Firearms

Firearms

The firearm rules have been designed for this game with the intention of changing the D&D4e combat dynamic as little as possible. It’s not a dynamic that’s notably broken; I’ve no intention of trying to fix it.

As such, it’s very visible that guns aren’t particularly better than bow and arrow in standard 4e, or swords. This is deliberate. HP are an indicator of how long you can keep fighting, not a representation of how badly wounded you are, so losing HP to a gunshot wound doesn’t represent you taking a bullet in the chest. It’s a fleshwound, or it’s just knocked your hat off, or something like that.

Enough ranting.

Basic firearms

These are weapons which have been in the public domain long enough that knowledge of how to work them is widespread. It’s less that they’re easier to use, and more than most people will have seen them being used at some point.

Weapon Prof. Damage Range Price Weight Group Hands Properties
Flintlock +2 1d6 10/20 25 gp 2 lb Pistol One Load minor
Musket +2 1d8 15/30 30 gp 4 lb Rifle Two Load minor

Military firearms

These are weapons which are a relatively new development, so have mostly been kept to the military. As a result, familiarity with them is far less widespread; even if they’re technically easier to work, access to the knowledge to work them is far more restricted.

Weapon Prof. Damage Range Price Weight Group Hands Properties
Bolt-action +2 1d10 20/40 35gp 4 lb Rifle Two Load free
Revolver +2 1d8 10/20 30gp 2 lb Pistol One Load free

Exotic firearms

Finally, there are some weapons which require intensive training to use.

Weapon Prof. Damage Range Price Weight Group Hands Properties
Elephant gun +2 2d6 20/40 40gp 4lb Rifle Two Load move
Repeater Rifle +2 1d10 20/40 40gp 4lb Rifle Two Brutal 2; Load free
Scopegun +3 1d12 30/60 40gp 4lb Rifle Two High crit; Load minor

Firearms

Flintlocks & Fireballs JWyatt JWyatt