Guns
Table of Contents
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.