Most weapons only allow 1 ranged attack per turn but some do allow multiple shots, how each works will be handled in the weapon description.
Target DC Chart
Zombie DC
Sloucher 1
Shambler 2
Dragger 2
Crawler 1
Twitcher 3
Juggernaut 4
Thinker 3
Range Modifier Chart
Range Modifier
Short range - (default)
Medium range +2DC
Long range +2DC
-Range modifiers stack.
Miscellaneous Modifiers
Target inactive* -2DC
Friend in the way** +4DC
*Totally unaware and immobile.
**Either engaged in combat with the target or otherwise blocking the shot.
Common Firearms
Common firearms represent the guns most widely available for civilian use. They are relatively simple and mostly designed for hunting but are still quite lethal. Weapons used by Police or Military forces are much more dangerous but are also more likely to malfunction and are far more difficult to find in the post-outbreak world. Ammunition for common firearms is relatively easy to find whereas military grade ammunition is very scarce.
Pistol: This is a low caliber handgun which was widely available for civilian use pre-apocalypse.
Capacity : 6
Semi-automatic: A pistol may fire a number of shots in a turn up to it's remaining capacity, but each shot after the first takes a +1DC modifier which stacks.
Pistol Dmg Chart
1-4 = No effect
5-6 = Critical
Double Barreled Shotgun: This is a simple 10 gauge, meant for hunting birds mostly. It's not pretty and it kicks hard but it sure is powerful. Comes in side-by-side and over-under barrel configurations.
Capacity : 2
Kick : Double Barreled Shotguns take an additional +1DC on both the medium and long range increments.
Double Barreled Shotgun Dmg Chart
1-3 = Knock
4-6 = Critical
Hunting Rifle: A simple bolt-action hunting rifle. It has a slow rate of fire but it is powerful and accurate.
Capacity : 1
Sighted : Hunting rifles halve the range modifier penalty (so medium range is only +1 not +2).
Hunting Rifle Dmg Chart
1-3 = Knock
4-6 = Critical
The capacity of a ranged weapon is the number of shots you can take with it before it needs to be reloaded. To reload a ranged weapon you must pass a DC1 Nerve check, if you pass the weapon is fully loaded up to it's capacity, if you fail the weapon is not reloaded at all. You may not fire a weapon in the same turn you reload it unless specifically stated in the weapon description. You may only fire one ranged weapon per turn.
You may make melee attacks using a firearm- it will count as a Sturdy weapon. If a 1 is rolled and a firearm becomes Flimsy it will break and will no longer be able to function as a ranged weapon.
(a target-rich environment)
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