Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Misfire: If you roll below this number your weapon misfires and you cannot use it until you repair it with a Firearm Kit. If you roll a natural 1 it breaks outright.
- Reload: The number of times a Firearm may be used before you must spend a Standard Action to reload.
- Scatter: A firearm with this feature can deal damage to every creature within it's first range increment. It spreads too much to accurately hit with it's second range increment however. Alternatively you may make a DC 12 Intelligence check to craft slugs instead of scattershot ammo. If you fail you lose the amount of ammo you're trying to convert.
- REVOLVERS
- Shepard.22: Revolver Action. 1d6. Reload 6. Range 20/80. Misfire 3. Civil use. 200g.
- Undertaker.45: Revolver Action. 2d6. Reload 6. Range 30/120. Misfire 3. Lawmen Use. 600g.
- Gateknocker.51: Break Action. 3d6. Reload 4. Range 40/160. Misfire 2. Military Use. 800g.
- SHOTGUN
- Basilisk - 8 Gauge(Shotgun): Break Action. 1d8. Reload 2. Range 15/30. Misfire 2. Scatter. Civil Use. 300g.
- Hydra - 3 Gauge(Shotgun): Break Action. 2d8. Reload 2. Range 20/40. Misfire 2. Scatter. Lawmen Use. 600g.
- Behir - 1 Bore(Shotgun): Break Action. 3d8. Reload 2. Range 30/60. Misfire 2. Scatter. Military Use. 1200g.
- RIFLE
- Shrike.38: Lever Action. 1d10. Reload 8. Range 50/200. Misfire 2. Civil Use. 400g.
- Condor.44: Pump Action. 2d10. Reload 6. Range 60/240. Misfire 3. Lawmen Use. 800g.
- Thunderhawk.51: Revolver Action 3d10. Reload 2. Range 320/1280. Misfire 4. Military Use. 1600g.
Advertisement
Add Comment
Please, Sign In to add comment