Historical Firearms

Flintlock Firearms:

Flintlock firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If a flintlock firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed Flintlock firearm and a full-round action to load each barrel of a two-handed flintlock firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

When a flintlock firearm misfires, it gains the broken condition. If a flintlock firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

When firing a flintlock firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, flintlock firearms have a maximum range of five range increments.

Weather: Flintlock firearms cannot function in rainy or damp weather or underwater.

Earlier Firearms: The rules for flintlock firearms can also be used to represent more primitive firearm designs, such as the wheelock or the snaplock. To do so, simply increase the misfire rating of the weapon by 1. Matchlock firearms have their own rules as they operate via igniting a cord called a match. The match cord can be ignited as part of the normal loading process, or during a later round as a swift action. If a matchlock firearm is not fired in the same round that the the cord was lit, the cord burns out and a new one must be inserted as a reload action (meaning that this action uses the same type of action as reloading the weapon normally does for the creature wielding it, and that the cord can be ignited for free as part of this action).

Hand cannons: Hand cannons are primitive firearms which must be ignited via a touch hole (use matchlock rules).

Percussion firearms:

Percussion firearms are still muzzle-loaded, requiring the same type of action to reload as flintlock firearms.

Percussion firearms resolve their attacks against touch AC when the target is within the first range increment, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Percussion firearms have a maximum range of 10 range increments as they are all rifled.

Percussion firearms can still misfire, but when they do, they only gain the broken condition. A further misfire does not cause percussion firearms to explode. Percussion firearms require percussion caps to be fired, using chemical propellants instead of producing sparks, allowing it to fire in damp and rainy weather.

Chambered Firearms:

Chambered firearms are chamber-loaded versions of percussion firearms which use metal (usually brass) cartridges with in-built percussion caps that are loaded into a chamber rather than shoved down the muzzle. It is a move action to load a one-handed or two-handed chambered firearm to its full capacity. The Rapid Reload feat reduces this to a free action.

Chambered firearms can only misfire on roll of 1 and do not explode if misfiring whilst broken. Thanks to the enclosed cartridges of chambered firearms they can function both in wet weather and underwater, though underwater their maximum range is decreased to five range increments.

Hand-Cannons
(Hand-Cannon) Two-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Fire lance 25 gp 1d4 1d6 ×4 10 ft. 1-4 (5 ft.) 1 4 lbs. P
Handgonne 500 gp 2d6 2d8 ×4 30 ft. 1-4 (10 ft.) 1 10 lbs. B and P
Flintlock Firearms
(Flintlock) One-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Pistol, dagger 740 gp 1d3 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P
Pistol, coat 750 gp 1d3 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P
Buckler gun 750 gp 1d4 1d6 ×4 10 ft. 1 (5 ft.) 2 6 lbs. B and P
Pistol 1,000 gp 1d6 1d8 ×4 20 ft. 1 (5 ft.) 1 4 lbs. B and P
Pistol, dragon 1,000 gp 1d4 1d6 ×4 20 ft. 1-2 (5 ft.) 1 3 lbs. B and P scatter
Pistol, double-barreled 1,750 gp 1d6 1d8 ×4 20 ft. 1-2 (5 ft.) 2 5 lbs. B and P
Pistol, pepperbox 2,000 gp 1d6 1d8 ×4 20 ft. 1-3 (5 ft.) 6 5 lbs. B and P
Pistol, revolving 2,000 gp 1d4 1d6 ×4 20 ft. 1-2 (5 ft.) 8 5 lbs. B and P
Pistol, sword cane 775 gp 1d3 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P
(Flintlock) Two-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Arquebus 750 gp 1d6 1d8 ×4 30 ft. 1-2 (5 ft.) 1 6 lbs. B and P
Blunderbuss 1,500 gp 1d6 1d8 ×2 15 ft. 1‑2 (10 ft.) 1 8 lbs. B and P scatter
Caliver 1,250 gp 1d8 1d10 ×4 30 ft. 1-2 (5 ft.) 1 8 lbs. B and P
Musket, early 1,000 gp 1d10 1d12 ×4 50 ft. 1-2 (5 ft.) 1 16 lbs. B and P
Musket, late 1,500 gp 1d10 1d12 ×4 40 ft. 1-2 (5 ft.) 1 9 lbs. B and P
Musket, musketoon 1,000 gp 1d8 1d10 ×4 40 ft. 1-2 (5 ft.) 1 7 lbs. B and P scatter
Musket, axe 1,600 gp 1d6 1d8 ×4 30 ft. 1-2 (5 ft.) 1 6 lbs. B and P
Musket, double barreled 2,500 gp 1d10 1d12 ×4 40 ft. 1–3 (5 ft.) 2 11 lbs. B and P
Musket, warhammer 1,600 gp 1d6 1d8 ×4 30 ft. 1-2 (5 ft.) 1 6 lbs. B and P
Musket, pepperbox 3,000 gp 1d6 1d8 ×4 30 ft. 1-2 (5 ft.) 6 9 lbs. B and P
Wall gun 4,000 gp 2d10 2d12 ×4 50 ft. 1-2 (5 ft.) 1 30 lbs. B and P
Percussion Firearms
(Percussion) One-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Pistol, percussion 2,000 gp 1d6 1d8 ×4 20 ft. 1 1 4 lbs. B and P
Revolver, percussion 2,000 gp 1d6 1d8 ×4 20 ft. 1-2 6 4 lbs. B and P
(Percussion) Two-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Rifle, percussion 3,000 gp 1d8 1d10 ×4 80 ft. 1-2 1 9 lbs. B and P
Rifle, pepperbox 4,000 gp 1d8 1d10 ×4 80 ft. 1-3 4 12 lbs. B and P
Chambered Firearms
(Chambered) One-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Revolver, cartridge 4,000 gp 1d6 1d8 ×4 20 ft. 1 6 4 lbs. B and P
Pistol, autoloader 4,000 gp 1d6 1d8 ×4 20 ft. 1 7 4 lbs. B and P
Pistol, cartridge 2,500 gp 1d6 1d8 ×4 20 ft. 1 1 2 lbs. B and P
Pistol, derringer 2,750 gp 1d3 1d4 ×4 20 ft. 1 1 1 lb. B and P
Pistol, volcanic 3,000 gp 1d4 1d6 ×4 20 ft. 1 7 3 lbs. B and P
(Chambered) Two‑Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Flamethrower 8,000 gp 3d8 4d6 6 20 lbs. Fire
Machine gun 15,000 gp 2d6 2d8 x4 120 ft. 1–2 250 140 lbs. B and P burst-fire, automatic
Machine gun, light 10,000 gp 1d10 2d6 x4 100 ft. 1–2 25, 30, or 40 20 lbs. B and P burst-fire, automatic
Machine gun, sub 8,000 gp 1d8 1d10 x4 80 ft. 1–2 20, 30, 50, or 100 10 lbs. B and P burst-fire, automatic
Rifle, breech-loaded 5,000 gp 1d8 1d10 ×4 80 ft. 1 1 10 lbs. B and P
Rifle, bolt-action 7,000 gp 1d8 1d10 ×4 80 ft. 1 5 9 lbs. B and P
Rifle, revolving 7,000 gp 1d8 1d10 ×4 80 ft. 1-2 6 10 lbs. B and P
Rifle, lever-action 7,500 gp 1d8 1d10 ×4 80 ft. 1 6, 7, or 8 10 lbs. B and P
Rifle, anti-tank 10,000 gp 2d6 3d6 ×4 100 ft. 1 5 40 lbs. B and P
Shotgun 5,000 gp 1d6 1d8 ×2 20 ft. 1 1 12 lbs. B and P scatter
Shotgun, double-barreled 7,000 gp 1d6 1d8 ×2 20 ft. 1 2 15 lbs. B and P scatter

Automatic Weapon Quality: A weapon with the automatic weapon quality fires a burst of bullets with a single pull of the trigger, attacking all creatures in a line. This line starts from any corner of your space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When an automatic weapon attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil an automatic weapon’s line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. An automatic weapon misfires only if all of the attack rolls made misfire. A single attack with an automatic weapon fires 10 bullets. An automatic weapon cannot fire single bullets that target one creature. When taking a full-attack action with an automatic weapon, you can fire as many bursts in a round as you have attacks.

Fanning: An automatic weapon can also be used to supress all targets in a cone. If used to attack all targets in a cone, it is treated as an AoE attack with a DC equal to the user’s attack roll – 6 (non-proficiency penalties don’t apply). Damage dealt to anything in the supressed area is rolled separately. Targets in the area are allowed a 5-foot step as an immediate action before the rolling of their save. Hint: Use it to jump behind nearby cover!

Burst Fire Weapon Quality: A burst fire weapon can, as a standard action, fire multiple rounds. Make a CMB check against your opponent’s CMD. On a successful check, you hit the target. For every 5 your CMB check exceeds the target’s CMD, the target is hit by an additional attack (up to five attacks). Burst fire requires you expend five rounds of ammunition per burst. You cannot hit the target with more attacks than rounds fired. You cannot deal precision damage with a burst fire attack.

Rifling: Flintlock pistols and muskets can be rifled, adding spiraling grooves to the inside of the barrel. This increases the maximum range of the flintlock firearm to ten range increments and in the case of muskets doubles the size of their range increment. Rifling costs 500 gp for a pistol and 1000 gp for a musket. Percussion and chambered firearms are already rifled.

Scatter Weapon Quality: A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

Firearm Accessories:

Accessories Cost Weight
Bayonet, plug 1 gp 1 lb.
Bayonet, socket 5 gp 1 lb.
Scope 25 gp 1 lb.

Bayonet, Plug: Plug byonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and flintlock firearms. Plug bayonets allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.

Bayonet, Socket: A socket bayonet fits onto a lug mounted on the barrel of some firearms. It has the same statistics as a plug bayonet, but a firearm fitted with a bayonet lug can be fired while the bayonet is in place, albeit with a –2 penalty on attack rolls. Each bayonet is designed for a specific model of firearm.

Scope: Scopes are telescopic sights mounted on rifles to increase accuracy at range by magnifying the target. Scopes reduce the penalty for ranged attacks by 1 for each range increment.

(Simple) Two‑Handed Melee Weapons Dmg (S) Dmg (M) Critical Range Weight Type Special
Bayonet 1d4 1d6 ×2 1 lb. P

Firearm Ammunition:

Ammunition Cost Weight
Casing, empty (1) 3 gp
Casing, empty (30) 90 gp 6 lbs.
Cartridge, metal 15 gp
Cartridge, paper 1 gp
Bullet (1) 1 gp
Bullet (30) 30 gp 1/2 lb.
Pellets (handful) 1 gp
Pellets (30 handfuls) 30 gp 1/2 lb.
Primer (1) 1 gp
Primer (30) 30 gp
Powder (dose) 10 gp
Powder (keg) 1,000 gp 5 lbs.
Flamethrower Fuel Tank 500 gp 40 lbs.

Casing: This represents an empty metal casing or shell for a chambered firearm.

Cartridge, metal: A fully assembled bullet for a chambered firearm.

Cartridge, paper: Paper cartridges allow non-chambered firearms to be reloaded one step faster by removing the need to load the powder and ball (or pellets) separately. Using paper cartridges increases a weapon’s misfire rating by 1.

Bullet: These are the individual projectiles propelled by the firearm, not full cartridges.

Primer: These represent either percussion caps, ignition cords, or cartridge primers, depending on the era.

Pellets: These are small lead balls fired by scatter firearms, either on their own or as part of cartridges.

Powder: This is either the black powder of earlier firearms or the smokeless powder of later firearms.

Flamethrower Fuel Tank: This pair of tanks—one filled with oil, and the other a propellant— provides enough flammable material to use a flamethrower six times.

Historical Firearms

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