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.
|
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.
|
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).
|
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.
|
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.
|
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).
|
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.