Guns

Firearms

Musketeer – Refluffed ranger, with proficiency in all military firearms, and proficiency in either rifled, smoothbore or shot superior firearms. No proficiency in military or simple ranged. Ability of feat score modifiers to damage are doubled.


Firearms are very, very deadly weapons – a bullet will blow a ragged hole in virtually anything with ease.
Unfortunately for their users, however, they must be reloaded after every shot. This is a long and difficult process, one that has left many a musketeer very, very dead. In addition to this, they are terribly noisy, bright, produce alot of smoke and can quite readily malfunction.


Rifles are very accurate and powerful – but very, very slow to reload.
Smoothbores are easy to reload and powerful – but inaccurate
Shot is very powerful and easy to hit with – but can be finicky to reload and quickly becomes in-effective over range.
Pistols are compact, one handed and let you move while reloading – but are a good deal weaker and less accurate than their bigger counterparts

The moment artificers invented gunpowder and subsequently guns and bullets, they knew the kind of destructive force these weapons were capable of. In order to stave off another Last War (not to mention organized persecution against the creators of these devastating implements), the artificers created the Council for the Intelligent Application of Artificers (CIAA) – a wholly independent organization to monitor and restrict the use of firearms. Being a member of the CIAA means to be an enforcer for a powerful organization, whose ability to work with deadly efficiency and complete disregard for borders makes them a respected and feared force throughout the continent. The four remaining nations of Khoraire do not publicly endorse the CIAA due to their infamous use of almost unrestrained brutality but each of the four nations turn a blind eye whenever a citizen breaks the most simplest of firearm pseudolaws.

The main role of the CIAA is the monitoring of firearm distribution. Firearms can only be operated if they are bonded to the user in a carefully monitored artificing ritual (colloquially known as a “marriage”) and will not function under the control of another being. A married firearm requires a lot of attention from its user and can act up if it is not treated correctly (e.g. not cleaned regularly, or used minimally), shooting poorly or even not at all. Having two firearms of a similar type is also a recipe for disaster: jealous and unreliable weapons – although it’s been rumoured that some users can get away with using a pair of pistols or a pistol and a longarm at the same time. Heck, slip a town drunk a gold coin or two and you might hear a story about some real daredevil types wielding duplicate longarms or twin pistols and a longarm together.

The creation of firearms and gunpowder is also heavily monitored by the CIAA. All gunsmiths are required to ritually brand or sign their creations, and cannot perform a marriage without approval and registration. The long and difficult process involved in creating a firearm means that rogue gunsmiths are difficult to find, and functioning rogue firearms even more so. The creation of gunpowder is also heavily controlled, with mines, caravans and mills being heavily guarded by permanent CIAA presences.



Firearm Mechanics


Unreliable – This applies to all firearms. On a critical attack failure, roll a 1d4 and apply the following negative effects. An action point can be spent to re-roll, but second result must be used.
1 = Critical failure: Chamber breach, weapon cannot be used until repaired, take 1d12 damage.
2= Blowback, weapon cannot be used until end of encounter, take 1d8 damage.
3= Misseat, weapon must be “reloaded” before it can be manipulated.
4= Misfire, minor action spent repriming the hammer before weapon can be fired.


Aim standard – Standard action, No move. +3 to attack roll with same weapon when fired
Aim full – Standard action, No move, No minor. +4 to attack roll with same weapon when fired


Short range X – weapon deals -1 damage for every square in-between the shooter and the target minus (X)
e.g. Short range 3, 8 squares inbetween shooter and target. -5 damage.


Load Full – Costs a standard action, a move and a minor.
Load Standard + Move – Costs a standard action and move
Load Standard + Minor – Costs a standard action and a minor
Load (Standard + Minor) + Standard – Costs a standard and a minor one turn, and a standard on another


Point Blank – Standard action. Until your next turn, if a target moves within Short Range, or moves then stops closer to you than it was before, you may make an opportunity attack with that weapon against the target

Firearm stats

h4. Rifled

Rifled Musket
Superior two-handed ranged weapon
Cost: 140gp
Damage: 2d10
Proficient: +4
Range: 30/50
Weight: 11lb

Properties: Load Full, Aim Standard, Aim Full, Brutal 1

Rifled Pistol
Superior one-handed ranged weapon
Cost: 60gp
Damage: 2d8
Proficient: +3
Range: 15/30
Weight: 4lb

Properties: Load Standard + Minor, Aim standard, Aim Full Brutal 1



Smoothbore

Musket
Military two-handed ranged weapon
Cost: 60gp
Damage: 3d8
Proficient: +1
Range: 25/45
Weight: 9lb

Properties Load Standard + Move, Brutal 2, Aim standard

Pistol
Military one-handed ranged weapon
Cost: 30gp
Damage: 3d6
Proficient: 0
Range: 10/25
Weight: 3lb

Properties: Load Standard, Brutal 2, Aim standard



Shot

Blunderbuss
Military two-handed ranged weapon
Cost: 60gp
Damage: 3d8
Proficient: +5
Range: 15
Weight: 8lb

Properties: Load Standard + Move, Short Range 1, Point Blank

Dragonne
Superior two-handed ranged weapon
Cost: 120gp
Damage: 3d8
Proficient: +5
Range: 15
Weight: 12lb

Properties: Load Full, Short Range 2, Point Blank, Brutal 1

Weyvern
Superior one-handed ranged weapon
Cost: 40gp
Damage: 2d8
Proficient: +4
Range: 10
Weight: 4lb

Properties Load Standard + Minor, Short Range 0, Point Blank

Guns

Eberron 998 YK IBAW