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Ranged Weapons (O = Obsolete, + = Auto, * = Area of Effect)PeriodAvailabilityDamage
Max Skill Bonus / Max Degrees of Success
Max Rate of Fire
Capacity
Cycle TimeReload TimeRange IncrementWeightSpecialCost: Weapon/AmmoOriginal Manufacturer(s)
Design Notes
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(CX = Requires X crew to operate normally)
(Standard action / Full Round; X= fire rate can be augmented with feats and special abilities such as Rapid Shot)
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Gunpowder, Pistols
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Single-Shot PistolEarly Aeldman InterregnumCommon (usually home-made)
1d12+ (larger pistols have been favored by pirates and othe renegades)
Max +10 ranks / +2 Degrees
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RevolverLate Aeldman InterregnumAbundant1d12Max +10 ranks / +2 Degrees1/X5FreeFull Round40 ft3 lbs40 crecibles, 10 crecibles add'l magazine / 12 round case for 5 creciblesMurray and Sons (Dublin)
Classic replaceable magazine design for easy reloading
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Pepperbox RevolverEarly Aeldman InterregnumAbundant1d8Max +10 ranks / +2 Degrees1/X8FreeFour Rounds (one action per cylinder)30 ft4 lbs60 crecibles / 16 round case for 5 creciblesUnknown (Dwarves)
No removable magazine
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Schulz-Auto Pistol (+)3rd Century After UnificationCommon1d8Max +5 ranks / +2 Degrees3/66Free (requires two hands)Full Round20 ft3 lbsCan fire single shots as standard action (no penalty), 3 shots as standard action (-6 to attack) or 6 shots as a full round action (-6 to attack)100 crecibles, 10 crecibels add'l magazine / 16 round case for 5 creciblesSchulz Arms Company
The famous bolt-action design of the Schulz rifle is poorly suited to a pistol (though some illicit operatives have employed sawed-down Schulz weapons), but a scaled down version of the mechanisms in the Schulz autorifle allows one-handed fire
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Double Barrel PistolEarly Aeldman InterregnumCommon1d12, 2d12Max +5 ranks / +2 Degrees22None (multibarrel)Full Round (one action per barrel)20 ft3 lbsAttack -2 per additional simultaneous shot, enemy DR +50% per additional simultaneous shot30 crecibles / 12 round case for 5 creciblesUnknown
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Quadruple-Barrel Pistol (O)Mid Aeldman InterregnumUncommon (antique)1d8,2d8,3d8, 4d8Max +5 ranks / +2 Degrees44None (multibarrel)Two Full Rounds (one action per barrel)30 ft, 20 ft for multishot5 lbsAttack -2 per additional simultaneous shot, enemy DR +50% per additional simultaneous shot40 crecibles / 16 round case for 5 creciblesUnknown
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Pocket PistolLate Aeldman InterregnumUncommon1d8Max +5 ranks / +2 Degrees11None (single-shot)Standard Action30 ft1 lbConcealable; +2 to sleight of hand checks20 crecibles / 16 round case for 5 creciblesUnknown
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Sawn-Off Shot Gun*Late Aeldman InterregnumUncommon (restricted)
3d6 at point blank (i.e. melee or 5 feet), 2d6 up to 15 feet, 1d6 up to 30 feet (double damage if using both barrels)
Max +5 ranks / +1 Degrees12None (multibarrel)Standard/Full Round (1 barrel/2 barrels)5/15/30 ftTarget DR is increased by 50% (rounded up); Affects targets in an arc of 10 ft at point blank range, 15 ft at greater ranges; DC 10+1/d6 reflex for half damage (if targeting a specific character, attacker may instead roll attack+1/d6 to set DC)Aftermarket
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Shot-Gun Revolver*3rd Century After UnificationUncommon (restricted)
3d6 at point blank (i.e. melee or 5 feet), 2d6 up to 15 feet, 1d6 up to 30 feet
Max +5 ranks / +1 Degrees15FreeFull Round5/15/30 ftTarget DR is increased by 50% (rounded up); Affects targets in an arc of 10 ft at point blank range, 15 ft at greater ranges; DC 10+1/d6 reflex for half damage (if targeting a specific character, attacker may instead roll attack+1/d6 to set DC)Various Fialta arms-makers
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Gunpowder, Rifles
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Revolver Rifle (O)Late Aeldman InterregnumAbundant1d12+1Max +10 ranks / +2 Degrees5FreeFull Round120 ft12 lbs50 crecibles, 10 crecibels add'l magazine / 12 round case for 5 creciblesMurray and Sons (Dublin)
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Frame Gun (clockwork) (O) (C2)2nd Century After UnificationUncommon (antique)1d102/48FreeFull Round80 ft-4 attack; on nat 1, cycling mechanism derails and remaining attacks are lost (1 round, DC 12 mechanical engineering check to repair)Unknown
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Double-Barreled Frame Gun (manual) (O) (C3)2nd Century After UnificationVery Rare (antique)2d102/48FreeFull Round80 ft-6 attack; target DR +50% (round up); Hand-cranked firing mechanism (cannot dual-wield, cannot overwatch); the gun is typically mounted on an emplacement or a harness worn by the firer; Str. 12 to wield effectivelyUnknown
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Heavy Frame Gun (clockwork) (O) (C3)2nd Century After UnificationVery Rare (antique)1d12+12/48FreeFull Round80 ft-4 attack; on nat 1-2, cycling mechanism derails and remaining attacks are lost (1 round, DC 12 mechanical engineering check to repair), Str. 12 to fire effectivelyUnknown
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Carousel Rifle2nd Century After UnificationAbundant1d12+11/118Swift (cannot rapid-fire)
Full Round and One Move Action to refit belt; Four full rounds to reload manually
120 ftUnknown
The favored weapon of the Aeldrum Trade Company; high capacity is a plus, but the main attraction is the cumbersome cycling action, which prevents wasteful fire by the company's trigger-happy soldiers
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Carousel Auto-Rifle3rd Century After UnificationCommon (restricted)1d102/418
Swift (cannot rapid-fire, unless using full auto)
Two Rounds to refit belt and rewind clockwork; Four full rounds to reload manually;
120 ft / 60 ft automaticCan fire single shots as standard action (no penalty), 2 shots as standard action (-4 to attack) or 4 shots as a full round action (-4 to attack)Unknown
Incorporates a clockwork turning mechanism that makes the rifle self-loading
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Schulz Rifle3rd Century After UnificationAbundant1d12+11/X10FreeFull Round120 ft40 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles
Schulz Arms Company by way of Moscow Ironworks
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Schulz Double Barrel3rd Century After UnificationUncommon2d121/X8SwiftTwo Full Rounds (one for each magazine)80 ftAttack -2, Enemy DR * 1.575 crecibles, 10 crecibles add'l magazine / 12 round case for 5 creciblesSchulz Arms Company
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Schulz Auto-Rifle (+)4th Century After UnificationCommon (restricted)1d122/410FreeFull Round120 ft/ 60 ft automaticCan fire single shots as standard action (no penalty), 2 shots as standard action (-4 to attack) or 4 shots as a full round action (-4 to attack)100 crecibles, 10 crecibles add'l magazine / 12 round case for 5 creciblesSchulz Arms Company
Trades the higher rate of fire from a coil gun or automatic pistol for a heavier punch and better recoil control
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Schulz Light Machine Gun (+)4th Century After UnificationUncommon (restricted)1d123/618FreeFull Round35 lbsAttack -10 (-6 with reinforced mounting or Str. 14+ (small characters need Str. 16+)); 3 shots as standard action,6 shots as full round; additional -2 to attack if the wielder moves and fires in the same round
Improved machining and a heavier frame allow this gun to fire at the same rate as a coil gun while retaining the caliber of a Schulz rifle, albeit with significant recoil
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Schulz Heavy Machine Gun (+) (C2)4th Century After UnificationUncommon (restricted)2d12+23/648Free Two Full Rounds (one for each barrel)60 ft60 lbs
Each attack expends two rounds, rolls 2d20 at -12 (-8 with reinforced mounting or Str. 16+ (Small characters need Str. 18+)), Enemy DR*1.5, can make three attacks as as a standard action and 6 attacks (or 12 shots) as a full round action; additional -2 to attack if the wielder moves and fires in the same round
1000 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles
Schulz Arms Company
Elevates the Schulz double barrel to the power of a standard Schulz rifle and then applies the rate of fire of an auto-pistol or coil gun
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Flak Gun (+,*) (C3)4th Century After UnificationRare (restricted)
8d6 at 10 ft, -1d6 each additional 20 feet, DC 10+1/1d6 reflex save for half damage
6/1248FreeTwo Full Rounds (one for each barrel pair)150ft15 ft cone of effect; Target DR*2
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Coil Gun (+)3rd Century After UnificationCommon (restricted)1d1012FreeFull Round40 ftCan fire single shots as standard action (no penalty), 3 shots as standard action (-6 to attack) or 6 shots as a full round action (-6 to attack)120 crecibles, 20 crecibles add'l magazineAeldrum Automatics
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Multibarrel Selectable (O)
Late Aeldman Interregnum to Early Aeldman Empire
Rare (antique)
1d10, 2d10, 3d10, 4d10
4None (multibarrel)Two Full Rounds (one action per barrel)60 ftAttack -2 per additional simultaneous shot, enemy DR +50% per additional simultaneous shot200 crecibles / 16 round case for 5 creciblesDublin Foundry
Uses light caliber ammunition for recoil management
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Blunderbuss (O) (*)Early Aeldman InterregnumCommon (often homemade)2d61NoneFull Round15 ft coneAttack is vs. AC 10; targets may perform reflex save of DC = Attack Roll to take half damage120 crecibles / 2 crecibles ammoOrcish Ironmongers (i.e. dwarven slave-engineers)
The blunderbuss is the original model for this weapon, employed by orcish shock troops during the Fialta-Orcish war. The Fialta adopted and updated the weapon, which has now become a staple of their arsenal (see trench gun).
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Trench Gun (*)3rd Century After UnificationUncommon (Restricted)4d6/3d6/2d6/164SwiftTwo Full Rounds (one action per round)5 / 10 / 15 / 20 ft coneAttack is vs. AC 10; targets may perform reflex save of DC = Attack Roll to take half damageVarious Fialta arms-makers
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Orcish Heavy Rifle3rd Century After Unification
Uncommon (Common in the Directorate)
2d101N/AFull Round200 ft30 lbsRequires strength 14 to wield properly (otherwise, -2 (if STR mod +1), -4 if (if STR mod +0), -6 (if STR mod less than 0))Orcish Ironmongers (i.e. dwarven slave-engineers)
The "orcish" rifle is a mass-produced answer to the hydrogen rifle; though less powerful and more cumbersome to wield and reload, the gun costs a fraction of the expenses to manufacture and supply a hydrogen weapon
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Chain Rifle3rd Century After UnificationUncommon1d10136Swift (cannot rapid-fire)
Move action for two cartridges, full round action for five (no detachable chain)
20 lbs
This design fills a similar niche to the carousel rifle, but it allows a much larger capacity by placing ammunition inside the stock of the gun and an extended "magazine" chamber rather than turret-style over or under the barrel. Lower caliber means that damage is traded for capacity.
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Chain Cannon (+) (C2)4th Century After UnificationVery Rare (restricted)2d104/872FreeThree full rounds to detach and fit new chains60 lbsEach attack expends two rounds and rolls 2d20 at -4 (-2 for double barrel, -2 for not being braced); Can fire single shots as standard action (no penalty), 2 shots as standard action (-4 to attack) or 4 shots as a full round action (-4 to attack)Aeldrum Automatics
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Special, One-Handed
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Hydrogen Pistol4th Century After UnificationUncommon3d6Max +10 ranks / +2 Degrees1None (single-shot)Standard Action80 ft200 creciblesWhitman Arms Company
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Hydrogen Gear-Stack Pistol4th Century after UnificationRare3d4Max +10 ranks / +2 Degrees4SwiftFull Round Action60 ft
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Inferno Pistol (*)4th Century after UnificationRare1d6Max +5 ranks / +1 Degree2
15 ft cone (two shots) or 30 ft stream
Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well100 creciblesSchulz Arms Company by way of Mimir
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Dart GunAncient Era to PresentUncommon1d6Max +15 ranks / +1 Degrees1None (single-shot)Silenced, can carry poison or other substance, concealable (+2 to sleight of hand)150 creciblesUnknown
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Spring-Loaded Hydrogen Pistol4th Century after UnificationVery Rare3d62FreeFull Round Action (one action per round)80 ft350 creciblesWhitman Arms Company
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Holdout Hydrogen Pistol4th Century after UnificationVery Rare3d41NoneStandard Action30 ftSleight of Hand +4400 creciblesUnkown; unlicensed custom build
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Special, Two-HandedUnknown
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Hydrogen Rifle3rd Century After UnificationRare (highly restricted)4d61None (single-shot)Standard Action300 ft400 creciblesWhitman Arms Company
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Hydrogen Revolver Rifle4th Century After UnificationUncommon (highly restricted)3d64Swift
Two Full Rounds (one action per cylinder) or One full round (detachable carousel)
200 ft500 creciblesWhitman Arms Company
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Heavy Hydrogen Rifle4th Century After UnificationRare (highly restricted)6d61None (single-shot)Full Round300 ftBracing: requires Str. 14 to fire effectively (using move action to brace) or Str 16+ to fire without bracing. Otherwise, -1 to hit per point of strength below target (e.g. -3 for Str 11 character firing with bracing, -5 for Str 11 firing without bracing)1000 creciblesWhitman Arms Company
Heavily engineered for recoil and blastback management
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Steam Crossbow (O)
Late Interregnum to Early Aeldman Empire (based on Mage Imperium artifacts)
Very Rare (antique)1d105FreeFull Round120 ft
Self-loading, suppressed (audible to about 40 ft); on natural 1, overheats (1d6 damage to wielder, DC 14 Reflex save negates; weapon is unusable for 1d3 rounds), 1/10 chance on overheat of explosion (2d10 damage to wielder, DC 14 Reflex Save for half damage; weapon is destroyed)
N/A (no mass market)Whitman Arms Company
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Dart Rifle3rd Century After UnificationUncommon1d86SwiftFull Round80 ftSilenced, can carry poison or other substance200 creciblesUnknown
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Automatic Dart Rifle4th Century After UnificationUncommon1d84FreeFull Round80 ft / 40 ft automaticSuppressed (audible to 20 ft), single shot300 creciblesUnknown (Dwarves)
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Inferno Rifle (*)4th Century After UnificationVery Rare (restricted)1d66n/aTwo Full Rounds
15 ft cone (two shots)or 30 ft stream
Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well200 creciblesSchulz Arms Company by way of Mimir
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Flamethrower (*)3rd Century After UnificationRare (restricted)1d810n/aFour Full Rounds
20 ft cone (two shots)or 40 ft stream
40 lbsCone attack is vs. AC 10 and targets perform reflex save vs. attack roll for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well1000 crecibles / 20 crecibles per fuel tankUnknown
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Electric Caster3rd Century After UnificationRare (often homemade)1d814n/aFull round20 ftvariesFirst attack ignores AC bonus from armor, rolls at user's BAB+Dex-2; for every target hit, randomly attacks another target within 10 feet (unmodified d20, ignoring AC bonus from armor); on hit, DC 14 fortitude or be stunned
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Rocket3rd Century After UnificationCommon (highly restricted)2d10 or 2d10+611n/an/a60ft, 15ft-radiusArmor piercing tips deal 2d10+6; explosive tips deal 2d10 in a 15 ft radius (no reflex save for target hit, ignores target AC bonus), DC 14 reflex save for half damage
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Explosives
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Shrapnel grenadeCommon (highly restricted)1d12n/an/an/a20ft, 20 ft radiusTargets in cover get +3 per level of cover to their reflex save; DC 12 Reflex Save for Half DamageUnknown
The classic black powder in a tin can
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High-Ex GrenadeRare (highly restricted)2d12n/an/an/a20ft, 15 ft radiusTargets in cover get +3 per level of cover to their reflex save; DC 14 Reflex Save for Half DamageUnknown
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DynamiteCommon (restricted)1d12/ .25 poundn/an/an/a
20ft; radius of 5 ft * (lbs) ^.5 , rounded down, max 100 ft
-2 to attack per addition 1/4 lb; targets in cover get +3 per level of cover to their reflex save; DC 14 Reflex Save for Half DamageUnknown
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Artifact Weapons
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Special Ammo
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Adamantine Round
Cottage Industry Until Late 4th Century AU
Very Rare
Damage die increment increased (e.g. 3d6 pistol becomes 3d8); ignore 1/2 DR of non-adamantine armor
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Artillery
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Electric Gun (C3) (O)Very Rare (antique)
The gun that (almost) won the Taino basin
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Mountain Gun (C2)Rare (highly restricted)4d12+4
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Mortar (C2)
Uncommon (restricted, often homemade)
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Field Gun/Tank Gun (C3/C2)Rare (highly restricted)8d12+8
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Anti-Air Gun (C2)Rare (highly restricted)2d12+2
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Auto CannonVery Rare (highly restricted)4d12+4
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Railway Gun (C5)Very Rare (highly restricted)
20d12 + 20 (direct hit) / 10d12 +10 (10 ft radius) / 5d12 +10 (30 ft radius) (DC 15 reflex half)
1 mileIndirect Fire: designate target, roll attack vs. AC 25 + 5 / mile. Each point by which attack fails is a random scatter of 1d10*5ft
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Experimental
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Morovin MG51 (C4)2d106/1236Free2 Full Round ActionsIf Full round fires for two consecutive turns, must swap barrel (move action)
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Schulz Rapid LMG2d84/8May only fire full round with a loader
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Auto-Hydrogen RifleMid-4th Century After Unification3d62/412FreeFull Round ActionExtended Crit Fail 1-3, on crit fail 50% chance venting (1d6 damage to bearer), 1% chance exploding (4d6 damage to bearer)
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Superheavy Hydrogen Rifle6d1011n/aFull Round ActionStr. 16 to fire with bracing, Str. 18 to fire without; Extended Crit Fail 1-3, On crit fail, 50% chance explosion (6d6)
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