Freebooters in the Star Lanes
Renaissance firearms and explosives (pistols, muskets, bombs) are common across the star-lanes, especially in Arnheim. They are considered martial ranged weapons.
Some “modern” firearms and explosives (revolvers, hunting rifles, shotguns, and dynamite) are available, but rare and expensive, and only available from Cogister and the Wolf-Men.
Firearm: This weapon is considered a firearm. On a natural roll of ‘1’ on the attack roll, the weapon misfires, becoming fouled and useless until it is cleared, which uses an action.
Magazine: This weapon can hold multiple shots of ammunition. The number of shots that can be taken before reloading is listed in parenthesis, before the range. Reloading generally reloads the entire magazine.
Scatter: This weapon fires a blast of pellets that spread with range, making it easier to hit, but doing less damage. At long range, attacks gain advantage (instead of disadvantage), but the damage die type is reduced by one (for example, a shotgun doing 2d6 does 2d4 at long range).
Gunpowder is needed to load firearms and create explosives. It is a volatile powder that explodes when exposed to flame. It is generally carried in very sturdy wooden casks or powder horns.
Metal cartridge ammunition is unknown in the star-lanes. Renaissance firearms are muzzle-loaded using bullets, powder and wadding, or using pre-prepared wax paper cartridges. Cogister firearms are breech-loaded (except for revolvers), and use wax paper cartridges. Revolvers and military rifles are loaded differently, as the cylinders are removed and pre-loaded. Most revolver-users carry extra loaded cylinders.
|Pistol||60 gp||1d10 piercing||3 lb||Firearm, ammunition (range 30/120), light, loading|
|Musket||75 gp||1d12 piercing||9 lb||Firearm, ammunition (range 100/400), loading, two-handed|
|Revolver||150 gp||1d10 piercing||3 lb||Firearm, magazine (5, range 40/160), light, loading|
|Hunting Rifle||150 gp||1d12 piercing||9 lb||Firearm, ammunition (range 150/600), loading, two-handed|
|Military Rifle||250 gp||1d12 piercing||8 lb||Firearm, magazine (5, range 100/400), loading, two-handed|
|Shotgun||150 gp||2d6 piercing||9 lb||Firearm, ammunition (range 20/50), loading, scatter, two-handed|
|Gunpowder, 5 shots||3 gp|
|Powder Horn||1 gp||Can hold 20 shots of gunpowder|
|Bullets, 5||5 cp|
|Shotgun Shot, 5 shots||5 cp|
|Cartridges, 5||5 gp|
|Empty Cylinder||15 gp||Can hold 5 shots, takes 4 gp worth of materials to load fully|
|Bomb||15 gp||3d6 bludgeoning||10 feet|
|Dynamite||5 gp||1d6 bludgeoning||5 feet|