Reload: How many bullets can be fired before the gun must be reloaded. (Reloading takes 1 move unless otherwise stated.)
Base gun accuracy check is 20 +4 per space after dropoff.
Jam Chance: When attacking, rolls below the "jam chance" will cause the gun to jam and fail to fire. Instead of shooting, your move is spent unjamming it.
Guns ignore player speed. They may only be fired three times per turn. Snipers only once per turn.
A bow and arrow's damage is calculated by adding the arrow's damage to the bow's damage. A bow does not take damage on a failed attack, instead the arrow is damaged. Non-broken arrows may be retrived.
- Minimum range: The bow's "Minimum range" is the closest it can be fired without interruption. You may use the bow when enemies are closer then the minimum range, but if said enemies have any moves left, and if they can reach you by either running up to you or by using a (non-bow) ranged attack of their own, they can attack you and interrupt your shot.
- Base Bow accuracy check is 20 +2 per space after dropoff.
- Accuracy dropoff: The accuracy dropoff is the 'maximum range' of the bow. The bow can be fired beyond the maximum range, but at a penalty of -2 accuracy per space traveled.
crossbow's damage is calculated by adding the arrow's damage to the crossbow's damage. A crossbow does not take damage on a failed attack, instead the arrow is damaged. Non-broken arrows may be retrived.
- Base Crossbow accuracy check is 20 +4 per space after dropoff.
Price per 15 arrows
The Elf running the store is capable of turning an ordinary weapon inth a 'gunblade.' A weapon with a gun hidden inside. This process greatly lessens the weapons durability. If you would like a weapon/gun combo not in the store, ask for one to be custom made.
All bullets from gunblades hit on a PERc of 20+5 per space after 2 spaces. All gunblades require 3 turns to reload unless otherwise stated