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Flintlock Weapons

by Donald Eric Kesler

The stats for these weapons are based off of the work Frank Mentzer did for IM1 The Immortal Storm. Enjoy!

Flintlock Pistol

Encumbrance: 30 coins

Primary: All

Mastery To Hit Bonus Damage Range Special Effects
Basic +4 1d8 10/20/30 -
Skilled +5 1d10 20/40/60 2x Damage (19-20)
Expert +6 1d10+2 30/60/90 3x Damage (19-20)
Master +7 1d10+4 40/80/120 4x Damage (19-20)
G.Master +8 1d8+8 50/100/150 4x Damage (17-20)

Flintlock Rifle

Encumbrance: 80 coins

Primary: All

Mastery To Hit Bonus Damage Range Special Effects
Basic +4 2d8 20/40/60 -
Skilled +5 2d10 40/80/120 2x Damage (19-20)
Expert +6 2d10+2 60/120/180 3x Damage (19-20)
Master +7 2d10+4 80/160/240 4x Damage (19-20)
G.Master +8 2d8+8 100/200/300 4x Damage (17-20)

The Flintlock Rifle is a two handed missile weapon.

On a hit roll of 16 or greater, the victim may be stunned. The victim is allowed a saving throw vs. Death Ray to avoid this effect. The stunned victim rolls a saving throw vs. Death Ray each subsequent round. The stun effect continues until one is successful.

On a hit roll of 20, the victim may be instantly reduced to zero hit points. The victim is allowed a saving throw vs. Death Ray to avoid this effect. If the saving throw is successful the victim still takes normal damage and is automatically stunned for 1d10+5 rounds.

A flintlock pistol may be used as a blackjack for identical damage and special effects. If the gun is loaded at the time, a successful hit has a 50% chance of causing the weapon to discharge.

A flintlock rifle may be used as a staff for identical damage and special effects. If the gun is loaded at the time, a successful hit has a 50% chance of causing the weapon to discharge. Likewise, there is a 50% chance that the weapon will discharge if it is used successfully to deflect a melee attack.

It takes three rounds to reload a flintlock pistol or rifle.