Firearms

Firearms, in their current form, were invented in Steel Forges and are used frequently by both peacekeepers and lawbreakers alike.

This is an informal page meant to put all of the stats for gunpowder weapons in one place. Below is a table of gunpowder weapons, below that is a bit of fluff for each type, below that are some notes on the in-game mechanics for guns. I’ve included a rarity rating for each. There are also some guns which are so rare, you’re simply not likely to have ever heard of them.

One-Handed Ranged Weapons:

Name Cost Damage (S) Damge (M) Critical Range Increment Weight Rarity
pistol 250 gp 1d10 2d8 x3 50 ft. 3 lb. *
pistol, hilt +300 gp 1d10 2d8 x3 10 ft. +2 lb. * * *
pistol, holdout 100 gp 1d8 1d12 x2 10 ft. 1 lb. * *

Two-Handed Ranged Weapons:

Name Cost Damage (S) Damge (M) Critical Range Increment Weight Rarity
blunderbuss 200 gp 1d6 1d8 special 10 lb. *
carbine 300 gp 1d12 3d6 x3 100 ft. 7 lb. * *
hand cannon 50 gp 1d10 2d8 x3 50 ft. 15 lb. *
musket 500 gp 1d12 3d6 x3 150 ft. 10 lb. *
rifle 750 gp 1d12 3d6 x3 200 ft. 12 lb. * * *

Other:

Name Cost Damage (S) Damge (M) Critical Range Increment Weight Rarity
pistol butt 1d3 1d4 x2
rifle butt 1d4 1d6 x2
bayonet, fixed +15 gp 1d4 1d6 x2 *
bayonet, ring 2 gp 1d4 1d6 x2 *
dagger mount +15 gp 1d4 1d6 x2 * *
gunrest 2 gp 1d4 1d6 x2 2 lb. *

Pistol
One of the most common types of firearms. Small and easy to use, but not particularly accurate. Comes in flintlock and wheel-lock varieties.

Hilt Pistol
Not terribly common, but still known in Steel Forges. Many forward-thinking fighters have taken to having small firearms installed in the hilts of their swords. They’re smaller and even more inaccurate than regular handguns, but the element of surprise they provide is worth it. Available in flintlock or wheel-lock.

Holdout Pistol
A small, easily concealable pistol for nobles and other people that might want to keep protection on themselves without being conspicuous about it. Only available in flintlock.

Blunderbuss
Without a doubt, one of the simplest firearms to use. A blunderbuss can be loaded with special-made shot, but it is just as effective when loaded with random rocks and bits of metal. Mechanically, the weapon spews shrapnel in a 20-foot cone, and everyone in the cone must make a DC 15 reflex save for half damage. This weapon also requires four times the standard amount of powder to fire, and fires one pound of shot. Available in matchlock and flintlock.

Carbine
The carbine is a short, light version of the musket with a shorter range, but equal firepower. Carbines are the weapon of choice for mounted gunmen. Available in flintlock only.

Hand Cannon
The hand cannon represents the earliest design of personal firearms. Despite its bulky size, it is no more accurate or powerful than a simple pistol, and not even as reliable. Use of hand cannons within Steel Forges is rare, though many Orcs and other outsiders may have received them second-hand. Available in matchlock only.

Musket
By far, the most common firearm in Steel Forges. Many guards, especially tower guards, carry them standard-issue. They are also common among civilians for personal defense and hunting. Available in matchlock or flintlock.

Rifle
Rifles represent the most advanced firearm technology Steel Forges has to offer. Their rifled barrels increase their effective range dramatically. They are given to the elite unit called Ned Kelly’s Rangers, who are known to carry only top-of-the-line equipment.

Rifle/Pistol Butt
Not everyone has a bayonet equipped when the enemy charges into melee range. Turning your weapon around and cracking your opponent on the head with the butt may be the best option in a brawl. If your gun’s still loaded, though, be careful – a successful strike has a 50% chance of discharging the weapon at its user.

Bayonet
Fixing a bayonet to the end of a musket, carbine, or rifle, effectively turns it into a shortspear. Fixed bayonets are, obviously, permanently attached to the weapon. Ring bayonets can be affixed or removed as a move action. Dagger mounts allow the user to attach a dagger and use it as a bayonet, also as a move action.

Gunrest
A long metal pole with a pointed end and a forked end. Gunrests are meant to steady two-handed firearms. They provide a +2 bonus to attack rolls, as long as you remain stationary. They can also be used as a bludgeoning or piercing weapon if swung or thrust.

Rules for Firearms
The feat “Exotic Weapon Proficiency (Firearms)” covers all of the above weapons along with any other firearms you may come across. Firing a gunpowder weapon is a standard attack, but iterative attacks from a high base attack bonus are not possible due to the reload times. All firearms take two full rounds to reload. Firearms are also susceptible to misfires – more information on that below. Damage rolls of 1 are rerolled, representing the fact that all bullet wounds are serious. If the second roll is a 1, however, it is kept and assumed to be a graze.

Firing Mechanisms
Matchlock: The simplest and oldest type of firing mechanism. Also the least reliable. Matchlock weapons misfire on attack rolls of 1, 2, or 3 (before modifiers). Matchlock weapons also cost 75% of their listed price.

Flintlock: The most common firing mechanism. Listed prices are for flintlock versions (unless no flintlock version is available). Flintlock weapons misfire on rolls of 1 or 2.

Wheel-lock: Rare, but not unknown. Wheel-lock weapons only misfire on rolls of 1. They are some of the most artfully crafted weapons on Travia. Wheel-lock versions of weapons are twice as expensive and the weapon’s rarity is increased by one star.

Critical failures
Like any complicated weapon, firearms can fail. Firearms, however, are more deadly and more volatile than most weapons, and accidents can be disastrous. To reflect this, firearm mishaps are somewhat more common and they have their own separate mishap table. Effects range from unexpected recoil to catastrophic failure.

Feat: Efficient Firearm Reload
Prerequisite: Base Attack Bonus +1
The reload time for firearms is reduced by a move action.

Feat: Rapid Firearm Reload
Prerequisites: Base Attack Bonus +6, Efficient Firearm Reload
The reload time for firearms is reduced by a full round.

Firearms

The Heroes of Travia Garnavis