ADREINN
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WEAPONS AND COMBAT

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RANGED WEAPONS

Firearms on Adreinn are mostly breech-loading and can chamber a single round at a time - though the type of round can be changed out on the fly. Maximum range and damage dice for firearms are determined by the type of ammunition they are loaded with.
HANDGUNS:
Handguns take a standard action to fire. They can be wielded with one or two hands. If wielded with one hand, reloading the handgun requires a standard action. Handguns can only load handgun ammunition. Handguns can be fired in melee combat but incur a -2 penalty to hit. Alternatively, in melee combat, handguns can be used to pistol whip enemies, acting as small weapons for this purpose but with an automatic -1 to quality for each successful hit.
LONG GUNS:
Long guns take a standard action to fire and are wielded with two hands. If a character fires a long gun and moves on the same turn, the attack is made with disadvantage. Long guns can load handgun and long gun ammunition. Long guns cannot be fired in melee combat. Long guns can be used as improvised weapons in melee combat, but with an automatic -1 to quality for each successful hit.
LAUNCHERS:
Launchers take a standard action to fire and are wielded with two hands. Launchers take a full round to fire, and a standard action to reload. Launchers cannot be fired in melee combat.
GRENADES:
Grenades take a standard action to lob and can be thrown with one free hand. When throwing a grenade, determine maximum range by adding 30 + 5 x MIGHT bonus. Once a target square has been identified, roll a d6 and a d8 to determine drift. Use the value of the d6 to consult the following table, and use the d8 to determine the magnitude of drift:
6 - direct hit! Center blast around target
5 - Drift north d8 squares (x 5ft)
4 - Drift east d8 squares (x 5ft)
3 - Drift south d8 squares (x 5ft)
2 - Drift west d8 squares (x 5ft)
1 - Dud! No explosion

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