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==Mechanics== These are general guidelines rather than specific rules. Most mechanics use other weapons as a basis of measurement, so they should be easily adapted to any system. These are provided so GMs without official or home-brew stats for guns can make their own. Firearm pistols *'''Single-shot'''. Can not be loaded in combat. *'''Short-range'''. Triple the range of a thrown dagger. *'''High damage'''. A projectile from a pistol inflicts three times the damage of a longsword strike. (Roll longsword damage times three) *'''High cost to purchase'''. A basic pistol costs four times as much as a longsword. Better looking and more reliable pistols (not always the same thing) cost even more. Dwarven pistols, crafted by Everocian craftsmen are universally regarded as the most reliable and stylish pistols ever made. They fetch ten times the price of a longsword. *'''High cost to operate'''. Enough powder, shot and match-cord to fire a pistol ten times costs as much as a longsword. *'''Unreliable'''. When firing a pistol, roll a d10 in addition to the to-hit roll. On a roll of 1 the weapon doesn't fire and must be reloaded. More creative GMs can create mechanics to avoid the extra die and/or create failure tables that may include half-damage (from badly packed powder), the weapon being ruined or the weapon exploding, inflicting half-damage on the user. *'''Enhancement'''. A gun can never be magically enhanced in any way. A magically-enhanced user can use a gun as they would any other weapon. Enhanced projectiles are up to the imagination of players but should always be hideously expensive. *'''Exotic weapons'''. For skill and proficiency systems, firearms are a unique class of weapon. Untrained users can't hit a thing with them. *'''KABOOM!''' The flash and bang of a firearm have no game mechanics. Generous DMs may award bonuses for descriptive players describing the effect against inexperienced foes. Arquebuses and cannon are outside the scope of this article. [[Category:Unified Setting]]
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