Firearms

The weapon class firearms have been added to the game, the rules are as follows.

Firearms: Firearms are a relatively recent development achieving widespread use mostly near the beginning of the last age. Dwarves and humans are the undisputed masters of these elaborate devices’ creation. Crude devices still prone to malfunctions, firearms require special training to be used efficiently. In the hands of an experienced fighter, however, they can be deadly. This category includes dueling pistols, incendiary shells, and muskets, which can also be used as two-handed melee weapons if equipped with a bayonet.

Dueling Pistol

Superior one-handed ranged weapon
Cost: 100 gp
Damage: 1d10
Proficient: +3 (Point Blank)
Range: 10/20
Weight: 2 lb.
Reload: Minor

A one-handed firearm, the dueling pistol is handier than a musket, but also less powerful and reliable. It is especially sought after by duelists, nobles, and all those who wish to impress their foes.

Properties:
High Crit A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

Piercing 1 A piercing weapon focuses a blow’s impact into a precise point, penetrating both armor and flesh with little effort. The first time you score a critical hit in an encounter, the target takes the usual damage and also suffers a penalty to AC equal to the weapon’s piercing rating (save ends). This penalty does not stack with those dealt by other critical hits scored by piercing weapons against the same target.

Point-Blank When you make a ranged attack with a point-blank weapon against an opponent within 2 squares, you gain a +3 competence bonus to attack rolls

Incendiary Shell

Superior one-handed ranged weapon
Cost: 80 gp
Damage: 1d8 (This weapon deals fire damage in area burst 1 within range. A missed attack never deals any damage.)
*Proficient:
n/a
Range: 6/12
Weight: 1 lb.

A small, compact package of leather and cloth filled with a gunpowder charge. It can be easily thrown after lighting the fuse, but only an experienced artillerist will know how to get out of the way of the resulting explosion.

Properties
Tearing 2 A tearing weapon is designed to tear an enemy’s flesh or to leave shards and fragments in the wounds. Each time you score a critical hit with a tearing weapon, the target suffers ongoing damage equal to the specified rating (save ends).

Musket

Superior two-handed ranged weapon
Cost: 150 gp
Damage: 2d6
Proficient: +3 (Point Blank)
Range: 20/30
Weight: 8 lb.
Reload: Standard

This long gun, made from wood and metal, is the result of human and dwarven ingenuity. Although it is not very precise or reliable, especially at a long range, the power of the projectiles it shoots can pierce even the sturdiest armor and shield.

Properties
High Crit A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

Piercing 2 A piercing weapon focuses a blow’s impact into a precise point, penetrating both armor and flesh with little effort. The first time you score a critical hit in an encounter, the target takes the usual damage and also suffers a penalty to AC equal to the weapon’s piercing rating (save ends). This penalty does not stack with those dealt by other critical hits scored by piercing weapons against the same target.

Point-Blank When you make a ranged attack with a point-blank weapon against an opponent within 2 squares, you gain a +3 competence bonus to attack rolls

Bayonet

Simple two-handed melee weapon
Cost: 5 gp
Damage: 1d6
Proficient: +2
Weight: – lb.
Property: Light Blade

A light blade that can be attached to a musket’s barrel, the bayonet allows a shooter to engage foes in a melee.

Musket Bayonet† +2 1d6 – 5 gp 2 lb. Light blade

The following feats are available in association with firearms.

Quick Musket Reload

Tier: Heroic
Prerequisites: Dex 15, proficiency with muskets
You can reload a musket as a move action, instead of a standard action.

Improved Firearm Reload

Tier: Heroic
Prerequisites: Dex 17, proficiency with dueling pistols or muskets

You can reload a dueling pistol as a free action instead of a minor action, and you can reload a musket as a minor action, instead of a standard action.

Backgrounds

Duelist

You gain proficiency in Dueling Pistols

Musketeer

You gain proficiency in Muskets

Firearms

World of Cydia bearcamn