Continuing this Warhammer Fantasy meets 5e D&D train, I decided to move onto a very important part of the world: firearms.
The Warhammer fantasy world is best comparable to the early Modern period so things like multinational trade, roads, printing, arrival of the middle/merchant class, and the introduction of firearms into military usage. As such, the Empire from WFRP and WFB has a lot of guns. And in the roleplaying games, the PCs get access to guns (sometimes) though they are extremely expensive.
Currently, 5e does not have rules for guns let alone guns that are analogous to WFRP. Here are some rules that are mostly just doing the ratios between WFRP and 5e with a bit of massaging. I'm not sure about making them simple, but let's see how that goes. The 1d10 bit from the firearm property is very not 5e, but I don't care. I'm also pretty sure these could be made a bit deadlier, but I have yet to actually test these all out. Also it is kind of the point that these are prohibitively expensive. Knock off a 0 if you want to have players actually be able to buy these.
Weapon properties
Firearm To reload a weapon that has the firearm property, this character must take their entire turn (both action and movement). If a 1 is rolled while making an attack roll with a weapon with the firearm property that weapon is now jammed. This weapon cannot be reloaded or fired until a successful DC 10 Intelligence or Dexterity check is made as a Use an Object action to unjam the weapon. Additionally, that character must roll 1d10. On a 1 the weapon explodes, is destroyed, and does it's damage to the bearer. Unless noted, a weapon with the firearm quality needs both shot and gunpowder in order to be fired.
Weapons
Martial Ranged Weapons | ||||
---|---|---|---|---|
Arquebus | 1000 gp | 1d10 piercing | 8 lb. | Ammunition (range 150/600), firearm, loading, two-handed |
Blunderbuss | 100 gp | 1d8 piercing | 4 lb. | Ammunition (range 20/60), firearm, loading, special |
Pistol | 600 | 1d8 piercing | 2 lb. | Ammunition (range 30/120), firearm, loading |
Special weapons
Blunderbuss The blunderbus does not have traditional ammunition and instead is just a bunch of nails and other random hard bits propelled via a bit of gunpowder.
Adventuring gear
Ammunition | ||
---|---|---|
Gunpowder (10) | 30 gp | 1 lb. |
Shot (10) | 1 gp | 10 lb. |