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 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 | ||||
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 | ||
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 |
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 |
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 |
Unknown |