1910 British harpoon gun, all images are from the royal armouries museum unless stated otherwise.
“The fact that I am allowed to live, that my works are not brought low, that your laments are fruitless, is proof that God has bestowed me the right to do as I wish.”
-Man
Firearms: Firearms are loud, and will ALWAYS attract either monsters or humans when shot, depending on if the area is wild or urban. This takes 1d100 and 1d10 rounds respectively.
Smoke: Certain firearms generate smoke at the end of your turn. Smoke occupies x cubic meters, last x rounds, and provides concealment. When two smoke clouds meet, they combine their smoke values. If they both have effects, the cloud still combines and does both effects.
You get 1 smoke from firing a 32mm, 2 from a powder charge, and 1 from firing at least 3 bullets from a 9 or 13mm firearm in a single round.
Gas is a type of smoke which deals damage and inflicts an effect on everyone within it at the end of each round. Sealed suits grant immunity.
Dawn broken: Conventional explosives and firearms do not work on sundays. This is due to the influence of the spirit Alemayehu (who has seen the world).
Electronics and explosives with the "dawn broken" keyword will violently detonated if not shielded in specialised cases. The black powder which these firearms use will merely deactivate.
Alemayehu is vengeful and crafty, and resents defiance. As such, electronic beings which flaunt their freedom instead of cowering beneath the earth rarely survive long.
A case is 1 slot in volume, and fits 5 smaller slots inside. A small case costs 200s, and fits 5 tiny slots inside.
Notes on firearms:
-Firearms do not add stat modifiers to damage.
-Acc is short for accuracy, and is equivalent to “to hit” (add to a d20 roll to hit).
-Multiattack is the maximum number of times you can fire a gun in a turn after the first. So you can fire a multiattack 2 gun three times if you have the attacks. Each firing still costs an action point/ap.
-x2 shots means you fire 2 shots per attack. Make a separate attack roll for each.
-A small slot is essentially equivalent to a regular slot for most GLOG systems. A medium slot fits a human or medium creature, a large slot a bear, a huge slot fits an elephant, ect.
-10 small slots fit inside a medium and 10 tiny slots inside a small.
-This list assumes a player can carry 6-12 small slots, and has 2 small hand slots.
-If you can't fit a weapon inside your hand slots. You can't use it on a turn where you have moved.
-”F: condition” is short for forte, when the condition is met, you gain advantage on the attack roll.
-Anti material means no critical damage, ignores cover, and hits touch ac.
-Close combat means no penalty for using while grappling.
-Costs are listed in silver, if you use gold standard, then replace s with g.
-If damage is written in the "force/fire" or "piercing/slashing" format, you can choose which damage type to apply.
-Shotgun rounds and shrapnel are written in a "6x2" format. For a shotgun (which needs a hit roll), thats 6 attacks which each deal 2 piercing. For a shrapnel round, which is an aoe weapon, thats 6 hits that each deal 2 piercing.
Ap and reloading: Shooting a gun takes 1ap, reloading a gun takes xap, you may sacrifice an attack, your movement, or your reaction for a turn to get an ap. (e.g. If playing with a 2 attack fighter in a system with reactions, you have a potential 4ap at your disposal.) Guns use action points rules even in systems where other weapons do not.
Rsc 1917, what I imagine the battle rifle to be.
Ye list of armaments:
13x30mm:
Compact pistol: x2 shots, reload 1, close combat, 1 tiny slot, 60s.
Self-loading pistol: acc 1, x2 shots, multiattack 1, 1 small slot, 900s.
Pump/lever/bolt action: Acc3, 2 small slots, 100s.
Submachine gun: acc2, x2 shots, multiattack 2, 2 small slots, 900s.
9x90mm:
Heavy pistol: Acc 1, multiattack 1, 1 small slot, consumes 2 active slots, 600s.
Halves range of all shots.
F: When one handed
Breech-loading rifle: Acc4, reload 1, 2 small slots. 80s.
You may add additional barrels (30s), which increases shots before reloading and reload time by 1 each time. +1 weight for each 2 added.
Pump/lever/bolt action: Acc3, 2 small slots. 120s.
Battle rifle: Acc3, multiattack 2, 4 small slots. 1200s.
30x130mm:
Flare gun/grenade launcher: Reload 1, 1 small slot. 50s.
Flares go +100m, halve range and kinetic damage to non-flares.
Breech-loading shotgun: reload 1, 2 small slots. 100s.
You may add additional barrels (40s), which increases shots before reloading and reload time by 1 each time. +1 weight for each 2 added.
Pump action shotgun: acc2, 4 small slots. 300s.
Anti tank rifle: acc4, full length, reload 1, 4 small slots. 500s.
F: Vehicles
Autocannon: Multiattack 2, acc3, full length, 8 small slots, 4000s.
F: Flying targets
Gatling gun: acc2, x2 shots, multiattack 2, 2 medium slots, 3000s.
Gun modifications:
-Extended barrel: +1 acc, +1m minimum range, +1 max powder charges, +1 small slot, 100s.
-Autoloader: Loads 1 powder charge at the start of the turn, 1000s
-Scope: Mitigates long range penalty if you do not move on your turn. 220s
Munitions:
13x30mm (10s for 10, fit 10 in a tiny slot)
-Solid: 3 piercing, 60m,
-Rat shot: 4x1 piercing, impale, (prevents regeneration until removed), 12m.
F: Small and tiny creatures.
9x90mm (10s for 5, 5 fit in a tiny slot)
-Standard: 6 piercing, 300m
-Tracer: 5 piercing, 300m
F: When a previous attack against this target with this forte has missed this turn.
-Birdshot: 6x1 piercing, (prevents regeneration until removed), 60m,
F: Small and tiny creatures.
32x130mm (10s for 1, 1 fits in a tiny slot)
-Shot: 6x3 piercing, impale, 30m
F: Shots within 6m
-Slug: 10 piercing, anti material, 120m.
F: Shots within 6m
-Sabot: 6 piercing, anti material, double damage and range increase from powder charges.
-Powder charge: Launches a projectile 400 meters, +3 physical damage, 1ap to load.
Full length lets you load up to 3 powder charges, 1 max otherwise.
Ordinance and grenades: Projectiles below this need a powder charge to work.
-He: 3d6 force, 3m/10ft diameter, dawn-broken. 80s.
-At: 4d6 piercing/force/fire, anti-material, 2m line, dawn broken. 100s.
-Le: 2d6 force, 3m/10ft radius. 20s.
-Frag: 1d6x2 piercing (roll once per target), 12m radius. 20s.
-Shrapnel: 6x2 piercing, 6m cone, only usable when shot. Can be shot point-blank without a powder charge, where it detonates upon exiting the barrel. 30s.
Ordinance below this point is unaffected by dawn and operates on Sundays without issue.
-Bale-Fire: 10 fire, 1m cube. Detonates when exposed to anything but air or glass. 50s.
Secondary explosion on hitting water/blood: 3m/10ft diameter, 6 acid.
-Gasoline: 3 burning (DOT fire), 1m cube. 10s.
-Thermobaric: 8 fire/force, 6m/20ft radius. 50s.
-Smoke: Generates 10 smoke from a single point. 10s.
-Gas: Generates 2 gas, effect is a medication from the medication list. (medication cost)+20s
-Vial: Metal and glass shrapnel, deals 2 piercing on hit, and can hold 1 liquid or powder, which it counts as injecting into the target upon dealing damage. 5s
-Vessel: Store any tiny slot item inside. 5s, +50s for magical shock absorbers.
-Flash: 1 force/radiant, 12m, save vs blindness for 1 round and deafness for 1 hour, 30s.
-Flare: Emits bright light for a minute. Comes with adhesive and color changing powder, the former can be used to mark targets, the latter to signal.
Flare system: Color changing powder and the signalling language also works with beacons, and is very compact. You can fit nearly a hundred doses in a tiny slot. Paint and tinted glass is also used for more enduring signals. Monsters can read flares.
-Red: One red means “danger, stay away”. Red+white is “request-help”. Help will arrive in d20 rounds in most lands, d12 if developed, and d100 in graveyard of stars/expanse, if you roll below a 50 in the later, it fails, below a 25, opportunistic monsters show up instead.
-Blue: Resource/positive, blue+white is “excess resource, help us carry it for a share”.
-Yellow: Obstacle, often paint is left behind. Yellow+Black is “maintenance/construction”.
-White: Meetup, requests for camping during the night.
-Black: Used by officials, a response is legally mandated. Red+black is “evacuate”. White+black is “gather for inspection”. Blue+black signals “outpost/fortress here”.
Materials:
-Brass bullets cost twice as much, take twice as much time to heal, and add +1 accuracy.
-Black Steel bullets cost 10x as much, deal +2 damage (+1 per pellet) and gain: F: Heavily armored targets. If fired at a soft target, the bullet can be recovered and repaired for its regular (non blacksteel) cost.
-Silver bullets cost 20x as much, deal soul damage (max hp) and deal double critical damage.
Powder:
-Pale sky powder: 5x the cost, emits silence instead of noise and calm instead of light and smoke.
-Glinting powder: 10x the cost, doubles range and damage. Incredibly loud (all save vs deafness in enclosed spaces). Small arms cannot fire more then once per turn unless stationary, Dawn broken.
Northern Italian crossbow-pistol, 1630. Belonging to Prince Galeatto Pico della Mirandola
Blessings:
There are three ways of having your firearms blessed: You must roll for the first 2, you cannot choose.
1st: The gunsmiths of the sunken city will bless your firearm given a week and (2000s+10x base firearm cost). The materials may only be sourced from there, and the techniques they use only work within the city. This is changing, as the church of the last revelation has uncovered an alternative. Currently these are unavoidable for purchase, but are given out as rewards.
2: Come to a forge demon with a promise or secret, a pure, refined soul, and your firearm. Should you break your weapon, you can use the firearm in place of the soul.
3: Pledge eternal service to the flayed lord. You will then be given three quests, each more difficult than the last. After each completed task, you may choose the blessings, companion, fireborn or briar. It is impossible for you to willingly break your oath of service.
German double barrelled gun-halberd, 17th century.
12 blessings for your ordinance: Applied to the firearm which fires the munition.
1: Feud: Key the explosive by using the blood of the species you want it to converge on. Items and creatures not from that species automatically succeed on all saves, and collateral damage is minimized, those from that species receive disadvantage on their saves.
2: Convergence: Pick a point within reach of your weapon, an orb forms there, slowly pulsing, visible to all. After d6 turns (hidden roll), it detonates with a radius multiplied by x.
3: Smothering flame: Creates a flame which burns for a day and an hour. It deals the original damage dealt (1 damage per round), and maintains any effects applied by the ordinance but does not enhance or grow them. It spreads only to living beings but sticks to and burns even stone. The only way to remove it is to remove the layer it adheres to. The flame sticks its roots 10cm deep into any surface it burns.
4: Bound: The force of this ordinance is stopped by a mere line of chalk drawn on the ground.
5: From on high: Comes sideways from the fourth dimension, ignoring any armour and cover.
6: Illusory: Wounds are imagined, even flesh is tricked by this. Those brought low by this fall unconscious, unharmed. The wielder of this arm may touch the afflicted and make the wounds real.
7: Moon touched: This effect is repeated every full moon (choose the moon, this effect may be repeated to take multiple moons), so long as the light touches it.
8: Aerosol: The detonation is turned into a gas, with a value equal to the diameter. Gas weapons instead have their value doubled.
9: Livid: The explosion generates silence instead of noise.
10: Abyssal: Explosion is replaced with creation of enough water to fit the whole diameter cubed. Within it lies an invisible beast, which lasts for 3 days, or for 3 victims. When the beast touches the target, they are hit by the effect.
11: Remote detonated: Adheres where it lands, can be detonated within 100m with a thought.
12: Roll twice and combine.
“Flesh of flame, bones of iron.
The leftmost hand screams a breath of smoke, its roar drives nails of fear into their minds.
The final word is spoken, none can stand against us”
-Layth Tamaddun Sayyid.
20 blessings for your firearms.
1: Unbroken: This firearm may never be prevented from firing should it remain intact. Dawn broken munitions remain safe and functional within this arm.
2: Companion: Should this implement of destruction be lost or destroyed, it will return to you next you wake, cradled between your arms.
3: Immaculate: On a hit roll of 1, 12 or 20, a new bullet is born (automatic weapons bear twins) within the chamber, and the firearm counts as not having fired. The action is still consumed.
4: Collapsible: May be collapsed to 1 tenth the size with an action, and extended to full size with a thought.
5: Fireborn: Gain fire and acid damage, the wounds scream when burning.
6: Briar: Damage converted into bleeding when you roll an 11.
7: Revelation: The most recent thoughts of the target are written out on the walls and floors by their blood.
8: Hollowing: Deals flaming damage, targets brought low rise again and attack nearest creature for 1d6 turns. While they do so smoke pours out of their eyes and mouth, and they are mindless.
9: Corridor: Gain 1d3 barrel extensions without increasing weight or length.
10: Sacrifice: Take x points of damage to gain x points of damage and accuracy on a hit.
11: Slumbering: No initial damage. After 3 rounds, bones detonate for double initial damage. Only affects creatures with bone marrow.
12: Tearing: Ignore all inorganic armour and resistance, stone and metal are torn as paper. Spatial locking is unmade.
13: Grazed: A colony of insects live within the stock, this weapon is repaired and maintained from any hazard so long as the colony remains alive.
14: Hadal: Ballistics treat water as air and air as water. Does not help aiming.
15: Spiralling: Bullets on your person start spinning when battle starts. Add [round number] to accuracy. Requires special gloves if not using a magazine.
16: Recursive: Add [encounter number] to accuracy.
17: Refractive: Changes angles 90 degrees once. Allows for a second attack roll on a new target if a target is missed, or to shoot around corners.
18: Self propelled: Range becomes (sight). Takes (total distance/weapon range) rounds to arrive.
19: Smiting: Roll with advantage against one person (choose on first picking up), demons, and cancer.
20: Roll twice and combine.
1864 Swiss bolt action.
Iberian 5 barrelled gun-axe, ~1620.
Scaling weapons, armour, implants, and other equipment:
For each “step” in the scale you go up, the following effects happen. A step is from small to medium, medium to large, large to huge, huge to titanic (after titanic, no more scaling, you either need to use multiple instances of the weapon, or find a new one). Scaling is how mech armaments are derived.
Consumables used by those items must also be scaled (only scale the rules that apply/make sense). Tiny items may be upgraded, only double one thing, and don't double range automatically. Anything with a size and stats can be scaled.
1 Weight, and cost are multiplied by 10,
2 Triple range
3 Pick 1 of the following numerical values to double: Damage/resistance/acc/area /range/keyword variable/other.
4: Any slots are stepped up one step.
Note: A step is a doubling in dimensions, so 1x1 to 2x2, 2x2 to 4x4, ect.
Note: Things that do not often come in larger sizes or have some diegetic or balanced reason for their difficulty to scale may have some of these effects not apply, or more likely, have their cost increased by more than 10x.
Note: Ammunition and weapons are scaled separately,
Making combination weapons/tools:
-These are items combined, you can buy/commission it for the combined price of the two items, times x. You may switch which item you are holding as a free action.
-Each one has 2 slot values, these are the maximum slot size of each item you are combining, the total size of the item is the size equal to the largest of the two.
Note: Upscaling: You can choose to upscale the template by any amount, not just multiples of 10. This only increases the sizes of the slots, nothing else.
Transforming weapon/tool: X=2
2 equally sized slots.
Attachment: X=1
1 small slot, 1 tiny slot. Can be upscaled, so long as the 1-10 ratio is maintained.
You can replace/remove what is in the tiny slot with a minute of work.
A few additional nonstandard firearms, these cannot be blessed unless stated otherwise.
13x30mm.
Blacktail: acc3, multiattack 2, x2 shots, close combat, 1 small slot, 1200s.
F: When used on a turn where you have moved
9x90mm:
Pressure rifle: 4 small slots, reload 1, acc8, can only use glinting powder, anti material, 3000s.
Storm rifle: Comes in a 4 slot, 2000s version for 13mm, and a 8 slot, 5000s version for 9mm.
-Burst (3ap): acc2, x12 shots, if you roll triples, the gun jams, and cannot be used for d6 rounds.
Storm rifles can receive the blessings of the flayed lord.
32x130mm:
Recoilless rifle: acc4, reload 2 (2 grenades), 32mm, 4 small slots. Must fire with exactly 2 powder charges, and only gets the benefit from 1. Recoiless rifles may receive any ordinance blessings.
F: Larger targets
Stake driver: 1m, close combat, anti material, strength scaling x2, delayed 1, 1 medium slot, 2200s. Takes up to 3 powder charges. It does not gain range, but gains 4x damage from the charge.
F: Heavily armored targets
F: Larger targets.
Mortar: Range is horizontal distance. Fires in an arc at a specific point you or a creature/sensor that can communicate to you can perceive. Arrives (powder charges) turns after being fired. Full length, double range from powder charges but no physical damage increase. 4 small slots, 1000s.
Mortars may receive any ordinance blessings.
A few example firearms and weapons made using the scaling system:
Will be using the common GLOG weapons list instead of my own for the melee weapons,
this just for familiarity.
You can ignore the cleave/parry properties. These were playtested with different weapons that don't have properties.
It is assumed a two handed weapon or shield costs 50s.
Only some of the costs are calculated, for illustrative purposes.
Bolt action rifle with bayonet: Acc3, 6 piercing, 300m/1000ft, 2 small slots. 120s.
Attachment: Knife: d4 slashing, close combat.
Gun halberd: Halberd: 1d10 slashing, 2m, 2 small slots.
Attachment: Compact pistol: 3 piercing, 60m/200ft, x2 shots, reload 1, close combat.
Rapier shield: 1d6 piercing/slashing, 1m, parry.
Transform: Shield: +1 ac, sunder to reduce damage by d12.
Mech scale greatsword: 2d10 slashing, parry, 3m/10ft, 2 medium slots.
Mech scale quad barreled shotgun-Spear: 2d10 slashing, 6m/20ft, 2 medium slots, 3800s.
Transform: Shotgun: 12x3 piercing, reload 2, 4 shots before reloading, impale, 90m.
F: Shots within 6m
Mech scale pump action shotgun: acc4, 6x6 piercing, impale, 90m, 2 medium slots, 3000s.
F: Shots within 6m
Refractive mech scale battle rifle: Acc6, 12 piercing, multiattack 2, 900m, 4 medium slots. Changes angles 180 degrees once.
Allows for a second attack roll on a new target if a target is missed, or to shoot around corners.
140 000s derived from (2000+(1200x10))x10.
Mech scale anti tank rifle: acc8, full length, reload 1, 4 small slots. 5000s.
F: Vehicles
-Sabot: 12 piercing, anti material, double damage and range increase from powder charges.
-Powder charge: Launches a projectile 1200 meters, +6 physical damage, 1ap to load.
Full length lets you load up to 3 powder charges, 1 max otherwise.
Belgian revolver sword, 1870.
Derringer (the inspiration for the compact pistol), Parker gun store.
Smith and Wesson pistol conversion, unknown.