Firearms

Throwing Axe
Range: 25 ft.
Damage: 1d6
One-Handed

Blunderbuss
Range: 30 ft.
Long Range: 60 ft. (-1d6)
Damage: 2d6
Reload: Move Action

Bola
Range: 25 ft.
Damage: 1d8

Cannon Shield
Range: 80 ft.
Long Range: 150 ft. (-1d8)
Damage: 2d8
Reload: Move Action
Special: Item counts as a +2 shield

Carbine Rifle
Range: 80 ft.
Long Range: 200 ft. (-1d8)
Damage: 2d8
Ammo: 5-round wheel

Concussion Grenade
Range: 40 ft.
Damage: none, Reflex Saving Throw DC 14 to leap out of blast zone
AoE: 30 ft. diameter
Special: all opponents caught in the blast zone are instantly knocked prone

Explosive Grenade
Range: 40 ft.
Damage: 2d10, Reflex Saving Throw DC 17 for ½ damage
AoE: 40 ft. diameter
Special: all opponents both in the blast zone and 10 ft. outside of it are knocked prone

Smoke Grenade
Range: 40 ft.
Damage: none
AoE: 50 ft. diameter
Duration: 1d4 rounds
Special: Smoke grenades grant guessing advantage to those outside the smoke cloud, and complete disadvantage to those within the smoke cloud.

Gas Grenade
Range: 40 ft.
Damage: Poison gas—1d6 poison damage/round; Constitution Saving Throw DC 16 for ½ damage
AoE: 40 ft. diameter

Gun Axe
Range: 40 ft.
Damage: 1d10 slashing (axe)/1d6 piercing (gun)

Hand Cannon
Range:
Ball – 40 ft.
Canister – 20 ft.
Damage:
Ball – 2d10
Canister – 2d8
Melee – 1d6
Reload: Move Action

Dual Hand Cannon
Range: (see Hand Cannon)
Damage: (see Hand Cannon)
Reload: (see Hand Cannon)
Special: has two barrels side-by-side, and can shoot one shot at a time each from each barrel, or can fire both barrels at once for 4d10 (ball), or 4d8 (canister)

Harpoon Gun
Range: 80 ft.
Damage: 1d8
Reload: Move Action

Pistol
Range: 60 ft.
Damage: 1d8

Clockwork Repeating Pistol
Range: 60 ft.
Damage: 1d8
Ammo: 25-round magazine
Special: Gun must be wound up in order for repeating fire to work. Full round action to wind.

Quad-Iron
Range: 40 ft.
Damage: 1d8 per bullet
Reload: Move action
Special: Can fire at four separate targets or four shots at one target

Bolt-Action Heavy Rifle
Range: 80 ft.
Long Range: 250 ft. (-1d10)
Damage: 2d10
Ammo: 5-round magazine

Long Rifle
Range: 150 ft.
Long Range: 400 ft. (-1d10)
Damage: 2d10

Clockwork Automatic/Semi-Automatic Rifle
Range: 70 ft.
Long Range: 230 ft. (-1d8)
Damage: 2d8
Ammo: 5-round ammo wheel
Special: Can switch between semi-auto and automatic. Once switched to automatic, the gun must be wound up in order for it’s automatic properties to work.

Shotgun
Range: 30 ft.
Long Range: 90 ft.
Damage:
3d8 at 15 ft.
2d8 at 30 ft.
1d8 40 ft. and beyond
Ammo: 8

Slug Gun
Range: 20 ft.
Damage: 4d10

Revolver
Range: 40 ft.
Long Range: 120 ft. (-1d8)
Damage: 2d8
Ammo: 6