Firearms
This is a depreciated article from a very old version of the game, if you are reading this in 2021, ignore everything below this line
List of Firearms
SLS Revolver
A popular and easy-to-use revolver-style handgun for self-defense. Accessories and enhancements are available.
- One-handed (2 Str required)
- Range: 20ft (max 200ft)
- Damage: 4d4 (16 per shot)
- Capacity: Five 9mm Rounds
- Item Space: 1.00
Properties:
- Aim Bonus is not interrupted by movement and takes one action to fully focus. Aimed Shot increases damage from d4 to d6 and reduces accuracy loss from distance by 4.
- Reloading: Unloading spent cartridges is a free action. Loading up to three bullets into the chambers takes one action.
Custom Parts:
- Speedloader: With this part, the user can reload the weapon fully in a single action.
- Bull-Nosed Frame: These parts can enhance the weapon to accept stronger ammunition. Also enables the user to switch loaded rounds with a reload action.
Quickdraw Revolver
A one-handed firearm for law-enforcers and outlaws alike. Boasts high rate of fire and damage but suffers from a long reload cycle.
- One-handed (3 STR required)
- Range: 20ft (max 200ft)
- Damage: 4d6 (24 per shot)
- Capacity: Six .45 Rounds
- Item Space: 1.00
Properties:
- Aim Bonus takes one action to fully focus. Aimed Shot increases damage from d6 to d8 and reduces accuracy loss from distance by 4. As long as you do not break your focus, you can keep Aim bonus for every consecutive shot (except for Fan the Hammer)
- Fan the Hammer: Can fire all available shots in a single attack action; Accuracy of each consecutive shot decreases by 4 after the first shot, to a max of -10.
- When Reloading: Unloading used bullets in the chambers takes one action. Loading up to three bullets into the chambers takes one action.
Custom Parts:
- None.
Shotgun
A strong, two-handed rifle that fires shells that spray pellets in a narrow cone, devastating at close range.
- Two-handed (3 STR required)
- Range: 10ft (max 50ft)
- Damage: 4d8 (28 per shot)
- Capacity: Four Shotgun Shells
- Item Space: 2.00
Properties:
- No Aim Bonus.
- Weapon ignores up to 5 Damage Resistance when fired no greater than one range increment (10ft).
- Weapon cone can hit targets adjacent to intended target, as long as line of sight is not blocked.
- When Reloading: It takes one action to load in up to four shells and pump the shotgun to get ready to fire.
- After Firing: The user cannot fire the weapon again unless the user spends one action to level their aim. (Ignoring this rule will cause the weapon to fire wildly off-target)
Custom Parts:
- Shoulder-Stock: With this part attached, the user is no longer penalised for firing consecutively and can fire as many times as they have actions. Increases Item Space by 0.50.
- Long Barrel: With these parts attached, the Capacity of the Shotgun is now 8 and its damage goes from d8 to d10. Increases Item Space by 0.50.
Rifle
Grenade Launcher
Single-shot Rifle that fires explosive rounds, different types can be loaded however it must be reloaded after every shot.
- Two-handed (3 STR required)
- Range: 10ft (max 100ft)
- Damage: 4d12 (48 per shot)
- Capacity: One Grenade Round
- Item Space: 2.00
Properties:
- No Aim Bonus
- When Firing: User must take one action to steady the weapon before they can reload.
- When Reloading: User takes one action to unload the old round and load in a new one. Switching round types is consider a reload however each
Chemical Sprayer
A Rifle designed to spray liquid at short to medium range, while some modifications are required, it can be effective at smothering targets
- Two-handed (4 STR required)
- Range: 30ft (max 30ft)
- Damage: Special (see properties)
- Capacity: Up to 400 units of Fuel
- Item Space: 2.00
Properties:
- No Aim Bonus
- There are three fuel types for this weapon: Fire, Cold and Acid. This determines the damage type as well as its secondary effects.
- Fire deals Fire damage over time and inflict burn.
- Cold deals Cold damage over time and may slow/freeze the target in place.
- Acid deals Acid damage over time and can damage armour, natural or artificial.
- This weapon's damage is based upon exposure, direct contact deals 4d4 damage and inflicts 2d4 damage every round for up to three rounds unless the target successfully Reflex saves to reduce damage and avoid damage over time effects. The amount of damage over time effects increases by an additional 2d4 for every consecutive round of exposure.
- To successfully expose a target requires 50 fuel to be used, exposure takes two actions to start firing and expose targets.
Custom Parts:
- Regulator Valve: This part limited the amount of fuel used, halving the amount of Fuel required to expose a target.
Sparkshot
A magically-charged rifle that fires pins towards a target, it channels energy into a target until it reaches maximum power, then outputs it all at once.
- Two-handed (4 STR required)
- Range: 20ft (max 100ft)
- Damage: 1d6 initial damage, +6d6 maximum charge
- Capacity: Seven Needle-Pairs
- Item Space: 2.00
Properties:
- On a successful hit: The user must take an action to maintain a connection during energy channelling. The user may move at half speed but must maintain concentration on their target.
- If the user fails to maintain concentration on their target, moves faster than half their speed or is interrupted, the attack ends and charge will reset to zero, damage dealt midway through is not affected.
- The user must use a total of 3 actions to achieve 'Maximum charge', on the final action, it will deliver the Maximum charge damage to the target and the weapon will automatically reload.
- The first action fires the needles and hits the target, dealing 1d6 (6 damage) on hit, the second action maintains connection and deals another 1d6 damage. The third action maintains connection once more and deals an additional 6d6 damage.
Custom Parts:
- Energy Capacitor: This part helps channel energy faster in order to reach maximum charge more quickly. The first initial damage is increased to 2d6 and will reach maximum charge on the second action.