Weapons Table

The tables below contain details on the various weapons of the Aeldrum setting. Each entry specifies damage, capacity, cycle time (if applicable), reload time, range increment, weight, special mechanical details, cost, the name of the original manufacturer and design notes. All firearm damage is scaled to TL 5 (i.e. a damage increment higher than older firearms).
A few additional symbols are used for easy reference: (A) represents an antique weapon of historical significance but little modern practicality. (+) represents a weapon with auto-fire capability. (*) Represents a weapon with area-of-effect capabilities.
Ranged Weapons 	Damage 	Capacity	Cycle Time 	Reload Time 	Range Increment 	Weight	Special 	Cost: Weapon/Ammo 	Original Manufacturer 	Design Notes
Gunpowder, Pistols 	 	 	 	 	 	 	 	 	 	
Revolver 	1d12 	4 	Free 	Full Round or Two Rounds (one action per cylinder) 	40 ft 	3 lbs 	 	40 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles	Murray and Sons (Dublin) 	Classic replaceable magazine design for easy reloading
Pepperbox Revolver 	1d8 	8 	Free 	Four Rounds (one action per cylinder) 	30 ft 	5 lbs 	 	60 crecibles / 16 round case for 5 crecibles 	Unknown (Dwarves) 	No removable magazine
Schulz-Auto Pistol (+) 	1d8 	6 	Free (requires two hands)	Full Round 	20 ft 	5 lbs 	Can fire single shots as standard action (no penalty), 3 shots as
 standard action (-6 to attack) or 6 shots as a full round action (-6 to
 attack)	100 crecibles, 10 crecibels add'l magazine / 16 round case for 5
 crecibles	Schulz Arms Company 	The famous bolt-action design of the Schulz rifle is poorly suited to a
 pistol (though some illicit operatives have employed sawed-down Schulz
 weapons), but a scaled down version of the mechanisms in the Schulz autorifle 
Double Barrel Pistol 	1d10, 2d10 	2 	None (multibarrel) 	Full Round (one action per barrel) 	20 ft 	3 lbs 	Attack -3 per additional simultaneous shot (-2 if wielded in both hands
 or Strength 12+), enemy DR +50% per additional simultaneous shot	30 crecibles / 12 round case for 5 crecibles 	Unknown 	
Triple-Barrel Pocket Pistol 	1d8,2d8,3d8 	3 	None (multibarrel) 	Full Round and One Standard Action (one per barrel) 	30 ft, 20 ft for multishot 	2 lbs 	Attack -2 per additional simultaneous shot, enemy DR +50% per additional
 simultaneous shot	40 crecibles / 16 round case for 5 crecibles 	Unknown 	
Pocket Pistol 	1d8 	1 	None (single-shot) 	Standard Action 	30 ft 	.5 lbs	Concealable; +2 to sleight of hand checks 	20 crecibles / 16 round case for 5 crecibles 	Unknown 	
Gunpowder, Rifles 	 	 	 	 	 	 	 	 	Unknown 	
Revolver Rifle (A) 	1d12+1 	4 	Free 	Full Round or Two Rounds (one action per cylinder) 	120 ft 	12 lbs	 	50 crecibles, 10 crecibels add'l magazine / 12 round case for 5 crecibles	Dublin Foundry 	
Frame Gun (clockwork) (A) 	1d10 	8 	 	 	80 ft 	 	 	 	Unknown 	
Double-Barreled Frame Gun (manual) (A)	2d10 	8 	 	 	80 ft 	 	 	 	Unknown 	
Heavy Frame Gun (clockwork) (A) 	1d12+1 	8 	 	 	80 ft 	 	 	 	Unknown 	
Carousel Rifle 	1d12+1 	16 	Swift (cannot rapid-fire)	Full Round 	120 ft 	 	 	 	Unknown 	
Carousel Auto-Rifle 	1d10 	16 	Free 	Full Round and One Standard Action or One Standard Action (if refitting
 belt)	120 ft / 60 ft automatic 	 	 	 	Unknown 	
Schulz Rifle 	1d12+1 	8 	Free 	Full Round or Two Rounds (one action per two rounds)	120 ft 	 	 	60 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles	Schulz Arms Company by way of Moscow
 Ironworks	Schulz Arms Company by way of Moscow
 Ironworks
Schulz Double Barrel 	2d12 	4 	Swift 	Two Full Rounds (one for each magazine) 	80 ft 	 	Attack -2, Enemy DR * 1.5 	100 crecibles, 10 crecibles add'l magazine / 12 round case for 5
 crecibles	Schulz Arms Company 	
Schulz Auto-Rifle (+) 	1d12 	8 	Free 	Full Round or Two Rounds (one action per two rounds)	120 ft/ 60 ft automatic 	 	Can fire single shots as standard action (no penalty), 2 shots as
 standard action (-4 to attack) or 4 shots as a full round action (-4 to
 attack)	150 crecibles, 10 crecibles add'l magazine / 12 round case for 5
 crecibles	Schulz Arms Company 	Trades the higher rate of fire from a coil gun or automatic pistol for a
 heavier punch and better recoil control
Schulz Machine Gun (+) 	2d12+2 	20 	Free 	Two Full Rounds (one for each barrel) 	60 ft 	 	Attack -8 (-6 with reinforced mounting or Str. 14+ (Small characters need
 Str. 16+)), Enemy DR*1.5, can fire 3 shots as a standard action and 6 shots
 as a full round action	1000 crecibles, 10 crecibles add'l magazine / 12 round case for 5
 crecibles	Schulz Arms Company 	Elevates the Schulz double barrel to the power of a standard Schulz rifle
 and then applies the rate of fire of an auto-pistol or coil gun
Coil Gun (+) 	1d10 	12 	Free 	Full Round 	40 ft 	 	Can fire single shots as standard action (no penalty), 3 shots as
 standard action (-6 to attack) or 6 shots as a full round action (-6 to
 attack)	120 crecibles, 20 crecibles add'l magazine 	Aeldrum Automatics 	
Multibarrel Selectable (A) 	1d10, 2d10, 3d10, 4d10	4 	None (multibarrel) 	Two Full Rounds (one action per barrel) 	60 ft 	 	Attack -2 per additional simultaneous shot, enemy DR +50% per additional
 simultaneous shot	200 crecibles / 16 round case for 5 crecibles 	Dublin Foundry 	Uses light caliber ammunition for recoil management
Blunderbuss (A) (*) / Trench Gun (*) 	2d6 	1 	None 	Full Round 	15 ft cone 	 	Attack is vs. AC 10; targets may perform reflex save of DC = Attack Roll
 to take half damage	120 crecibles / 2 crecibles ammo 	Various Fialta arms-makers 	The blunderbuss is the original model for this weapon, employed by orcish
 shock troops during the Fialta-Orcish war. 
 The Fialta adopted and updated the weapon, which has now become a
 staple of their arsenal.
 	 	 	 	 	 	 	 	 	Unknown 	
Special, One-Handed 	 	 	 	 	 	 	 	 	Unknown 	
Hydrogen Pistol 	3d6 	1 	None (single-shot) 	Standard Action 	80 ft 	 	 	500 crecibles 	Whitman Arms Company 	
Inferno Pistol (*) 	1d6 	2 	 	 	15 ft cone (two shots) or 30 ft stream 	 	Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll
 for half damage; on failure, catch fire (1d6 damage per round); ranged
 targets must pass a similar reflex save or catch fire as well	100 crecibles 	Schulz Arms Company by way of Mimir	Schulz Arms Company by way of Mimir
Dart Gun 	1d6 	1 	None (single-shot) 	 	 	 	Silenced, can carry poison or other substance, concealable (+2 to sleight
 of hand)	150 crecibles 	Unknown 	
 	 	 	 	 	 	 	 	 	Unknown 	
Special, Two-Handed 	 	 	 	 	 	 	 	 	Unknown 	
Hydrogen Rifle 	4d6 	1 	None (single-shot) 	Standard Action 	250 ft 	 	 	1000 crecibles 	Whitman Arms Company 	
Hydrogen Revolver Rifle 	3d6 	4 	Swift 	Two Full Rounds (one action per cylinder) 	200 ft 	 	 	1500 crecibles 	Whitman Arms Company 	
Heavy Hydrogen Rifle 	6d6 	1 	None (single-shot) 	Full Round 	300 ft 	 	 	5000 crecibles 	Whitman Arms Company 	Heavily engineered for recoil and blastback management
Steam Crossbow (A) 	1d10 	5 	Free 	Full Round 	120 ft 	 	Self-loading, suppressed (audible to about 40 ft); on natural 1,
 overheats (1d6 damage to wielder, DC 14 Reflex save negates; weapon is
 unusable for 1d3 rounds), 1/10 chance on overheat of explosion (2d10 damage
 to wielder, DC 14 Reflex Save for half damage; weapon is destroyed)	N/A (no mass market) 	Whitman Arms Company 	
Dart Rifle 	1d8 	6 	Swift 	Full Round 	80 ft 	 	Silenced, can carry poison or other substance	200 crecibles 	Unknown 	
Automatic Dart Rifle 	1d8 	4 	Free 	Full Round 	80 ft / 40 ft automatic 	 	Suppressed (audible to 20 ft), single shot 	300 crecibles 	Unknown (Dwarves) 	
Inferno Rifle (*) 	1d6 	6 	n/a 	Two Full Rounds 	15 ft cone (two shots)or 30 ft stream 	 	Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll
 for half damage; on failure, catch fire (1d6 damage per round); ranged
 targets must pass a similar reflex save or catch fire as well	200 crecibles 	Schulz Arms Company by way of Mimir	Schulz Arms Company by way of Mimir
Flamethrower (*) 	1d8 	10 	n/a 	Four Full Rounds 	20 ft cone (two shots)or 40 ft stream 	40 lbs	Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll
 for half damage; on failure, catch fire (1d6 damage per round); ranged
 targets must pass a similar reflex save or catch fire as well	1000 crecibles / 20 crecibles per fuel tank 	Unknown 	
 	 	 	 	 	 	 	 	 	 	
Explosives 	 	 	 	 	 	 	 	 	 	
Shrapnel grenade 	1d10 	n/a 	n/a 	n/a 	20 foot radius 	 	Targets in cover get +3 per level of
 cover to their reflex save; DC 12 Reflex Save for Half Damage	Targets in cover get +3 per level of
 cover to their reflex save; DC 12 Reflex Save for Half Damage	Unknown 	
High-Ex Grenade 	2d12 	n/a 	n/a 	n/a 	20 foot radius 	 	Targets in cover get +3 per level of
 cover to their reflex save; DC 14 Reflex Save for Half Damage	Targets in cover get +3 per level of
 cover to their reflex save; DC 14 Reflex Save for Half Damage	Unknown 	
Dynamite 	1d12/pound 	n/a 	n/a 	n/a 	5 ft * (lbs) ^.5 , rounded down, max 100 ft	 	Targets in cover get +3 per level of
 cover to their reflex save; DC 14 Reflex Save for Half Damage	Targets in cover get +3 per level of
 cover to their reflex save; DC 14 Reflex Save for Half Damage	Unknown 	
Category:Game Mechanics