Firearms
Acrine has evolved to a point, utilizing new technologies, for firearms to be produced throughout its cities and forges. However, they are not yet widespread enough to replace simple steel and magic. There are ways that soldiers, and people willing to pay, may possess firearms. A player, with the DM's discretion, may begin tinkering on firearms to create new experimental prototypes or more potent forms of commonplace artillery. Here are the extra rules for firearms in Acrine:
Deadly: While characters may not use any ability score modifiers on damage rolls for firearms, on a critical hit, you may add a certain number, (determined by firearm type,) of damage dice to the roll before doubling the amount of dice. Deadly only pertains to users proficient with the firearm.
Misfire: On the weapons misfire score, the weapon becomes jammed and requires an action to unjam. If you have the extra attack feature, one of your attacks can be replaced by this action.
Spread: Certain firearms discharge a certain amount of shrapnel, which will deal a small amount of damage to creatures adjacent to the target.
Scatter: These firearms produce a cluster of shots, reducing the effectiveness of cover. Half-cover is ignored, while 3/4 cover is treated as half cover.
Point-Blank: Within a weapons normal range, the weapon deals its increased damage. However, weapons with drop-off will deal a reduced number of hit die when rolling damage against a creature within its long range number. Weapons with the point-blank feature do not impose disadvantage on ranged attack rolls within 5 feet of the target.
Reloading: Reloading your weapon can be done in 1 of 2 ways during your turn; the first is to use an attack action to reload your weapon. The second, is to use half of your movement speed.
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