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WEAPON & ITEM STATS

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AMMUNITION STATS

AMMUNITION (PUBLISHED)
Restriction
Name
To Hit Modifier
Damage Die
Max Range
Special Rules
handgun
Tussock
0
d4
90
non-lethal
handgun
Flying knife
-1
d6
90
handgun
Slug
-1
d8
120
handgun
Magnum
-2
d10+2
120
handgun
Pelletshot
*
*
90
at < 30ft +0 d8, 30ft +1 d6, 60ft +2 d4
handgun
Flare
-1
d8
120
if fighting in low light, any subsequent ranged attacks in a round against a target hit by a flare have advantage
handgun
Wasp
-1
*
90
Can be loaded with any serum
handgun
Firecracker
-2
d12
90
apply attack roll against all adjacent characters
handgun
Smoke
*
*
120
pick a square in range, starting at the beginning of your next turn, all squares in 20' radius obscured
long gun
Iridium (AP)
(+)1
d10
600
long gun
Elephant
-2
2d6
400
long gun
Nailshot
*
*
100
at <30ft +0 d10, 30ft +1 d8, 70ft +2 d6
long gun
Fragmentation
drift
d10
200
20 ft blast radius, BALANCE roll for half
long gun
Bull Wasp
-1
*
120
double dose - imposes disadvantage on resistance
long gun
Noxin Cloud
drift
*
200
15 ft blast radius, grows to 20 ft in 1 round, dissipates in 5 rounds. If caught in smoke roll ENDURANCE save, for every fail, waste turn coughing, can move 5ft
long gun
Phospherus
drift
2d8
150
10ft blast, BALANCE save negates
There are no rows in this table
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