Firearms

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Rarity

  • Common: Can be found almost everywhere
  • Uncommon: A few locations will usually have it, usually based on need or usage.
  • Rare: Usually limited to specific locations or use is uncommon.
  • Legendary: Likely only a hand full of these exist.

Weapon Accessories

Weapon Accessories

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition.

Internal

Ammunition is stored in an internal compartment, that takes an action to reload.

Clip

Ammunition is quickly loaded via a clip, but only works when the weapon is empty. It takes a move action to reload this weapon with a loaded clip, it must be empty. An individual round of ammunition can be loaded into the weapon with a move action, the weapon does not have to be empty to do so. In general it takes about a minute to load a clip.

Cylinder

Ammunition is stored in a revolving cylinder, it takes an action to fully reload the weapon. A single round of ammunition can be loaded with a move action. Changing to a specific cylinder slot takes a bonus action, allowing the wielder to pick a specific loaded or unloaded cylinder. Cylinder weapons can be fully reloaded as a move action, by removing all rounds from the cylinder and using a pre-loaded Speed Loader. Speed Loaders usually takes a round of action to load.

Magazine

Ammunition is stored in a magazine, it takes an Item Interaction action to reload the weapon. In general it takes about a minute to load a magazine. Magazine weapons can not be hand loaded.

Jams

On the roll of a 1 weapon jams, requires an action and an Intelligence Mod + Tinkerer’s Tool Proficiency DC 10 to get the weapon back to working order.

Experimental

On the roll of a 1 the weapon back fires and deals half damage to the wielder and the weapon breaks, needing an hour to be repaired with a tinkerers kit. On the roll of a 2 the weapon simply jams and requires an action and an Intelligence Mod + Tinkerer’s Tool Proficiency DC 10 to get the weapon back to working order.

Experimental Explosive

On the roll of a 1 the weapon back fires and detonates the ammunition in the users square using any explosive radius the weapon may have. If it’s a weapon, it’ll be destroyed by the explosion. On the roll of a 2 the ammunition is simply a dud, an action must be expended to get the ammunition clear of a weapon launcher, the ammunition can be recovered and fixed with a Tinkers Kit, two successful Intelligence DC 12 checks taking an hour each.

Single

Single Shot weapon, fires only once per turn.

Semi-Automatic

Weapon can be fired multiple times a turn, but is unable to use Fully Automatic Abilities.

Magical Ammunition

Magical Ammunition

Grenades

Fragmentation Grenade “Smash Top”

40 gp
4d6 piercing
3 lb.
Rarity: Uncommon (Gunsmith)
Thrown (10/30), Experimental Explosive, Radius 5 ft.

The fuse for the Fragmentation Grenades are hand made, and thus have a bad habit of failing to detonate the device or instantaneously setting off the gunpowder. The grenade’s fuse is triggered by pushing the charging pin into the Grenade, which rubs some flint and steel to light the fuse. The activation method gave them the name Smash Tops from the way soldiers in the war for Orion Unification would smash the top of the grenade into things to start the fuse, as they found applying more force seemed to increase the chance the fuse would light properly.

Spell Store Grenade “Spell Bomb”

650 gp
Spell Dependent
4 lb.
Rarity: Rare (Magical Gunsmith)
Thrown (10/30), Experimental Explosive, Spell Dependent.

The Spell Store Grenade does exactly what’s written on the tin, it stores an Area of Effect spell like Fireball, that will detonate on the point of contact. The Grenades expense comes from the materials that make it easy to imbue a spell into it. It only takes half an hour to imbue a spell into a Spell Store Grenade, and requires no additional cost. Spell Bombs do not destroy themselves when they detonate, and you can recover all of them after combat.

Weapons

Vindicator

200 gp
2d6 piercing
4 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Cartridge, range 20/80), Clip (6 shots), Jams, Light, Single

Pistol that uses a clip of bullets that pass through the weapon to allow it to fire faster. However the moving clip tends to catch on cartridge paper and can cause jams and misfires, metal cased ammunition is highly recommended. All cartridges fired from this weapon are ejected onto the ground out the right side of the Vindicator.

Perforator

(Heavy Pistol)
225 gp
2d8 piercing
7 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Heavy Cartridge, range 15/60), Clip (6 shots), Jams, Single

A Heavy variant of the Vindicator, it uses the same Pistol Clip as the Vindicator. All cartridges fired from this weapon are ejected onto the ground out of the right side of the Perforator.

Pistol Clip

20 gold pieces
2 oz
Slim clip which holds 6 shots and is designed to be fed through the top of the pistol. The level of detail required to ensure the clip functions properly means lots of time and work goes into each clip. The biggest advantage comes from being able to reload as a move action (Gunslingers can reload as a bonus action)

Hunting Shotgun

280 gp
2d10 piercing
6 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Shell, range 20/80), Two-Handed, Internal (1 shot), Jams, Single, Heavy

A breech loading long barreled rifle designed for hunting. The shell is held within the hunting shotgun and is easily collected when reloading.

Sawed Off Shotgun

280 gp
2d10 piercing
4 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Shell, range 10/40), Internal (1 shot), Jams, Single

A Hunting Shotgun with the barrels sawed short, shortening it’s effective range but allowing the weapon to be wielded with a single hand.

Trench Gun (Shotgun)

450 gp
2d10 piercing
7 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Shell, range 15/60), Internal (2 shots), Jams, Single, Heavy

A short barreled blunderbuss which has been rifled to use shells, it has a revolving cylinder that holds two shots to keep its slim profile. Shells are held within the trench gun and are easily collected when reloading. It can be held single handed, but is far more effective with both hands.

Trench Sweeper (Shotgun)

800 gp
2d10 piercing
13 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Shell, Range 10/40), Two-Handed, Cylinder (8 shots), Experimental, Heavy, Semi-Automatic

A short barreled Trench Gun which has a cylinder magazine that uses the gas blow back technology found in the Repeater Rifle to cycle the cylinder. Shells are held with in the Trench Sweeper and are easily collected when reloading. Despite the revolving cylinder preventing jams, the more complex gas blow back mechanism can cause other issues that take a moment to clear.

Revolver

330 gp
2d8 piercing
4 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Cartridge, range 20/80), Cylinder (5 shots), Single

Slimline revolver that has been mass produced. Metallic cartridges are held within the revolver and are easily collected when reloading. Due to the simplicity of the design, Revolvers don’t jam but they still can suffer other technical issues.

Peacemaker (Heavy Revolver)

390 gp
2d10 piercing
4 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Cartridge, range 20/80), Cylinder (3 shots), Single, Heavy

A higher caliber revolver, with heavier built frame. Metallic cartridges are held within the Peacekeeper and are easily collected when reloading. Due to the simplicity of the design, Revolvers don’t jam but they still can suffer other technical issues.

Lock Rifle

710 gp
2d8 piercing
12 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Cartridge, range 60/240), Two-Handed, Internal (1 shot), Jams, Single

This long range rifle can only fire a single shot a turn due to it’s bolt locking mechanism. The locked bolt is the reason it’s able to maintain accuracy and deal more damage. The cartridge is held within the weapon after firing for easy collection during reloading. The rifle stock and body is wood while the rest is made of steel.

Heavy Lock Rifle

(Heavy Rifle)
1000 gp
2d12 piercing
18 lb.
Rarity: Uncommon (Gunsmith)
Ammunition (Heavy Cartridge, range 50/200), Two-Handed, Heavy, Internal (1 shot), Jams, Single

A modified version of the Lock Rifle, with a stronger barrel and generally heavier to handle the extra kickback from the heavy shells. The rifle is prized by hunters of big game, bear, wild cat, raptor, and moose. The cartridge is held within the weapon after firing for easy collection during reloading.

Repeater Rifle

950 gp
2d6 piercing
12 lb.
Rarity: Rare (High Tech Gunsmith)
Ammunition (Cartridge, range 30/120), Two-Handed, Magazine (20 shots), Experimental, Semi-Automatic

The first experimental rifle to use gas blow back cycling, expending some of the bullets propulsion to load the next bullet into the chamber. The Repeater Rifle is the first semi-automatic weapon.

Repeater Magazine

30 gold pieces
12 oz
Rarity: Rare (High Tech Gunsmith)
Spring loaded 20 shot magazine. Due to the level of craftsmanship needed to produce a magazine that fits all repeaters already made, the price remains high.

Gas Piston Rifle

1250 gp
2d6 piercing
14 lb.
Rarity: Rare (High Tech Gunsmith)
Ammunition (Cartridge, range 25/100), Two-Handed, Magazine (20 shots), Experimental, Semi-Automatic

The first fully automatic rifle, using the repeating rifles gas blowback cycling technology, this automatic rifle fed by a bottom loaded spring magazine to allow a quick unjamming when feed issues occur. The weapon allows the wielder to use their full attack action worth of attacks. All cartridges fired from this weapon are ejected onto the ground. Uses the Repeater Magazine.

Burst Fire: Expend 5 bullets, select a ten foot by ten foot square, everyone in the area makes a Dexterity save (DC = 8 + Dexterity Mod + Proficiency Bonus), a failure results in 3d6 damage, success for half damage.

Heavy Repeater Rifle

1025 gp
2d8 piercing
15 lb.
Rarity: Rare (High Tech Gunsmith)
Ammunition (Heavy Cartridge, range 20/80), Two-Handed, Magazine (15 shots), Experimental, Semi-Automatic, Heavy

The Heavy Variant of the Repeater Rifle, using a larger cartridge the weapon is slightly heavier but just as effective and prone to blow back.

Heavy Repeater Magazine

40 gold pieces
1 lb.
Rarity: Rare (High Tech Gunsmith)
Spring loaded 15 shot magazine. Due to the level of craftsmanship needed to produce a magazine that fits all Heavy Repeaters already made, the price remains high.

Heavy Gas Piston Rifle

1500 gp
2d8 piercing
14 lb.
Rarity: Rare (High Tech Gunsmith)
Ammunition (Cartridge, range 15/60), Two-Handed, Magazine (15 shots), Experimental, Semi-Automatic

The heavy variant of the first fully automatic rifle, using the repeating rifles gas blow back cycling technology, this automatic rifle fed by a bottom loaded spring magazine to allow a quick unjamming when feed issues occur. The weapon allows the wielder to use their full attack action worth of attacks. All cartridges fired from this weapon are ejected onto the ground. Uses the Repeater Magazine.

Burst Fire: Expend 5 bullets, select a ten foot by ten foot square, everyone in the area makes a Dexterity save (DC = 8 + Dexterity Mod + Proficiency Bonus), a failure results in 3d8 damage, success for half damage.

Breach Lock Grenade Launcher “Thumper”

350 gp
Ammo Specific Damage
18 lb.
Rarity: Uncommon (Gunsmith or Tinkerer)
Ammunition (Grenades & Launcher Charge, 50/150), Experimental Explosive, Two-Handed, Heavy, Internal (1), Single.

A single barrel Grenade Launcher, it uses a charge of gunpowder to fire the Grenade an extended distance. Used extensively during the Orion Unification, they’ve fallen out of favor due to their occasional backfiring. Some can be found in the hands of Noxian Monster Hunters, others are held by weapon collectors in Orion, and some still rest in the hands of Orion’s armed forces.

Launcher Charge

10 gp
2 lb.
Rarity: Uncommon (Gunsmith or Tinkerer)

A charge of gunpowder designed to launch but not detonate a grenade.

Flamethrower

450 gp
6d6 fire
24 lb.
Rarity: Uncommon (Gunsmith or Tinkerer)
Ammunition (15ft cone), Two-Handed, Heavy
Magazine (4 shots), Single

Using specially processed Whale oil the flamethrower sprays a 15 ft cone of fire, a creature takes 6d6 fire damage on a failed save (Dexterity Save DC 8 + Dex Bonus + Proficiency), and half as much damage on a successful one. The fire ignites unattended flammable objects in the area.

Flamethrower Pack

20 gold pieces
6 lbs
Rarity: Uncommon (Gunsmith or Tinkerer)
The backpack containing the processed Whale oil is a viable target, it has 20 health, 16 AC, and when it drops to 0 the backpack deals 6d6 fire damage to the user of the flamethrower.

Paper Cartridge

1 gp
1 oz
Rarity: Uncommon (Gunsmith)
Ammunition used in firearms. On a roll of a 1 or 2 the weapon jams, as the paper has a tendency to not completely burn. The paper cartridge is completely expended.

Heavy Paper Cartridge

2 gp
2 oz
Rarity: Uncommon (Gunsmith)
Ammunition used in heavy firearms. On a roll of a 1 or 2 the weapon jams, as the paper has a tendency to not completely burn. The paper cartridge is completely expended.

Shell

18 gold piece (Refill 2 gold pieces)
3 oz
Rarity: Uncommon (Gunsmith)
Small package of gunpowder and metal balls sealed with wax. 20gp per each. The Shells can be reloaded if the cartridges are collected for the low price of 2gp.

Metal Cartridge

8 gold piece (Refill 1 gold piece)
2 oz
Rarity: Uncommon (Gunsmith)
Ammunition used in firearms. After use, the empty cartridge can be collected and reloaded for 1 gp.

Heavy Metal Cartridge

14 gp (Refill 2 gold pieces)
3 oz
Rarity: Uncommon (Gunsmith)
Ammunition used in heavy firearms, contains more gun powder and a heavier slug. After use, the empty cartridge can be collected and reloaded for 2 gp.

Firearms

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