39mm "Rifle Calibre" .308, .30-06, 7.62x5mmR, .303 "Anti-Material Calibre" .50 BMG, 14.5x114, 13.2x92, 12.7x108 "Shotshell" 12 Gauge, .410, 20 Gauge, 4 Gauge As well as these, nearly all Gunmage guns have; Range and Ammunition.

Ammunition I For any firearm, you'll need ammunition to fire. A firearm may take only the ammunition it's designed for, but there's a surprising amount of variety of ammunition that will work with any given gun. Ammunition types among the same chambering can have different effects depending on the construction of the projectile. The following deals with ammunition types for all chamberings except shotshells. Lead: Tried, true, and effective, normal lead bullets are the go-to for many adventurers due to their cheap price point, at just a couple coppers for a box of twenty-five, and their tendency to rend flesh and shatter bone. Copper Jacket: Copper jacketed ammunition is simply lead ammo with a copper coated projectile. It helps to keep a bullet together on impact, giving mildly increased penetration. Hollow Point: A hollow point is similar to a normal lead bullet, save for a key step in manufacturing; A divot is pressed into the nose. This difference is small, but makes all the difference in the ballistics. A hollow point spalls and throws shrapnel when it hits a hard surface, like bone. This causes grisly internal lacerations. This is also a curse, however; any sort of plated armour is enough to make such a bullet split apart early, causing relatively little harm. Subsonic: A subsonic cartridge is the same as a normal lead bullet, with the exception of the powder charge. A subsonic cartridge is simply loaded with less powder, allowing it to go just below the sound barrier. This means that the bullet emits no sonic crack, making it much more quiet with a suppressor than most ammunition. Assassin's Bullet: A favourite among hit-men, the so-called 'Assaasin's Bullet' is exotic, a subsonic round with a potent toxin in the nose. Legend says that every single one is made by a mad alchemist with his fingers everywhere in the black market. It's unknown whether it's true, but it would certainly justify the price; one round for one gold piece. Ganger Special: A common sight in organized crime, the so-called 'Ganger Special' is a hollow point with the nose filled with quicksilver and sealed with wax. This extra ingredient is all the difference, as the incompressible nature of quicksilver makes the round break apart with far more violence than your average hollow point. All that can be agreed on as far as its origins is that it was born in the worst hives of scum and villainy, being used in high profile killings due to its grisly wound tracks. It comes at a price, one silver piece for one round. Incendiary: An incendiary round is deceptively simple for the results it gets; such a bullet has a divot in the bottom, a little pocket packed with phosphor. This is ignited by the powder charge, burning for whole minutes after being fired, starting fires in short order and burning flesh from the inside. This makes them popular among raiding warbands, working as an excellent terror weapon when they can find some. Ammunition Types Name Special Effects Available Chamberings Lead None All Copper Jacket extra 1d4 piercing All Incendiary Extra 1d4 burning, sets the target on fire Intermediate, Rifle, Antimaterial Assassin's Bullet Inflicts poison, subsonic, -1d4/2 damage All Subsonic -1d4/2 damage, subsonic All Iron Cored +3 bonus on attack rolls vs targets with hard armour Intermediate, Rifle, Antimaterial Hollow Point extra 1d6 slashing damage, -3 penalty to attack rolls vs targets with hard armour All Ganger Special extra 1d8 slashing, inflicts poison Pistol, Magnum Note: 'Hard Armour' refers to metal armours, such as plate, half-plate, and splint armours. 'Soft Armour' refers to armours such as padded armour, or leather/studded armour.

Ammunition II Shotguns and Shotshells In real life, the fun part of shotguns is the exotic ammunition that can be fired from an unmodified firearm. To leave this aspect out simply wouldn't do. As well as the troves of speciality ammunition just for shotguns, they also have a few other quirks in this homebrew. One of them is that, despite lacking the Range property, they are treated as though they do; the particular numbers are handled by the Shotshell Types table, as seen below. Buckshot: Buckshot is the quintessential shotshell, consisting of eight to ten lead pellets and some propellant. While it has trouble reaching distant targets, it's reputation as a close quarters manstopper is not exaggerated in the slightest. Birdshot: Birdshot, conceptually similar to Buckshot, was originally designed with hunting fowl in mind. Rather than eight to ten .30 calibre lead balls, Birdshot instead opts for anywhere from eighty-seven to over a hundred miniscule pellets. While not overly damaging on their own, the pellets exit the muzzle in a veritable cloud, making missing nearly impossible. Slug: Unlike a shot load, a slug is a solid chunk of lead, typically an ounce or more in weight and starting at .79 calibre. Such ammunition extends the useful range of a shotgun greatly, dealing grievous wounds on impact, with enough force to dismember humanoid limbs on impact. Wyrmsbreath: Wyrmsbreath is much like buckshot in the fact that it consists of pellets, with a key difference; A typical wyrmsbreath load will swap around half of the lead pellets with equally sized pellets of maganese, and some maganese powder added into the propellant for good measure. The result is a cone of incredibly hot fire exiting the muzzle along with the shot load, leaving the meaty chunks that are left done medium-rare. Sabot: A sabot shell is specifically designed to defeat hard armour; it consists of a .30 calibre hardened steel dart, wrapped in a discarding sabot. The sabot creates a seal while the projectile travels down the barrel, and sheds itself from the dart once out of the muzzle. The result is a very hard, very sharp dart travelling at an excess eighteen-hundred feet per second at your target. Explosive Slug: The modification required to make a normal slug explode is simple; bore out a space in the nose of the slug, pack in some powder, and cap it off with a lower calibre blank. Your target is bound to find the design mindblowing. Bolt: Bolts are the pinnacle of ammunition engineering; they consist of a single projectile, with a substantially reduced amount of propellant. This kicker charge allows the projectile to reach sufficiently lethal velocity before the rocket motor on the base of the projectle ignites. This extends the range of the projectle to an extreme degree. If that wasn't enough, the projectile has a diamond tip, allowing it to punch though whatever unfortune thing it's slung at. It also possesses a penetration depth fuse, igniting an unmodest explosive charge, typically within the target's chest cavity. Ouch. Such ammuniton is exceedingly rare, as it's a hand-crafted botqiue product, made with tender love and care. Shotshell Types Name Effects Pellet Count Range Buckshot None 8 100 feet Birshot Pellets deal 1 damage each 30 50 feet Slug +1d12 damage, roll a d6; maims on a 4+ 1 500 feet Wyrmsbreath Exudes a 50 foot long cone of flame when fired (4d12 Fire) 4 50 feet Sabot +5 bonus on attack rolls vs targets with hard armour, -1d4 damage penalty 1 500 feet Explosive Slug +1d8 additional bludgeoning damage 1 450 feet Bolt +4 bonus on attack rolls vs targets with hard armour, +1d6 additional bludgeoning damage, roll a d6; maims on a 3+ 1 900 feet

Ammunition III Handloaded Ammo In a pinch, it is perfectly feasible for one who knows how to handload ammunition by reusing cases. After a gunfight, a player may choose to scour the scene for spent cases. Such a search will turn up 1d10 spent cases for every round of combat. As a general rule, assume they only find the cases that they are looking for. If a player has cases, bullets, and powder, they can craft hand loaded ammo with an intelligence check (consult the table below.) Int. Check DC and materials cost Calibre DC Rounds per Powder Horn Pistol 8 Shotshell 11th 2 or lower 14th 3 or lower 17th 4 or lower