C20 Weapons in Geshkara | World Anvil

C20 Weapons

Ranged Weapons

Handguns

Weapon Name Crit Damage Fire Mode Loading/Capacity Size Avg. Cost Properties
Antique Pistol 20 1d6 piercing Repeating Muzzle loading (1) 1×1 17.50₣ Ammunition (range 20/30/40), Compact, Versatile (30/45/60)
Antique Revolver 20 1d6 piercing Repeating Muzzle loading (6) 1×1 26.40₣ Ammunition (range 20/30/40), Compact, Versatile (30/45/60)
Derringer 19-20 1d4 piercing Repeating Muzzle loading (1) 1×1 10.00₣ Ammunition (range 15/25/30), Concealable
Pistol 20 1d6 piercing Semi-automatic Box magazine (7), Clip loading (10) 1×1 50.00₣ Ammunition (range 20/30/40), Compact, Versatile (30/45/60)
Pistol Carbine 20 1d6 piercing Semi-automatic Box magazine (7), Clip loading (10) 1×2 60.00₣ Ammunition (range 60/90/120), Two-handed, Special
Pocket Gun 19-20 1d4 piercing Semi-automatic Box magazine (6), Cylinder (5) 1×1 40.00₣ Ammunition (range 15/25/30), Concealable, Versatile (20/30/40)
Revolver 20 1d8 piercing Repeating Cylinder (6) 1×1 44.50₣ Ammunition (range 20/30/40), Compact, Versatile (30/45/60)
 

Ammunition

Ammunition Name DT Modifier Damage Modifier Avg. Cost
Muzzle Loader, ball
Muzzle Loader, powder & cap
Pistol Cartridge, ball 2.50₣ (50)
Pistol Cartridge, armour penetrating −2 2.00₣ (20)
Pistol Cartridge, expanding 2x 1.5x 1.85₣ (20)
Pocket Gun Cartridge 2.50₣ (50)
Revolver Cartridge, ball 2.75₣ (50)
Revolver Cartridge, armour penetrating −2 2.15₣ (20)
Revolver Cartridge, expanding 2x 1.5x 1.95₣ (20)
 

Rifles

Weapon Name Crit Damage Fire Mode Loading/Capacity Size Avg. Cost Properties
Antique Musket 20 2d6 piercing Repeating Muzzle loading (1) 1×5 20.00₣ Ammunition (range 80/160/240), Two-handed
Automatic Rifle 20 2d4 ballistic Automatic* Box magazine (20), Pan/drum/belt (70) 2×4 225.00₣ Ammunition (range 200/400/600), Heavy, Two-handed
Cavalry Carbine 20 2d4 ballistic Repeating Clip loading (5), Single shot (1) 1×3 70.00₣ (clip), 55.80₣ (single) Ammunition (range 150/300/450), Two-handed
Infantry Rifle 20 2d4 ballistic Repeating Clip loading (5), Single shot (1) 1×5 80.00₣ (clip), 62.70₣ (single) Ammunition (range 300/600/900), Two-handed
Lever Rifle 20 1d6 ballistic Semi-automatic Tube magazine (8) 1×4 42.50₣ Ammunition (range 150/300/450), Two-handed
Rifle Musket 20 2d6 piercing Repeating Muzzle loading (1) 1×5 25.30₣ Ammunition (range 200/400/600), Two-handed
Submachine Gun 20 1d6 piercing Automatic Box magazine (25) 1×3 160.00₣ Ammunition (range 100/200/300), Two-handed
Tank Rifle 20 2d6 ballistic Repeating Single shot (2), Single shot (1) 1×4 200.00₣ Ammunition (range 200/400/600), Heavy, Two-handed
*Attack types other than single shots made with the Automatic Rifle can only be made effectively while prone.  

Ammunition

Ammunition Name DT Modifier Damage Modifier Avg. Cost
Lever Rifle Cartridge, ball 1.60₣ (20)
Lever Rifle Cartridge, soft point 2x 1.5x 2.25₣ (20)
Military Rifle Cartridge, ball 2.00₣ (20)
Military Rifle Cartridge, armour penetrating −2 1.60₣ (10)
Military Rifle Cartridge, soft point 2x 1.5x 3.00₣ (20)
Military Rifle Cartridge, incendiary 2.20₣ (10)
Muzzle Loader, ball
Muzzle Loader, powder & cap
Tank Rifle Cartridge, ball 25¢
Tank Rifle Cartridge, armour penetrating −2 40¢
Tank Rifle Cartridge, soft point 2x 1.5x 35¢
Tank Rifle Cartridge, incendiary 60¢
 

Shotguns

Weapon Name Crit Shot types Fire Mode Loading/Capacity Size Avg. Cost Properties
Automatic Shotgun 20 Buckshot, Slug Semi-automatic Tube magazine (5) 1×4 120.00₣ Ammunition (range 40/60/80), Two-handed
Blunderbuss 20 Birdshot, Buckshot Repeating Muzzle loading (1) 1×3 22.60₣ Ammunition (range 40/60/80), Two-handed
Coach Gun 20 Birdshot, Buckshot, Slug Repeating Single shot (2), Single shot (1) 1×4 42.00₣ (double), 30.00₣ (single) Ammunition (range 40/60/80), Two-handed
Pump Shotgun 20 Birdshot, Buckshot, Slug Repeating Tube magazine (5) 1×4 70.80₣ Ammunition (range 40/60/80), Two-handed
Sawn-off 20 Birdshot, Buckshot Repeating Single shot (2), Single shot (1) 1×2 33.60₣ (double), 29.90₣ (single) Ammunition (range 30/45/60), Compact, Two-handed
Slam-fire Shotgun 20 Birdshot, Buckshot, Slug Repeating Single shot (1) 1×3 18.00₣ Ammunition (range 40/60/80), Two-handed
 

Ammunition

Shot Name Damage DT Modifier To-hit Modifier Range Modifier Avg. Cost
Birdshot Shell 1d8 piercing 2x +6 2.00₣ (25)
Buckshot Shell 2d6 piercing +3 50¢ (5)
Slug Shell 2d6 piercing −2 1.5x 70¢ (5)
Muzzle Loader, birdshot 1d8 piercing 2x +6
Muzzle Loader, buckshot 2d6 piercing +3
Muzzle Loader, powder & cap
 

Non firearms

Weapon Name Crit Damage Fire Mode Loading/Capacity Size Avg. Cost Properties
Atlatl 20 1d10 piercing Repeating Single shot (1) 1×2 5.00₣ Ammunition (range 40/60/80), Compact
Crossbow 19-20 1d8 piercing Repeating Muzzle loading (1) 2×3 17.50₣ Ammunition (range 80/120/160), Heavy, Two-handed
Flamethrower 20 2d8 fire Repeating Pan/drum/belt (10) 3×4 450.00₣ Ammunition (range 30/45/60), Heavy, Two-handed, No Targeting
Hand Crossbow 19-20 1d6 piercing Repeating Muzzle loading (1) 1×2 17.00₣ Ammunition (range 30/45/60), Compact
Hunting Bow 19-20 1d8 piercing Repeating Single shot (3) 1×4 14.75₣ Ammunition (range 60/90/120), Two-handed
Sling 18-20 1d6 piercing Repeating Single shot (1) 1×1 5.00₣ Ammunition (range 30/45/60), Concealable
 

Ammunition

Ammunition Name DT Modifier Damage Modifier Avg. Cost
Arrow/Bolt, barbed 1.5x 1.65₣
Arrow/Bolt, makeshift 1.5x 25¢
Arrow/Bolt, standard 1.00₣
Sling Bullet
 

Loading Types

  • Box magazine: uses 1 Action to load a new magazine; may use a Free Action to retain the outgoing magazine.
  • Clip loading: uses 1 Action to load a full magazine from a clip if gun is empty, or top-off a number of rounds equal to your Firearms modifier for 2 Actions (minimum of 1).
  • Cylinder: uses 1 Action to load a full cylinder from a speed loader if gun is empty, or singly load a number of rounds equal to your Firearms modifier for 2 Actions (minimum of 1).
  • Muzzle loading: uses 1 Action to measure and pour powder, 1 Action to set the ball, 1 Action to ram the ball down the barrel, and 1 Action to ready the fire mechanism per shot. For crossbows, it takes 3 Actions to pull the string and 1 Action to load a new bolt.
  • Pan/drum/belt: uses 3 Actions to load a new pan, drum, or belt; may use a Free Action to retain the outgoing container.
  • Single shot: uses 1 Action to reload.
 

Ranged Attack Types

All weapons have a fire mode which determines what kinds of attacks it is able to make. All weapons are capable of making single shot attacks, only semi-automatic and automatic weapons are capable of burst attacks, and only automatic weapons are capable of double burst attacks and suppressing fire.
  • Single shot: uses 1 piece of ammunition and has no additional modifiers; costs 2 Actions
  • Burst: uses 3 pieces of ammunition and grants a +3 to hit, doubles damage modifier; costs 2 Actions
  • Double burst: uses 6 pieces of ammunition and grants a +6 to hit, doubles damage modifier; costs 2 Actions
  • Suppressing fire: uses 15 pieces of ammunition, costs 4 Actions and a Reaction, and creates a line of affected area 15 feet wide originating at the creature taking the action. The line continues outwards until it reaches the weapon’s range threshold or a solid barrier. Creatures within this area or attempting to move through the area may make a Willpower check of DC equal to 12 + your proficiency modifier. A creature that fails the save cannot move through the area or take actions if they are within the area. A creature that partially succeeds the check by passing by 3 or less moves through the area and/or takes an action in the affected area, but takes damage equal to the weapon’s normal damage. A creature that fully succeeds moves through the affected area and/or takes actions as normal. A creature that starts its turn unprotected inside the area must succeed this save or else move out of the area, taking no damage.
 

Ammunition Storage

  • Handguns
    • 2 magazines, clips, or speed loaders, or the equivalent ammunition for the Pistol, Pistol carbine, or Revolver occupy 1 inventory space.
    • 3 magazines, clips, or speed loaders, or the equivalent ammunition for the Derringer or Pocket gun occupy 1 inventory space.
  • Rifles
    • 1 box magazine occupies 1 inventory space.
    • 1 pan, drum, or belt occupies 4 inventory spaces.
    • 3 clips or the equivalent ammunition occupies 1 inventory space.
    • 2 Submachine gun magazines occupy 1 inventory space.
    • 8 Tank rifle cartidges occupy 1 inventory space.
    • 20 Lever rifle cartridges occupy 1 inventory space.
  • Shotguns
    • 10 shotshells occupy 1 inventory space.
  • Muzzle loaders
    • A powder flask and percussion capper occupy 1 inventory space.
    • Enough lead bullets or lead shot for 10 shots occupy 1 inventory space.
  • Non firearms
    • 10 bolts or arrows occupy 1 inventory space, or 20 fit in a quiver.
    • A flamethrower uses flasks of kerosene as ammunition. It requires two flasks for a full tank.
    • 10 Sling stones occupy 1 inventory space. The sling can also use lead bullets.
    • An Atlatl uses Spears as ammunition.
 

Melee Weapons

 
Weapon Name Crit Damage Size Avg. Cost Properties
Axe 20 2d6 slashing 1×3 23.00₣ Heavy, Two-handed
Brand 20 1d4 fire 1×2 6.10₣ Compact
Brass Knuckles 20 1d4 crushing 1×1 (pair) 4.30₣ Concealable, Special
Cattle Prod 20 1d4 electric 1×2 13.00₣ Compact
Club 20 1d8 crushing 1×2 6.25₣ Compact
Fencing Rapier 19-20 1d8 piercing 1×3 65.40₣
Halberd 20 1d10 crushing/piercing/slashing 1×6 98.80₣ Heavy, Two-handed
Hatchet 20 1d8 slashing 1×2 15.85₣ Compact
Knife 19-20 1d6 piercing/slashing 1×1 9.50₣ Concealable
Knight Sword 20 1d8 piercing/slashing 1×4 72.50₣ Versatile (1d10)
Pickaxe 20 2d6 piercing 2×2 25.00₣ Heavy, Two-handed
Push Dagger 18-20 1d6 piercing 1×1 14.85₣ Concealable
Sabre 20 1d8 slashing 1×3 84.00₣
Spear 20 1d10 piercing 1×6 15.80₣ Two-handed
Sledge 20 2d6 crushing 1×3 19.65₣ Heavy, Two-handed
 

Grenades

A creature can throw a grenade a number of feet equal to 30 + 5 times its Body score for 1 Action. They can be thrown in an arc or rolled underhand. When lobbing a grenade, a creature rolls a DC 14 Dexterity check; if it passes, the grenade lands where it was aimed; if it fails, the grenade lands on a random spot within 5 feet of the intended location. When thrown, a live grenade will explode at the beginning of the creature that threw the grenade’s next turn. When the grenade explodes, any creatures within 20 feet of the grenade must make a DC 15 Agility check, taking 3d6 ballistic damage on a fail, or half as much on a success, and be knocked prone. A prone creature has +4 to the check.   To attempt to throw a live grenade back, a creature must first make a DC 15 Willpower check. If it fails, it cannot willingly move closer to the grenade or interact with it. If the creature passes this check and attempts to throw the grenade as 1 Action, it makes a DC 15 Agility check. Failing the check by more than 5 results in a critical failure, and the grenade detonates immediately. Failing the check by 5 or less results in no effect. Passing the check by less than 5 results in the grenade being thrown, but it detonates at a random point on its arc. Passing the check by 5 or more results in the grenade being thrown to its desired location.

Articles under C20 Weapons


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