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Effects Listing Small Guns
1 Can deal non-lethal damage. 2 Concealable (see Special Weapon Effects) 3 Shotguns lose one die of damage per range increment unless using slugs. Double-shot shotguns (such as the sawed off or the double barrel shotguns) can also fire a single shot which does half as many dice of damage, rounded down. 4 Poison (non-magical); the poison source for these weapons must be replaced every 5 magazines. 5 Railpony Special: on any accuracy roll that makes under MFD ½, if a limb is hit, the target is pinned in place. X3 damage multiplier to limbs. A train whistle sounds every time it is fired. 6 Lever-action weapon mouth wieldable, despite its size. 7 Nail-gun Special: on any accuracy roll that makes under MFD ½, if a limb is hit, the target is pinned in place. X2 damage multiplier to limbs. 8 Some of these guns retain their enchantments, and add Fire, Poison, or Electricity (see Special Weapon Effects) to each hit. Their value is increased substantially over that listed. 9 Capable of using multiple types of ammunition (listed) 10 Scoped (see Special Weapon Effects) 11 Silenced (see Special Weapon Effects)
Using a ranged weapon as an improvised melee weapon causes it to degrade at a rate equivalent to 1 spent magazine every four hits (so eight hits = -1 step, both as a melee weapon and as a ranged weapon). Such use can deal either lethal or non-lethal damage. This often will make using a degraded ranged weapon as an improvised melee weapon less effective than simply firing it or using your hooves.
Date: 2015-12-11; view: 1031
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