Lamentations — of the — Flame Princess

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Unusual v. 1.0

Misfire Chance: Chance of a flash in the pan, but the bullet is not fired. Reload Time: Combat rounds required for a full weapon reload. If the player chooses to load only one round in a multi-barreled weapon, the reload time is 5 rounds (4 for fighters). Chance to Break: Chance the firing mechanism will break when used as a melee weapon. Special: Quirks or details of note about the weapon. Range: Short, medium, and long ranges. Cost: Amount in silver pieces (sp) to purchase in either city or rural areas.

As noted in the LotFP appendix, pistols inflict 1d4 melee clubbing damage, while inflict 1d6. Some include combined weaponry that increases this damage, such as axe-heads, daggers and bayonets.

Firearm prices are based off the weapon value + estimated bonus values + an armorer's monthly wage (as some of these weapons are considered relatively unique or custom).

Multi-barreled firearms list a combined reload time for all barrels. Reloading a single barrel takes 5 rounds (4 for Fighters). Naval Boarding Axe-Pistol Katar Dagger-Pistol • Ranged: 1d8 • Ranged: 1d8 • Melee: 1d6 • Melee: 1d4+1 Misfire Chance: 1 in 10 Misfire Chance: 1 in 10 Reload Time: 5 rounds (4 for Fighters) Reload Time: 7 rounds (6 for Fighters) Chance to Break: None Chance to Break: None Range: 25’/50’/100’ Special: Can fire 2 shots before reloading. Cost: 120sp (city) - 190sp (rural) Range: 25’/50’/100’ Cost: 150sp (city) - 250sp (rural)

E

E Naval Dagger-Pistol • Ranged: 1d8 • Melee: 1d4+1 Admiral’s Sword-Pistol Misfire Chance: 1 in 10 • Ranged: 1d8 Reload Time: 5 rounds (4 for Fighters) • Melee: 1d6 Chance to Break: None Misfire Chance: 1 in 10 Range: 25’/50’/100’ Reload Time: 5 rounds (4 for Fighters) Cost: 120sp (city) - 190sp (rural) Chance to Break: None Range: 25’/50’/100’ Cost: 120sp (city) - 190sp (rural) w/ Bayonet • Ranged: 1d8 • Ranged: 1d10 • Melee: 1d6 Misfire Chance: 1 in 10 Misfire Chance: 1 in 10 Reload Time: 5 rounds (4 for Fighters) Reload Time: 5 rounds (4 for Fighters) Chance to Break: None Chance to Break: None Range: 25’/50’/100’ Special: Can melee attack from 2nd rank. Cost: 150sp (city) - 250sp (rural) Range: 50’/100’/600’ Cost: 100sp (city) - 200sp (rural)

E

E Duck Foot Pistol • Ranged: 2d8 Misfire Chance: 1 in 10 Hand Reload Time: 10 rounds (8 for Fighters) • Ranged: 1d12 Chance to Break: None • Melee: 1d4 Special: Expends 4 shots per attack. When Misfire Chance: 1 in 10 firing multi-barreled into melee combat, Reload Time: 10 rounds (8 for Fighters) there is a 25% chance a stray round will Chance to Break: None strike a random character for 1d8 damage, Special: On a misfire, the powder regardless of the initial attack’s success. explodes dealing 1d12 damage. Range: 25’/50’/100’ Range: 25’/50’/100’ Cost: 170sp (city) - 290sp (rural) Cost: 130sp (city) - 210sp (rural) Double Barreled Pistol Pistol w/ Oil Lantern • Ranged: 1d8 • Ranged: 1d8 Misfire Chance: 1 in 10 Misfire Chance: 1 in 10 Reload Time: 7 rounds (6 for Fighters) Reload Time: 5 rounds (4 for Fighters) Chance to Break: None Chance to Break: 2 in 6 (lantern only) Special: Can fire 2 shots before reloading. Special: Built in oil lantern, activated by a Range: 25’/50’/100’ separate mechanism. Cost: 130sp (city) - 210sp (rural) Range: 25’/50’/100’ Cost: 170sp (city) - 290sp (rural)

E

Triple Barreled Revolving Pistol E • Ranged: 1d8 Misfire Chance: 1 in 10 Reload Time: 9 rounds (7 for Fighters) Chance to Break: None Special: Can fire 3 shots before reloading. Range: 25’/50’/100’ Cost: 150sp (city) - 250sp (rural)