Clockwork Firearms

The unique firearms produced by the Admech

Admech Rifle   Type: Early Two Handed Firearm   Cost: 4,000 gp   Damage(M): 2d6   Critical: X3   Range: 80ft   Misfire: 1-2(5ft)   Capacity: 4   Weight: 10lbs   Type: B and P   Special: Non-Admech must take 'Exotic Weapon Proficiency' to properly wield this weapon, even if they are proficient with firearms. This weapon can only fire 'Clockwork Cartriges' or specially modified mage shot.
 
Admech Pistol   Type: Early One Handed Firearm   Cost: 2,000 gp   Damage(M): 1d8   Critical: X3   Range: 50ft   Misfire: 1(5ft)   Capacity: 4   Weight: 3lbs   Type: B and P   Special: Non-Admech must take 'Exotic Weapon Proficiency' to properly wield this weapon, even if they are proficient with firearms. This weapon can only fire 'Clockwork Cartriges' or specially modified mage shot.
 
Clockwork Cartridge   Cost: 40gp   Description: These clips of alchemical cartridges hold four bullets and fit the slot of either the Admech rifle or the Admech pistol(To be created). They allow the wielder of those firearms to fire up to four shots in quick succession without the need to reload. Once the cartridge is spent, reloading another Clockwork cartridge takes a full-round action, no matter the type of Admech firearm in question. Rapid Reload can reduce the action time required, but abilities like the musket master’s fast musket have no effect. Unlike other alchemical cartridges, Clockwork cartridges don’t increase an Admech firearm’s misfire chance by 1. Clockwork cartridges can be used only with Admech firearms.
Clockwork Guns.jpg

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