Table 5-6: Antique Firearms

Weapons

Cost

Damage

Critical

Rate of Fire

Shots

Range Increment

Weight

Medium

Small

Pistols

 

 

 

 

 

 

 

 

   Wheel lock horse pistol

600ƒ

2d6

1d10

20/Χ2

Single

1

15 ft.

4 lb.

   Wheel lock belt pistol

450ƒ

2d4

1d6

20/Χ2

Single

1

10 ft.

3 lb.

Longarms

 

 

 

 

 

 

 

 

   Matchlock arquebus

250ƒl

2d6

1d10

20/Χ2

Single

1

30 ft.

10 lb.

   Wheel lock musket

2,500ƒ

2d8

2d6

20/Χ2

Single

1

40 ft.

8 lb.

   Wheel lock carbine

1,750ƒ

2d8

2d6

20/Χ2

Single

1

30 ft.

7 lb.

   Matchlock musket

500ƒ

2d8

2d6

20/Χ2

Single

1

40 ft.

20 lb.

   Matchlock caliver

175ƒ

2d4

1d6

20/Χ2

Single

1

20 ft.

8 lb.

Ammunition

 

 

 

 

 

 

 

 

   Pistol powder & shot (Χ12)

30ƒ

—

—

—

—

—

—

1 lb.

   Musket powder & shot (Χ10)

30ƒ

—

—

—

—

—

—

1 lb.

 

All firearms deal ballistic damage, which counts as both bludgeoning & piercing.

 

Antique Firearms

Old matchlock and wheel lock guns are considered relics in modern Lethandria.  Most adventurers avoid them unless no other firearms are available at the time.

• Antique firearms take two full rounds to reload, or one full round with the Quick Reload feat.  As with crossbows, both hands must be free to reload any gun.

• Antique firearms are terribly inaccurate.  Dexterity bonuses do not apply to ranged attacks with antique firearms, but Dexterity penalties still apply.

• Early firearms are given to misfire.  On a natural 1, the weapon does not fire, and may not be used again until 10 minutes are spent cleaning it thoroughly.

• Wet conditions, such as rain, are particularly unfriendly to antique firearms, and cause misfires on a natural 1, 2, or 3.

 

Wheel Lock Pistols are small enough to be used in one hand at no penalty.


The Carbine and Caliver
are light longarms designed for use from horseback. 


The Arquebus and Musket
are heavy longarms used by infantry. 

  

 

Longarms

Longarms, unlike pistols, are ill-suited for use at close-quarters or for one-handed shooting.  Longarms take a -4 penalty to the attack roll when fired at an adjacent target.  Also, attempting to fire a longarm in one hand incurs a -6 penalty to hit.
 

 


 

Table 5-7: Flintlock Firearms

Weapons

Cost

Damage

Critical

Rate of Fire

Shots

Range Increment

Weight

Medium

Small

Pistols

 

 

 

 

 

 

 

 

   Snaplock pistol

1,000ƒ

2d4

1d6

20/Χ2

Single

1

10 ft.

3 lb.

   Blunderbuss pistol

750ƒ

2d8

2d6

20/Χ2

Single

1

5 ft.

6 lb.

   .32 pistol, four-barrel

100ƒ

2d4

1d6

20/Χ2

Single

4

15 ft.

3 lb.

   .50 dueling pistol

750ƒ

2d6

1d10

20/Χ2

Single

1

20 ft.

3 lb.

Longarms

 

 

 

 

 

 

 

 

   Snaplock musket

1,325ƒ

2d8

2d6

20/Χ2

Single

1

30 ft.

14 lb.

   Blunderbuss musket

750ƒ

2d10

2d8

20/Χ2

Single

1

5 ft.

14 lb.

   .75 musket

135ƒ

2d10

1d8

20/Χ2

Single

1

20 ft.

10 lb.

   .65 breechloader

600ƒ

2d10

2d8

20/Χ2

Single

1

40 ft.

8 lb.

   .38 rifle

100ƒ

2d8

2d6

20/Χ2

Single

1

30 ft.

9 lb.

   .52 rifle

175ƒ

2d10

2d10

20/Χ2

Single

1

40 ft.

11 lb.

Ammunition

 

 

 

 

 

 

 

 

   Pistol powder & shot (Χ12)

30ƒ

—

—

—

—

—

—

1 lb.

   Musket powder & shot (Χ10)

30ƒ

—

—

—

—

—

—

1 lb.

   Blunderbuss powder & shot (Χ10)

20ƒ

—

—

—

—

—

—

2 lb.

 

All firearms deal ballistic damage, which counts as both bludgeoning & piercing.

 

Flintlock Firearms

Flintlocks are still in common use by anyone who can't afford a percussion cap weapon.  Nearly all flintlocks sport rifled boring, and so these weapons are far more accurate than matchlocks and wheel locks.

• Flintlocks are still difficult to reload, taking two full rounds normally or one full round with the Quick Reload feat.

• Characters do add their Dexterity bonus to attack rolls with flintlocks.

• Flintlocks still misfire in wet weather, but only on a natural 1.


Snaplocks
are the earliest flintlocks, single-shot pistols and muskets.


Blunderbusses
are early shotguns.  These weapons operate much like flintlocks, except that they are loaded with shot pellets instead of bullets.  Contrary to popular belief, the flaring, trumpet-shaped barrel does not spread the shot, but rather makes it easier to load the weapon.  The blunderbuss deals +1 die of damage within the first range increment, and -1 point of damage for every range increment beyond the first, so a medium-sized character with a blunderbuss musket would deal 3d10 damage to an enemy 5 feet away, 2d10-1 to a target 10 feet away, 2d10-2 to a target 15 feet away, and so on.


Four-Barrel Pistols
have four identical barrels, which can be rotated by hand so that each is placed under the hammer.  The weapon can be fired four times before reloading, but still only once per round.  Reloading all four barrels takes three full-round actions (or two, with Quick Reload).  A character can reload two of the barrels with two full-round actions (or one full-round action with the Quick Reload feat).


Dueling Pistols
are expensive and often ornately decorated.  The price on the table is for a single pistol, but sets of two identical pistols can be purchased for 2000 gil (100 gp).


.75 Muskets
have been the standard longarm of the Pensulan army for the past two centuries.


The .65 Breechloader is a Mercutian weapon.  The breech-loading musket takes only one full-round to reload, or with a move-action with Quick Reload.


The .38 & .52 Rifles are also Mercutian weapons, quite uncommon in Lethandria.

 


 

Table 5-8: Percussion Cap Firearms

Weapons

Cost (gil)

Damage

Critical

Rate of Fire

Shots

Range Increment

Weight

Medium

Small

Pistols

 

 

 

 

 

 

 

 

   .22 pepperbox

175ƒ

2d4

1d6

20/Χ2

Semi

8

30 ft.

2 lb.

   .41 holdout pistol

45ƒ

2d6

1d10

20/Χ2

Single

1

20 ft.

1 lb.

   .36 navy revolver

135ƒ

2d6

1d10

20/Χ2

Semi

6

30 ft.

2 lb.

   .42 revolver/18-guage shot

      pistol

250ƒ

2d6/2d6

1d10/1d10

20/Χ2

Semi/

Single

9/1

30 ft./20 ft.

4 lb.

   .44 army revolver

175ƒ

2d6

1d10

20/Χ2

Semi

6

40 ft.

3 lb.

Longarms

 

 

 

 

 

 

 

 

   .58 rifle-musket

175ƒ

2d10

2d8

20/Χ2

Single

1

140 ft.

10 lb.

   .36 revolver rifle

450ƒ

2d8

2d6

20/Χ2

Semi

8

80 ft.

8 lb.

   12-guage shotgun, double-

      barrel

250ƒ

2d8

2d6

20/Χ2

Semi

2

60 ft.

10 lb.

   .60 needle gun

325ƒl

2d10

2d8

20/Χ2

Single

1

80 ft.

10 lb.

   .52 carbine

175ƒ

2d10

2d8

20/Χ2

Single

1

120 ft.

6 lb.

Ammunition

 

 

 

 

 

 

 

 

   .22 caliber (Χ20)

10ƒ

—

—

—

—

—

—

1 lb.

   .36 caliber (Χ20)

15ƒ

—

—

—

—

—

—

1 lb.

   .41 caliber (Χ20)

15ƒ

—

—

—

—

—

—

1 lb.

   .42 caliber (Χ20)

15ƒ

—

—

—

—

—

—

1 lb.

   .44 caliber (Χ20)

15ƒ

—

—

—

—

—

—

1 lb.

   .52 caliber (Χ20)

20ƒ

—

—

—

—

—

—

1 lb.

   .58 caliber (Χ20)

30ƒ

—

—

—

—

—

—

1 lb.

   .60 caliber (Χ20)

35ƒ

—

—

—

—

—

—

1 lb.

   12-guage buckshot (Χ10)

10ƒ

—

—

—

—

—

—

1 lb.

   18-guage buckshot (Χ10)

5ƒ

—

—

—

—

—

—

1 lb.

 

All firearms deal ballistic damage, which counts as both bludgeoning & piercing.

 

Percussion Cap Firearms

Percussion cap weapons are new to Fζrith and represent the top-of-the-line in armaments, at least as far as most of the world is concerned.  Experimental cartridge weapons have been toyed with by engineers and other technologists, but they have yet to become widespread.  Most adventurers, if they choose to use firearms, will use percussion weapons.

• Many percussion cap weapons have what equates to a semiautomatic rate of fire, allowing multiple attacks per round for characters with iterative attacks from high attack bonuses or feats like Rapid Shot and Double-Tap.

• Reloading a percussion weapon takes a full-round action (or a move action, with the Quick Reload feat).   

 

.22 Pepperboxes, .36 Navy Revolvers, & .44 Army Revolvers are single-action revolvers that can be fired many times quickly.


.41 Holdout Pistols
are single-shot pistols designed to be easily concealed.  They confer a +4 bonus on Sleight of Hand checks made to conceal a holdout pistol on your person.


The .42 Revolver/18-Guage Shot Pistol is an unusual design, a 9-shot revolver with a second barrel below the main one that fires a round of buckshot.  A mechanism allows the gun to be switched between the revolver and shotgun, which takes a free action (but may only be done once per round).


.58 Rifle-Muskets
are now the standard infantry-longarm in most militaries in Lethandria and Mercutia.


.36 Revolver Rifles
are 8-shot rifles that use a revolving mechanism similar to that commonly found in pistols.


12-Guage Double-Barrel Shotguns
are the descendants of blunderbusses, and work much the same way, dealing +1 die of damage within the first range increment, and -1 point of damage for every range increment outside of the first.  The advantage of a double-barreled shotgun, however, is that you can fire off both barrels at once, increasing the weapon's threat range to 19-20.


The .60 Needle Gun takes its name from the long firing-pin inside the weapon that passes through the paper cartridge to strike the percussion cap.  This bolt-action rifle, designed in Arettia, remains most popular among wood elves.


The .52 Carbine is a highly accurate single-shot breech-loader, popular in Mercutia.

 



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