Firearms

Trial rules for firearms. These rules have been updated to be more in line with the pathfinder beta rules on firearms. They still draw on some of Louis Porter Jr Design’s Blackpowder ideas mixed with some of my own custom rules. I haven’t included prices yet but muskets will be around the 1000gp mark with pistols around 500gp. Ammo is 1sp per shot (bullet and powder) for standard arms and 1gp per shot for advanced weapons. When finished i’ll also include bayonets, bombs, cannons etc but i want to focus on the most important bits first. Let me know what you think!

Firearms are growing more and more common throughout Salamon. The blackpowder weapons used to be imported from Dun-E-Dor and far-off Eáldîm and Valonia. Now, Salamonis has its own gun forges which churn out the unique ‘Cougar’ and ‘Bastion’ pattern rifles and the ‘Troubadour’ pattern pistol. Other designs available include the Dwarf-built ‘Hammer’ pattern pistol largely imported from Dun-E-Dor or Khostinak and the ‘Horn’ pattern pistol/rifle which the Capitavirate brought from Kondar and Valero.

One-handed Blackpowder weapons

Weapon Damage Range Increments Crit Misfire Reload Weight Special
Matchlock Pistol 1d8 20ft. 5 x3 1-2EX 5ft. 1 full 4lbs Precipitation, ramrod, inaccurate, AoO
Wheelock Pistol 1d8 20ft. 5 x3 1-2EX 5ft. 1 std 4lbs ramrod, inaccurate
Cougar Pistol 1d8 30ft. 5 19-20/x3 1-2EX 5ft. 1 std 5lbs ramrod, inaccurate
Kondar Hornpistol 1d8 30ft. 5 19-20/x3 1EX 10ft. 1 full 10lbs horn (4), inaccurate,
Bastion Pistol 1d8 20ft. 5 x4 1-2EX 5ft. 1 move 5lbs ramrod, armour piercing
Cougar mk.2 Pistol 2d4 30ft. 5 x3 1 1 move 4lbs ramrod, hollow point, reliable, sturdy
Cougar ‘troubadour’ Pistol 2d4 30ft. 5 x3 1-2 1 full 6lbs ramrod, hollow point, rapid shot (2)
Dwarven Hammer Pistol 1d10 30ft. 10 19-20/x3 1 full 5lba cylinder (6), rapid shot (6), reliable, sturdy

Two-handed Blackpowder Weapons

Weapon Damage Range Increments Crit Misfire Reload Weight Special
Matchlock Musket 1d10 50ft. 5 x3 1-2EX 5ft. 2 full 8lbs Precipitation, ramrod, inaccurate, AoO
Matchlock Handcannon 3d6 50ft. 5 x3 1-3EX 10ft. 3 full 20lbs Precipitation, ramrod, inaccurate, team, AoO
Wheelock Musket 1d10 50ft. 5 x3 1-2EX 5ft. 2 full 8lbs ramrod, inaccurate
Precision Wheelock 1d10 100ft. 10 x3 1EX 5ft. 2 full 12lbs ramrod
Cougar Musket 1d12 100ft. 5 19-20/x3 1-2EX 5ft. 2 full 9lbs ramrod, inaccurate
Kondar Hornlock 1d10 100ft. 5 19-20/x3 1EX 10ft. 1 full 10lbs horn (6), inaccurate
Bastion Musket 1d12 40ft. 5 x4 1-2EX 5ft. 1 full 11lbs ramrod, armour piercing
Cougar mk.2 Musket 2d6 100ft. 5 x3 1 1 full 9lbs ramrod, hollow point, reliable, sturdy
Bastion Blunderbuss 2d6 15ft. 5 x3 1-3EX 5ft. 1 full 10lbs ramrod, scattershot

Matchlock

One of the earliest types of blackpowder weaponry, Matchlock was developed over the centuries on the battlefields of Kondar, Alaris and Ealdim. By 2428 when Salamonis was first founded, Matchlock was the most common blackpowder mechanism used and is still used to this day as a cheap, mass-produced or self-salvaged form of weaponry. A Macthlock fires by inserting a lit match (piece of string or burning paper) into a breach, igniting the powder in the barrel and propelling the bullet forth. Although the trigger squeeze completes this movement quickly, the blackpowder and bullet must be correctly loaded by the firer using a ramrod and measuring horn before the match is lit (which must be done for each shot leaving the firer at risk from attack). Thus the Matchlock is a slow-firing and unpredictable weapon which misfires commonly (often to devastating effect).

Rain, fog and other precipitation can cause the match to not light or may even ruin the powder in the breach as it is opened to be lit.

Wheelock

An improvement over the Matchlock design, the Wheelock was brought to Salamonis during the 2470s and saw frequent use in the first civil war. A Wheelock uses a rotating mechanism to spark a flint or piece of metal into the blackpowder, causing it to ignite. This requires less preparation on the firer’s part and because the combustion occurs internally, precipitation has much less of a negative effect on Wheelock weapons. The bullet and shot must still be rammed home with a ramrod but the lack of a match means they are faster to reload than a Matchlock making the firer much more mobile and less prone to surprise attacks. With the development of the Wheelock came improved metallurgy technology, and gunsmiths started using stronger steel and better forging techniques to create barrels which were capable of holding more shot (and further along the barrel) which vastly increased the range of the weapons and decreased the chances of the barrels exploding. These weapons became known as precision wheelocks and are still commonly used today by Iron Fists and Capitavirate troops.

Cougar

Cougar Gunsmiths are a company based in Salamonis with roots in the Borderlands. They started producing weapons during the golden age of the 2490s, resulting in the famous Cougar Wheelock which saw the invention of much stronger chambers and stocks capable of handling large amounts of blackpowder and heavier caliber bullets. Cougar Wheelocks are very reliable and are very unlikely to explode. Cougar Gunsmiths have been quiet on the design front over the past 30 years or so (leading to the rise of Bastion and Horn weapons) but recently released a new design of weapon which utilises their latest in bullet design: the hollow point round. Hollow point rounds break up on impact, causing massive damage (especially against unarmoured targets). Cougar mark 2 muskets are also heavier and stronger, allowing them to be used as effective melee weapons (with or without a bayonet mount) and unlikely to explode. Troubadour pistols have two barrels each with a separate trigger and igniting mechanism, allowing the firer to shoot twice before reloading.

Bastion

Bastion weapons are produced by Armaiolo di Ferrici, a company owned by the powerful Ferrici family. Using technology bought from Kondar and Dun-E-Dor, they designed their short-range armour-piercing weapons which are perfect for decimating ranks of plate-mail wearing foes. Although not as reliable as the traditional Cougar guns, Bastion weapons sure pack a punch. Armour piercing rounds are solid and heavy with sharp points and leave an horrendous exit wound. The Bastion Blunderbuss takes this idea to a whole new level, firing a storm of pellets and sharp flecks of metal which punches through armour and shreds flesh but is very unpredictable.

Hornlock

Developed by gunsmiths in Kondar, the Hornlock uses a container (or hopper) to store powder above the weapon. After each shot, the correct amount of powder is then dispensed safely into the barrel. The user must then only insert a bullet and pull the trigger, drastically reducing reload times. The horn weapons are popular amongst military special forces and law enforcement where the luxury of time to reload is rarely present. Hornlocks are dangerous however, as if a stray spark catches the hopper then the resulting explosion can easily kill an untrained wielder and many a sly enemy has targeted the horn with a flaming weapon or their own bullets to cause the weapons to explode in the firer’s hands.

Hammer

Hammer pistols are the only Dwarven weapon found in any real numbers in Salamonis and only the most affluent or influential people can afford one. Hammer weapons fire special ‘Hammer rounds’ which are self-contained cartridges containing a bullet, igniter and blackpowder. They are almost waterproof and require almost no effort from the user to fire. Each shot rotates the central cylinder, placing the next cartridge into the barrel automatically. The user must flick the hammer back between each shot and when the cylinder is empty, must manually insert 6 new cartridges into the cylinder. Reloading is easy and allows 6 shots to be fired in quick succession. Hammer pistols almost never explode and are easy to disassemble and clean.

Explanation of terms

Increments: most firearms only have 5 maximum range increments making them shorter range than traditional ranged weapons.
Misfire: the number range indicates the d20 roll which causes the weapon to misfire (eg. 1-2). When a weapon misfires, the shot is fouled, the weapon gains the broken condition (-2 attack/damage) and increases the misfire rage by 4 points. A broken weapon which misfires explodes, dealing damage to the wielder equal to its standard damage, the weapon is then destroyed. A weapon with a EX in its misfire column deals its damage to the wielder and all creatures within the range listed (eg. 5ft.) of a randomly determined corner of the wielder’s square (a DC 12 reflex save halves this damage). A destroyed weapon can usually be repaired at a gunsmith for half the weapon’s base cost in parts. Blackpowder weapons do not normally use Critical cards.
Melee: firearms count as improvised weapons (pistols deal 1d4 bludgeoning damage and muskets deal 1d6) when used in melee combat, but they are reasonably fragile and whenever you roll a natural 1 on the attack roll the weapon gains the ‘broken’ condition. Pistols have a hardness of 10 and 10 hit points; long weapons have a hardness of 10 and 20 hit points.
Fouled: a fouled shot takes a full round action to clear (triggering an attack of opportunity). the weapon must then be reloaded as normal.
Ramrod: the weapon requires a ramrod to compress the bullet/shot correctly. Reloading a weapon without one causes the shot to be unstable and increases the misfire range by 2 points.
Precipitation: The weapon can not be fired in heavy rain/snow/fog etc and may not even work during light precipitation. Each round the weapon is used in such conditions there is a 30% chance that the shot is fouled and must be cleared.
Inaccurate: imperfections in the forging and design lead to irregular bullet flight paths and shot explosions. Inaccurate weapons impart a -1 penalty to attack rolls made to fire them.
AoO: firing this weapon triggers an attack of opportunity
Team: the handcannon is a larger version of the standard musket, capable of being wielded in two hands although more commonly mounted on a tripod and fired by a team of two. Reloading the weapon takes 3 full round actions and firing it takes a full round, all of these actions triggering attacks of opportunity. A team of two can combine their actions to fire the weapon every other turn (1st round: both take a full round to reload, 2nd round: one finishes the reload as a full round action and the other fires as a full round action).
Horn: a hornlock weapon sports a container (called a ‘horn’ or a ‘hopper’) of powder which is suspended above the barrel. When a shot is fired, the correct amount of powder is dispensed into the barrel ready for the next shot. The user must still insert a bullet manually but doesn’t increase the misfire range by not using a ramrod. A horn holds a certain number of shots worth of powder (indicated in brackets) before it needs to be reloaded (as per the ‘reload’ column for that weapon). Reloading inserts a new full hopper (assuming a reloader has enough powder on his person). A wielder must only spend a move action to insert a bullet between each shot.
Armour Piercing: attacks using weapons firing special armour piercing rounds are resolved against the touch AC of targets within their first range increment. After the first increment, the normal rules apply (including penalties to hit for range). These weapons may not use any other type of bullet.
Hollow Point: whenever you deal damage with a hollow point weapon and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls,continue to reroll, adding to the damage each time. These weapons may not use any other type of bullet.
Cartridge ammo: Hammer weapons use special cartridges which contain a bullet, powder and igniter. They may not fire any other type of ammunition.
Cylinder: a weapon with a cylinder contains a set number of bullets internally (detailed in brackets). The weapon may fire this many times before needing to be reloaded (as per the ‘reload’ column for that weapon. Reloading fills the cylinder with bullets (assuming the reloader has enough bullets on his person). A wielder with a high enough Base attack bonus may make multiple attacks with a cylinder weapon.
Rapid Shot: a troubadour pistol has two barrels which can be fired individually. A troubadour can be fired twice before needing reloading (as per the ‘reload’ column for the weapon). Reloading fills both barrels with shot and a bullet (assuming the reloader has enough shot/bullets on his person). A wielder with a high enough base attack bonus may make two attacks in a round with a troubadour pistol.
Reliable: reliable weapons don’t increase their misfire range when ‘broken’.
Sturdy: sturdy weapons don’t break on a natural 1 when used in melee combat.
Scattershot: a Bastion blunderbuss fires a storm of pellets and sharp metal which decimates all in its path. Scattershot counts as hollow point and armour piercing (even though it doesnt actually use that kind of ammunition). A wielder with a high enough base attack bonus may attempt to fire at multiple targets in a single round. The wielder makes a separate attack roll against each target (who must all be adjacent to at least one other target), taking a -2 penalty to each. Each hit is then resolved individually. This attack still only consumes one shot and is represented by the skilled firer taking advantage of the spread of the weapon to cover multiple targets. A blunderbuss may only fire grapeshot ammunition (penalties already included in stat profile).

Firearms

Salamonis Chronicles Kid_Dangerous