Different from other types of ranged weapons, firearms are the dominant force in modern warfare. Requiring skill to use and maintain, they have only recently begun to be used by the masses as well. At their essence, all firearms are the same concept, a shot is loaded into a barrel, and gun powder is ignited to send the shot flying at a high velocity. However, over the centuries that dwarves and humans alike have been making these weapons, a vast number of ways have been manufactured to complete this process.
Most guns have ammunition specifically created for that type of weapon. Thus, using a firearm often becomes an expensive process in a hurry, one other reason that the lower classes are only beginning to be seen carrying the weapons. In addition, loading a firearm is somewhat difficult as well as time consuming. However, nothing compares to the sheer power of these weapons, and this factor alone has almost entirely wiped out the use of more traditional projectile weaponry.
Weapon Groups
Cannon: Cannons are large arms that fire large, heavy shots. Their ammunition is unique to each type, and are rarely interchangeable.
Carbine: These small arms are between being a pistol or rifle. They have a stock, and can be wielded in one hand with a -2 penalty. There is no standard carbine ammunition, although many carbines use standard rifle ammunition.
Pistol: These are small arms made to be held and fired in one hand. Standard pistol ammunition costs 8gp per shot.
Rifle: These weapons are made to be wielded with two hands, and have a stock. They are more powerful than pistols and much more accurate over a long range. However, they universally require a move action to draw or sheath. Standard rifle ammunition costs 10gp per shot.
Weapon Properties
The following should clarify any changes to weapon properties.
Load: Loading firearms is much more complicated than loading standard projectile weapons, and often takes much longer. Load times like “Standard and Move Action” are finished once both actions have been completed. Thus, if the character uses his Standard action to begin reloading in one round, and then uses the Move action to finish in the next, the weapon is reloaded as soon as the Move action is spent.
Reading the Weapon Tables
Any addition to the normal weapon table are listed below.
Prof: Weapons that have a 0 or less proficiency bonus used without proficiency take a -2 proficiency penalty to all attack rolls made with the weapon
Ammo Cost: This is the cost per shot fired from the weapon. If the weapon takes a standard type of ammunition, that type will instead be listed.
Large Arms
These firearms use an immense amount of powder and large shots to fire incredibly devastating blasts. However, they are costly, heavy, and not always terribly useful against other people.
Small Arms
These firearms are the most common sort by far. Almost all pistols and rifles fit into this category, and the variety of small arms is as endless as human imagination.
Large Arms |
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One Handed |
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| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties | Ammo Cost |
| Ordic Hand Cannon | +0 | 2d10 | 10/20 | 300 | 20 lb | Cannon Pistol | Special, Load 2 Standards | 15 gp |
| Slug Gun | +0 | 2d8 | 10/20 | 1200 | 30 lb | Cannon Pistol | Brutal 3, Load Standard | 20 gp |
Two Handed |
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| Brassbarrel War Cannon | +1 | 1d12 | 20/40 | 2500 | 90 lb | Cannon | Brutal 3, Load 1 Standard | 200 gp |
| Ogrun Battlecannon | +1 | Special | Special | 1500 | 200 lb | Cannon | Special, Load 2 Full Rounds | 70 gp |
Ordic Hand Cannon: In many ways, Ord is still behind the times technologically. Instead of the intricately built firearms of Cygnar or Khador, many Ordic people seeking protection use a less subtle weapon. This is simply a hand held cannon, with a smooth bore barrel and muzzle loading function. Maybe they're not subtle, but they have quite a kick.
Slug Gun: These are essentially hand cannons, except for two major components. One, they are loaded with a silk satchel containing the necessary charge, and two, they fire from a trigger. However, the large shot, the amount of powder and the weight of this weapon, make it mostly unsuitable for use as a pistol. Slug Pistols are best used against large targets like steam armor or warjacks.
Special: Slug guns have a -2 equipment penalty to attack medium or smaller objects and creatures.
Two Handed Large Arms
Brassbarrel Warcannon: These cannons have been popular among mercenary companies and armies alike. To load the weapon, the wielder slides open a latch and pushes in the specially made brass sabot. Opening the shutter again discharges the old sabot, and allows a new one to be loaded.
Special: The charges for this cannon are difficult to procure. However, they can be created using the Engineering trade skill, and the DC to craft is 20. It takes one hour of work and a DC 20 check to craft 3 of these shots.
Ogrun Battlecannon: This solid iron cannon is made almost exclusively for use by ogrun, and perhaps iron heads. Its sheer size and weight make it almost impossible to be used by anyone else. It is made to use a variety of shots, all manufactured directly for the battlecannon. One is essentially just a large shot, another explodes on contact, and the final fires high velocity shrapnel. This makes them adaptive and lethal, but they are insanely expensive to use.
Special: You must be large size to wield this weapon. To make an attack with this weapon, make a ranged basic attack, changing the attack to “Dexterity vs Reflex”, and changing the range as determined by the type of shot (see below). The damage also depends on the shot, and this weapon may not be used as part of a power.
-If firing a solid slug: the damage is 4d8, and the range is Line 5 within 30.
-If firing explosive shot: the damage is 2d8 damage + 1d8 fire damage with range Area Burst 3 within 10.
-If firing shrapnel shot: the damage is 3d8 and the range is close blast 4.
Simple Small Arms |
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| One Handed | ||||||||
| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties | Ammo Cost |
| Pistol, Pinlock | +1 | 2d4 | 10/20 | 110 | 5 lb | Pistol | Load Standard | 5 gp |
| Pistol, Musket | +0 | 2d4 | 5/10 | 120 | 5 lb | Pistol | Load Move | 6 gp |
| Pistol, Small | +2 | 2d4 | 15/30 | 200 | 4 lb | Pistol | Load Move | Pistol |
| Rynnish Holdout | +1 | 2d4 | 5/10 | 250 | 2 lb | Pistol | Load Standard and Move | 10 gp |
| Two Handed | ||||||||
| Blunderbuss | +1 | Special | 10/20 | 150 | 16 lb | Carbine | Load Standard and Move | 4 gp |
| Musket | +0 | 1d12 | 20/40 | 400 | 12 lb | Rifle | Load Standard and Move | Rifle |
| Rifle, Pinlock | +2 | 2d4 | 20/40 | 350 | 12 lb | Rifle | Load Standard and Move | 6 gp |
| Rynnish Walking Stick | +1 | 2d6 | 5/10 | 375 | 4 lb | Carbine | Load 2 Standards | 10 gp |
Pinlock Pistol: One of the earliest designs for a firearm, the pinlock is a breechloading weapon using the same basic premise as other guns. The two powder types mix, and the shot is propelled forth from the barrel. However, the actual pinlock mechanism is not as effective as mixing the powder and pinlocks do not tend to cause the same damage to a foe that more modern weapons would.
Musket Pistol: This weapon is not known for its accurate shots or long distance. The lack of rifling in the barrel can cause the shot to wander from its chosen path and the longer the distance the less useful this is. Even so, the weapon is easy to load (just tamp the power down the barrel) and usually cheap to produce.
Small Pistol: A nine inch long pistol, there is not room for enough powder to fire an incredibly powerful shot. However, the weapon makes up for a lack of stopping power through its small and concealable size, as well as its cost compared to other modern firearms.
Rynnish Hold-Out Pistol: These very small pistols are popular for their ability to hidden on a person in almost any coat, bag or boot. The weapon has little stopping power, and is timely to reload, but its convenience is its selling point. They often come as a two barreled pistol.
Special: In order to fire both barrels of the two barreled model, the user must use a minor action to flip the barrel.
Simple Two Handed Firearms
Blunderbuss: The blunderbuss is an odd looking weapon. The long barrel is reminiscent of a rifle, but the barrel is flared out at the end, giving it an intimidating appearance. The flared barrel is part of the weapon's less than subtle design. They are often loaded with shrapnel or small bullets so that when they fire all of the bits go flying. They are not actually designed for this, however, and often break down after a few of such uses. They could be loaded with normal rifle ammunition, however, which is what they were technically created to utilize.
Special: A blunderbuss deals less damage from further away. When within a Blunderbusses close range, the weapon's damage is 4d4. When out of close range, the damage is reduced to 2d4. In addition, when you make an attack with a Blunderbuss that has a range of "Close Blast" you only use one round of ammunition, no matter how many targets are in the area.
Musket: A throwback firearm, muskets flare out like a blunderbuss at the end, and are usually muzzle-loaded. They are difficult to use with any serious accuracy, but at short ranges they can pack a punch.
Pinlock Rifle: These breechloading rifles use the old “pin-lock” firing mechanism, and are a good deal more difficult to use than modern firearms. They are also less efficient at using powder, and thus don't hit as hard as modern firearms.
Rynnish Walking Stick: Societal standards in Llael have often required one to be prepared for a fight. With the popularization of firearms in Llael, many nobleman adopted this weapon which packs a small rifle into the body of a walking stick. While not a long range, or incredibly accurate weapon, it is definitely a surprising one. It takes a while to reload the awkward thing though.
Special: To notice that the weapon is anything more than a walking stick when it is concealed requires a DC 25 Perception check. Reduce the DC by 10 if the person making the check can actually hold an inspect the weapon.
Military Small Arms |
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One Handed |
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| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties | Ammo Cost |
| Pistol, Military | +2 | 2d6 | 20/40 | 300 | 5 lb | Pistol | Load Standard | Pistol |
Two Handed |
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| Military Carbine | +2 | 2d8 | 20/45 | 600 | 10 lb | Carbine | Load Standard and Move; Brutal 1 | Rifle |
| Rifle, Long | +2 | 2d8 | 25/50 | 500 | 10 lb | Rifle | Load Full Round | Rifle |
| Rifle, Military | +2 | 2d8 | 30/60 | 600 | 15 lb | Rifle | Load Full Round; Brutal 1 | Rifle |
Military One Handed Firearms
Military Pistol: This iconic pistol has a barrel a little more than a foot long, and is a favorite weapon for many mercenary groups. Though it requires a good bit of powder to fire a single shot, this pistol makes up for the cost in stopping power.
Military Two Handed Firearms
Military Carbine: The military carbine is a favorite of cavalry officers. It is essentially a short military rifle, and uses the same charge as a military rifle. The advantage of the thing, however, is that in the hands of a skilled user it is possible to wield it with one hand. It sacrifices range for this function, but when the other hand is holding the reins it's worth it.
Rifle, Long: The long rifle is a must-have for any military engagement. It has a long range, it is quite accurate, and just about any peasant can fire one. He might not be able to reload it, but he can sure fire it. These weapons have a long, slender, rifled barrel, and pack quite a bit of gunpowder in every shot.
Rifle, Military: The military rifle is a relatively new version of the long rifle. It packs even more into a shot, and thus it has a higher damage potential, as well as a higher range.
Firearm Customization |
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| Customization | Cost | Type | At Creation | After Creation |
| Bracer Pistol | +150 gp | Small Arms Pistols | Yes | Yes |
| Breakdown | 2x Normal Weapon Cost | Small Arms | Yes | No |
| Lightweight | +150 gp | All Firearms | Yes | No |
| Melee Combination | Cost of Melee Weapon +200 gp | Pistols | Yes | Yes |
| Multiple Barrel | +500 per Barrel | Special | Yes | No |
| Scope | +100 gp | Small Arms | Yes | Yes |
| Serricsteel | 2x Normal Weapon Cost +500 gp | All Firearms | Yes | No |
Bracer Pistol: This allows the converted pistol to be mounted on a bracer, and fired through a mechanism made during the customization. These weapons can be fired while wielding another weapon. The weapon must be removed with a move action to reload, and weapons converted thusly require an extra standard action to load.
Breakdown: This allows a firearm to be broken into multiple parts and put back together very quickly, allowing weapons into places they would normally be prohibited. While the weapon is broken down, it grants a +10 item bonus on stealth checks made to conceal it.
Breaking the weapon down takes 1 full round and it takes double that time and a DC 10 Mechanika check to put it back together.
Special: Weapons with this customization have a -1 penalty to their proficiency bonus.
Lightweight: Weapons with this customization weigh 30% less than they normally would.
Melee Combination: You combine a melee weapon with a pistol. By doing so, you reduce the proficiency bonus for the pistol and the melee weapon by 1, and the load time for the pistol increases by 1 standard action.
Multiple Barrel: You add a barrel to the weapon, allowing you to fire more shots before needing to reload. Weapons may have up to three barrels added to the base design in this way. The amount of time it takes to reload all of the barrels is equal to the number of barrels times the normal reload time.
Adding barrels increases the weight of the weapon by 30% per barrel. Barrels may not be added to superior weapons which feature multiple barrels like the Clockwerk Arms Pepperbox or the Quad-Iron pistol.
Scope: Reduce the penalty to attack at long range with this weapon by 1.
Serricsteel: Crafting a firearm from serricsteel makes it more durable, lighter and easier to use. This confers a +1 equipment bonus to the proficiency bonus of the weapon. In addition, the weight of the weapon is reduced by 20%.