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Firearm

Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.

Part of Weapon

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.

Firearms are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for counterfire. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Kinds of Firearms

Kinds of Firearms
Features
Bolt-Action Rifle1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)2MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.200 GoldCoin RuleCoins are the currency you use to buy items.3AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.), Magazine 6Magazine 6 FeatureMagazine 6 is a Magazine Feature that holds 6 rounds. (fixed), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.)
Break-Action Shotgun1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)2MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.200 GoldCoin RuleCoins are the currency you use to buy items.2AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (Shotgun ShellShotgun Shell Item · Ammunition · Tier 1Shotgun Shells are Ammunition made from metal casings that hold multiple pellets or a single slug, stored in a shell bandolier.), Magazine 1Magazine 1 FeatureMagazine 1 is a Magazine Feature that holds a single round. (fixed), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.), ScatterScatter FeatureScatter is a Feature of items that spread harm to those near the Target.
Derringer1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)1SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.10 GoldCoin RuleCoins are the currency you use to buy items.1AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.), Magazine 1Magazine 1 FeatureMagazine 1 is a Magazine Feature that holds a single round. (fixed), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.)
Double-Barrel Shotgun1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)2MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.400 GoldCoin RuleCoins are the currency you use to buy items.2AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (Shotgun ShellShotgun Shell Item · Ammunition · Tier 1Shotgun Shells are Ammunition made from metal casings that hold multiple pellets or a single slug, stored in a shell bandolier.), Magazine 2Magazine 2 FeatureMagazine 2 is a Magazine Feature that holds 2 rounds. (fixed), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.), ScatterScatter FeatureScatter is a Feature of items that spread harm to those near the Target.
Musket1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)2MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.100 GoldCoin RuleCoins are the currency you use to buy items.3AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.), Magazine 1Magazine 1 FeatureMagazine 1 is a Magazine Feature that holds a single round. (fixed), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.), Reload 3Reload 3 FeatureReload 3 is a Reload Feature that takes 3 Action Points to reload.
Pistol1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)1SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.100 GoldCoin RuleCoins are the currency you use to buy items.1AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.), Magazine 10Magazine 10 FeatureMagazine 10 is a Magazine Feature that holds 10 rounds. (detachable), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.)
Pump Shotgun1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)2MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.600 GoldCoin RuleCoins are the currency you use to buy items.2AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (Shotgun ShellShotgun Shell Item · Ammunition · Tier 1Shotgun Shells are Ammunition made from metal casings that hold multiple pellets or a single slug, stored in a shell bandolier.), Magazine 6Magazine 6 FeatureMagazine 6 is a Magazine Feature that holds 6 rounds. (fixed), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.), ScatterScatter FeatureScatter is a Feature of items that spread harm to those near the Target.
Revolver1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)1SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.50 GoldCoin RuleCoins are the currency you use to buy items.1AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.), Magazine 6Magazine 6 FeatureMagazine 6 is a Magazine Feature that holds 6 rounds. (fixed), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.)
Semi-Auto Rifle1CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)2MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.500 GoldCoin RuleCoins are the currency you use to buy items.3AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition. (BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.), Magazine 10Magazine 10 FeatureMagazine 10 is a Magazine Feature that holds 10 rounds. (detachable), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., RangedRanged FeatureRanged is a Feature of items built to strike from a distance. (Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.)

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