### Firearm Properties Order of Iron weapons possess some similarities to their more archaic and simplistic counterparts, but due to the nature of their function, firearms have more properties in addition to the weapon properties in the PHB. Attack rolls made with firearms are considered ranged attacks and follow the rules in the PHB under "Ranged Attacks in Close Combat." #### Universal Firearm Properties Some properties are universal (unless otherwise stated) to firearms. **Firearm Loading.** All firearms must be loaded if their internal capacity has been depleted in order to fire. The wielder can also choose to load a partially empty weapon. If a character has the ability to make more than one attack with their action, they may substitute one of their attacks with a load action. All firearms require a free hand, or for both hands to be used for the weapon, to be loaded. All loading actions load one piece of ammunition per action, unless there is a number greater than one listed on the table on page 3 in the "Load" column, in which case the loading action loads as many as that many pieces of ammunition. Firearms cannot have more ammunition loaded at any one time than is listed in the "Capacity" column on page 3. Making an attack with a firearm uses up one piece of loaded ammunition. \pagebreak **Firearm Ammunition.** Like the ranged weapons in the PHB, firearms require ammunition to fire, however, no ammunition fired from a gun can be recovered and some firearms can contain more than one piece of ammunition. **Cumbersome.** Most firearms are not easily stored on the body, all firearms lacking the *quick* property cost an action to draw or stow and cannot be stowed loaded. If a character can make more than one attack with their action, such as in the case of the "Extra Attack" feature, then they can replace one of their attack actions to draw or stow a firearm with this property. **Misfire.** Firearms are powerful, but at times unreliable weapons. If an attack roll is made, and the number rolled on the d20 is equal to or less than the weapon's misfire range, then the character must roll on the misfire table. The misfire range of each weapon is listed in the "Misfire" column on the table on page 3. **Jammed.** A weapon might become jammed if it misfires. A jammed weapon cannot be fired or loaded. A character may spend an action to attempt to unjam the weapon by performing a Dexterity (tinker's tools) check (DC 10 + misfire range). On a success the weapon becomes unjammed and can be used again as normal. On a failure the firearm is *broken*. The check is automatically passed if a character spends thirty seconds outside of combat unjamming the weapon with a set of tinker's tools. **Broken.** A broken firearm is unusable. In order to repair a broken weapon, a character must spend the firearm's misfire range x 100gp and misfire range x2 hours of work. The character repairing the firearm must be proficient in the use of that firearm and have a minimum of a 11 + misfire range Intelligence score. #### Other Firearm Properties Due to the wide diversity of firearms, some have other, unique properties. **Rapid.** Whenever you would make a ranged attack with this weapon, you may make a second attack against the same target immediately. This effect does not stack with extra attack. **Weighty.** This weapon is large and cumbersome, even by firearm standards. A wielder with less than 13 Strength has their movement speed reduced by 5 while this weapon is equipped. \columnbreak **Long.** Long Guns are capable of hitting targets accurately from exceptionally long distances, however, weapons of precision like these fail to hold up in close quarters. Attacks against targets within 30 feet are made at disadvantage. **Scattershot.** Scatterguns do not require the wielder to make any attack rolls. Instead an attack made with a scattergun simply deals damage to targets in an area in front of the wielder. Firing a Scattergun requires the wielder to roll a d20 to misfire before any targets are affected, this roll only determines whether or not the weapon misfires. All targets in the attack area must make a Dexterity saving throw with a DC equal to 8 + the wielder's Dexterity or Strength modifier + the wielder's proficiency bonus. On a failure, the target takes the weapon's rolled damage, on a success, the target takes half of the rolled damage. Weapons with the Scattershot property deal an extra die of damage to targets within 5 feet of the wielder (the target can still half this damage by succeeding the saving throw). **Recoil.** The massive force involved in firing this weapon has the potential to send the wielder sprawling. If the wielder has less than 14 Strength, when this weapon is fired, the wielder must make a DC 11 Strength saving throw, on a failure, the wielder is knocked 5 feet back and prone. **Nimble** You can spend a bonus action to load one piece of ammunition into this weapon. **Quick.** This firearm can be more easily stowed and drawn than other firearms. This firearm can be stowed loaded and drawn or stowed with an object interaction. #### Classification Properties Some properties are present in all firearms of a specific classification. These properties are also listed in the table on page 3. **Handguns Properties** - Quick, light **Carbine Properties** - Two-handed **Long Gun Properties** - Two-handed, heavy, long **Scattergun Properties** - Two-handed, scattershot \pagebreak