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