Firearms
Firearms are a fairly recent development in Ataland. The dwarves have been using blasting powder in their excavations for centuries. Once alchemists figured out how to make the more stable black powder, the cannon was born. Cannons proved to be an effective siege weapon. Eventually the cannon design was scaled down to the handheld gun. Guns in Ataland are of very simple construction. A metal barrel must be stuffed with wadding, black powder and a lead slug, then a trigger activates a hammer with flint which ignites the charge. They are expensive and unreliable devices and often outclassed by the more simple crossbow.
One area flintlock pistols caught on is in seafaring communities. The compact size, reasonable range and fact you can keep your flintlock loaded makes them the ideal weapon for ship-to-ship battles. You can tuck a gun in your belt before swinging to another ship's deck. In an effort to scare away pirates newer boats can be equipped with cannons. Although a growing number of pirates are acquiring cannons of their own.
Sometimes guards or soldiers are offered firearms training and supplied with muskets. Not many settlements can afford this luxury however. Even if a barracks does have firearms, they are unlikely to use them in an everyday situation.
Most guns are not in private ownership. Sailors and soldiers might be issued with a gun, but be expected to return it should they ever resign.
Proprieties
Firearms have special proprieties not possessed by other weapons.
Ammunition. Unlike other ammunition, the lead slug of a firearm is completely destroyed after use.
Unreliable. If a 1 is rolled on this weapon's attack, the weapon is broken and cannot fire. It takes 10 minutes to fix a broken weapon. If the weapon is wet, it is considered broken.
Weapons & Ammunition
Cost | Damage | Weight | Properties | |
---|---|---|---|---|
Firearm Ranged Weapons | ||||
Pocket Flintlock Pistol | 200 gp | 1d8 piercing | 2 lb. | Ammunition (range 20/60), loading, unreliable |
Flintlock Pistol | 250 gp | 1d10 piercing | 3 lb. | Ammunition (range 30/90), loading, unreliable |
Musket | 500 gp | 1d12 piercing | 10 lb. | Ammunition (range 40/120), loading, two-handed, unreliable |
Ammunition | ||||
Lead Slug (10) | 3 gp | 2 lb. | ||
Black Powder (10) | 2 gp | 2 oz. | ||
Black Powder, Keg (1600) | 320 gp | 20 lb. |
Bigger Booms
Cannon
Large Object
Armor Class: 19
Hit Points: 50
Cannons are extraordinarily expensive to buy and run. Only the richest merchants and towns can afford them.
Loading. Loading and preparing a cannon ball takes one action.
Unreliable. If a 1 is rolled on this cannon's attack, the cannon is broken and cannot fire. It takes 10 minutes to fix a broken weapon.
Cannon Ball: Ranged Weapon Attack: Takes two actions, +5 to hit, range 250/1000 ft., one target. Hit: 33 (6d10) bludgeoning damage.
Black Powder Keg Bomb
Small Object
Armor Class: 15
Hit Points: 25
If detonated in a contained vessel, such as the keg it comes in, black powder can be used to make a bomb. The following values are at the discretion of the Game Master, as different vessels and even different batches of black powder may have different effects.
Explode: Every creature in a 10 foot radius must make a dexterity save throw DC 12. On a failed save the creature takes 21 (6d6) fire damage, or half on a successful save.