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The tables below contain details on the various weapons of the Aeldrum setting. Each entry specifies damage, capacity, cycle time (if applicable), reload time, range increment, weight, special mechanical details, cost, the name of the original manufacturer and design notes. All firearm damage is scaled to TL 5 (i.e. a damage increment higher than older firearms).

A few additional symbols are used for easy reference: (A) represents an antique weapon of historical significance but little modern practicality. (+) represents a weapon with auto-fire capability. (*) Represents a weapon with area-of-effect capabilities.

Ranged Weapons Damage Capacity Cycle Time Reload Time Range Increment Weight Special Cost: Weapon/Ammo Original Manufacturer Design Notes
Gunpowder, Pistols
Revolver 1d12 4 Free Full Round or Two Rounds (one action per cylinder) 40 ft 3 lbs 40 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles Murray and Sons (Dublin) Classic replaceable magazine design for easy reloading
Pepperbox Revolver 1d8 8 Free Four Rounds (one action per cylinder) 30 ft 5 lbs 60 crecibles / 16 round case for 5 crecibles Unknown (Dwarves) No removable magazine
Schulz-Auto Pistol (+) 1d8 6 Free (requires two hands) Full Round 20 ft 5 lbs Can fire single shots as standard action (no penalty), 3 shots as

standard action (-6 to attack) or 6 shots as a full round action (-6 to attack)

100 crecibles, 10 crecibels add'l magazine / 16 round case for 5

crecibles

Schulz Arms Company The famous bolt-action design of the Schulz rifle is poorly suited to a

pistol (though some illicit operatives have employed sawed-down Schulz weapons), but a scaled down version of the mechanisms in the Schulz autorifle 

Double Barrel Pistol 1d10, 2d10 2 None (multibarrel) Full Round (one action per barrel) 20 ft 3 lbs Attack -3 per additional simultaneous shot (-2 if wielded in both hands

or Strength 12+), enemy DR +50% per additional simultaneous shot

30 crecibles / 12 round case for 5 crecibles Unknown
Triple-Barrel Pocket Pistol 1d8,2d8,3d8 3 None (multibarrel) Full Round and One Standard Action (one per barrel) 30 ft, 20 ft for multishot 2 lbs Attack -2 per additional simultaneous shot, enemy DR +50% per additional

simultaneous shot

40 crecibles / 16 round case for 5 crecibles Unknown
Pocket Pistol 1d8 1 None (single-shot) Standard Action 30 ft .5 lbs Concealable; +2 to sleight of hand checks 20 crecibles / 16 round case for 5 crecibles Unknown
Gunpowder, Rifles Unknown
Revolver Rifle (A) 1d12+1 4 Free Full Round or Two Rounds (one action per cylinder) 120 ft 12 lbs 50 crecibles, 10 crecibels add'l magazine / 12 round case for 5 crecibles Dublin Foundry
Frame Gun (clockwork) (A) 1d10 8 80 ft Unknown
Double-Barreled Frame Gun (manual) (A) 2d10 8 80 ft Unknown
Heavy Frame Gun (clockwork) (A) 1d12+1 8 80 ft Unknown
Carousel Rifle 1d12+1 16 Swift (cannot rapid-fire) Full Round 120 ft Unknown
Carousel Auto-Rifle 1d10 16 Free Full Round and One Standard Action or One Standard Action (if refitting

belt)

120 ft / 60 ft automatic Unknown
Schulz Rifle 1d12+1 8 Free Full Round or Two Rounds (one action per two rounds) 120 ft 60 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles Schulz Arms Company by way of Moscow

Ironworks

Schulz Double Barrel 2d12 4 Swift Two Full Rounds (one for each magazine) 80 ft Attack -2, Enemy DR * 1.5 100 crecibles, 10 crecibles add'l magazine / 12 round case for 5

crecibles

Schulz Arms Company
Schulz Auto-Rifle (+) 1d12 8 Free Full Round or Two Rounds (one action per two rounds) 120 ft/ 60 ft automatic Can fire single shots as standard action (no penalty), 2 shots as

standard action (-4 to attack) or 4 shots as a full round action (-4 to attack)

150 crecibles, 10 crecibles add'l magazine / 12 round case for 5

crecibles

Schulz Arms Company Trades the higher rate of fire from a coil gun or automatic pistol for a

heavier punch and better recoil control

Schulz Machine Gun (+) 2d12+2 20 Free Two Full Rounds (one for each barrel) 60 ft Attack -8 (-6 with reinforced mounting or Str. 14+ (Small characters need

Str. 16+)), Enemy DR*1.5, can fire 3 shots as a standard action and 6 shots as a full round action

1000 crecibles, 10 crecibles add'l magazine / 12 round case for 5

crecibles

Schulz Arms Company Elevates the Schulz double barrel to the power of a standard Schulz rifle

and then applies the rate of fire of an auto-pistol or coil gun

Coil Gun (+) 1d10 12 Free Full Round 40 ft Can fire single shots as standard action (no penalty), 3 shots as

standard action (-6 to attack) or 6 shots as a full round action (-6 to attack)

120 crecibles, 20 crecibles add'l magazine Aeldrum Automatics
Multibarrel Selectable (A) 1d10, 2d10, 3d10, 4d10 4 None (multibarrel) Two Full Rounds (one action per barrel) 60 ft Attack -2 per additional simultaneous shot, enemy DR +50% per additional

simultaneous shot

200 crecibles / 16 round case for 5 crecibles Dublin Foundry Uses light caliber ammunition for recoil management
Blunderbuss (A) (*) / Trench Gun (*) 2d6 1 None Full Round 15 ft cone Attack is vs. AC 10; targets may perform reflex save of DC = Attack Roll

to take half damage

120 crecibles / 2 crecibles ammo Various Fialta arms-makers The blunderbuss is the original model for this weapon, employed by orcish

shock troops during the Fialta-Orcish war.  The Fialta adopted and updated the weapon, which has now become a staple of their arsenal.

Unknown
Special, One-Handed Unknown
Hydrogen Pistol 3d6 1 None (single-shot) Standard Action 80 ft 500 crecibles Whitman Arms Company
Inferno Pistol (*) 1d6 2 15 ft cone (two shots) or 30 ft stream Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll

for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well

100 crecibles Schulz Arms Company by way of Mimir
Dart Gun 1d6 1 None (single-shot) Silenced, can carry poison or other substance, concealable (+2 to sleight

of hand)

150 crecibles Unknown
Unknown
Special, Two-Handed Unknown
Hydrogen Rifle 4d6 1 None (single-shot) Standard Action 250 ft 1000 crecibles Whitman Arms Company
Hydrogen Revolver Rifle 3d6 4 Swift Two Full Rounds (one action per cylinder) 200 ft 1500 crecibles Whitman Arms Company
Heavy Hydrogen Rifle 6d6 1 None (single-shot) Full Round 300 ft 5000 crecibles Whitman Arms Company Heavily engineered for recoil and blastback management
Steam Crossbow (A) 1d10 5 Free Full Round 120 ft Self-loading, suppressed (audible to about 40 ft); on natural 1,

overheats (1d6 damage to wielder, DC 14 Reflex save negates; weapon is unusable for 1d3 rounds), 1/10 chance on overheat of explosion (2d10 damage to wielder, DC 14 Reflex Save for half damage; weapon is destroyed)

N/A (no mass market) Whitman Arms Company
Dart Rifle 1d8 6 Swift Full Round 80 ft Silenced, can carry poison or other substance 200 crecibles Unknown
Automatic Dart Rifle 1d8 4 Free Full Round 80 ft / 40 ft automatic Suppressed (audible to 20 ft), single shot 300 crecibles Unknown (Dwarves)
Inferno Rifle (*) 1d6 6 n/a Two Full Rounds 15 ft cone (two shots)or 30 ft stream Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll

for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well

200 crecibles Schulz Arms Company by way of Mimir
Flamethrower (*) 1d8 10 n/a Four Full Rounds 20 ft cone (two shots)or 40 ft stream 40 lbs Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll

for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well

1000 crecibles / 20 crecibles per fuel tank Unknown
Explosives
Shrapnel grenade 1d10 n/a n/a n/a 20 foot radius Targets in cover get +3 per level of

cover to their reflex save; DC 12 Reflex Save for Half Damage

Unknown
High-Ex Grenade 2d12 n/a n/a n/a 20 foot radius Targets in cover get +3 per level of

cover to their reflex save; DC 14 Reflex Save for Half Damage

Unknown
Dynamite 1d12/pound n/a n/a n/a 5 ft * (lbs) ^.5 , rounded down, max 100 ft Targets in cover get +3 per level of

cover to their reflex save; DC 14 Reflex Save for Half Damage

Unknown