Advanced Weapon Technology
 
The use of pistols, shotguns, rifle, grenados, grenades, and cannon are now considered martial weapons. Only those who take the gunslinger character class or the feat are allowed to use grit and grit based deeds.
 
1.)    Methane Grenado (25 gp each, weight 2 lbs): This weapon was invented in the outskirts of Seagate, it is a clay jug with pressurized methane gas inside, and a fuse in a wax plug and often called the poor man's fireball. The clay jar has a small chamber, called the fuse chamber, that holds the fuse and the wax plug. To use the grenado the fuse is lit and the grenado is thrown. When the grenado lands it either breaks open and the methane gas is ignited, or the fuse penetrates the wax plug and ignites the methane. The grenado may also be placed against a fixture, like a door, and lit. The user then retreats and waits for the explosion. If an unmodified 2 is rolled in combat then the fuse has gone out, 50% of the time the fuse may be salvaged. On an unmodified roll of 1 the user fumbles the grenado, it fails to go off or goes off in 1d4 rounds, equal chance of each.
  Damage: 2D6* Range: 5 Takes on entire round to use (the fuse must be lit). Make an attack against AC 10 to hit the proper space where the creature is, if miss roll 1d8 and use the missed projectile table.
  *Fire and Shrapnel damage across a 10 foot radius. Creatures caught in the area of effect may make a Reflex Save DC 15 for half damage. Weight 1 lb.
 
2.)    Grenade (50 gp each, weight 1 lb): This weapon was invented in Vertny, it uses the recent invention of gunpowder to form an explosive device. Black gunpowder is packed in a small iron sphere with a wax plug holding a fuse. To use the grenade the fuse is lit and the grenade is thrown. When the fuse ignites the gunpowder it explodes. Like the methane grenado the grenade may be used to blow up fixtures by placing it. If an unmodified 2 is rolled in combat then the fuse has gone out, 50% of the time the fuse may be salvaged. On an unmodified roll of 1 the user fumbles the grenade, it fails to go off, or goes off in 1d4 rounds, equal chance of each.
  Damage: 3D6* Range: 10 Takes one entire round to use (the fuse must be lit). Make an attack against AC 10 to hit the proper space where the creature is, if miss roll 1d8 and use the missed projectile table.
  *Fire and Shrapnel damage across a 10 foot radius. Creatures caught in the area of effect may make a Reflex Save DC 15 for half damage. Weight 1lb.
 
Firearms require an exotic weapons proficiency to use. Use the Early Firearms section on D20 website (cannons).
 
Siege Weapons
Use of Siege Weapons requires an exotic weapons proficiency
Large Weapon Range 100' Hull Damage Personal Damage R.O.F. Crew To Hit Bonus Critical Cost in gp  
Accelerator 6 1d2 1d10 2/1 1 +5 19-20 x3 45,000  
Ballista, Light 6 0 2d6 1/2 1 +8 -- 400  
Ballista, Medium 4 1d2 3d6 1/3 2 +6 20 x2 600  
Ballista, Heavy 2 1d2+2 3d10 1/4 4 +3 19-20 x2 800  
Cannon, 20 lb 2 2d4 2d6 1/5 2 +4 20 x3 900  
Cannon 50 lb 4 3d4 2d6 1/9 3 +6 20 x3 1000  
Cannon 75 lb 6 4d4 4d6 1/12 5 +8 20 x3 1500  
Cannon 100 lb 8 5d4 5d6 1/15 7 +10 20 x3 1800  
Catapult, Light 5 1d2 2d10 1/2 1 +6 20 x2 500  
Catapult, Medium 4 1d3+1 3d10 1/2 3 +5 19-20 x2 700  
Catapult, Heavy 3 2d4 3d10 1/3 5 +4 18-20 x2 1,000  
Alchemist Fire Projector 1 1d3 3d10 1/4 7 +4 18-20 x2 1,000  
Jettison, Light 3 0 1d6 1/2 2 +6 -- 400  
Jettison, Medium 2 0 2d6 1/3 3 +5 -- 600  
Jettison, Heavy 1 0 3d6 1/4 4 +4 -- 800  
Sweeper, Gnomish 3 0 1d8 1/4 3 +4 20 x2 800  
                 
Small Weapons Range 100' Hull Damage Personal Damage R.O.F. Crew To Hit Bonus Critical Cost in gp  
Composite Long Bow 1.1 0 1d8 User 1 User 20 x3 100  
Composite Short Bow 0.7 0 1d6 User 1 User 20 x3 75  
Long Bow 1.0 0 1d8 User 1 User 20 x3 75  
Short Bow 0.6 0 1d6 User 1 User 20 x3 30  
Heavy, Crossbow 1.2 0 1d8 User 1 User 19-20 x2 50  
Light Crossbow 0.8 0 1d6 User 1 User 19-20 x2 35  
Hand Crossbow 0.3 0 1d3 User 1 User 19-20 x2 100  
Heavy Repeat Crossbow 0.3 0 1d8 User 1 User 19-20 x2 400  
Light Repeat Crossbow 1.2 0 1d6 User 1 User 19-20 x2 250  
Javelin 0.3 0 1d4 User 1 User 20 x2 1  
Pistol 0.5 0 1d8 User 1 User 20 x2 75  
Rifle 1.0 0 1d10 User 1 User 20 x2 100  
Sling 0.5 0 1d3 User 1 User 20 x2 --  
Spear 0.2 0 1d6 User 1 User 20 x3 2  
Note: User = As per the Weapon's User

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