Matchlock Carbine
A Carbine is a variant of the Fusil, one of the early types of Firearm which have gained popularity outside of The Continent of Greland.
A Carbine is a smaller, shorter variant, usually around two feet in length, sacrificing some of the Fusil's power and accuracy for a shorter reload time and being easier to carry. It is preferred by units such as the Allenian Dragoons for ease of dismounting, and by those who have to carry other bulky equipment like their combat engineers.
The Carbine has an effective range of up to 50 feet, and is even less accurate than the Fusil. The exposed match and powder in the flashpan are affected by wet or windy weather.
Matchlock Carbine
Inaccurate-3:
A Carbine is a smaller, shorter variant, usually around two feet in length, sacrificing some of the Fusil's power and accuracy for a shorter reload time and being easier to carry. It is preferred by units such as the Allenian Dragoons for ease of dismounting, and by those who have to carry other bulky equipment like their combat engineers.
The Carbine has an effective range of up to 50 feet, and is even less accurate than the Fusil. The exposed match and powder in the flashpan are affected by wet or windy weather.
Matchlock Carbine
Name | Damage | Critical | Range | Qualities |
---|---|---|---|---|
Matchlock Carbine | 10 | 1 | 2/5 | Inaccurate-3; Sunder-1; Disorient-2; Stun-2; Reload-6; Ranged; |
- This weapon adds bbb to any Ranged Attacks made using this weapon.
- This weapon ignores up to 10 points of Soak.
- This weapon can spend aa on a successful melee attack to inflict +d on the target's next Skill Check.
- This weapon can spend aa from an attack any number of times to inflict 1 Strain each time. The attack does not need to be successful to do this.
- Before each attack with this weapon it must perform the Reload action 6 times.
- Ranged weapons do not increase their Damage for additional s from Attack rolls. Instead treat each ss as a.
- Ranged weapons have two Range values. Attacks made within the first range bracket are made as normal. Attacks made within the second range bracket add one b for each additional range band in addition to normal effects and the cost to trigger traits or critical hits increases by 1 for each range band. Attacks cannot be made beyond the second range bracket.
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