Bayonets and Gunblades


Bayonets are essentially slender daggers (of varying lengths) designed to attach to the end of a rifle. Standard-issue military bayonets use the cheaper, mass-produced slide-ring design, where the end of the barrel fits snugly through a loop with the blade resting underneath. Ring bayonets effectively turn a rifle into a spear.
More costly variants use a bayonet shaped like a short sword with a modified handle designed to affix along a track under the barrel. Due to their more versatile design, track bayonets may be treated as slashing or piercing weapons. These sturdier blades may be used on their own as a side arm, though the modified grip makes them more susceptible to disarming (-2 CMD).
Bayonets are typically built to accommodate single barrel rifles. Bayonets of any sort may be purchased specially for multi-barrel firearms at additional cost (+10 gp).

Weapon Dmg (M) Dmg (S) Crit Weight Type Cost
Ring bayonet 1d6 1d4 x3 2 lb Piercing 8 gp
Track bayonet 1d6 1d4 19-20/x2 3 lb Piercing or Slashing 15 gp

Combination Weapons

Equally considered the pinnacle of personal armament and the most foolhardy, unwieldy weapons ever conceived, combination melee-firearms are the weapons of choice for the both legends and fools. Colloquially referred to as “gunblades”, “pistol-axes”, and “shot-spears”, almost all known variety of melee-firearm combination weapons use pistols as the black-powder component. Gunblades are naturally unwieldy and oddly balanced, resulting in a penalty to all attacks made with the weapon, both melee and ranged, determined by the weapons size: -1 for light weapons, -2 for one-handed weapons, and -4 for two-handed weapons. Given their dual nature, gunblades are capable of special combo attacks. If the user hits with a melee attack while the pistol is loaded, they may immediately make an attack using the loaded pistol against the same target. This attack is a free action and does not count against the number of attacks a character is allowed per round. The pistol attack uses the same attack bonus and applies any applicable bonuses or penalties (Weapon Focus, shoddy construction, etc.,) but targets only the victim’s Flat-Footed AC. The pistol attack is not eligible for the extra damage from the Sneak Attack ability (or similar class features) unless the triggering melee attack already fulfills the requirements. It can, however, score a critical hit as normal. Reloading a combination weapon requires a Craft (Firearms) check DC 12 and two standard actions.
All combination weapons must be of masterwork quality, requiring only the finest of craftsmanship to construct weapons that can withstand the rigors of close-range black powder explosions. The pistol may be either a civilian, derringer, or military pistol, and only the “accuracy” customization may be added. The total price of a gunblade is the price of the masterwork melee weapon + the price of the pistol + 200 gp. The vast majority of gunblades are either light one-handed weapons or two-handed weapons due to the sheer difficulty and weight. While not impossible, it would nevertheless be extraordinarily difficult for any mere mortal to wield gunblade longswords, or blades with multiple barrels…

Blasting Sledge

The experimental “blasting sledge” is the newest form of combination weapon available for purchase. This modified maul uses a specially designed spring mechanism to capitalize on the hammer’s inertia. The hollow maul head houses a small chamber for powder, inertial striker, and bullet. A pair of alternating plates hold the bullet inside while removing the striker. When a clockwerk grip is pulled at the base of the shaft (a swift action), the plates switch, exposing the bullet and bringing the striker into place. Like other combination weapons, this second attack is resolved as against the target’s Flat-Footed AC. However, unlike traditional gunblades, the blasting sledge only needs to make sufficient contact for the blast to automatically fire. Once the plates have been switched, the next blow of the hammer that hits the target’s Touch AC (regardless of if the maul attack deals damage) swings the striker into the charge, immediately setting off the blast.
While a powerful tool, the blasting sledge’s multiple clockwerk mechanisms (especially those near the head) require weekly maintenance. A Craft (Clockwerk) check DC 10 is sufficient to keep the hammer fully operational, though the check increases to DC 15 if proper tools are unavailable. Reloading a blasting sledge requires two standard actions and two separate Craft checks: DC 8 Craft (Firearms) followed by a DC 4 Craft (Clockwerk). Ammunition for the blasting sledge is 8-10 gp per shot. Specially designed penetration charges are available for additional cost. These spike-shaped charges ignore up to 5 points of damage reduction and cost 50 gp per shot.

Weapon Dmg (M) Dmg (S) Crit Weight Type Cost
blasting sledge (maul) 1d10 1d8 x3 21 lbs Bludgeoning 650 gp
blasting sledge (blast) 2d6 1d10 19-20/x3 Piercing

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Bayonets and Gunblades

To Fly on Metal Wings EJacobRiley