Ships Supplies: All of the items needed to maintain a spelljamming ship.  Most of these items are available in any major port and most minor ports as well. 

Rigging

Cost per 5 Tons

None

no cost

Minimal

50 gp

Standard

100 gp

Topped Out

200 gp



BLUNT AND PIERCING RAMS ONLY

Frame Material

Cost per Ton*

Bone

50 gp

Wood

100 gp

Stone

200 gp

Ceramics

250 gp

Metal

250 gp

Crew Served Weapons:   Cost            Crew    Reload   Damage

Ballista, light                      400gp           2             1            3d8

Ballista, heavy                   800gp           3              2            4d8

Catapult, light                    500gp           3              2            4d8

Catapult, heavy                 1000gp         4              3            4d10

Bombard                            10,000gp       3             3            4d12

Great Bombard                  20,000gp       4             5            4d20

Greek Fire Projector           1000gp         4             6            3d10 120' cone DC15 save




Firearms:  At the present time, all firearms are either muzzle or breach loaded.  Breach loaders are the newer and more popular of the two; generally takes a longer time to clean out and reload a muzzle loader than a Breach loader. There are two technologies currently available in firearms; pinlock and forgelock.  While the distinctions may seem trivial (both still use a pin to drive a hole in the two bags of powder, thereby creating the explosion) the forgelock is newer, fires more smoothly, and in most cases fires quicker, taking 1 or sometimes 2 off the weapon speed rating.   Use of a Firearm requires an Exotic Weapon Proficiency feat. 


Details regarding the firearms Table.  

Base Cost: prices vary greatly, depending on where the purchase is made and a lot of qualifiers impossible to list completely.  Base Cost also reflects the weapon as it was originally built; add ons and modifications will increast the cost, as will specialized ammo.

Ammo Cost: This is the cost for 1 shot.  There is a range listed, depending on many factors.  Purchasing powder only costs 1/2 the lowest cost in the range.  The blunderbuss is often armed with improvised shot; metal shavings, shards of glass, various bric a brac...the max cost shown includes "bird shot", or tiny versions of the same lead ball that other firearms use.  The lowest cost only includes the powder.  

  

Reload: Time to clean and reload the firearm. Assumes all barrels are emptied in cases of multiple barrels. Most multiple barrel firearms can be reloaded singly, in case time is of the essence and a shot is required.  In this case the time is halved.  The Radcliffe Quad Shot pistol is an exception; the loads are manufactured to fill all four barrels at one time, thus the weapon cannot be loaded one barrel only. 

Damage is per shot. Multiple barrel weapons can be aimed at different targets, except the Radcliffe Quad Shot.  

Range: This reflects the incremental ranges.

Rate of Fire:  the number of times the firearm may be fired in one round. 



                                                       Base Cost  Ammo Cost       Reload      Damage    Range       Rate of Fire


Weapon

 Blunderbus                                          150 gp.          4-12 gp.                             2 rounds           4d4                30 ft.                1                   

 Carbine, Military                                   600 gp.        10-12 gp.                          2 rounds           2d8               150 ft.              1

 Clockwerk Arms Pepperbox                  325 gp.           5-6 gp.                         5 rounds           2d4-2              20 ft.              4

Clockwerk Arms Revolving Rifle              900 gp.           7-9 gp.                        4 rounds           2d6-2            120 ft.              3  

 Musket                                                400 gp.          8-10 gp.                          1 round             1d12             100 ft.              1

 Pistol, Pinlock                                     150 gp.           5-6 gp.                            1 round              2d3               30 ft.              1

 Pistol, Military                                      300 gp.           8-10 gp.                         1 round.            2d6                 80 ft.              1

 Pistol, Musket                                      175 gp.           6-8 gp.                           1 round             1d8                 20 ft.              1

 Pistol, small                                         200 gp.           6-8 gp.                           1 round             2d4                 40 ft.              1

 Radcliffe Quad Iron Pistol                       375 gp.         16-18 gp.                      1 round             4d4                 20 ft.              1

 Radcliffe Two Shot Rifle                         625 gp.           8-10 gp.                       2 rounds           2d6-2            140 ft.              2

 Rifle, Long                                            500 gp.           8-10 gp.                         1 round             2d6               160 ft.              1

 Rifle, Pinlock                                        350 gp.            6-8 gp.                           2 rounds           2d4               140 ft.             1

 Rifle, Military                                        600 gp.          10-12 gp.                         2 rounds           2d8               200 ft.            1

 Rynnish Hold Out Pistol                        225 gp.            5-6 gp.                          2 rounds          2d4-2                20 ft.            1

 Rynnish Hold out Pistol, 2 Shot             300 gp.            5-6 gp.                         3 rounds           2d4-2                20 ft.            2  

 Rynnish Walking Stick                          375 gp.            5-6 gp.                          2 rounds           2d4                   20 ft.           1

 Vanar Liberator                                     725 gp.          10-12 gp.                        2 rounds          2d8+2              240 ft.           1

 Vislavski Rifle                                       600 gp.          10-12 gp.                        2 rounds          2d6+2              180 ft.           1


Alternate Ammo:   Incendiary rounds: +6 gp/round +1d6 fire/heat damage, must rebore rifle after 12-15 shots, 75 gp.  Barrel replacement= 1/2 total cost of weapon.            Precision Rounds: +5 gp.round +1 to hit




         


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