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Firearms

"A good blade's worth more than any fire-spitter. A gun's only as strong as its powder and steel, but a sword or an axe? Aye, that's as strong as the arm that swings it—and there's no arm stronger than a dwarf!"

Gun weapons, shortened as guns and often referred to as firearms, are unique mid-range to long-range weapons that use a special explosive charge known as 'Cordite' to propel projectiles known as "bullets" over long distances. These weapons were brought over by the Londoners and are used exclusively by their people.

Firearm Proficiency

In Crown & Misery, firearms are rare weapons powered by Cordite, a volatile alchemical compound that becomes inert near creatures attuned to the Weave. This makes firearms largely ineffective for most Antares races—except Londoners, who isn't native to Antares, therefore, lack a natural connection to the Weave.

Firearms require their own proficiency category (not Simple or Martial) and are unaffected by effects tied to Cold Weapons, such as most enchantments or magical abilities.

Most classes don’t gain Firearm proficiency unless granted by a background, species trait, or similar feature. Though point-and-shoot is easy enough, using a firearm effectively means suppressing your magical nature.

Special Rules

Firearms has additional rules as follow:

Special Rule 1: Lack of proficiency

While operating a firearm is simple enough—point, pull, bang—using it well requires suppressing your innate magical essence, something few can manage. If your character lacks proficiency with Firearms, attacking using a Firearms gives you the following effect:

Half Damage Any damage dealt by Firearms is halved.

Fouling All attack rolls made with Firearms are made at Disadvantage, regardless of circumstance.

If your character has proficiency with it, Firearms function as normal. All other rules—such as proficiency and weapon properties—still apply.

Special Rule 2: No Ability Modifier

You do not add your ability modifier to the Firearms's damage roll, unless otherwise stated.

Firearm Table

The Firearm tables in this section shows the game's main weapons. These table lists the cost and weight of each weapon, as well as the following details:

Category Every firearms falls into a category: Short-Arm and Long-Arm. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Short-Arm.
 Firearms are considered Ranged weapons for the purposes of effects, abilities, feats, and spells that refer to weapons unless a restriction or limitation explicitly prevents their use. If an ability or spell refers to "ranged weapons" or simply "weapons," firearms are included unless stated otherwise.

Damage The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage. You do not add your ability modifier to the Firearms's damage, unless otherwise stated.

Properties Any properties a weapon has are listed in the Properties column. Each property is defined in the Properties section.

Mastery Each weapon has a mastery property, which is defined in the Mastery Properties section. To use or replace that property, you must have a feature that lets you do it.

Short-Arm

The Short-Arm Table include pistols, revolvers, and other small, easily concealable weapons. These are ideal for close-quarters combat and provide a good balance between firepower and maneuverability.

Short-Arm
Name damage properties mastery weight cost
Revolver 2d6 image/svg+xml Ps. Ammunition ( Range 60/180; Bullet), Reload (6) Expose M. 1,500 SP
Sawn-Off Shotgun 1d6 image/svg+xml Ps. Ammunition ( Range 30/60; Shell), Automatic, Light, Reload (2), Scatter (2d10) Push M. 1,000 SP
Semi-Auto Pistol 2d4 image/svg+xml Ps. Ammunition ( Range 60/180; Bullet), Light, Reload (12) Vex M. 2,500 SP
Submachine Gun 2d4 image/svg+xml Ps. Ammunition ( Range 40/120; Bullet), Automatic, Burst-Fire, Reload (28), Two-handed Vex M. 3,000 SP

Long-Arm

The Long-arm Table encompass rifles and other longer-range weapons. These are designed for mid to long-range engagements, offering greater accuracy and firepower compared to short-arms.

Long-Arm
Name damage properties mastery weight cost
Assault Rifle 2d6 image/svg+xml Ps. Ammunition ( Range 80/240; Bullet), Automatic, Burst-Fire, Heavy, Reload (12), Two-handed Vex L. 4,500 SP
Machine Gun 1d12 image/svg+xml Ps. Ammunition ( Range 120/360; Bullet), Automatic, Burst-Fire, Heavy (STR/DEX 15), Reload (50), Two-Handed Brace XL. 7,500 SP
Marksmen Rifle 2d10 image/svg+xml Ps. Ammunition ( Range 120/360; Bullet), Reload (6), Two-handed Sighted L. 4,000 SP
Over-under Shotgun 2d4 image/svg+xml Ps. Ammunition ( Range 30/90; Shell), Automatic, Reload (2), Scatter (2d12), Two-handed Slow M. 2,500 SP
Pump Shotgun 2d6 image/svg+xml Ps. Ammunition ( Range 40/120; Shell), Automatic, Heavy, Reload (7), Scatter (2d8), Two-handed Push M. 5,500 SP

Firearms Ammunitions

Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The following Ammunition table lists new types of ammunition used by firearms and the amount you get when you buy them.

Firearm ammunition is destroyed upon use.

Firearms Ammunitions
Name amount cost
Bullet 20 400 SP
Shells 20 200 SP

Realism

Realistically, each diffrent type of firearm uses different ammunition, but for the sake of gameplay, this has been heavily simplified.