Firearms

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Ranged Weapons

Military Ranged Weapons

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Flintlock +2 1d8 10/20 40gp 2lb. Firearm Brutal 1, load minor, off-hand
Hand Mortar +2 1d10 10/20 55gp 7lb. Firearm High crit, load minor, versatile

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Jezail +2 1d10 15/30 45gp 7lb. Firearm Load minor, small
Musket +2 2d6 20/40 60gp 9lb. Firearm High crit, load minor

Superior Ranged Weapons

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Dragon Pistol +2 1d12 10/20 80gp 2lb. Firearm Brutal 1, load minor, versatile

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Blunderbuss +2 2d6 15/30 95gp 9lb. Firearm Brutal 1, load minor

Feats and powers that relate to crossbows also apply to firearms. If you are proficient with crossbows, you are considered proficient with firearms.

Consumables

Siege Weapons

Light Cannon

Light Cannon
Medium vehicle
HP: 60 Space: 1 square by 1 square Cost: 600 gp
AC: 15 Fort: 20 Reflex: 5  
Speed: Special
Creature-Drawn
A cannon is pushed by at least one creature. For every Medium creature that is pushing the cannon, it can move 1 square, to a maximum of 5. It can also be pulled by a Large creature, giving it speed equal to the creature's speed - 3, but it cannot be fired when being pulled in this manner.
Crew
In order for the cannon to use its attack powers, it must be manned by two gunners, both of whom use a standard action each round to load and fire the cannon. If the cannon only has one gunner, once it has fired it cannot fire again until the end of the gunner's next turn.
Cover
A cannon provides cover to its gunner crew.
Aiming
A cannon can only fire attacks straight ahead. It must be moved or turned to fire attacks in another direction or location.
Ammunition
A cannon can be loaded with different ammunition, called "shot", to provide different effects in battle. When purchased, a standard cannon comes with 20 round shot, 10 chain shot, and 10 grape shot. These three types of shot can be bought, like arrows or bolts, in units of 10 for 20 gp. Other types of shot, including magic shot, may be available.
Ranged.png Round Shot (standard, only usable when loaded with round shot; at-will)
Ranged 20; +4 + level vs. AC; 2d6 + 6 damage, and the target is pushed 2 squares and knocked prone. Each adjacent target takes 1d8 + 6 damage.
Area.png Chain Shot (standard, only usable when loaded with chain shot; at-will)
Area burst 1 within 20; +4 + level vs. AC; 1d8 + 8 damage, and the target is slowed (save ends).
Area.png Grape Shot (standard, only usable when loaded with grape shot; at-will)
Area burst 2 within 15; +4 + level vs. AC; 1d6 + 7 damage.

Heavy Cannon

Heavy Cannon
Large vehicle
HP: 180 Space: 2 squares by 2 squares Cost: 600 gp
AC: 20 Fort: 20 Reflex: 5  
Speed: Special
Creature-Drawn
A cannon is pushed by at least one creature. For every Medium creature that is pushing the cannon, it can move 1 square, to a maximum of 3. It can also be pulled by a Large creature, giving it speed equal to the creature's speed - 4, but it cannot be fired when being pulled in this manner.
Crew
In order for the cannon to use its attack powers, it must be manned by two gunners, both of whom use a standard action each round to load and fire the cannon. If the cannon only has one gunner, once it has fired it cannot fire again until the end of the gunner's next turn.
Cover
A cannon provides cover to its gunner crew.
Aiming
A cannon can only fire attacks straight ahead. It must be moved or turned to fire attacks in another direction or location.
Ammunition
A cannon can be loaded with different ammunition, called "shot", to provide different effects in battle. When purchased, a standard cannon comes with 20 round shot, 10 chain shot, and 10 grape shot. These three types of shot can be bought, like arrows or bolts, in units of 10 for 20 gp. Other types of shot, including magic shot, may be available.
Ranged.png Round Shot (standard, only usable when loaded with round shot; at-will)
Ranged 25; +5 + level vs. AC; 3d6 + 6 damage, and the target is pushed 2 squares and knocked prone. Each adjacent target takes 1d10 + 8 damage.
Area.png Chain Shot (standard, only usable when loaded with chain shot; at-will)
Area burst 1 within 25; +5 + level vs. AC; 2d8 + 8 damage, and the target is slowed (save ends).
Area.png Grape Shot (standard, only usable when loaded with grape shot; at-will)
Area burst 2 within 20; +5 + level vs. AC; 2d6 + 7 damage.

Firearms Feats

Heroic Tier

Ambush Gunner

Prerequisite: Dex 15
Benefit: When you make a ranged attack using a firearm against an enemy who has not yet acted, you deal 1d6 extra damage.

Distracting Fire

Prerequisite: Wis 15
Benefit: When you hit an enemy with a ranged attack using a firearm, one ally adjacent to the target may shift 1 square.

Firearm Finesse

Prerequisite: Proficiency with military firearms
Benefit: You gain proficiency with all superior firearms.

Firearm Training

Benefit: You gain proficiency with all military firearms.

Gun Caster

Prerequisite: Any arcane class
Benefit: You can use a firearm as an implement for your arcane powers and arcane paragon path powers.

Heavy Ordinance

Prerequisite: Con 17
Benefit: If you score a critical hit with a firearm, you push the target 1 square.

Scattershot

Prerequisite: Con 17
Benefit: You ignore cover, but not total cover, when using the hand mortar, dragon pistol or blunderbuss.

Sniper Training

Prerequisite: Trained in Stealth
Benefit: You gain a +1 bonus to ranged attacks when you have cover, or total cover, or when you are hidden.

Sureshot

Prerequisite: Dex 17
Benefit: If you score a critical hit with a firearm, you knock the target prone.

Swashbuckler Fighting Style

Prerequisite: Rogue
Benefit: When holding a light blade in one hand and a firearm in the other, you do not provoke opportunity attacks when making attacks using your firearm.

Paragon Tier

Exit Wounds

Prerequisite: 11th level
Benefit: When you hit an enemy with a daily attack power while wielding a firearm, that enemy takes ongoing damage equal to your Constitution modifier (save ends).

Firearm Advantage

Prerequisite: 11th level, trained in Perception
Benefit: If you hit an enemy with an encounter or daily power while wielding a firearm, that enemy grants combat advantage to you.

Epic Tier

Firearm Mastery

Prerequisite: 21st level
Benefit: When you make a ranged attack with a firearm, you can score a critical hit on a natural roll of 19 or 20.