Firearms
All firearms that a player can wield are categorized as either a Long Arm or Short Arm. Both are considered Martial Weapons. Long Arms include any firearm with a barrel longer than 9" such as a rifle or shotgun. These weapon typically have a longer range than a Short Arm, but require two hands to properly use. A Short Arm is any firearm with a barrel 9" or shorter such as a pistol. Short Arms can normally be used in only one hand, but normally have a much shorter range.
All firearms have a misfire chance. When an attack is made with a firearm, if the attack roll is equal to or less than the misfire value of the weapon, the attack automatically fails, the firearm is Jammed and ammunition is lost as if it had been fired successfully. A Jammed weapon cannot be fired. If the creature is proficient with the weapon, the Jammed condition can be cleared by taking an action to clear the obstruction. If the creature is not proficient with the weapon, they can use an action to make a DC 15 Wisdom (Nature) or Intelligence (Arcana) check to clear the the obstruction and remove the Jammed condition. This can be repeated until the firearm no longer has the Jammed condition.
All firearms have a misfire chance. When an attack is made with a firearm, if the attack roll is equal to or less than the misfire value of the weapon, the attack automatically fails, the firearm is Jammed and ammunition is lost as if it had been fired successfully. A Jammed weapon cannot be fired. If the creature is proficient with the weapon, the Jammed condition can be cleared by taking an action to clear the obstruction. If the creature is not proficient with the weapon, they can use an action to make a DC 15 Wisdom (Nature) or Intelligence (Arcana) check to clear the the obstruction and remove the Jammed condition. This can be repeated until the firearm no longer has the Jammed condition.
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