Item: Gun Sword
This weapon consists of a large sword with a powerful gun based on a harmona gun down the center. Vanguards and other characters who rely on Strength and Dexterity enjoy the power and flexibility of a gun sword.
Trait Effects
Combination: Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The combination weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the ranged weapon usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike. Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a _vorpal axe musket_ only applies the _vorpal_ property rune when you're using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.
Concussive: These weapons smash as much as puncture. When determining a creature’s resistance or immunity to damage from this weapon, use the weaker of the target’s resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
Kickback: A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Firearm: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Fulmination Fang | 4 | Uncommon | 1d8 |
| Obsidian Edge | 6 | Uncommon | 1d10 |
| Obsidian Edge (Greater) | 9 | Uncommon | 1d10 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |
| Obsidian Edge (True) | 18 | Uncommon | 1d10 |
| Blade of Fallen Stars | 22 | Uncommon | 1d8 |
| Axe Musket | 1 | Uncommon | 1d6 |
| Gnome Amalgam Musket | 1 | Uncommon | 1d6 |
| Hammer Gun | 1 | Uncommon | 1d6 |
| Shobhad Longrifle | 1 | Rare | 1d8 |
| Three-peaked Tree | 1 | Uncommon | 1d6 |
| Arquebus | - | Uncommon | 1d8 |
| Black Powder Knuckle Dusters | - | Uncommon | 1d4 |
| Cane Pistol | - | Uncommon | 1d4 |
| Dagger Pistol | - | Uncommon | 1d4 |
| Mace Multipistol | - | Uncommon | 1d4 |
| Piercing Wind | - | Uncommon | 1d6 |
| Rapier Pistol | - | Uncommon | 1d4 |
| Triggerbrand | - | Uncommon | 1d4 |
| Nightmare's Lament | 6 | Uncommon | 1d4 |