Firearms

Guns


Feats and Proficiency: Most ranged feats work fine with Firearms. The two big exceptions are Rapid Shot and Multishot, since those clearly make absolutely no sense.

Two weapon fighting will allow you to use a pistol in each hand, just like a hand-crossbow. You do not get any bonuses for firing while jumping through the air.

Guns are considered Simple Weapons for purposes of Proficiency. Additionally, Wizards are Proficient with Firearms.

However, while using a gun is simplicity itself, keeping one in good working order is more difficult. Normally, if you roll a natural one(1) while using a firearm, the weapon is irrevocably destroyed. The bullet will hang and the barrel will fuse, rendering the weapon un-usable. The Feat Exotic Weapon Proficiency (Firearms) prevents this ability.

Cost: All firearms are considered Masterwork weapons, as they are still very difficult to produce, and are individually forged, not manufactured. They do not get the normal Masterwork +1 bonus to hit, this bonus is sub summed by the inherent firearm bonuses. A keg of black powder with enough for 150 shots costs 50g. So each shot costs 1/3 of a GP. Bullets are easily made and are basically free. If you have access to powder, you are considered to have a ready supply of balls to go with it.

  • Blunderbuss - A large bore firearm loaded with black powder and a fistful of shot. Deals 1d6 Dmg in a 30' cone. Takes a full round action to reload. The effected targets get a Reflex Save to prevent damage with a DC equal to the to-hit roll.
    • Cost: 325g
  • Musket - A long barreled firearm packed with a charge of black powder and a lead ball. Fires with reasonable accuracy, penetrating straight through mundane armor, and dealing massive damage.
    • Damage: 1d10
    • Crit: x3
    • Range: 120'
    • Reload: Full Round Action
    • Special: A musket shot ignores a target's non-magical armor bonus and shield bonus.
    • Cost: 325g
  • Pistol - A one-handed gun made for close range combat. Single-shot, muzzle loaded, using black powder and a lead ball.
    • Damage: 1d6
    • Crit: x3
    • Range: 30'
    • Reload: Full Round Action
    • Special: Ignores target's non-magical armor bonus and shield bonus.
    • Cost: 310g

Cannons


Cannons are technologically related to firearms, but come in much larger sizes, fire a wide array of ammunition, and serve a very different tactical niche.

Ammo

  • Ball - Standard ammunition. A hollow lead ball, often filled with black powder or crushed rock. Explodes on impact, hurling large chunks of raggedy lead in every direction. No change to listed damage.
  • Solid Ball - Used to pierce stone fortifications and other impossibly hard targets. Has been used with some success against the largest of supernatural creatures. Deals twice the listed damage for a cannon of the appropriate size, but only to the target it specifically hits. The To-Hit roll for a cannon is +0, so you generally need to be aiming at a large target, such as a mountain or Castle Wall. At point blank range, no to-hit roll is needed. If you can get the dragon to stand directly in front of the barrel, this can be a useful weapon.
  • Chain Shot - A tangled mass of weighted chains are fired out of the cannon, spreading out and shredding anything in their path. This type of ammunition deals its normal damage in a cone instead of a sphere at the point of impact. Used primarily by naval vessels to destroy rigging at broadside ranges.
  • Grape Shot or Nail Shot - Instead of a ball, the cannon is loaded with a back of gunpowder followed by a pile of nails, musket balls, random metal pieces, and particularly obnoxious Hochi. Basically anything small enough to fit in the barrel and hard enough to do some damage. Like Chain Shot, this converts the cannon to dealing damage in a cone. The cones are much large then Chain shot, but cannot penetrate any target that has a Hardness. Arbonal's are immune to this weapon as well.

Cannons

  • Small - A field piece used for light anti-infantry or to blow the door off of a small tower. Two man team needed to load and fire, and be moved easily by a single horse. Often mounted fore and aft on ships to fire rapidly and ships moving across your bow.
    • Range: 300'
    • Damage: 2d6
    • Radius: 10'
    • Cone: 30' Chain, 40' Grape
    • Cost: 1000g
    • Powder: 10g worth per shot
  • Medium - Your basic deck gun or army artillery piece. Capable of decimating footsoldiers or punching holes in a castle wall, this is the most common cannon made. Requires a crew of three to load and fire, must be heavily braced, and can only be moved by a team of 4 normal horses or 2 Heavy Work Horses.
    • Range: 500'
    • Damage: 4d6
    • Radius: 15'
    • Cone: 30' Chain, 50' Grape
    • Cost: 3000g
    • Powder: 15g per shot
  • Large - Fielded against the heaviest of fortifications or on the decks of the largest ships in the Royal or Imperial Navies of the richest countries, these are the weapons that are completely changing the way war is fought. A firing team of 4 is required, the gun must be fully entrenched, a process that can take a solid hour, and only a massive team of Horses can pull these monsters across the battlefield.
    • Range: 800'
    • Damage: 5d6
    • Radius: 30'
    • Cone: Chain 40', 80' Grape
    • Cost: 5000k
    • Powder: 20g per shot
  • Artillery - Permanent structures with barrels the size of castle towers, there only a handful of these monstrosities that have every been constructed. They are completely immobile, and are used solely for defense. They may not fire either Grape or Chain shot as they cannot be aimed that far down. These weapons are designed to hurl death over the city walls and sew carnage in the massed enemies lines.
    • Range: Minimum 300'. They will pretty much go to the end of your vision and beyond.
    • Damage: 5d6
    • Radius: 80'
    • Cost: 10k gold just for the cannon barrel itself. The series of gears and supports costs the same gold as a small castle tower.
    • Powder: 50g per shot. Most just load a full keg of powder whole, since it isn't like the barrel is going to stop the explosion.

Grenades


Iron, wood, or glass containers filled with a heavy charge of gunpowder and fitted with a wick. Very effective against multiple targets, very foolish to carry around on your person.

It requires a full round action to pull, light, and throw a grenade. You can end the turn with your weapon back in your hand.

  • Damage: 1d6
  • Radius: 10'
  • Price: 10g per grenade. 5g worth of powder and another 5g for the skill to put it together safely.

Any grenades that are on your person and accessible will detonate if you are hit with an Area Fire attack. If you are critically hit with an attack that deals fire damage this will also cause the grenade to go off.

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