Planescape Campaign
Weapons of the Planes
Weapons of the Vietgnome
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type |
---|---|---|---|---|---|---|---|
Mak, One Handed | - | 1d4 | 1d6 | 20/x3 | - | 2 lb. | Slashing |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type |
Mak, Two Handed | - | 1d6 | 1d10 | 19-20/x3 | - | 5 lb. | Slashing |
Unless otherwise noted, Gnomish weapons are considered exotic for outsiders. The Simple or Martial category only applies to native gnomes.
Grenades | Damage Direct Hit |
Damage Splash |
Range Increment | Blast Radius | Weight |
---|---|---|---|---|---|
Pipe Bomb, Small Bamboo | 1d4 | 1d2 | 10 ft. | 5 ft. | 1/4 lb. |
Pipe Bomb, Medium Bamboo | 1d8 | 1d4 | 10 ft. | 5 ft. | 1/2 lb. |
Pipe Bomb, Large Bamboo | 2d6 | 1d8 | 10 ft. | 10 ft. | 1 lb. |
There are two basic types of these weapons. One makes use of an improvised fuse – this is the more common. The less common
makes use of captured detonators.
- Misfires, Fuse : These have a 20% chance to malfunction, requiring a 1d4 roll. On a 1, the weapon detonates in the user’s hands. On a
2, the fuse goes out and the weapon fails to detonate. On a 3-4, the weapon detonates 1d4 rounds after impact.
- Misfires, Detonator : These have a 10% chance to malfunction, requiring a 1d4 roll. On a 1, the weapon detonates in the user’s hands. On a
2-4, the weapon detonates 1d4 rounds after impact.
- Returning Ordinance : An unexploded grenade can be grabbed and hurled away, but this is risky. If the grenade is due to go off in that
round, it does so when it is picked up and before it is thrown.
Traps
Traps | Damage Direct Hit |
Damage Splash |
Area of Effect | Save DC | Disarm DC Base |
---|---|---|---|---|---|
IED, Small Bamboo | 1d6 | 1d4 | 5 ft. | Reflex 12 | 16 |
IED, Medium Bamboo | 2d6 | 1d8 | 10 ft. | Reflex 15 | 14 |
IED, Large Bamboo | 5d4 | 2d6 | 10 ft. | Reflex 18 | 12 |
- Bamboo IED’s generally consist of a captured gunpowder charge held in a variably sized and constructed bamboo container. They are generally
detonated by tripwire and ignited by use of a captured lock or an improvised domestic flint system.
Mechanism | Misfire Chance | Disarm DC |
---|---|---|
Captured Flintlock | 10% | +3 |
Captured Gnomelock | 5% | 6/2 |
Improvised Flint | 25% | +4 |
- Captured Gnomelocks – The first value applies to those unfamiliar with the mechanism.
Weapons of the Dwarves
Firearms | Cost | Damage | Critical | Range Increment | Weight | Type |
---|---|---|---|---|---|---|
Small | ||||||
Flintlock Pistol, Light | N/a | 1d10 | x3 | 20 Feet | 2 Pounds | Piercing |
Flintlock Pistol, Heavy | N/a | 2d6 | x3 | 20 Feet | 2.5 Pounds | Piercing |
Flintlock Pistol, Double | N/a | 1d10 | x3 | 20 Feet | 3.5 Pounds | Piercing |
Gnomelock Pistol, Light | N/a | 1d10 | x3 | 20 Feet | 1.5 Pounds | Piercing |
Wheel-lock Pistol, Light | N/a | 1d10 | x3 | 20 Feet | 2 Pounds | Piercing |
Medium | ||||||
Flintlock Blunderbuss | N/a | 1d10 | x3 | 15 Feet | 6 Pounds | Piercing |
Flintlock Carbine | N/a | 2d8 | x3 | 40 Feet | 7 Pounds | Piercing |
Gnomelock Trench Gun | N/a | 2d4 | x3 | 20 Feet | 8 Pounds | Piercing |
Gnomelock Tunnel Gun | N/a | 2d6 | x3 | 40 Feet | 7 Pounds | Piercing |
Dwarven Rifle-Musket | N/a | Musket – 2d8 Rifle – 2d8 |
x3 19-20/x3 |
60 Feet 120 Feet |
10 Pounds | Piercing |
Dwarven Tunnel Gun | N/a | Case Shot – 4d4 Ball – 5d6 |
19-20/x3 x3 |
40 Feet 120 Feet |
50 Pounds | Piercing |
Flintlock Blunderbuss – This weapon functions normally, except that it hits everything in a 15 foot line from the wielder.
Gnomelock Trench Gun – This weapon fires similarly to the blunderbuss, striking everything in a 20 foot line from the wielder. It also benefits from a four round magazine and a primitive pump action, allowing a user with sufficient attack bonus to fire twice in a round.
Reloading Times
Type of Firearm | Reload Time | Rapid Reload or DC20 Munitions Check |
Rapid Reload and DC20 Munitions Check |
---|---|---|---|
Flintlock or Wheelock |
1 Full Round | Standard Action | Move-equivalent Action |
Gnomelock, Muzzle-Loader | 1 Full Round | Standard Action | Move-equivalent Action |
Gnomelock, Breech-Loader | Standard Action | Move-equivalent Action | Swift Action |
- 1 Full Round – The firearm is reloaded just before the beginning of the character’s turn in the round after the character began reloading.
The character can act normally the round the reloading is completed.
Misfire Chart
1d20 | Result |
---|---|
1-5 | Weapon fires normally, but probably misses since the attack roll was a natural 1. |
6-9 | For one reason or another, the charge fails to ignite. The weapon can be fired again without having to reload. |
10-12 | The charge is not sufficient to propel the round far enough to hit the target. The shot is wasted. |
13-15 | The weapon jams. It takes 1d4 full round actions to clear the jam before the weapon can be used again. |
16-18 | The barrel becomes fouled with powder residue. It takes 3d10 minutes to clean the weapon so it can be used again. |
19-20 | The weapon explodes, inflicting normal damage to its user. The weapon must be repaired or replaced. |
Subtract one from the d20 roll when using a Masterwork weapon. Subtract one from the d20 roll when using a Gnomelock weapon.
An enchanted firearm will not explode from a misfire (treat such results as fouled).
Grenades | Damage Direct Hit |
Damage Splash |
Range Increment | Blast Radius | Weight |
---|---|---|---|---|---|
Explosive, Small | 2d6 | 1d6 | 10 ft. | 5 ft. | 1/2 lb. |
Explosive, Medium | 4d6 | 2d4 | 10 ft. | 10 ft. | 1 lb. |
Explosive, Large | 6d6 | 2d6 | 10 ft. | 15 ft. | 2 lb. |
Incendiary, Small | 2d6 | 1d6 | 10 ft. | 5 ft. | 1 lb. |
Incendiary, Medium | 3d6 | 2d6 | 10 ft. | 10 ft. | 1.5 lb. |
Incendiary, Large | 4d6 | 3d6 | 10 ft. | 15 ft. | 2 lb. |
Smoke | N/a | N/a | 10 ft. | 20 ft. | 1 lb. |
Orcish Ale | 1d4 | 1 | 5 ft. | 5 ft. | 1 lb. |
Boomshine | 6d6 | 4d6 | 10 ft. | 5 ft. | 2 lb. |
- Misfires : There is a base 5% chance of the timing mechanism on any grenade being faulty. If so, roll a 1d4. On a 1, the grenade goes off
prematurely, detonating in the hands of the user. On a 2-4, the grenade detonates 1d4 rounds after impact.
- Returning Ordinance : An unexploded grenade can be grabbed and hurled away, but this is risky. If the grenade is due to go off in that
round, it does so when it is picked up and before it is thrown.
- Smoke Grenades : These grenades produce a thick, roiling cloud of smoke over a 20-ft. radius, blocking vision and granting total concealment.
A moderate wind disperses the smoke in four rounds and a strong wind disperses it in 1. Otherwise, it lasts 1d4+6 rounds.
- Incendiary Grenades : Filled with alchemist’s fire, these grenades not only cause damage on explosion but also set fire to anything flammable
caught in the blast radius.
- Orcish Ale : A euphemistic term for a wide variety of crude, improvised explosive devices, generally involving some sort of flammable liquid
in an empty bottle with a lit rag as the trigger. Igniting the rag is a standard action. They do little on impact, but can set fire to objects hit.
-
Boomshine : A masterpiece of CENSORED, combining the very greatest of brewing and siege-craft, Boomshine is
responsible for winning nearly as many wars as Dwarven tact is responsible for starting(-Dubious. Original research and slander!).
Consisting of a delicate cocktail of CENSORED and CENSORED placed in a specially constructed container first designed by the siege-smith CENSORED in the year CENSORED, Boomshine is used both ingrenade form and as an artillery projectile. (- Citation needed)
WARNING : has been known to cause severe burns and start fires.