====== Arcydean Technology: Standard (+0): Guns and Gunpowder ====== ==== Firearms Rules Terminology ==== Note: The rules for Guns and Gunpowder are cadged in part from the [[https://www.reddit.com/r/UnearthedArcana/comments/788cld/the_gunpowder_codex_v11_updated_rules_for/|Gunpowder Codex]], with modifications to fit the Arcydean world. Where differences between the Gunpowder Codex and this wiki arise, this wiki is considered authoritative. Proficiency: Firearms are defined as Simple, Martial, or Advanced. Simple Firearms can be used by anyone, regardless of class, who has general familiarity with firearms; Martial Firearms require martial weapons proficiency; and Advanced Firearms require either the Advanced Gunner feat, a firearms class archetype, or special requirements defined by the DM. Familiarity: Those not proficient in firearms for whatever reason can develop familiarity with a specific model of weapon through practice (time spent at the rifle range). This requires 10 days of downtime training (20 days if not being taught by a proficient teacher), and gives them a flat +1 to use a particular weapon instead of a proficiency bonus. For more information on improving proficiency during downtime, see [[https://labarc.com/arcwiki/doku.php?id=rpg:arcydea:downtime|the Downtime section]]. === Firearm Properties === For the purpose of rules text, firearms count as both ranged weapons and firearms, and are eligible for most abilities that include ranged weapon attacks. For the full list of properties, review [[https://labarc.com/arcwiki/doku.php?id=rpg:arcydea:tech:general:guns_beams|Guns and Beams]]. ==== Standard Tech Firearms ==== ^ Name ^ Value ^ Damage ^ Weight ^ Properties ^ Ammunition ^ Rarity ^ | //Simple Melee Weapons// | | Bayonet | 5 gp | 1d6 piercing | 1 lb | Versatile (1d8), special | -- | Uncommon | | Pistol Butt | -- | 1d4 bludgeoning | -- | Improvised (club); for striking with the firearm as a blunt instrument. | -- | Ubiquitous | | //Martial Firearms// | | Arquebus | 200 gp | 1d10 piercing | 12 lb | Range (30/90/270), Pierce 1, Reload 1, Misfire 3, two-handed, loading | Musketball | Uncommon | | Flintlock Pistol | 150 gp | 1d8 piercing | 2 lb | Range (15/60/180), Pierce 1, Reload 1, Misfire 2, light, loading | Musketball | Rare | | Musket | 750 gp | 1d12 piercing | 10 lb | Range (40/120/360), Pierce 1, Reload 1, Misfire 2, two-handed, loading | Musketball | Rare | | Pocket Pistol | 125 gp | 1d8 piercing | 1 lb | Range (10/40/120), Pierce 1, Reload 1, Misfire 3, light, covert, loading | Musketball | Rare | | Scattergun | 500 gp | 1d8 piercing | 12 lb | Range (15/30/90), Pierce 0, Reload 1, Misfire 2, scatter, two-handed | Buckshot | Rare | | //Advanced Firearms// | | Double Hunting Rifle | 3,500 gp | 2d10 piercing | 10 lb. | Range (100/400/1200), Pierce 2, Reload 2, Misfire 2, two-handed | Cartridge | Very Rare | | Gatling Gun | 7,500 gp | 2d8 piercing | 20 lb. | Range (30/90/270), Pierce 2, Reload 40, Misfire 3, burst, two-handed, heavy | Cartridge | Handcrafted | | Harmonica Gun | 3,000 gp | 2d6 piercing | 3 lb. | Range (40/120/360), Pierce 1, Reload 9; Misfire 2 | Cartridge | Handcrafted | | Howdah Pistol | 2,000 gp | 2d10 piercing | 4 lb. | Range (60/200/600), Pierce 2, Reload 1; Misfire 2 | Cartridge | Very Rare | | Hunting Rifle | 3,000 gp | 2d10 piercing | 9 lb. | Range (100/400/1200), Pierce 2, Reload 1, Misfire 2, two-handed | Cartridge | Very Rare | | Lever-Action Rifle | 7,000 gp | 2d8 piercing | 8 lb. | Range (80/240/720), Pierce 2, Reload 15, Misfire 2, two-handed | Cartridge | Handcrafted | | Pepperbox | 1,000 gp | 1d10 piercing | 4 lb. | Range (40/120/360), Pierce 2, Reload 4, Misfire 2, light | Cartridge | Handcrafted | | Pistol | 600 gp | 1d10 piercing | 3 lb. | Range (30/90/270), Pierce 1, Reload 2, Misfire 1, light, loading | Musketball | Rare | | Revolver | 3,000 gp | 2d8 piercing | 3 lb. | Range (40/120/360), Pierce 2, Reload 6, Misfire 1, light | Cartridge | Handcrafted | | Shotgun | 1,250 gp | 2d8 piercing | 7 lb. | Range (15/30/90), Pierce 2, Reload 2, Misfire 2, scatter, two-handed | Buckshot | Very Rare | | Sniper Rifle | 5,000 gp | 2d12 piercing | 15 lb. | Range (150/600/1800), Pierce 3, Reload 1, Misfire 2, two-handed | Cartridge | Ext. Rare | | Sniper Rifle, Revolver | 6,000 gp | 2d12 piercing | 17 lb. | Range (150/600/1800), Pierce 3, Reload 4, Misfire 2, two-handed | Cartridge | Handcrafted | ==== Ammunition ==== ^ Name ^ Value ^ Availability ^ Weight ^ Properties ^ | Buckshot | 4 sp | Rare | 0.1 lb | A waxed paper cartridge full of lead shot. | | Gunpowder Horn | 35 gp | Rare | 2 lb | 100 doses of powder for firing musketballs or crafting ammo. | | Gunpowder Keg | 250 gp | Rare | 20 lb | 1000 doses of powder. | | Musketball | 2 sp | Rare | 0.1 lb | A well-cast round lead ball used in Standard era firearms. | | Paper Cartridge | 4 sp | Very Rare | 0.1 lb | A waxed paper cartridge that contains both ammunition, propellant, and an explosive cap. | | Bomb | 150 gp | Crafted | 1 lb. | Detonates 1 round after fuse is lit; 2d6 fire damage and 2d6 piercing damage. | | Concussive Cartridge (Alchemical) | 25 gp | Crafted | 0.1 lb. | Increases Misfire by 2, increases damage by 2d6 thunder. | | Explosive Cartridge (Alchemical) | 25 gp | Crafted | 0.1 lb. | Increases Misfire by 2, increases damage by 2d6 fire. | | Explosive Cap | 1 sp | Very Rare | 0.01 lb | An explosive cap that detonates when struck with sufficient force. | ==== Descriptions ==== ===Simple Melee Weapons=== Bayonet. A bayonet is a knife, spike, or similar piece of metal designed to fit on the muzzle of a firearm. Its purpose is to serve as a last resort melee weapon in instances where taking the time to switch weapons is impractical or impossible. Usage of a bayonet is important in determining its damage - if attached to a one-handed weapon, it may only use the listed one-handed damage. If attached to a two-handed firearm, it can be used as a versatile weapon. If used on its own, unattached to a firearm, a bayonet uses the statistics of a dagger. ===Martial Firearms=== Arquebus. The most basic combination of barrel, stock, and trigger, arquebuses use actual burning matches to set off their powder charge. This makes them cumbersome to use and load, but also cheap to produce, and therefore quite common. Flintlock Pistol. The first kind of pistol that didn’t require using an actual match, these are muzzle-loading, singleshot pistols. They are simple to build and perhaps the most common firearm around. Musket. A step up from an arquebus, a musket is a flintlock weapon that uses steel on flint to set off the powder. It is still slow to load, but has slightly better range, packs more of a punch, and weighs less. Pocket Pistol. A gentleman’s weapon generally used for self-defense, pocket pistols are basic flintlock weapons designed to be easily hidden. They are, however, notably unreliable and short range. Scattergun. Scatterguns are similar to muskets in that they are muzzle-loaded and must be reloaded after each shot. They are similarly flintlock weapons, but instead of a single ball they fire loose lead shot - a grouping of tiny pellets that spread out over a wide area. ===Advanced Firearms=== Double Hunting Rifle. A hunting rifle with two barrels, one stacked atop the other. Gatling Gun. A large, lever-cranked weapon that can be fired rapidly, gatling guns are usually mounted on wagons or carried via complicated leather harnesses. They are exceedingly intricate and expensive to build, making them rare finds in most locations. Harmonica Gun. A harmonica gun is breech-loaded with a steel slide, containing a number of chambers bored in it which are filled with cartridges. As you fire each shot, you push the slide through a bit to line up the next cartridge. An intricate design, these are rare sights in most areas. Howdah Pistol. Designed specifically for killing large game, howdah pistols are large-caliber handguns that pack a wallop. They are breech-loaded but single-shot, trading capacity for power. Hunting Rifle. More sophisticated than a musket, a hunting rifle is a breech-loader and fires cartridges. Its long range makes it popular with hunters and marksmen, although they are not as common or cheap as muskets or arquebuses. Lever-Action Rifle. The rare product of master gunsmiths, lever-action rifles keep extra rounds in a tubular magazine under the barrel, and each new cartridge is loaded by using the lever that’s part of the trigger guard. They are intricate and difficult to build, making them prized possessions of those lucky enough to own one. Pepperbox. The simplest method to fire multiple shots without reloading is to have more barrels, as a pepperbox does. All four barrels rotate together to line up the next barrel with the hammer. Pistol. A slight upgrade from the flintlock, the pistol has two barrels stacked on top of each other and is more reliable. They are a common sight with guards and soldiers in some places. Revolver. Considered by many the pinnacle of handguns, revolvers use rotating chambers with a single barrel. They are reliable, easier to clean and reload, and can fire six times before reloading. Their mechanical complexity, however, can sometimes make them difficult to find or afford. Shotgun. An upgrade from scatterguns, shotguns have two barrels, are breach-loaded, and are set off by a hammer instead of a flint. They are additionally more reliable and hit harder, and this extra bit of craftsmanship generally makes them more expensive as well. Sniper Rifle. Sniper rifles are essentially hunting rifles that have been machined to a higher degree of precision and quality. This results in better range, damage, but also more weight and skill to craft, and they can often be very difficult to find. Sniper Rifle, Revolver. Even rarer than its single-shot brother, the revolver sniper rifle operates on the same principles, but carries four cartridges in revolving chambers, allowing for faster follow-up shots and less time spent reloading.