Guns Item in The City of Rath | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Guns

Guns

  The city of Rath is marked by advanced weaponry and powerful tools of combat. The newest and most efficient of which are guns. Guns are only just beginning to become standardized within the Peacekeepers, and each Peacekeeper Captain is gifted a gun as the badge of their office. Many nobility are also in possession of these weapons, although their proficiency with them is dubious at best. Guns are experimental weaponry, with the most advanced weapons available to a select few individuals.   A list of guns, their rarity, value, damage and other factors is listed below (this list is not exhaustive).   Martial Ranged Weapons
Item Cost Damage Weight Properties Rarity
Pistol 300 gp 1d10 piercing 3 lb. Ammunition (Pistol), Range (30/90), loading uncommon
Musket 400 gp 1d12 piercing 10 lb. Ammunition (Musket), Range (40/120), loading, two-handed uncommon
Revolver 1,200 gp 2d8 piercing 3 lb. Ammunition (Rifle), Range (40/120), reload (6 shots) rare
Hunting Rifle 1,500 gp 2d10 piercing 8 lb. Ammunition (Rifle), Range (80/240), reload (5 shots), two-handed rare
Shotgun 3,000 gp 2d12 bludgeoning 7 lb. Ammunition (Shells), Range (30/100), reload (2 shots), two-handed rare
Valor Pistol 10,000 gp 3d6 radiant 2 lb. Ammunition (Energy), Range (50/150), reload (32 shots), experimental very rare
Antimatter Rifle 25,000 gp 6d8 necrotic 15 lb. Ammunition (Energy), Range (200/600), reload (2 shots), two-handed, experimental legendary

Properties

  Experimental- A weapon with the experimental property is volatile and prone to catastrophic failure. When making an attack roll, when a weapon with the experimental property will misfire on a critical fail. The gun will cease to fire until the failure has been fixed. As an action, a character can attempt to repair the gun by making an Intelligence check. On a fail, the weapon is broken and must be repaired out of combat using a gunsmith's tools check and one quarter of the gun's price in materials.    Ammunition- All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.   Pistol Ammunition- 5 gp, 30 bullets Musket Balls- 7gp, 12 bullets Rifle Ammunition- 10 gp, 30 bullets Shotgun Shells- 25 gp, 16 shells Energy Cells- 100 gp, 30 cells

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!