D&D Campaign Wiki

Player-facing notes and lore

Guns

1. Care

  • Guns must be cleaned and maintain in order to function. A gun must be cleaned after every use, or it will degrade in durability.
    • Cleaning takes 30 minutes to perform and is treated as automatic during a short/long rest unless otherwise noted or unless the player posseses more guns than they might reasonably clean in that period (e.g. 4 guns cannot be cleaned in a 1hr short rest)
Durability Total Degradations Impact
New 0 None
Minor Wear 1 None
Field 2 -1 damage
Worn 3 - 1d6 damage
Battered 4 - 1d12 damage
Ruined 5 Unusable, unrepairable

1.1. Bullets

  • Firing a normal gun requires 1 bullet per firing.
  • Bullets can be purchased in most markets, or can be crafted using an appropriate ammunition station.
    • Player made bullets cannot misfire.

2. Variants

Type Damage Cost Notes
Pistol 1d8 1,000 CR  
Rifle 1d12 5,000 CR  
Pistol (Energy) 2d6 1.1M CR Range 5/200, can fire continuously
Rifle (Energy) 3d8 6M CR Range 5/500, can fire continuously

3. Combat

3.1. Conventional Firearms

  • Firing a normal gun requires 1 bullet/firing.
  • Every firing of a normal gun requires a d20 roll. On a 1, the gun misfires.
    • If using crafted bullets, this chance is not applicable.

3.2. Energy Weapons

  • Energy weapons fire a beam to their max distance.
  • They can be fired continuously between rounds, but require a player to be holding them with both hands to achieve this.

3.3. Firearms in Space

  • Any firearm can be modified to fire non-puncturing bullets.
    • These bullets will not pierce metal, space suits, etc. making them safe for risky combat situations.
    • Performing this modification takes one action.