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REFERENCE SHEET - Nations & Cannons · Bayonet. You can affix a bayonet, a sharpened 16" steel...

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REFERENCE SHEET G LOSSARY This is a glossary of common terms. Firebrand. Orators, diplomats, preachers, and liars, the new Firebrand class inspires allies and berates enemies. Gambits. Stunts of guile, misdirection, and trickery, gambits are mundane effects that replace spellcasting. Equipped Weapons. You can only access equipped weapons in combat. You can equip a weapon in each hand or one weapon in both. Wargear allows you to equip additional weapons. You can draw and stow an equipped weapon as part of each attack you make when you take the Attack action. Heritage. Every character has a heritage that represents the culture they were predominantly raised in. All such heritages have an associated language that all members of that heritage know. Proficiencies. Firearms are commonplace and are not a special proficiency. The weapons table (pg 54) categorizes all weapons, firearms, and grenades as martial or simple weapons. Roles. In Nations & Cannons all characters are humans. Instead of the normal racial features, all characters select a Role that mechanically serves as a Race in 5E. Tools. There are different types of tools: Munitions kit – tools for creating ammunition and grenades. Gunsmith’s tools – used for creating and repairing firearms. Trappings. Most equipment enemies carry is destroyed and is not recoverable after the enemy is defeated. Some enemies have trappings, which have a chance to survive a combat. Volley. Enemies infantry can form lines, firing a devastating volley when in the presence of a sergeant or officer. Wargear. In addition to armor, you can wear other pieces of wargear to equip more weapons or gain certain benefits. Variant: Inspiration Gamemasters are encouraged to grant inspiration for quality role-playing, but also for acts of bravery, daring, or self-sacrifice that put characters at significant risk. Players might use inspiration in the following ways: Gain advantage when making an attack roll, saving throw, or ability check. Force an opponent to reroll an attack. As a bonus action, reload an equipped firearm. A RMOR AND W ARGEAR You can wear items in each of the following slots. Armor is worn across the body for protection. A padded coat or breastplate might shrug off a glancing shot, though it’s best to stay behind cover. Back Gear consists of bandoliers, cloaks, or shoulder slings, often allowing you to equip additional weapons. Chest Gear, secured with tacks, harnesses, or fitted collars, has a variety of different uses. Waist Gear has the most utility of all wargear, mounting holsters or special supplies. Feet Gear, such as specialized boots, moccasins, or other shoes, usually increases your mobility. nationsandcannons.com nationsandcannons NationsAndCannons
Transcript
  • REFERENCE SHEET

    G l o s s a ryThis is a glossary of common terms.

    Firebrand. Orators, diplomats, preachers, and liars, the new Firebrand class inspires allies and berates enemies.

    Gambits. Stunts of guile, misdirection, and trickery, gambits are mundane effects that replace spellcasting.

    Equipped Weapons. You can only access equipped weapons in combat. You can equip a weapon in each hand or one weapon in both. Wargear allows you to equip additional weapons.

    You can draw and stow an equipped weapon as part of each attack you make when you take the Attack action.

    Heritage. Every character has a heritage that represents the culture they were predominantly raised in. All such heritages have an associated language that all members of that heritage know.

    Proficiencies. Firearms are commonplace and are not a special proficiency. The weapons table (pg 54) categorizes all weapons, firearms, and grenades as martial or simple weapons.

    Roles. In Nations & Cannons all characters are humans. Instead of the normal racial features, all characters select a Role that mechanically serves as a Race in 5E.

    Tools. There are different types of tools:Munitions kit – tools for creating ammunition and grenades.Gunsmith’s tools – used for creating and repairing firearms.

    Trappings. Most equipment enemies carry is destroyed and is not recoverable after the enemy is defeated. Some enemies have trappings, which have a chance to survive a combat.

    Volley. Enemies infantry can form lines, firing a devastating volley when in the presence of a sergeant or officer.

    Wargear. In addition to armor, you can wear other pieces of wargear to equip more weapons or gain certain benefits.

    Variant: InspirationGamemasters are encouraged to grant inspiration for quality role-playing, but also for acts of bravery, daring, or self-sacrifice that put characters at significant risk. Players might use inspiration in the following ways:

    • Gain advantage when making an attack roll, saving throw, or ability check.

    • Force an opponent to reroll an attack. • As a bonus action, reload an equipped firearm.

    a r m o r a n d W a r G e a rYou can wear items in each of the following slots.

    Armor is worn across the body for protection. A padded coat or breastplate might shrug off a glancing shot, though it’s best to stay behind cover.

    Back Gear consists of bandoliers, cloaks, or shoulder slings, often allowing you to equip additional weapons.

    Chest Gear, secured with tacks, harnesses, or fitted collars, has a variety of different uses.

    Waist Gear has the most utility of all wargear, mounting holsters or special supplies.

    Feet Gear, such as specialized boots, moccasins, or other shoes, usually increases your mobility.

    nationsandcannons.com nationsandcannons NationsAndCannons

  • About GunslingerIf you’ve played a Gunslinger (fighter archetype) before, some of these firearm mechanics will look familiar. Nations & Cannons was designed to be compatible with Gunslinger, and we are indebted to Matthew Mercer for his Gunslinger rules.

    However, in a world of cumbersome muzzle-loaded firearms, there is one important change. When you reload a firearm, you must spend half your movement in addition to 1 attack or 1 action.

    Colonial FightingWith the rise of flintlock firearms, Fighting Styles have evolved. Use the following rules:

    The Archery style cannot be used with firearms.The Dueling style can be used with one-

    handed ranged weapons, such as pistols, as well as melee weapons.

    The Great Weapon Fighting style applies to melee attacks made using firearms with bayonets affixed.

    The Protection style also applies when using a firearm with a bayonet affixed, though it cannot be used to impose disadvantage on ranged attacks — spearpoints won’t stop arrows or bullets.

    The Two-Weapon Fighting style allows you to use two-weapon fighting with light ranged weapons, such as pistols.

    H e r i ta G e a n d l a n G ua G e sThe grouped languages are mutually intelligible.Heritage Language Heritage LanguageAcadien Creole* Haitian Creole*

    Anishinaabeg Anishinaabe Français FrenchWabenaki Abenaki Québécois FrenchAlmouchiquois Massachuseuk Irish GaelicStockbridge Munsee Scots-Irish GaelicAfrican Creole* Maroon Creole*British English Muskogee MuskogeanColonial English Polish-Lithuanian PolishChickamauga Catawban Russian RussianIroquois Iroquoian Taíno Creole*Dutch Dutch Português PortugueseHessian German Spanish SpanishPrussian German Sephardim Ladino

    Firearm ProPertiesFirearms have several new properties related to their use.

    Bayonet. You can affix a bayonet, a sharpened 16" steel point, to a firearm with this property. You must spend 1 attack or 1 action to fasten or remove the blade from the firearm. Once affixed you can make melee attacks with the weapon using your strength modifier for attack rolls and damage rolls — a damage value in parentheses appears with this property.

    Bayonets are unwieldy and hinder your accuracy. You have disadvantage on ranged attacks made with a firearm with an affixed bayonet.

    Misfire. Whenever you make an attack roll with a firearm or grenade, and the dice roll is equal to or lower than the weapon’s Misfire score, you misfire. The attack misses, and a misfired firearm cannot be used again until you spend an action to try and repair it.

    To repair your firearm, you must make a successful Dexterity (Tinker’s Tools) check with a DC equal to 8 + Misfire score. If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm.

    Point-blank. This firearm fires a compact burst of shot, highly effective up close, but quickly losing its lethality at longer ranges. Reduce the damage of the weapon by 1 die for every 10 feet you are from your target.

    For example, a blunderbuss deals its maximum of 4d4 piercing damage to targets that are adjacent (5 feet away). However, it deals 3d4 piercing damage to targets that are 10 feet away, and only 1d4 piercing damage to targets that are 30 feet away.

    Reload. This weapon can be fired a number of times equal to its Reload score before you must spend half your movement and either 1 attack or 1 action to reload.

    Scatter. When you hit a target with a scatter weapon, each creature within 5 feet of the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take the same damage as your target. This attack cannot benefit from the Sneak Attack feature.

    A weapon with the scatter property cannot attack beyond its normal range, and must use the hailshot ammunition.

    G r e n a d e sHandheld, fuse-lit explosives, grenades are rarely used, although they pack a devastating punch. Each grenade specifies its blast radius, damage, effects, saving throw, and Misfire score in its description. Grenades are thrown weapons with a 20 ft / 60 ft range. You can throw a grenade as an attack, targeting a point within range and making an attack roll using your Strength modifier.

    The targeted point has an AC of 10. It gains the benefit of cover as usual, increasing to an AC of 12 if the point is behind half cover, or 15 if it is behind three-quarters cover. If you target a point over a wall or behind a barrier, the point is considered to have three-quarters cover and the range of your attack is halved.

    On a hit the grenade detonates centered on the target, and each creature within the grenade’s blast radius must make a saving throw or suffer the grenade’s effects. If you miss, the grenade bounces away harmlessly and fails to detonate.

    When you score a critical hit with a grenade, instead of dealing additional damage, all creatures caught in the grenade’s blast radius have disadvantage on saving throws against the grenade’s initial effect. When you misfire with a grenade attack, you misjudge the length of the fuse, and it detonates centered on you.

    @FlagbearerGames patreon.com/flagbearergames


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