Firearms of Keruznikal Technology / Science in The Realm of Keruznikal | World Anvil
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Firearms of Keruznikal

Firearms in Keruznikal

Firearms have existed for a few hundred years in Keruznikal, and there is evidence that the Inizii Senek borrowed their firearm designs from ancient Artavian models. Their primary use in modern times is as weapons in the military, but some older models have made their way into public circulation. Imperial law currently allows older, discontinued models to be purchased and sold by all citizens, but models currently in use by the Legion are illegal for civilians to own without a permit from the Imperial High Council.

Types of Firearms

The primary differences between newer and older models of firearms on Keruznikal is the ammunition type used, the method of reloading, and the ammunition capacity. Older models tend to use simple, smooth balls of lead as ammunition, while newer models use hollow, shaped lead bullets with grooves to engage a barrel's rifling, or paper cartridges. The latest weaponry utilizes fully metallic ammunition, clips and automatic ammunition-feeding, and other improved mechanisms.  

Available Firearms

These are guns which any Imperial citizen can purchase second-hand, legally.
  Saxif 135 Pistol
Type: Matchlock Pistol
Cost: 100av
Damage: 1d6 piercing
Range: (30/60)
Properties: reload 1, misfire 3, muzzle-loading
Traits: Cannot be fired when wet or if exposed to rain.
Weight: 10
Ammunition: Black powder, metal ball
  Saxif 137 Musket
Type: Matchlock Musket
Cost: 150av
Damage: 1d8 piercing
Range: (75/150)
Properties: reload 1, misfire 3, muzzle-loading, two-handed
Traits: Cannot be fired when wet or if exposed to rain.
Weight: 10
Ammunition: Black powder, metal ball
  Ilnor Model 42 Pistol
Type: Flintlock Pistol
Cost: 150av
Damage: 1d6 piercing
Range: (30/60)
Properties: reload 1, misfire 3, muzzle-loading
Traits: Disadvantage on attacks when in the rain, cannot be fired if fully wet.
Weight: 3
Ammunition: Black powder, metal ball
  Ilnor Model 42 Musket
Type: Flintlock Musket
Cost: 200av
Damage: 1d8 piercing
Range: (75/150)
Properties: reload 1, misfire 3, muzzle-loading, two-handed
Traits: Disadvantage on attacks when in the rain, cannot be fired if fully wet.
Weight: 10
Ammunition: Black powder, metal ball
  Rasdon Wheellock Pistol
Type: Wheellock Pistol
Cost: 250av
Damage: 1d6 piercing
Range: (30/60)
Properties: reload 1, misfire 3, muzzle-loading
Traits: Cannot be fired if fully wet.
Weight: 3
Ammunition: Black powder, metal ball
  Rasdon Wheellock Rifle
Type: Wheellock Rifle
Cost: 350av
Damage: 1d8 piercing
Range: (125/250)
Properties: reload 1, misfire 3, muzzle-loading, two-handed
Traits: Cannot be fired if fully wet.
Weight: 10
Ammunition: Black powder, metal ball
  Ilnor Model 43 Special
Type: Wheellock Dueling Pistol
Cost: 400av
Damage: 1d8 piercing
Range: (50/100)
Properties: reload 1, misfire 3, muzzle-loading
Traits: Cannot be fired if fully wet.
Weight: 4
Ammunition: Black powder, metal ball
  166 Orver Pistol
Type: Wheellock Pistol, Rifled Barrel
Cost: 400av
Damage: 1d6 piercing
Range: (125/250)
Properties: reload 1, misfire 2, muzzle-loading
Traits: Cannot be fired if fully wet.
Weight: 3
Ammunition: Black powder, metal ball
  166 Orver Rifle
Type: Wheellock Rifle, Rifled Barrel
Cost: 450av
Damage: 1d8 piercing
Range: (150/300)
Properties: reload 1, misfire 2, muzzle-loading, two-handed
Traits: Cannot be fired if fully wet.
Weight: 10
Ammunition: Black powder, metal ball
  Neskas Mk I
Type: Matchlock Handheld Cannon
Cost: 500av
Damage: 2d8 force
Range: (100/200)
Properties: reload 1, misfire 4, muzzle-loading, explosive, two-handed, heavy
Traits: Cannot be fired when wet or if exposed to rain. Strength Requirement: 16, Strength for Attack/Damage
Weight: 25
Ammunition: Black powder, roundshot
  Ilnor 226 Revolver
Type: Single Action Revolver, Rifled Barrel
Cost: 500av
Damage: 1d8 piercing
Range: (80/160)
Properties: reload 6, misfire 1, swing-cylinder loading
Traits: N/A
Weight: 3
Ammunition: .45 cartridge
  Ilnor 226 Revolver Carbine
Type: Single Action Revolver Carbine, Rifled Barrel, two-handed
Cost: 600av
Damage: 1d10 piercing
Range: (150/300)
Properties: reload 4, misfire 1, swing-cylinder loading
Traits: N/A
Weight: 10
Ammunition: .45 cartridge
  Nasgrendar Model 1
Type: Breech-Loading Rifle, Rifled Barrel
Cost: 700av
Damage: 1d12 piercing
Range: (150/300)
Properties: reload 1, misfire 2, breech-loading, two-handed
Traits: N/A
Weight: 10
Ammunition: .50-70 cartridge
  Nasgrendar Model 2
Type: Breech-Loading Double-Barreled Shotgun
Cost: 750av
Damage: 4d4 piercing / 2d10 piercing
Range: (15/30) / (30/60)
Properties: reload 2, misfire 3, breech-loading, two-handed
Traits: N/A
Weight: 10
Ammunition: 20 gauge shell - 20 gauge slug (requires rifled choke)
  Kelyur & Neskas Mk II Prototype
Type: Breech-Loading Grenade Launcher
Cost: 900av
Damage: 2d12 force
Range: (150/300)
Properties: reload 1, misfire 5, breech-loading, explosive, two-handed, heavy, Strength for Attack/Damage
Traits: N/A
Weight: 15
Ammunition: 37mm grenade

Imperial Firearms

These weapons are accessible only through service to the Empire, or the black market. Be wary of getting caught with any of these without the proper permits. With service to the Imperial High Council, a permit may be purchased for each model of gun at 200av.
  Ilnor Model 258A
Type: Lever-Action Rifle, Rifled Barrel
Cost: 900av
Damage: 1d12 piercing
Range: (300/600)
Properties: reload 7, misfire 2, lever-action, two-handed
Traits: N/A
Weight: 10
Ammunition: .44-40 cartridge
  Ilnor Model 258B Volcanic
Type: Lever-Action Pistol, Rifled Barrel
Cost: 800av
Damage: 1d8 piercing
Range: (150/300)
Properties: reload 8, misfire 2, lever-action
Traits: N/A
Weight: 5
Ammunition: .41 cartridge
  Valjin-Rosici Mark 2
Type: Bolt-Action Rifle, Rifled Barrel
Cost: 1100av
Damage: 2d10 piercing
Range: (300/1200)
Properties: reload 10, misfire 1, bolt-action, two-handed
Traits: N/A
Weight: 10
Ammunition: 7.62 cartridge
  Rosici 274 Special
Type: Lever-Action Shotgun
Cost: 1200av
Damage: 5d4 piercing - 2d12
Range: (20/40) - (40-80)
Properties: reload 5, misfire 2, lever-action, two-handed
Traits: N/A
Weight: 10
Ammunition: 12 gauge shell - 12 gauge slug (requires rifled choke)
  Kelyur & Neskas Mk III
Type: Breech-Loading Grenade Launcher
Cost: 1400av
Damage: 3d10 force
Range: (200/400)
Properties: reload 1, misfire 4, breech-loading, high-explosive, two-handed, heavy, Strength for Attack/Damage
Traits: N/A
Weight: 20
Ammunition: 40mm grenade
The Ilnor Model 258B Volcanic, a lever-action, tube-fed pistol produced by the Ilnor Collective.
Various models of firearms from the last few centuries.

Traits & Properties

Firearms exhibit some traits and properties that differ from other weapons. This explanation is intended to make use of these lovely weapons much less complicated.
Most firearms use your Dexterity score for attack and damage rolls. Those that deviate will be marked as such.   Reload:
The amount of shots the firearm has before it must be reloaded. You must have one free hand in order to reload. Handguns require a bonus action, while longarms and heavy weapons require a full action to reload.
  Misfire:
When making an attack roll with a firearm, if your dice roll is below this value for your firearm, it misfires. Your attack misses and the weapon must be repaired before it can be used again. A quick repair can be done by spending an action to make a Tinker Tools check (DC = 8 + misfire score.) For every failure, the weapon gains a -1 damage and to-hit modifier until a short rest is used to repair it fully..
  On a critical miss, the player's gun backfires, injuring them. They roll damage and divide this number by half, rounding up to determine the damage they take. The weapon is additionally considered to have misfired, and will require repairs before further use.
  Scatter:
A weapon with the 'scatter' property hits each creature in a 30ft cone. If an affected target is directly adjacent to you, they suffer double damage on hit. For shotguns, scatter does not apply when using slug ammunition.
  Explosive:
On hit, all creatures within 5ft of the target must make a Dexterity saving throw or suffer half damage. On a miss, explosive ammunition fails to detonate or bounces away before doing so. It is the DM's discretion where the shot goes and what it does.
  High-Explosive:
On hit, all creatures within 15ft of the target must make a Dexterity saving throw or suffer half damage. On a miss, explosive ammunition fails to detonate or bounces away before doing so. It is the DM's discretion where the shot goes and what it does.
  Muzzle-Loading:
Muzzle-loading firearms take a full turn to reload, forfeiting all actions other than speech.
  Swing-Cylinder Loading:
Weapons with this trait take only a bonus action to reload.
  Breech-Loading:
Reloading a breech-loading weapon requires both your normal and bonus actions.
  Lever-Action:
On a critical hit, add an additional 1d4 to your total damage.   Bolt-Action:
On a critical hit, add an additional 1d6 to your total damage.  

Ammunition

There are a number of ammunition types used by the various types of firearms in Keruznikal, each with their various costs.   Black Powder:
Quantity:
20 charges
Cost: 5s
Traits: useless when wet, requires a projectile to use
  Lead Ball:
Quantity:
20
Cost: 5s
Traits: requires powder to use
  Roundshot:
Quantity: 5
Cost: 1g
Traits: requires powder to use, explosive
  .45 Cartridge:
Quantity:
10
Cost: 1g
Traits: N/A
  .50-70 Cartridge:
Quantity:
10
Cost: 2g
Traits:
N/A
  20 Gauge Shell:
Quantity: 10
Cost: 2g
Traits: scatter
  20 Gauge Slug
Quantity: 10
Cost: 3g
Traits: N/A
  37mm Grenade:
Quantity: 1
Cost: 2g
Traits: explosive
  .44-40 Cartridge:
Quantity:
10
Cost: 4g
Traits: N/A
  .41 Cartridge:
Quantity: 10
Cost: 3g
Traits: N/A
  7.62 Cartridge:
Quantity:
10
Cost: 5g
Traits: N/A
  12 Gauge Shell:
Quantity:
5
Cost: 5g
Traits: scatter
  12 Gauge Slug:
Quantity:
5
Cost: 5g
Traits: N/A
  40mm Grenade:
Quantity: 1
Cost: 3g
Traits: high explosive

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