Bows vs Guns: Bows have Weapon Triangle Advantage (+15 Hit, +1 Damage) over Guns, and Guns suffer Weapon Triangle Disadvantage (-15 Hit, -1 Damage) against Bows.
Pistols (Pstl): smaller range and lesser impact, but higher Hit rates, moderate QL
Muskets (Mskt): extreme range and higher damage, but impaired Hit rate, low QL
Name Type () RNG MT WT CR Hit QL
Flintlock Pstl (E)1-3 11 7 0 75 32 [Ignores user's STR. Halves enemy DEF for damage calculations]
Handgonne Pstl (E)1-3 9 6 5 75 24 [Ignores user's STR. Halves enemy DEF for damage calculations]
Duelist Pstl (D)1-3 11 10 10 75 16 [Ignores user's STR. Halves enemy DEF for damage calculations. +2 to AS, but not Evasion]
Snaplock Pstl (D)1-3 14 9 0 70 20 [Ignores user's STR. Halves enemy DEF for damage calculations]
Silver Bullet Pstl (C)1-3 13 10 5 65 16 [Ignores user's STR. Halves enemy DEF for damage calculations. 2x damage vs Monsters]
Heartslayer Pstl (C)1-3 14 13 30 60 12 [Ignores user's STR. Halves enemy DEF for damage calculations]
Poison Shot Pstl (B)1-3 13 12 0 60 16 [Ignores user's STR. Halves enemy DEF for damage calculations. Poison on Hit]
Honour Pstl (B)1-3 14 11 10 65 16 [Ignores user's STR. Halves enemy DEF for damage calculations. +2 to AS, but not Evasion]
Goldenshot Pstl (A)1-3 16 11 5 60 12 [Ignores user's STR. Halves enemy DEF for damage calculations. 2x damage vs Undead]
Gandarme Pstl (A)1-3 17 14 0 55 12 [Ignores user's STR. Halves enemy DEF for damage calculations]
Null Bullet Pstl (S)1-3 16 13 5 60 8 [Ignores user's STR. Halves enemy DEF for damage calculations. 2x damage vs Levitation]
Prestige Pstl (S)1-3 17 12 10 60 12 [Ignores user's STR. Halves enemy DEF for damage calculations. +2 to AS, but not Evasion]
Name Type () RNG MT WT CR Hit QL
Firelance Mskt (E)2-4 13 9 0 65 28 [Ignores user's STR. Halves enemy DEF for damage calculations]
Arquebus Mskt (E)2-4 16 12 0 60 20 [Ignores user's STR. Halves enemy DEF for damage calculations]
Drake Mskt (D)2-4 18 13 0 55 20 [Ignores user's STR. Halves enemy DEF for damage calculations]
Longarm Mskt (D)2-5 15 15 5 65 12 [Ignores user's STR. Halves enemy DEF for damage calculations]
Musket Mskt (C)2-4 19 14 0 55 16 [Ignores user's STR. Halves enemy DEF for damage calculations]
Jennisseri Mskt (C)2-4 16 16 10 55 12 [Ignores user's STR. Halves enemy DEF for damage calculations]
Thunderblast Mskt (B)2-4 17 18 0 50 16 [Ignores user's STR. Halves enemy DEF for damage calculations. 2x damage vs Horseback]
Dragon Mskt (B)2-4 20 15 0 50 12 [Ignores user's STR. Halves enemy DEF for damage calculations]
Scattershot Mskt (A)2-4 18 18 0 45 12 [Ignores user's STR. Halves enemy DEF for damage calculations. 2x damage vs Fliers]
Sniper Mskt (A)2-5 19 16 5 55 8 [Ignores user's STR. Halves enemy DEF for damage calculations]
Le Roy Mskt (S)2-4 23 17 0 45 8 [Ignores user's STR. Halves enemy DEF for damage calculations]
Imperiale Mskt (S)2-4 25 20 0 40 8 [Ignores user's STR. Halves enemy DEF for damage calculations]
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Cannons (Cann): why did I even make these things?? honestly though just skip these, these are absurd
Name Type () RNG MT WT CR Hit QL
Falconet Cann (C)5-15 26 20 0 45 5 [Ignores user's STR. Halves enemy DEF for damage calculations. Autohits adjacent on miss. 10 splash damage. Can move 1 tile per Turn]
Culverin Cann (B)5-15 34 24 0 40 5 [Ignores user's STR. Halves enemy DEF for damage calculations. Autohits adjacent on miss. 15 splash damage. Can move 1 tile per Turn]
Basilisk Cann (A)5-15 42 28 0 35 5 [Ignores user's STR. Halves enemy DEF for damage calculations. Autohits adjacent on miss. 20 splash damage. Can move 1 tile per Turn]
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gun classes:
trainee: Gunner Trainee (E guns)
foot gunner line: arquebusier (C guns) -> musketeer (A guns+swords) & sharpshooter (S guns).
gun cavalry line: pistoleteer (C guns+swords) -> cuirassier (A guns+swords) & dragoon (B guns+swords+axes).
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TRAINEE:
Gunner Trainee
These young hotshots (no pun intended) make the first steps into becoming firearm users. Firearms are heavy and inaccurate, not unlike axes, therefore the youngsters are choosen for the training based on their constitution and good eyesight. Only after years of training, one becomes a true gunner, and by then they preference for firearm of choice will show; either for small and elegant Pistols, or the powerful but heavy Muskets.
Weapon Skill: Guns (E)
Starting Weapon: Handgonne OR Firelance
Preferred Stats: HP, SKL
Promotes to: Arquebusier, Pistoleer
Base stats:
HP 20 STR 2 MAG 0 SKL 5 CON 6 AID 5
LCK 2 DEF 2 RES 0 SPD 3 MOV 4
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FIRST CLASS A:
Arquebusier
The most common choice for the young Gunners is to become Arquebusiers; foot soldiers who specialize in firearms, providing supporting fire while their more melee-oriented comrades engage the enemies in front of them.
Weapon Skill: 1 Gun Subcategory (C), Guns (D)
Starting Weapon: Arquebus
Preferred Stats: HP, SKL
Special:
Familiarity:
Passive Effect
Thanks to all of the heavy-lifting of their cumbersome firearms, Arquebusiers suffer Attack Speed and Evasion penalties from weapon's Weight only if the penalty reaches -3 or greater.
Promotes From: Gunner Trainee
Promotes To: Musketeer, Sharpshooter
Item Required: Gunner's Pin
Base stats:
HP 23 STR 2 MAG 0 SKL 8 CON 9 AID 8
LCK 2 DEF 2 RES 0 SPD 4 MOV 5
Promotion bonuses:
HP +3 STR +0 MAG +0 SKL +3 CON +3 AID +3
LCK +0 DEF +0 RES +0 SPD +1 MOV 5
FIRST CLASS B:
Pistoleer
Sometimes the young Gunner does not suit the exact profile of a tough-as-nails, heavy-set Arquebusier. However, their accuracy with the gun is still noted, and their smaller frame points a preference for not only pistols but other lighter weapons, like swords, and in general, swiftness over endurance. Given a horse, these Pistoleteers can easily employ skirmishing tactics, running up to enemy line to wreak havoc and then quickly retreating.
Weapon Skill: 1 Gun Subcategory (C), 1 Sword Subcategory (C), Guns (D), Swords (D)
Starting Weapon: Flintlock or Iron Sword
Preferred Stats: SKL, SPD
Special: Horseback, Dismount
Quickdraw:
Passive Effect
If the Pistoleteer is wielding a Sword and is attacked with a Lance weapon (thus suffering Weapon Triangle Disadvantage), they can quickly switch to their gun and counter with it instead. This works only with Pistol subcategory of Guns, however.
Promotes From: Gunner Trainee
Promotes To: Cuirassier, Dragoon
Item Required: Gunner's Pin
Base stats:
HP 21 STR 3 MAG 0 SKL 8 CON 8 AID 7
LCK 2 DEF 2 RES 0 SPD 5 MOV 4
Promotion bonuses:
HP +1 STR +1 MAG +0 SKL +3 CON +2 AID +2
LCK +0 DEF +0 RES +0 SPD +3 MOV 5
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ARQUEBUSIER PROMO A:
Musketeer
Often rank-and-file soldiers, Musketeers have learned that versality on the battlefield is a must, and therefore have widened their training regime to include fighting with swords.
Weapon Skill: 1 Gun Subcategory (A), 1 Sword Subcategory (A), Guns (C), Swords (C)
Preferred Stats: STR, SKL
Special:
Armstrong:
Passive Effect
Musketeers receive Hit bonus for their Guns equal to their STR.
Promotes From: Arquebusier
Item Required: Gunner's Pin
Promotion bonuses:
HP +2 STR +3 MAG +0 SKL +3 CON +4 AID +4
LCK +0 DEF +1 RES +0 SPD +1 MOV 6
ARQUEBUSIER PROMO B:
Sharpshooter
Sharpshooters are masters of gun use. They're often sent to take a deeply hidden position from which they will pick off their enemies, who often will not be able to even notice the sharpshooter till after several shots. Not only Sharpshooters are firearm masters, but they are able to shoot at greater distances than other gun users. Their only apparent weakness is their fragility, as they often trade loud, metallic armor for tight-fitting clothes, and rely on their agility and surroundings to provide them protection from attacks.
Weapon Skill: 1 Gun Subcategory (S), Guns (B)
Preferred Stats: SKL, LCK
Special: Critical Eye
The Gun Phantom:
Passive Effect
Sharpshooter that ends his/her move on a Forest, Thick Forest or a Hill becomes invisible (is hidden on the map and thus untargetable for ranged weapons) until an enemy unit moves adjacent to them. The direction from which Sharpshooter attacks will be indicated to the enemies. Also, when on Forest, Thick Forest or Hill Terrain, Sharpshooters gain +1 to their maximum Range.
Promotes From: Arquebusier
Item Required: Gunner's Pin
Promotion bonuses:
HP +1 STR +0 MAG +0 SKL +4 CON +3 AID +3
LCK +4 DEF +0 RES +0 SPD +2 MOV 6
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PISTOLEER PROMO A:
Cuirassier
The romantic and honorable cavalier, using both guns and swords and light armor, charging into the fray to break enemy lines; this description pops in the people's minds when asked what a Cuirassier is. And the Cuirassiers are often doing just that, performing deadly charges into enemy ranks to send them flying. Thanks to these charges, the Cuirassiers can forego the usual dedication to accuracy and instead concentrate on other useful attributes, like strength and speed.
Weapon Skill: 1 Gun Subcategory (A), 1 Sword Subcategory (A), Guns (C), Swords (C)
Preferred Stats: STR, SPD
Special:
Cavalry Charge:
Passive Effect
+2 Hit and Crit for 1 Tile traversed before attacking. This bonus resets after the attack. Furthermore, after the attack, Cuirassiers gain +2 MOV till the end of their Turn.
Promotes From: Pistoleer
Item Required: Gunner's Pin
Promotion bonuses:
HP +2 STR +2 MAG +0 SKL +1 CON +3 AID +3
LCK +0 DEF +2 RES +1 SPD +3 MOV 6
PISTOLEER PROMO B:
Dragoon
Dragoons are often imagined as lowly, do-it-all soldiers on slow horses, but to think so would be a mistake. They trade specialization in something for versatility; their horses are slower but sturdier and more used to navigate on difficult terrain, and use of guns, swords and axes allows the Dragoon to quickly adapt and gain advantage against many types of foes that they might encounter on battlefield.
Weapon Skill: 1 Gun Subcategory (B), 1 Sword Subcategory (B), 1 Axe Subcategory (B), Guns (C), Swords (C), Axes (C)
Preferred Stats: HP, STR
Special:
Sturdy Little Pony:
Passive Effect
Dragoons gain only +1 MOV from Horseback, but they also use Movement Costs of non-Horseback units (so a Dragoon wishing to enter a Forest uses only 2 MOV instead of 3). This means that they can also enter Thick Forests while on Horseback.
Promotes From: Pistoleteer
Item Required: Gunner's Pin
Promotion bonuses:
HP +3 STR +3 MAG +0 SKL +1 CON +4 AID +4
LCK +0 DEF +2 RES +0 SPD +1 MOV 6
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