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Weapons

TYPE DAMAGE PER HIT FIRE RATE FIRE TYPE RANGE CAPACITY HAND DUAL WIELD RELOAD ACTION
PISTOL 1d8 1 SEMI 40/120 8 or 15 SINGLE YES MOVEMENT
SMG 1d8 1/5
SEMI
BURST
40/120 20 SINGLE YES MOVEMENT
REVOLVER 1d12 1 SEMI 40/120 6 SINGLE YES TURN
SEMI-AUTO RIFLE 2d8 1 SEMI 10-80/240 8 2 Handed NO MOVEMENT
AUTOMATIC RIFLE 2d8 1/8
SEMI
BURST
10-80/240 20 or 30 2 Handed NO MOVEMENT
BOLT ACTION RIFLE 2d10 1 SINGLE ACTION 10-80/240 5 2 Handed NO TURN
SHOTGUN 3d10 1 SINGLE ACTION 30/90 6 2 Handed NO TURN
GRENADE 8d6 1 THROWN 20FT RADIUS - SINGLE - -
MOLOTOV 4d6 for 3 turns 1 THROWN 20FT RADIUS - SINGLE - -
ROCKET LAUNCHER 8d6 1 SINGLE ACTION 120 + 20FT RADIUS 1 2 Handed NO TURN
This chart is just a guide. Weapon specs will change based on real-world counterparts if applicable.

SCOPES - Eliminates disadvantage up to max range / adds disadvantage for all targets closer than 20FT.
SUPPRESSORS - Any creature that can hear within 20FT and is unaware of user's presence, becomes aware if in open area.
All semi-auto weapons can be fired rapidly up to 3 shots per turn.
Single Action weapons can be fire rapidly up to 2 shots per turn.
If any weapon is rapid fired there is a disadvantage for every shot after the 1st.
All ancient weapons are single-action unless otherwise noted.
Shotguns have advantage on any target closer than 30ft.
Any gun fired without a suppressor can be heard by any creature that can hear within 300ft if in an open area.  
Gun Attacks
d20 to hit per projectile
d6 for area of body
The higher the number in the d20, the more critical the hit
Roll damage

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