Gun Mechanics
Gun Types
Guns are under tight monitoring and control, but in some cases have been known to be smuggled away from Merkonus' possession, most often into the hands of Reg'naat syndicates. Some skilled craftsmen and engineers are able to modify these weapons to become more efficient or deadly, but these are far more rare. Below is a table listing all of the more commonly available gun types known to have been developed and are in circulation, along with their stats. Cost is separated into two categories depending on if you are purchasing the weapon and ammo illegally or through sanctioned possession from the Engineer's Federation.Name | Cost (Market) | Cost (Federation) | Ammo (Market) | Ammo (Federation) | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|---|---|
Palm Pistol | 100g | 50g | 4g (20) | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 |
Pistol | 300g | 150g | 8g (20) | 4g (20) | 1d10 piercing | 3 lbs. | (60/240) | Reload 4, misfire 1 |
Musket | 600g | 300g | 10g (20) | 5g (20) | 1d12 piercing | 10 lbs. | (120/480) | Two-handed, reload 1, misfire 2 |
Revolver | 500g | 250g | 8g (20) | 4g (20) | 1d10 piercing | 5 lbs. | (60/240) | Reload 6, misfire 2 |
Blunderbuss | 600g | 300g | 10g (5) | 5g (5) | 2d8 piercing | 10 lbs. | (15/60) | Reload 1, misfire 2 |
Sniper | N/A | 700g | N/A | 10g (5) | 2d12 piercing | 25 lbs. | (200/800) | Two-handed, reload 1, misfire 3 |
Hand Mortar | N/A | 825g | N/A | 10g (1) | 2d8 fire | 10 lbs. | (30/60) | Reload 1, misfire 3, explosive |
Gun Properties
- Reload - The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
- 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.
- Explosive - Upon a hit, everything within 5ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Item type
Weapon, Ranged