Musket

Musket

Weapon Profile

Category
Firearms
Damage
1d12 ballistic
Range
Medium · 60/240 ft · to Long
Handling
Loading: only one shot per turn regardless of attacks granted.
Grade
I · Standard
Rarity
Common
Tier
II · Industrial
Training
Firearms
Cost
250
Weight
12 lb

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

To make: 125 gm of materials and 1 day of work, at a workshop with the right tools. To repair: 32 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.
  • loadingOne shot per action, bonus action or reaction, however many attacks you have.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.

A black-powder long gun with a full-length barrel, ignited by a flint or percussion cap. Halcyion line regiments drilled with them during the early Reclamation, and Black Meridian outriders still carry stolen Aurelion-pattern ones because they fire after an EMP. It fires once per turn regardless of how many attacks you are granted.

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 Coil-Rifle
  2. Tier II Musket
  3. Tier III Assault Rifle
  4. Tier III Aurel Militarum Carbine
  5. Tier III Bolt-Action Rifle
  6. Tier III HDF Carbine
  7. Tier III HDF Rifle
  8. Tier IV Plasma Rifle
  9. Tier IV ESC Interdiction Carbine
  10. Tier IV Plasma Repeater
  11. Tier IV Phoenix Lance
  12. Tier IV Cessation Projector