See the Weapon page for more details on weapons.
Firearms are less reliable than the modern equivalents, requiring to be loaded for each shot which spends time, leaving its user wide open. This involves gunpowder and shot (either pellets or bullets) to be rammed down the muzzle.
In addition to this, due to their instability, firearms may explode in unfortunate circumstances. This occurs when a firearm's Integrity reaches 0, and involves a small explosion dealing fire and slashing damage to the wielder. One-handed firearms deal 4d6 points of damage on an explosion, and two-handed firearms deal 5d8 points of damage instead.
Scatter: This functions similarly to Ranged except the weapon's range is a cone shape covering the listed amount of squares. For example, Scatter (4 sq.) would mean the weapon shoots a 4 square cone upon being fired, and makes attacks against each opponent caught in the cone.
Slow Reload: Early Firearms take time to reload; reloading a barrel of a one-handed firearm costs 5 Stamina, while reloading a barrel of a two-handed firearm costs 8 Stamina.
Puncture: A special type of Penetration for firearms, Puncture means the firearm deals its damage to the armor and then one quarter of its damage directly to the target's HP.
Weapons utilizing gunpowder and propelling projectiles forth, the firearm is the future of ranged weaponry - meant to ruin those they hit.
Firearms function like Bows as far as attributes are concerned, no ability score gets added to the weapon's damage roll.
Cost: 3 Gold; Damage: 3d8 bludgeoning and piercing; Handedness: One-Handed; Integrity: 12; Weight: 1 lbs.; Qualities: Puncture, Slow Reload, Range (4 sq.)
A basic, one-handed firearm. Flintlocks only shoot out a short distance, making them seldom useful for long range combat.