• Welcome to Teara Adan Adventures.
 

News:

The Teara Adan campaign is using Polyhedral Fudge

Main Menu

Sixguns and Firearms

Started by Bynw, 22 May 2019, 10:23:40

Previous topic - Next topic

Bynw

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 Chart
NOTE:  Not all firearms are available to all characters.
Firearms require the Personal Firearms Proficiency Feat
ALL Firearms are Piercing Type Weapons


Flint Lock Weapons






FirearmObject SizeWeight (lbs)RNDsMax ROFRange IncrementDamageShoot Wt RecoilConcealed Firearm DCPrice
Flint-lock (pistol)T2 (lbs)11
Flint-lock (rifle)M

Ball and Cap Weapons






FirearmObject SizeWeight (lbs)RNDsMax ROFRange IncrementDamageShoot Wt RecoilConcealed Firearm DCPrice
Ball n Cap (pistol)T
Ball n Cap (rifle)M

Cartridge Weapons


























FirearmObject SizeWeight (lbs)RNDsMax ROFRange IncrementDamageShoot Wt RecoilConcealed Firearm DCPrice
Pistol, ArmyT3 (lbs)6620'2d6+3100151600gp
Pistol, NavyD2 (lbs)6610'2d6-1n/a201200gp
Pistol, DerringerF3/4 (lbs)113'1d6n/a30500gp
CarbineS7 (lbs)1130'2d6+110010900gp
Carbine, RepeatingS7 (lbs)12130'2d6+1100101100gp
RifleM9 (lbs)111503d6+115051000gp
Rifle, RepeatingM9 (lbs)1551203d615051200gp
Rifle, Big GameM12 (lbs)112004d620003500gp
ShotgunM9 (lbs)22203d6*150101500gp
Shotgun, PumpM8 (lbs)53203d6*150102800gp
Shotgun, Sawed-offM8 (lbs)22103d6**150101500gp
ScattergunS5 (lbs)1110Special200122000gp

* 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/PenaltyType of Action
AimedOne+4Full Round
RapidOneNoneStandard
RapidTwoNoneFull Round
PanicThree-4Full Round
BlindThreeMust roll a 20 to hitFull 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.
Bynw da GM
The World of Teara Adan
Founding Four Member