Revolver

Revolver

Weapon Profile

Category
Firearms
Damage
1d8 ballistic
Range
Medium · 31–150 ft
Handling
Six-shot cylinder, and reloading takes an action.
Grade
I · Standard
Rarity
Common
Tier
II · Industrial
Training
Firearms
Cost
180
Weight
3 lb

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

To make: 90 gm of materials and 1 day of work, at a workshop with the right tools. To repair: 23 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.
  • lightSmall enough for an off-hand strike as a bonus action.

A six-chamber revolving pistol in blued steel and walnut, the standard sidearm across most Tier II worlds. Frontier marshals and Aurelion border cavalry carry one, and a halfway-competent smith can keep one firing for fifty years. Six rounds in the cylinder, then an action to reload.

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 Flintlock Pistol
  2. Tier II Revolver
  3. Tier III Semi-Automatic Pistol
  4. Tier III HDF Handgun
  5. Tier IV Plasma Pistol