Firearms
Overview
- Expense
- Firearms have only recently been introduced to the world of Crescent, courtesy of a top secret Ministry research project in Ferrodyne (where else?), with cooperation and additional design from Inspector Firehammer, in the City-State of Haven. They are expensive, rare, and very unusual.
- A kit for the cleaning and care of a Firearm will cost 5 GP, and one must be purchased for each type of firearm owned.
- Feat Requirement
- The ability to use firearms (hand guns and long arms only) is dependent upon the character possessing the Exotic Weapon Proficiency: Small Arms Feat. This new feat covers the basics of cleaning, reloading, and using firearms.
- Reloading
- Reloading pistols and rifles provokes attacks of opportunity.
- Composition
- Crescent firearms are not based on black powder; they actually utilize an ingenious alchemical goo known as blasting jelly. Indeed, the commonly known recipe for black powder (sulfur, charcoal and saltpeter) produces nothing but an inert, dusty pile of smelly pellets. The laws of nature in Crescent don't exactly mirror ours.
- All of the currently available firearms are breach-loading weapons that take a specially made cartridge. This cartridge consists of blasting jelly and a projectile wrapped together in a tight cylinder, usually made of waxed paper. Ammunition is very fragile; it is ruined if it takes even 1 point of damage.
- Sensitivities
- Blasting jelly is sensitive to both heat and oxygen, and any exposure to flames or open air will quite probably destroy it with a quick flash and a small cloud of smoke (often with negative side-effects to bystanders!).
- The alchemical process used to create blasting jelly is very delicate, involving both magic and chemistry. As such, it is not possible to enchant firearms.
- However, this ammunition is not sensitive to moisture.
Advantages
The greatest advantage of firearms is simply their increased damage, when compared to other weapons.
Disadvantages
Due to limited advances in the technology, and their prototype nature, the range of these arms is substantially shorter than bows. The gnomes are working on this actively.
Sample Firearms
| Weapon | Cost | Cost/Round | Dam. | Critical | Range | Size | Wt. | Reload | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Dueling Pistol | 300 GP | 7 GP | 2d4 | x3 | 20 ft | Small | 3 lb | 1 MA | ||
| Military Pistol | 500 GP | 10 GP | 2d6 | x3 | 40 ft | Medium | 5 lb | 1 MA | ||
| Rifle | 1000 GP | 15 GP | 2d8 | x3 | 60 ft | Large | 15 lb | 1 FR | ||
| Shotgun | 1100 GP | 15 GP | 2d8 | 19-20 x2 | 40 ft | Large | 15 lb | 1 FR | ||
| 1 MA = 1 move-equivalent action; 1 FR = 1 full-round action | ||||||||||
Firearm Descriptions
- Dueling Pistol
- This weapon's main virtue is that it is easy to conceal, being only 9" long and fairly lightweight. The tradeoff is short range and low damage.
- Heavy Pistol
- This is a larger, more powerful pistol. It is 1' in length, with a fat barrel. It has much longer range and better damage than the dueling pistol.
- Rifle
- A basic rifle, usually between 3' and 4' in length. It has much longer range and better damage than the heavy pistol, but takes longer to reload.
- Shotgun
- A basic shotgun, usually between 3' and 4' in length. It has shorter range than the Military Rifle, but since it fires more projectiles, there's more chance of hitting something vital.
Related Feats
See Firearms Feats for more information.
Mishaps
Sometimes, things don't go quite right with firearms - they are, after all, a new and developing technology, and they are also made by gnomes.
| d20 Roll | Mishap |
|---|---|
| 1 | Kaboom! - Weapon explodes, doing full ammo damage to wielder. Weapon is completely destroyed. |
| 2 | Crack! - the weapon fires, but the barrel cracks irreparably in doing so. All further attacks with the weapon are at a -4 penalty until repaired by a gunsmith (which takes 1d6 days). |
| 3-4 | Backfire - A misloaded charge shoots a burst of flame backwards, causing half the usual damage to the wielder and ruining the cartridge. Weapon must be emptied and reloaded, costing double the usual amount of time to reload. |
| 5 | Supercharged - the blasting jelly in the cartridge was perhaps a bit too potent - the round goes off with tremendous force, knocking the wielder on his ass (Balance check DC 15 to remain upright). |
| 6-7 | Smokin'! - the blasting jelly in the cartridge was apparently of the wrong blend - a huge amount of thick smoke pours out of the end of the barrel. See smoke bombs for exact effect. The round is wasted, and the weapon must be emptied and reloaded, costing double the usual amount of time. |
| 8-11 | Premature Firing - the weapon goes off spontaneously, before it is quite aimed. The round is wasted. |
| 12-16 | Dud - the cartridge is a dud, and fails to fire. Weapon must be emptied and reloaded, costing the usual amount of time to reload this weapon |
| 17-19 | Jam - the round fails to fire properly and the bullet jams in the muzzle. The weapon is unusable until the jammed slug is forcibly removed, requiring four times the usual loading time for this weapon. Attempting to reload and fire with a slug stuck in the barrel will cause a Kaboom! as listed above. |
| 20 | Misfire - Hammer falls, but weapon does not fire. Recock as a free action and fire again next opportunity. |