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WEAPON & ITEM STATS

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WEAPON STATS

WEAPONS (Published)
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Type
Name
Mid Range
Long Range
Linked Ability
Damage Die
Size Slots
Ave Cost Dy
Unique Traits
Flavor
1
Improvised weapon
chair, firepoker, etc.
x
x
MIGHT
d6
2
x
two-handed, -1 to hit
2
small melee
dagger, switchblade, etc.
10'
20' - 30'
MIGHT
d4
1
5
3
thrown weapon
javelin, hatchet, tomahawk, etc
20'
45'-60'
MIGHT
d6
1
5
4
primary melee
sword, mace, axe, etc.
x
x
MIGHT
d8
2
20
can be wielded with two-hands to deal d10 damage
5
big melee
greatsword, maul, greataxe, etc.
x
x
MIGHT
2d6
3
30
two-handed
6
reach melee
halberd, glaive, pike, etc.
x
x
MIGHT
d10
3
25
two-handed, can attack up to 10'
7
handgun
Pneumotube
25'
50'
PERCEPTION
ammo dependent
1
50
-1 to hit
often improvised and non-standard
8
handgun
Compressor
25'
50'
PERCEPTION
ammo dependent
1
100
mass-produced, guard sidearm and gangster gun
9
handgun
Flange
25'
50'
PERCEPTION
ammo dependent
2
200
Legal carry only by Church aligned, -1 to hit ,can be used in melee as a mace
Sidearm for Harv commanders
10
handgun
ZIland L-Frame
30'
60'
PERCEPTION
ammo dependent
1
300
Space for 1 Ziland Module
Military officer sidearm, often carried by Stewards
11
handgun
Haumort
40'
80'
PERCEPTION
ammo dependent
1
1000
only available from Hearth Solephin, +1 to hit at all times, +2 to hit when attacking from above
weapon of the Solephin commandos
12
long gun
battletube
60'
200'
PERCEPTION
ammo dependent
2
200
-1 to hit
homestead and tribal sentry weapon
13
long gun
Ziland F-Frame "Airator"
60'
250'
PERCEPTION
ammo dependent
2
500
Space for 2 Ziland Modules
Military standard issue, carried by Steward bodyguards and mob hitmen
14
long gun
Revelation
60'
200'
PERCEPTION
ammo dependent
3
Legal carry only by Church aligned, -1 to hit, can be used in melee as a maul
Carried by elite Harvs
15
long gun
Mirage
80'
300'
PERCEPTION
ammo dependent
3
cannot be fired if moving on the same turn
Huge nomad sniper rifle
16
long gun
MARG - Magner Auto-Rotating Gun
60'
250'
PERCEPTION
ammo dependent
2
only available from Hearth Magner, does not fire at disadvantage after moving
weapon of the Magner assault infantry
17
long gun
Vetruvian
60'
400'
PERCEPTION
ammo dependent
2
only available from Hearth Romaersk, +1 to hit at all times and +1 to hit for each consecutive combat round the shooter does not move, up to +4
advanced sniper rifle with medical equipment attachments that adjust the weapon to the shooter's vitals
18
long gun
RSDE - Rifled Sonic Difussing Emitter
PERCEPTION
crowd control, uses BATTERIES
19
launcher
bangor
PERCEPTION
ammo dependent
4
-1 to hit
awkward bazooka
20
launcher
wrist rocket
PERCEPTION
ammo dependent
3
military rocket apparatus
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