Sixguns and Firearms in Teara Adan
[/b]
Firearms have long been a part of the Teara Adanian landscape. Some have been relics of long forgotten ages while others are contempary inovations by clever generals and alchemists. A few have even been introduced by outside civilizations.
But whatever their source, the "great equalizer" has found its way into the hands of various armies and adventurers across the land. The impact of guns has made several changes to the general thinking of those around the world. As each cutlure experiences a firearm for the first time. One of the greatest impacts seen on Teara Adan falls in the use or disuse of armor. Although most characters still use some sort of armor, the heaviest form today is Chain Mail. The more heavier armors are now more cerimonial than true functionability. Of course even with Chain Mail, bullets are still a problem since they have a tendancy to "ignore" armor. But it's nice to have the Mail for those close encounters with swords. Anything heavier just turns one into a large and slow moving target.
Not all nations are equal when it comes to firearms and weapons of gunpowder. Although Cannons are common place, the hand-held variety still ranges from none at all, to flintlocks and finally up to the devistating cartridge weapons.
Mages quickly learned the dangers of a novice man-at-arms with a firearm. Some of them learned far too late. One good shot and one can scratch the "heavy artilery" of a spellcaster. Wizards quickly found a new use for an old spell that was usually pushed aside for others, PROTECTION FROM ARROWS became PROTECTIN FROM BULLETS. But some Mages began enchanting the guns as well. Once again evening up the playing fields of war.
Firearms ChartNOTE: Not all firearms are available to all characters.
Firearms require the Personal Firearms Proficiency Feat
ALL Firearms are Piercing Type Weapons
Flint Lock Weapons
Firearm | Object Size | Weight (lbs) | RNDs | Max ROF | Range Increment | Damage | Shoot Wt Recoil | Concealed Firearm DC | Price |
Flint-lock (pistol) | T | 2 (lbs) | 1 | 1 | | | | | |
Flint-lock (rifle) | M | | | | | | | | |
Ball and Cap Weapons
Firearm | Object Size | Weight (lbs) | RNDs | Max ROF | Range Increment | Damage | Shoot Wt Recoil | Concealed Firearm DC | Price |
Ball n Cap (pistol) | T | | | | | | | | |
Ball n Cap (rifle) | M | | | | | | | | |
Cartridge Weapons
Firearm | Object Size | Weight (lbs) | RNDs | Max ROF | Range Increment | Damage | Shoot Wt Recoil | Concealed Firearm DC | Price |
Pistol, Army | T | 3 (lbs) | 6 | 6 | 20' | 2d6+3 | 100 | 15 | 1600gp |
Pistol, Navy | D | 2 (lbs) | 6 | 6 | 10' | 2d6-1 | n/a | 20 | 1200gp |
Pistol, Derringer | F | 3/4 (lbs) | 1 | 1 | 3' | 1d6 | n/a | 30 | 500gp |
Carbine | S | 7 (lbs) | 1 | 1 | 30' | 2d6+1 | 100 | 10 | 900gp |
Carbine, Repeating | S | 7 (lbs) | 12 | 1 | 30' | 2d6+1 | 100 | 10 | 1100gp |
Rifle | M | 9 (lbs) | 1 | 1 | 150 | 3d6+1 | 150 | 5 | 1000gp |
Rifle, Repeating | M | 9 (lbs) | 15 | 5 | 120 | 3d6 | 150 | 5 | 1200gp |
Rifle, Big Game | M | 12 (lbs) | 1 | 1 | 200 | 4d6 | 200 | 0 | 3500gp |
Shotgun | M | 9 (lbs) | 2 | 2 | 20 | 3d6* | 150 | 10 | 1500gp |
Shotgun, Pump | M | 8 (lbs) | 5 | 3 | 20 | 3d6* | 150 | 10 | 2800gp |
Shotgun, Sawed-off | M | 8 (lbs) | 2 | 2 | 10 | 3d6** | 150 | 10 | 1500gp |
Scattergun | S | 5 (lbs) | 1 | 1 | 10 | Special | 200 | 12 | 2000gp |
* Damage drops 1 hp per range increment after the first due to shot spread
** Damage drops 2 hp per range increment after the first due to shot spread
Rate of Fire
Rate of Fire | # of Attacks* | Bonus/Penalty | Type of Action |
Aimed | One | +4 | Full Round |
Rapid | One | None | Standard |
Rapid | Two | None | Full Round |
Panic | Three | -4 | Full Round |
Blind | Three | Must roll a 20 to hit | Full Round |
*If the hero is of high enough level to gain an additional attack, then they get those additional attacks
Firearms and Armor Firearms ignore armor and shields all together, unless specifically designed to counter firearms. To figure the AC of a target use only the creatures Dex Modifier and magical bonus (if any). Only armors that have a magical bonus provide any sort of protection, including damage resistance against firearms.