Firearms in Shadowfall | World Anvil
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Firearms

Firearms are all weapons which use a chemical ignition source to force a projectile to travel at high speeds and primarily do damage through kinetic force. Ballistic weapons can often be attributed to them as well but be mindful as weapons such as crossbows, bows and throwing weapons fall under their own categories.   For the sake of simplicity and creativity all firearms are give 1 tag from each of the following 5 categories and the effects associated with them.

Size

Size for a firearm determines how heavy the weapon is to actually carry around and use. If the character does not possess enough Endurance points to wield the Firearm than they suffer a 1 Point Penalty for each dot of Endurance they lack. Note that exceptions can be made if the weapon is properly secured to the ground (such a Sniper taking a prepared position).
  • Light: Can be fired by one hand and requires at least 1 Endurance Point to use properly.
  • Hefty: Requires both hands to handle and 2 Endurance Points to use effectively. If wielded in one hand than 4 Endurance Points are needed to use effectively.
  • Heavy: Requires both hands to handle and 3 Endurance Points to use effectively.

Range

Range determines how effective a firearm is at different ranges. Pistols and shotguns will excel at close quarters but will lose out in a long range firefight with a sniper. If the weapon is firing outside of its normal effective range than the Storyteller can apply Penalty Points to the roll or simply advise that the bullets will not reach the target.
  • Short: The weapon can be fired at close range from 0-10 meters without penalty. It cannot hit targets more than 30 meters away.
  • Medium: The weapon can be fired with ease at targets between 2-50 meters away without penalty. It cannot effectively hit targets more than 70 meters away.
  • Long: The weapon can be fired without penalty at targets between 20-700 meters away, without suffering penalty. It cannot effectively hit targets more than 1000 meters away.

Rate of Fire

Rate of fire determines how often a weapon can be shot per Turn.
  • Single Shot: The weapon can only be fired once per Turn.
  • Auto Reload: The weapon can be fired once per Action (can chose 2 separate targets).
  • Automatic: The weapon can either be fired once per Action on semi automatic or once per Turn on full automatic. If firing on full automatic the shooter adds 2 Bonus Points to his roll.

Armor Piercing

AP advises the likely hood of the projectiles ignoring the targets armor and cover.
  • No AP: The enemy gets to make full use of its Defense value.
  • Low AP: The enemy loses the benefit of its Defense value if its rating is 2 or less.
  • High AP: The enemy losses the benefit of its Defense value if its rating is 4 or less.

Caliber Size

Caliber size determines the severity of damage the weapon is capable off.
  • Small: The target takes Aggravated damage.
  • Large: The target takes Lethal damage.
  • Non-Lethal: The target takes Superficial damage (rubber bullets)

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