Coach Gun

Coach Gun

Weapon Profile

Category
Firearms
Damage
2d6 ballistic
Range
Close · 6–30 ft
Grade
I · Standard
Rarity
Common
Tier
II · Industrial
Training
Firearms
Cost
240
Weight
9 lb

Without training in firearms, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 120 gm of materials and 1 day of work, at a workshop with the right tools. To repair: 30 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.
  • loadingOne shot per action, bonus action or reaction, however many attacks you have.

A short double-barreled scattergun broken open at the breech, two shots to a load. Stage lines issue them to the guard riding beside the driver.

Grades

The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier II Blunderbuss
  2. Tier II Coach Gun
  3. Tier III Combat Shotgun
  4. Tier III Pump-Action Shotgun
  5. Tier III HDF Combat Shotgun