Firearms
Basic vs Advanced
Winter of Wolves is a Rule-based RP, but that doesn't mean we want players to have to crunch numbers and learn the whole system to play. Pretty much all of the game can be played with basic rules, for which you only need to know the information written out here. Sometimes, there will be advanced rules which can be handled back stage by the GM, whenever you see text Written like this, these are advanced rules and you can feel free to ignore them if you don't want to get into the mechanics of the RP.
Pistols
Flintlock Pistol
Flintlock pistols are a throwback to the first firearm prototypes the Daguerrian engineers devised, only a few decades before the onset of the eternal winter. The weapons are not issued to soldiers anymore but tinkerers and students at the School of Engineers still practice making them.
Power: 8
Damage: n/a
Range: 8
Ammunition: Lead bullet.
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 2 actions.
Recoil: -1 to Aim
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Small
Cost: 46 Guerrmarks
Weight: 3
Pepperbox Gun
Pepperbox guns are curious inventions, short barreled, small firearms able to shoot a large volley of small projectiles in the general direction the shot is fired into. They are considered a curiosity more than anything else, or a one-time weapon to use if surrounded.
Power: 5
Damage: n/a
Range: 3
Ammunition: Shells
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Size: Small
Cost: 84 Guerrmarks
Weight: 2
Pistol Sword
Flintlock pistols are a throwback to the first firearm prototypes the Daguerrian engineers devised, only a few decades before the onset of the eternal winter. The weapons are not issued to soldiers anymore but tinkerers and students at the School of Engineers still practice making them.
Power: 8 / 0
Damage: n/a / 1
Range: 8 / 1
Ammunition: Lead bullet / n/a
Penalties:
Reload: This weapon has a reload time of 2 actions.
Recoil: -1 to Aim
Special Qualities:
Gunblade: The weapon may be used with a gun or blade profile, separated by a /.
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Regular
Cost: 62 Guerrmarks
Weight: 4
Repeater
The repeater is the current standard issue handgun of the Daguerrian military, as well as the most reliable gun today. Equipped with a rotating chamber, it may fire several bullets without a need to reload. It also uses cartridges instead of bullets, making reloading that many rounds much easier.
Power: 7
Damage: n/a
Range: 8
Ammunition: Cartridges.
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Repeating: This weapon can fire up to 6 times without needing to reload.
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Small
Cost: 120 Guerrmarks
Weight: 3
Double Barrel Pistol
The double barrel pistol, often scoffed at by Royal School trained Engineers, is an invention of Majai tinkerers. It is little more than two flintlock pistols slaved to the same trigger as tinkerers seem to think bigger is better when it comes to firearms.
Power: 8
Damage: n/a
Range: 8
Ammunition: Lead bullet.
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 2 actions.
Recoil: -1 to Aim
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Double Barrel: This weapon requires to be loaded with twice the normal amount of ammunition, but deals 2x damage.
Size: Regular
Cost: 68 Guerrmarks
Weight: 4
Shotguns
Blunderbuss
Blunderbusses are little more than open ended tubes which are stuffed with gunpowder and small metal pellets before they are fired through a flintlock mechanism. Blunderbusses are massively powerful, able to rend through the flesh of any unarmored foe, but the spray of metal and fire they eject is unable to reliably hit anything more than a few feet away.
Power: 10
Damage: n/a
Range: 4
Ammunition: Shells
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Size: Large
Cost: 52 Guerrmarks
Weight: 8
Shotgun
A refinement over the blunderbuss, the shotgun is a short barrel weapon effective against unarmored opponents. It is a preferred crowd control weapon for the Royal armor soldiers that control the lower city, which means gunsmiths are always hard pressed to make more of them.
Power: 9
Damage: n/a
Range: 6
Ammunition: Shells
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Size: Regular
Cost: 52 Guerrmarks
Weight: 5
Long Barrel Shotgun
Long Barrel Shotguns are rare attempts to extend the effective range of these weapons. Though the increased range comes in exchange for penetrating power and a higher spread of their shots.
Power: 8
Damage: n/a
Range: 8
Ammunition: Shells
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Size: Large
Cost: 54 Guerrmarks
Weight: 6
Double Barrel Shotgun
Another Majai Tinkerer invention, the double barrel shotgun follows the same principle of the double barrel pistol. In the case of the shotgun, however, this modification has proven highly effective, which has led to some daguerrian forces begrudgingly adopting the design.
Power: 9
Damage: n/a
Range: 6
Ammunition: Shells
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Double Barrel: This weapon requires to be loaded with twice the normal amount of ammunition, but deals 2x damage.
Size: Regular
Cost: 80 Guerrmarks
Weight: 7
Pump Shotgun
A state of the art weapon from the Royal School of Engineers, this piece of equipment is rare and prohibitively expensive. Unlike regular shotguns, which have to be reloaded after every shot, the pump shotgun can fire twice in quick succession.
Power: 8
Damage: n/a
Range: 6
Ammunition: Shells
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Repeating: This weapon can fire up to 2 times without needing to reload.
Size: Regular
Cost: 120 Guerrmarks
Weight: 5
Rifles
Musket
Muskets are outdated Daguerrian weapons from before the Winter. Must like flintlock pistols, they were the predecessors to modern Daguerrian firearms and can still be found in some less developed Lonetrain stops and parts of the lower city, where actual rifles are hard to afford.
Power: 10
Damage: n/a
Range: 12
Ammunition: Lead bullet.
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Recoil: -1 to Aim
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Very Large
Cost: 60 Guerrmarks
Weight: 8
Pepperbox Rifle
Unlike other pepperbox weapons, the pepperbox rifle is a rudimentary style of repeating rifle. Unfortunately, no mechanism for a true repeating rifle has been invented yet, and the pepperbox uses a slow motion gatling gun device. The rifle has three barrels which can be turned with a crank, allowing for several shots before it needs to be reloaded, which is a time consuming process. It is considered a curiosity or an experiment rather than a serious weapon by most engineers.
Power: 7
Damage: n/a
Range: 15
Ammunition: Cartridges.
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 3 actions.
Recoil: -1 to Aim
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Repeating: This weapon can fire up to 3 times without needing to reload.
Size: Very Large
Cost: 80 Guerrmarks
Weight: 9
Carbine
Carbines are the favorite firearm of rangers and other outlanders. This small rifle trades power and range for a compact size and fast reload time. This also means less recoil and more accurate shots, if at a closer range.
Power: 7
Damage: n/a
Range: 12
Ammunition: Cartridges
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 1 action.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Regular
Cost: 76 Guerrmarks
Weight: 6
Long Rifle
Long Rifles are the standard weapon provided by the Royal Army to their soldiers, as well as the most reliable and iconic firearm in the entire Royal City. They are able to pierce through most armor and in the first years of the winter, they made the armored soldier obsolete in the battlefield.
Power: 9
Damage: n/a
Range: 18
Ammunition: Cartridges
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Recoil: -1 to Aim
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Large
Cost: 82 Guerrmarks
Weight: 8
Scoped Rifle
A scoped rifle is a kind of long firearm devised by the School of Engineers for the exclusive use of the secretive Royal Information Office, supposed to be the queen's eyes and ears. Though most of them remain in the office's use, the blueprints were somehow stolen and copied. Even then, owning one of these without a permit is a dire crime and most would prefer to keep them hidden if they have them.
Power: 10
Damage: n/a
Range: 24
Ammunition: Cartridges
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Scoped: +1 to Aim
Coup de Grace: Criticals deal triple damage against humans.
Size:Very Large
Cost: 175 Guerrmarks
Weight: 9
Heavy Firearms
Eruptor
Eruptors are primitive hand cannons which can spew a rain of fire and shrapnel on the enemy after being stuffed with whatever explosives one can find. They are said to be the precursor to all Daguerrian firearms and do little more than fire a directed explosion at the enemy.
Power: 6
Damage: n/a
Range: 4
Ammunition: Grenades, Bombs, Shells, Cartridges.
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Flame: Whenever a character is struck with this weapon, he must beat an easy resist test or catch on fire.
Explosive: Whenever a character is struck with this weapon, he must beat an easy resist test or be knocked down.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Size: Large
Cost: 84 Guerrmarks
Weight: 6
Hand Bombard
Hand Bombards are a refined version of the primitive Eruptor which may still be found in the Grenadier regiments of the Royal Army, though mostly in a decorative function. In the early days of the Winter, they were used to breach through the fortified walls of the many small cities that attempted to wrest free of Royal control during the long despair.
Power: 12
Damage: n/a
Range: 10
Ammunition: Cannonballs.
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 3 actions.
Kickback: This weapon has a +1 difficulty to Aim and may knock the character down when fired.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Siege: This weapon may destroy cover between it and the target.
Explosive: Whenever a character is struck with this weapon, he must beat an easy resist test or be knocked down.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size:Very Large
Cost: 112 Guerrmarks
Weight: 10
Shoulder Cannon
Shoulder Cannons are a new invention that has arrived, probably in the wrong age. With siege combat all but gone, the need for a faster reloading, soldier carried siege weapon is next to null. Nevertheless, the sheer destructive power of the shoulder cannon, couple with a lighter weight and greater range than that of the hand bombard makes it so blueprints are still kept by enthusiasts.
Power: 12
Damage: n/a
Range: 16
Ammunition: Cannonballs, Rockets
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 3 actions.
Kickback: This weapon has a +1 difficulty to Aim and may knock the character down when fired.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Siege: This weapon may destroy cover between it and the target.
Explosive: Whenever a character is struck with this weapon, he must beat an easy resist test or be knocked down.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size:Very Large
Cost: 156 Guerrmarks
Weight: 8
Grenade Launcher
The Grenade Launcher is the prefered weapon of the Queen's grenadiers and the only siege weapon that may still be called relevant in the urban environment of the Royal City. More than a true firearm, it is simply a delivery method for grenades, which may be fired in arching shots and into windows, navigating over the urban environment.
Power: n/a
Damage: n/a
Range: 14
Ammunition: Grenades
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Lobber: This weapon may ignore cover and even Line of sight between it and the target.
Size: Very Large
Cost: 175 Guerrmarks
Weight: 6
Jingal
The Jingal is more along the lines of a rifle than a true heavy weapon, albeit one with a barrel longer than a man. Following in their usual line of design, Majai tinkerers decided that long rifles were not powerful enough and set out to do some improvements. The result was a monster of a rifle, so massive it cannot be fired without being set up first, but so powerful it can shoot through a wall.
Power: 10
Damage: n/a
Range: 20
Ammunition: Cartridges
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 3 actions.
Recoil: -1 to Aim
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Siege: This weapon may destroy cover between it and the target.
Size:Massive
Cost: 96 Guerrmarks
Weight: 10
Machine Firearms
Machine Pistol
A true innovation and one of the most coveted weapons to ever come out of the royal school of engineers. Only a few select carry these weapons, and even less people have the blueprints or ability to make them. Using new technology, these pistols have managed to place the power of a Gatling gun in a man's hand.
Power: 6
Damage: n/a
Range: 8
Ammunition: 12x Cartridges.
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Repeating: This weapon can fire up to 12 times without needing to reload.
Burst Fire: This weapon may fire 6 times at a single target as part of a single attack.
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Small
Cost: 175 Guerrmarks
Weight: 4
Volley-gun
A volley-gun, from afar, resembles something like a pipe organ turned on its side. Only when approached does one realize that each tube coming out of the volley-gun is a barrel ready to fire. Once the trigger is pulled, a hail of bullets comes forward and turns anything in front of it into mulch.
Power: 6
Damage: n/a
Range: 6
Ammunition: 18x Lead Bullets
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be wielded with two hands.
Reload: This weapon has a reload time of 4 actions.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Template: This weapon does fires in a teardrop template, meaning it can hit several enemies at once.
Size: Massive
Cost: 150 Guerrmarks
Weight: 25
Gatling Gun
The Gatling gun is cart mounted weapon which can fire a series of rounds at high speed with the use of a crank. It was the Gatling Gun which assured Daguerrian superiority over the Majai by making their numbers count for nothing, and they are still posted along the most secure places in the Royal City.
Power: 8
Damage: n/a
Range: 15
Ammunition: 12x Cartridges.
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 5 actions.
Special Qualities:
Repeating: This weapon can fire up to 12 times without needing to reload.
Burst Fire: This weapon may fire 3 times at a single target as part of a single attack.
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Massive
Cost: 175 Guerrmarks
Weight: 20
Machine Gun
Like the machine pistol, the machine gun is a new invention. Whereas most Gatling guns had to be handled by two men, one to aim and one to turn the crank and feed in the cartridges, the machine-gun needs one to just press the trigger. This weapon is probably one of the most powerful and terrible to ever come out of the Royal School of engineers.
Power: 8
Damage: n/a
Range: 15
Ammunition: 18x Cartridges.
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 5 actions.
Special Qualities:
Repeating: This weapon can fire up to 18 times without needing to reload.
Automatic: This weapon must fire between 3 and 6 times at a single target as part of a single attack
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Massive
Cost: 240 Guerrmarks
Weight: 20
Repeating Bombard
It had to be a very special Majai tinkerer who one day saw the design for the Pepperbox rifle and decided he wanted to make one that could fire cannonballs.
Power: 12
Damage: n/a
Range: 10
Ammunition: Cannonballs.
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 7 actions.
Kickback: This weapon has a +1 difficulty to Aim and may knock the character down when fired.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Repeating: This weapon can fire up to 3 times without needing to reload.
Siege: This weapon may destroy cover between it and the target.
Explosive: Whenever a character is struck with this weapon, he must beat an easy resist test or be knocked down.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size:Massive
Cost: 180 Guerrmarks
Weight: 30
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