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ADREINN
Pages
WELCOME (READ FIRST)
RULES v1.3
INTRODUCTION
PLAYING THE GAME
GEISS
ABILITY SCORES
CHARACTER ADVANCEMENT
INVENTORY
HEALTH, DEATH, AND DYING
LEVELS OF PLAY
COMBAT
COMBAT ON ADREINN
TALENTS
ENIGMAS
DOWNTIME
CHARACTER CREATION
1. SELECT BACKGROUND
2. ROLL ABILITIES
3. RICH/POOR MAN'S TABLE
4. STARTING ITEMS
ADREINN LORE
FACTIONS
TELLUS ATHERA
STEWARDS
SOLEPHIN
PHARON
MAGNER
SAKARA
ROMAERSK
BAYATHAN
VIGRAM
HAILU
THE COUNCIL
KARALEANS
THE OAKS AND UNCLE BELFORT
THE RENEWAL PARTY
THE CHURCH
THE BURJ
TRIBES BEYOND
RECLAIMERS
WEAPON & ITEM STATS
WEAPON STATS
AMMUNITION STATS
ITEMS
QUICK LOOKUP
WEAPONS AND COMBAT
MELEE
RANGED WEAPONS
THROWN WEAPONS
COMMUNITY
PLAYER APPLICATION
AFTER-ACTION REPORT
UNDER CONSTRUCTION
PRE-SESSION CHECKLIST
ADREINN
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...
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WEAPON STATS
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WEAPON STATS
WEAPONS (Published)
WEAPONS (Published)
Type
Name
Mid Range
Long Range
Linked Ability
Damage Die
Size Slots
Ave Cost Dy
Unique Traits
Flavor
Type
Name
Mid Range
Long Range
Linked Ability
Damage Die
Size Slots
Ave Cost Dy
Unique Traits
Flavor
Improvised weapon
chair, firepoker, etc.
x
x
MIGHT
d6
2
x
two-handed, -1 to hit
small melee
dagger, switchblade, etc.
10'
20' - 30'
MIGHT
d4
1
5
thrown weapon
javelin, hatchet, tomahawk, etc
20'
45'-60'
MIGHT
d6
1
5
primary melee
sword, mace, axe, etc.
x
x
MIGHT
d8
2
20
can be wielded with two-hands to deal d10 damage
big melee
greatsword, maul, greataxe, etc.
x
x
MIGHT
2d6
3
30
two-handed
reach melee
halberd, glaive, pike, etc.
x
x
MIGHT
d10
3
25
two-handed, can attack up to 10'
handgun
Pneumotube
25'
50'
PERCEPTION
ammo dependent
1
50
-1 to hit
often improvised and non-standard
handgun
Compressor
25'
50'
PERCEPTION
ammo dependent
1
100
mass-produced, guard sidearm and gangster gun
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
handgun
ZIland L-Frame
30'
60'
PERCEPTION
ammo dependent
1
300
Space for 1 Ziland Module
Military officer sidearm, often carried by Stewards
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
long gun
battletube
60'
200'
PERCEPTION
ammo dependent
2
200
-1 to hit
homestead and tribal sentry weapon
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
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
long gun
Mirage
80'
300'
PERCEPTION
ammo dependent
3
cannot be fired if moving on the same turn
Huge nomad sniper rifle
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
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
long gun
RSDE - Rifled Sonic Difussing Emitter
PERCEPTION
crowd control, uses BATTERIES
launcher
bangor
PERCEPTION
ammo dependent
4
-1 to hit
awkward bazooka
launcher
wrist rocket
PERCEPTION
ammo dependent
3
military rocket apparatus
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