I've been looking over the DMG's alternate firearms rules and am considering some alterate-alternate rules to improve them. What do you think?
* Burst Fire: per DMG but for every 5 the Dex save is missed by, increase one hit to a target. This goes to 4 hits for targets rolling a natural 1 or denied a Dex save. Only 10 possible hits allowed, allocated nearest to furthest target. Targets get Advantage to their Dex Save when fired beyond Normal range. Only possible if there are more than 5 rounds or more left in a magazine. A burst of less than 10 rounds gives Advantage to target Dex saves. DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
* Concentrated Burst Fire: Aim a full 10-round burst at a single creature with a burst-fire capable weapon. Within Normal range, roll with Advantage on a ranged attack with 1 additional hit per every 2 roll result above AC. Past normal range, roll without Advantage with 1 additional hit per every 3 roll result above AC. Only a maximum of the burst total can be scored (normally 10 rnds) on the target. Only possible if there are more than 3 rounds or more left in a magazine. Firing a burst less than 10 rounds within Normal range removes Advantage and imposes Disadvantage past Normal range. Concentrated Burst Fire DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
* Double Tap: To simulate rapid fire from a semi-automatic weapon vs a single creature. When within Normal range use a ranged attack vs a creature. Only
* Burst Fire: per DMG but for every 5 the Dex save is missed by, increase one hit to a target. This goes to 4 hits for targets rolling a natural 1 or denied a Dex save. Only 10 possible hits allowed, allocated nearest to furthest target. Targets get Advantage to their Dex Save when fired beyond Normal range. Only possible if there are more than 5 rounds or more left in a magazine. A burst of less than 10 rounds gives Advantage to target Dex saves. DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
Please leave the '(5e Equipment)' identifier in the page title when making creating your new equipment! Weapons which are statistically identical or extremely similar to first-party weapons should go on Weapon Alternatives (5e Other), not here. Automatic and Burst Fire guns' special AOE attacks cost an action, so you can't do it more than once unless you're a gunslinger. However, such guns also have regular damage die for multiattacks. So if you want to fire at single targets, you can. Feedback Multiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed) on sub allies are counted towards the total, but will not be consumed. While sub allies cannot typically gain or retain Feedback Multiattack rate is boosted based on number of Feedback / Can withstand lethal DMG. Although all 'semi-automatic', 'burst fire', and 'fully automatic' firearms are 'automatic' in the technical sense that the firearm automatically cycles between rounds with each trigger pull, the terms 'automatic weapon' and 'automatic firearm' are conventionally reserved by firearm enthusiasts to describe fully automatic firearms.
(Example: Sgt Stone fires his M-4 carbine on burst at a grouping of 4 orcs - each gets a DC 15 Dex save: 1 makes it, one fails by 2, one fails by 7 and one fails with a natural 1. One round (2d8) hits the one failing by 2, 2 hits (4d8) the one failing by 7 and the last one takes 4 hits (8d8), for a total of 7 hits out of 10 fired.)
* Concentrated Burst Fire: Aim a full 10-round burst at a single creature with a burst-fire capable weapon. Within Normal range, roll with Advantage on a ranged attack with 1 additional hit per every 2 roll result above AC. Past normal range, roll without Advantage with 1 additional hit per every 3 roll result above AC. Only a maximum of the burst total can be scored (normally 10 rnds) on the target. Only possible if there are more than 3 rounds or more left in a magazine. Firing a burst less than 10 rounds within Normal range removes Advantage and imposes Disadvantage past Normal range. Concentrated Burst Fire DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.
(Example: Sgt Stone concentrates a burst from his M-4 carbine on a troll with his first attack, rolling a 18 with Advantage. This results in an extra round hitting (3 over, vs AC 15), for a total of 4d8 damage. On his second burst he gets a natural 20, for a total of 27 to hit. This results in 7 hits (12 over, vs AC 15) for a total of 14d8 in critical damage.)
* Double Tap: To simulate rapid fire from a semi-automatic weapon vs a single creature. When within Normal range use a ranged attack vs a creature. Only
Dmg Firearms Burst Fire Multiattack Lyrics
if the first round hits do you then roll a second die vs the same AC to place a second round on target. Both attacks are done at Disadvantage past Normal Range. Only possible if there are 2 rounds or more left in the magazine of a semi-auto weapon. Two rounds are fired regardless of the result of the first round. Double Tap DOES NOT gain bonus damage equal to Dex bonus per round, just using the base damage die roll per hit.Dmg Firearms Burst Fire Multiattack Download
(Example: Sgt Stone has transitioned to his M-9 pistol vs a troglodyte who is charging him. Determined to stop the beast he fires a Double Tap at it from Normal Range. Using his first attack he rolls a 14, striking with his first round, then rolls again for the second round, scoring an 18. Both rounds have hit, doing a total of 4d6 damage. Using his second attack he tries again but only rolls a 7 for his first round. Since that missed, the second round automatically misses.)
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A collection of variant rules useful for modern and futuristic firearms.
Armor Piercing[edit]
- Armor Piercing
Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas.
- Armor Piercing (-1). Targets with natural armor or worn armor and an AC of 14 or better take a -1 penalty to AC.
- Armor Piercing (-2). Targets with natural armor or worn armor and an AC of 16 or better take a -2 penalty to AC, in addition to the benefits of armor piercing (-1).
- Armor Piercing (-3). Targets with natural armor or worn armor and an AC of 18 or better take a -3 penalty to AC, in addition to the benefits of armor piercing (-1) and (-2).
- Armor Piercing (-4). Targets with natural armor or worn armor and an AC of 20 or better take a -4 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), and (-3).
- Armor Piercing (-5). Targets with natural armor or worn armor and an AC of 22 or better take a -5 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), (-3), and (-4).
The AC penalties do not stack together.
Burst Fire Nonproficiency[edit]
The DC of Dexterity saving throws made against firearms using burst fire (DMG p. 267) is 10 (not 15) if the attacker does not have proficiency with the weapon.
Burst Fire Proficiency[edit]
The DC of Dexterity saving throws made against firearms using burst fire (DMG p. 267) is 13 + the attacker's proficiency bonus (not 15) if the attacker has proficiency with the weapon. You may use this rule in conjunction with the Burst Fire Nonproficiency rule, above.
Short Burst[edit]
Firearms with the short burst trait can, fire a number of rounds of ammunition with a single pull of the trigger. This is typically a three-round burst but could be anywhere between two and five. Train simulator 2012 free download full version mac.
When you make an attack with a firearm with this trait, you can choose to expend a single round of ammunition as normal, or fire a short burst and expend additional rounds of ammunition as indicated in the parenthesis. If you fire a short burst and successfully hit, you can re-roll a number of the damage die, as indicated in the parenthesis, accepting the new results.
For example, a bolter has short burst (2), so when you attack you expend three rounds of ammunition and re-roll two of the damage die if you successfully hit.
Scope[edit]
Firearms with the scope trait have a scope which facilitates extreme long-range engagements.
If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target at the start of your next turn is made as if the firearm has a different range value (listed in parentheses), with no long range at which attacking imposes disadvantage on your attack roll.
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