Firearms Properties
Firearms Properties
Firearms Properties
● Bullets cannot be imbued with poison. Bullets can be either lead or silver. The weapon and ammunition can be subjected to enchanting.
● Ammunition: this indicates how many shots can the firearm do before having to perform the Loading. Each schit can be fired as part of
an attack.
● MISFIRE. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the
weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
firearm, you must make a successful Tinker’s Tools check (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. Creatures who use a firearm without being proficient increase the
weapon’s misfire score by 1.
● DANGEROUS MISFIRE: the rules of MISFIRE apply with one addition: whenever you roll a nat 1, the weapon explodes, inflicting it’s
damage on the user / crew and half of it on anyone within 5 feet of him / them.
● Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action,
bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. The number in brackets also indicates
the number of actions in need to invest to be loaded.
● Roundball: Cannons are powerful weapons, and even the smallest ones can easily kill and incapacitate multiple targets. When firing
roundballs, select a target and trace a line to it. Against the main target, roll normally to hit, but any other creature that is on the path of
the cannonball (in front or behind the target) must pass a DC12 Dexterity save or also suffer its damage. Any target hit must pass a
DC15 strength or dex save or be knocked prone.
● Grapeshot: many many pellets, bullets, nails and other small projectiles shot from a high caliber weapon can inflict horrendous damage
on a packed group of enemies.
●
Generic
Cost Damage Weight Properties
Firearms
Hidden Pistol or Ammunition (range 10/20), loading 1. Opponents need to pass a DC15
200 gp 1d6 piercing 1 lb.
Derringer Intelligence check to notice it or find it.
Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading 1.
Ammunition (range 100/200), loading 1, two-handed, can have a bayonet
Musket 500 gp 2d6 piercing 10 lb. affixed (counts as a spear, dealing 1d8 piercing damage) but then add 1 to
loading.
Long Rifle 1000 gp 2d8 piercing 13 lb. Ammunition (range 100/250), loading 2, two-handed.
Ammunition (30/40), loading 2, two handed. Trace line to target. Anyone within
Blunderbuss 300 gp 1d6 piercing 8 lb. 5 feet of that line (target included) must pass a DC14 Dex Save or take the
damage, halved if passed and nullified if passed while in cover.
Experimental
Cost Damage Weight Properties
Firearms
Repeater pistol 750 gp 1d6 piercing 1 lb. Ammunition 6 (range 30/90), loading
Repeater
1250 gp 1d10 piercing 3 lb. Ammunition 6 (range 60/120), loading 2, two handed..
Musket