Ranged weapons

Weapon Range Hands Diff Recoil Damage Staging Dam Type Failure Ammo Type Ammo ROF Category
Composite Long Bow24 (+12)225 (+5)1d10+1+12 (16 STR limit)Wound1%Arrown/a2Bow
Composite Short Bow20 (+10)220 (+5)1d8+1+12 (13 STR Limit)Wound1%Arrown/a2Bow
Long Bow24 (+12)225 (+5)1d10+1+8 (16 STR limit)Wound1%Arrown/a2Bow
Recurve Long Bow24 (+12)230 (+5)1d10+1+16 (16 STR limit)Wound1%Arrown/a2Bow
Recurve Short Bow20 (+10)225 (+5)1d8+1+16 (13 STR limit)Wound1%Arrown/a2Bow
Short Bow20 (+10)220 (+5)1d8+1+8 (13 STR limit)Wound1%Arrown/a2Bow
Hand Crossbow8 (+4)115 (+5)1d6+118Wound1%Crossbow Dart11Crossbow
Heavy Crossbow30 (+15)230 (+5)2d8+228Wound1%Crossbow Boltn/a1/2Crossbow
Light Crossbow20 (+10)220 (+5)1d8+222Wound1%Crossbow Boltn/a1Crossbow
Repeating Crossbow20 (+10)220 (+5)1d8+222Wound5%Crossbow Bolt66Crossbow
Repeating Hand Crossbow8 (+4)115 (+5)1d6+118Wound5%Crossbow Dart66Crossbow
Gob-stopper6 (+3)220 (+10)-53d6+320Bludgeon3%Small Claw11/4Grapplegun
Grapplegun ("Breathtaker")6 (+3)225 (+10)-103d8+324Bludgeon3%Grapple Claw11/6Grapplegun
Quad Gob-stopper6 (+3)225 (+10)-53d6+320Bludgeon5%Small Claw44Grapplegun
Triple Grapplegun6 (+3)230 (+10)-103d8+324Bludgeon5%Grapple Claw33Grapplegun
Cap and Ball Pistol4 (+2)1 or 220 (+5)-102d612, ballisticWound8%Cap and Ball11Handgun
Cap and Ball Revolver, DA4 (+2)1 or 220 (+5)-102d612, ballisticWound10%Cap and Ball66Handgun
Cap and Ball Revolver, SA4 (+2)1 or 220 (+5)-102d612, ballisticWound8%Cap and Ball66Handgun
Derringer4 (+2)120 (+5)-51d10+112, ballisticWound3%Light Caliber11Handgun
Derringer Revolver, DA4 (+2)120 (+5)-51d10+112, ballisticWound5%Light Caliber66Handgun
Derringer Revolver, SA4 (+2)120 (+5)-51d10+112, ballisticWound3%Light Caliber66Handgun
Fromming Revolver8 (+4)1 or 235 (+5)-102d6+214, ballisticWound5%Medium Caliber77Handgun
Fromming Revolver, Underbarrel5 (+5)1 or 235 (+5)-604d6+421/18/15/12 ballisticWound3%Shot11Handgun
Fromming Revolver, Underbarrel8 (+4)1 or 235 (+5)-603d6+318, ballisticWound3%Slug11Handgun
High Cal. Revolver, DA8 (+4)1 or 240 (+5)-203d6+218, ballisticWound5%Heavy Caliber66Handgun
High Cal. Revolver, SA8 (+4)1 or 240 (+5)-203d6+218, ballisticWound3%Heavy Caliber66Handgun
Light Cal. Revolver, DA8 (+4)1 or 225 (+5)-51d10+212, ballisticWound5%Light Caliber88Handgun
Light Cal. Revolver, SA8 (+4)1 or 225 (+5)-51d10+212, ballisticWound3%Light Caliber88Handgun
Medium Cal. Revolver, DA8 (+4)1 or 230 (+5)-102d6+214, ballisticWound5%Medium Caliber66Handgun
Medium Cal. Revolver, SA8 (+4)1 or 230 (+5)-102d6+214, ballisticWound3%Medium Caliber66Handgun
Cap and Ball Rifle, Heavy40 (+20)250 (+5)-403d6+318, ballisticWound8%Cap and Ball11Rifle
Cap and Ball Rifle, Light40 (+20)230 (+5)-52d612, ballisticWound8%Cap and Ball11Rifle
Cap and Ball Rifle, Medium40 (+20)230 (+5)-202d6+214, ballisticWound8%Cap and Ball11Rifle
Heavy Rifle50 (+25)240 (+5)-203d6+418, ballisticWound3%Heavy Caliber43Rifle
Light Rifle40 (+20)225 (+5)-52d6+212, ballisticWound3%Light Caliber103Rifle
Medium Rifle50 (+25)230 (+5)-102d6+414, ballisticWound3%Medium Caliber73Rifle
Heavy Rifle, full auto30 (+15)250 (+5)-203d6+418, ballisticWound3%Heavy Calibervaries3Rifle: auto
Light Rifle, full auto20 (+10)230 (+5)-52d6+212, ballisticWound3%Light Calibervaries1Rifle: auto
Medium Rifle, full auto30 (+15)235 (+5)-102d6+414, ballisticWound3%Medium Calibervaries1Rifle: auto
Double Barreled Shotgun10 (+10)230 (+5)-204d6+421/18/15/12 ballisticWound3%Shot22Shotgun
Shotgun10 (+10)230 (+5)-204d6+421/18/15/12 ballisticWound3%Shot11Shotgun
Shotgun Slug20 (+5)---- (--)--3d6+318, ballisticWound--Slug----Shotgun
Dagger4 (+2)110 (+5)1d6+4Wound4Thrown
Javelin6 (+3)120 (+5)1d10+1+10Wound3Thrown
Long Spear4 (+2)125 (+5)2d6+12Wound2Thrown
Rock (1-2 lbs)4 (+2)15 (+5)1d6+2Bludgeon4Thrown
Rock (3-5 lbs)4 (+2)110 (+5)1d8+4Bludgeon4Thrown
Rock (6-10 lbs)4 (+2)120 (+10)1d10+8Bludgeton3Thrown
Short Spear4 (+2)120 (+5)1d10+8Wound2Thrown
Shurikan4 (+2)110 (+5)1d6+4Wound4Thrown

Ranged Weapons

Ranged weapons come in many different types: bows, crossbows, rifles, shotguns, automatic firearms, pistols, and revolvers. Like melee weapons, all ranged weapons have several stats that measure a weapon's ease of use and effectiveness in combat.

  • Weapon: This is the weapon name.
  • Range: The range is indicated with a number in parenthesis, the base range in yards, and the range increment. The difficulty of use increases as the range increases.
  • Difficulty: The number before the slash indicates the base difficulty, which is subtracted from the character's weapon skill AV to determine Combat AV. As the range increases, so does the difficulty of the attack. The TAV to strike an opponent increases by +5 TAV for every range increment or partial range increment beyond the weapon's base range
  • Recoil: Many weapons have a recoil effect making multiple shots with the weapon difficult. Some non-firearm weapons use this field to indicate penalties that may represent difficulty reloading or firing multiple-shots in a single round. Either way, each subsequent shot suffers a cumulative penalty equal to the recoil value of the weapon. See the section on Recoil Effect for additional details.
  • Damage: This indicates the damage amount inflicted by a successful hit from that weapon.
  • Damage Type: This indicates the type of damage that the weapon inflicts.
  • # rounds: This indicates the number of rounds that the weapon can hold at once. Some weapons, such as thrown weapons, common bows, and crossbows do not use this statistic.
  • ROF: Rate Of Fire determines the maximum number of rounds that the character may fire in a given combat round. Unless otherwise specified, each shot counts as a major action. The character can always choose to fire fewer shots than the maximum.
  • Staging: Staging is handled differently for ranged weapons than most other weapons.
    • Thrown Weapons: Thrown weapons stage exactly like melee weapons.
    • Common Bows: Common bows stage exactly like other weapons, staging at a value equal to the character's STR score plus the bow's staging bonus. Bows have a maximum staging limit indicated in parenthesis. No matter how strong the character is, the bow can not exceed that staging value by normal means.
    • Crossbows: Crossbows always stage at the listed value and are unaffected by strength.
    • Firearms: Firearms are not affected by the staging affects of Fortitude because they inflict what is called ballistic damage. Armor, or armor like protections are the only things that will stage firearms down, hence the reason many firearms do not have staging values.
  • % Failure: Indicates the percentage chance that a particular type of weapon breaks or jams when used. If the player rolls an attack roll skill check and the actual die result before Combat AVs are factored in is less than the % Failure value for that weapon, the weapon jams or breaks.
  • Type of Shot: This indicates the type of ammunition or shot that the particular weapon uses.
Composite Long Bow: A bow made of multiple layers of wood with different tensile strengths. This design gave the bow a much stronger pull. As a long bow, this weapon can not be fired while mounted.
Composite Short Bow: A composite short bow is constructed of multiple layers of wood composite that grants the bow extra shot strength.
Long Bow: A very long bow with exceptional range. It is not possible to fire a long bow while mounted.
Recurve Long Bow: A recurve long bow is a form of composite bow which the ends of the bow curve backwards, granting extra strength to the shot. A recurve long bow can not be fired while mounted.
Recurve Short Bow: A recurve bow is a form of composite bow design where the ends of the bow curve forward, granting extra shot strength.
Short Bow: A common bow design.
Hand Crossbow: A miniature crossbow that can be wielded in one hand or mounted on the forarm. They have limited range and are not as lethal as other crossbows. They only require two hands for the purposes of reloading.
Heavy Crossbow: Heavy crossbows are sturdy and reliable weapons, but they take a long time to reload, requiring a complete round to load a single bolt. The payoff is they have an exceptional range and they cause a lot of damage.
Light Crossbow: A very easy to use ranged weapon. While they are more complex and expensive to make than bows, they are easy to use with little training.
Repeating Crossbow: A repeating crossbow fires crossbow bolts from a clip.
Repeating Hand Crossbow: A repeating hand crossbow is a complex device that fires crossbow darts from a small spring-loaded clip. This weapon can be fired one-handed but requires two hands to reload. Repeating hand crossbows can come with varying clip sizes, but the bow design must match the clip size.
Gob-stopper: A smaller version of the grapplegun but designed to capture smaller opponents. A gobstopper can hold most humanoid targets between the sizes of 4 and 16. When struck, the target is allowed a STR(125) test to break free of the claw. It is possible to dodge a grapplegun claw, but the dodge attempt suffers a -40 penalty due to the speed that the claw flies. It takes 4 rounds to reload a gob-stopper due to the complexity of the design and heavy weight.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Rifle: Light: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 8 to fire or else there is a -5 AV penalty to all shots.
Grapplegun ("Breathtaker"): Grappleguns are non-lethal firearms developed by the dwarves. Commonly called "breathtakers" for their tendency to knock the wind out of an opponent, grappleguns fire a spring loaded claw at the target. As the claw strikes the target, it snaps shut like a bear trap. A breathtaker can hold most humanoid targets up to a size rank of 20 and as low as 8. When struck, the target is allowed a STR(150) test to break free of the claw. Each claw has a lock mechanism that must be released using a key in order to set the target free. It is possible to dodge a grapplegun claw, but the dodge attempt suffers a -40 penalty due to the speed that the claw flies. It takes 6 rounds to reload a grapple gun due to the complexity of the design and heavy weight.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Rifle: Medium: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 10 to fire or else there is a -5 AV penalty to all shots. STR scores less than 8 impose a -10 AV penalty.
Quad Gob-stopper: This is modified gob-stopper designed to hold 4 claw rounds instead of just one. Reloading this weapon takes 4 rounds per claw.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Rifle: Medium: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 10 to fire or else there is a -5 AV penalty to all shots. STR scores less than 8 impose a -10 AV penalty.
Triple Grapplegun: A triple grapplegun is identical to a standard grapple gun except it has three mounted claws instead of the single claw. This adds significant weight to the weapon so it requires more strength to wield properly. Reloading the weapon requires 6 rounds per claw.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Rifle: Heavy: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 13 to fire or else there is a -5 AV penalty to all shots. STR scores less than 10 impose a -10 AV penalty and STR scores less than 8 impose a -20 AV penalty.
Cap and Ball Pistol: An early form of the pistol. A typical cap and ball pistol uses about 1 lb of gunpowder per 175 rounds.
- Cap and Ball: An earlier design of firearm, cap and ball firearms require the use of a percussion cap, gunpowder, and lead ball. Their design makes them very susceptible to moisture and water which can render the weapon inoperable.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
Cap and Ball Revolver, DA: An early form of the double action revolver. A typical cap and ball revolver uses about 1 lb of gunpowder per 175 shots.
- Cap and Ball: An earlier design of firearm, cap and ball firearms require the use of a percussion cap, gunpowder, and lead ball. Their design makes them very susceptible to moisture and water which can render the weapon inoperable.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
Cap and Ball Revolver, SA: An early form of the single action revolver. A typical cap and ball revolver uses about 1 lb of gunpowder per 175 shots.
- Cap and Ball: An earlier design of firearm, cap and ball firearms require the use of a percussion cap, gunpowder, and lead ball. Their design makes them very susceptible to moisture and water which can render the weapon inoperable.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
- Single Action Revolver: Single action revolvers require that the hammer be manually re-cocked each time the weapon is fired. This requires that the character take a major action to reset the hammer after each shot unless the character uses his other hand to fan the hamming (often called "fanning").
Derringer: An easily concealed light caliber one-shot weapon typically used for self-defense.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
Derringer Revolver, DA: An easily concealed light caliber double-action revolver typically used for self-defense.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
Derringer Revolver, SA: An easily concealed light caliber revolver typically used for self-defense.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
- Single Action Revolver: Single action revolvers require that the hammer be manually re-cocked each time the weapon is fired. This requires that the character take a major action to reset the hammer after each shot unless the character uses his other hand to fan the hamming (often called "fanning").
Fromming Revolver: The Fromming Revolver is a modified Valsaeg Issue revolver design with a 7 round cylinder and an underbarrel modification that fires a single shotgun shell or slug. This weapon only comes in a double-action version.
- Handgun: Medium: Requires a minimum STR 10 to fire or else a -10 AV penalty is suffered. STR scores of 8 or less suffer a -20 AV peanlty to fire. Using two hands to fire the weapon reduces the penalties by half.
- Shotgun: The weapon causes a lot of damage up close but loses firepower and strength due to the spread. The upside is that the spread reduces the difficulty of more distant shots. For each increment beyond the base range, the weapon loses 1d6+1 worth of damage and reduces the staging value. The difficulty increment for range does not apply until the 4th range increment begins.
High Cal. Revolver, DA: A very powerful double action revolver that fires heavy caliber rounds commonly used in rifles. The high caliber revolver typically only fires centerfire ammunition.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Handgun: Heavy: This weapon requires a minimum strength of 13 to fire or else there is a -10 AV penalty to all shots. STR scores less than 10 impose a -20 AV penalty and STR scores less than 8 impose a -40 AV penalty. Using both hands to fire the weapon reduces the penalties by half.
High Cal. Revolver, SA: A very powerful single action revolver that fires heavy caliber rounds commonly used in rifles. The high caliber revolver typically only fires centerfire ammunition.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Handgun: Heavy: This weapon requires a minimum strength of 13 to fire or else there is a -10 AV penalty to all shots. STR scores less than 10 impose a -20 AV penalty and STR scores less than 8 impose a -40 AV penalty. Using both hands to fire the weapon reduces the penalties by half.
- Single Action Revolver: Single action revolvers require that the hammer be manually re-cocked each time the weapon is fired. This requires that the character take a major action to reset the hammer after each shot unless the character uses his other hand to fan the hamming (often called "fanning").
Light Cal. Revolver, DA: The Stormford is well designed revolver with an 8 round cylinder and high rate of fire.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
Light Cal. Revolver, SA: The Stormford is well designed revolver with an 8 round cylinder and high rate of fire.
- Handgun: Light: Requires a minimum STR 8 to fire or else all shots suffer -10 AV penalty. Using two hands to fire the weapon reduces the penalties by half.
- Single Action Revolver: Single action revolvers require that the hammer be manually re-cocked each time the weapon is fired. This requires that the character take a major action to reset the hammer after each shot unless the character uses his other hand to fan the hamming (often called "fanning").
Medium Cal. Revolver, DA: A powerful double-action revolver that fires medium caliber ammunition. Most models fire centerfire ammuntion, but a few models fire rimfire rounds instead.
- Handgun: Medium: Requires a minimum STR 10 to fire or else a -10 AV penalty is suffered. STR scores of 8 or less suffer a -20 AV peanlty to fire. Using two hands to fire the weapon reduces the penalties by half.
Medium Cal. Revolver, SA: A powerful single-action revolver that fires medium caliber ammunition. Most models fire centerfire ammuntion, but a few models fire rimfire rounds instead.
- Handgun: Medium: Requires a minimum STR 10 to fire or else a -10 AV penalty is suffered. STR scores of 8 or less suffer a -20 AV peanlty to fire. Using two hands to fire the weapon reduces the penalties by half.
- Single Action Revolver: Single action revolvers require that the hammer be manually re-cocked each time the weapon is fired. This requires that the character take a major action to reset the hammer after each shot unless the character uses his other hand to fan the hamming (often called "fanning").
Cap and Ball Rifle, Heavy: A very large caliber Cap and Ball rifle. Typical gunpowder consumpsion is 1 lb of gunpowder per 25 shots.
- Cap and Ball: An earlier design of firearm, cap and ball firearms require the use of a percussion cap, gunpowder, and lead ball. Their design makes them very susceptible to moisture and water which can render the weapon inoperable.
- Rifle: Heavy: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 13 to fire or else there is a -5 AV penalty to all shots. STR scores less than 10 impose a -10 AV penalty and STR scores less than 8 impose a -20 AV penalty.
Cap and Ball Rifle, Light: A medium caliber cap and ball rifle. Typical gunpowder consumpsion is 1 lb of gunpowder per 175 shots.
- Cap and Ball: An earlier design of firearm, cap and ball firearms require the use of a percussion cap, gunpowder, and lead ball. Their design makes them very susceptible to moisture and water which can render the weapon inoperable.
- Rifle: Light: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 8 to fire or else there is a -5 AV penalty to all shots.
Cap and Ball Rifle, Medium: A medium caliber cap and ball rifle. Typical gunpowder consumpsion is 1 lb of gunpowder per 100 shots.
- Cap and Ball: An earlier design of firearm, cap and ball firearms require the use of a percussion cap, gunpowder, and lead ball. Their design makes them very susceptible to moisture and water which can render the weapon inoperable.
- Rifle: Medium: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 10 to fire or else there is a -5 AV penalty to all shots. STR scores less than 8 impose a -10 AV penalty.
Heavy Rifle: A bolt-action or lever-action rifle that fires heavy caliber jacketed rounds. The vast majority of heavy caliber rifles fire centerfire rounds, but some very rare models use rimfire. The ammo capacity can vary depending upon the specific model of weapon.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Rifle: Heavy: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 13 to fire or else there is a -5 AV penalty to all shots. STR scores less than 10 impose a -10 AV penalty and STR scores less than 8 impose a -20 AV penalty.
Light Rifle: A bolt-action or lever-action rifle that fires light caliber jacketed rounds. The vast majority of light caliber rifles fire rimfire ammo. The ammo capacity can vary depending upon the specific model of weapon.
- Rifle: Light: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 8 to fire or else there is a -5 AV penalty to all shots.
Medium Rifle: A bolt-action or lever-action rifle that fires medium caliber jacketed rounds. The vast majority of medium caliber rifles fire centerfire rounds, but some use rimfire. The ammo capacity can vary depending upon the specific model of weapon.
- Rifle: Medium: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 10 to fire or else there is a -5 AV penalty to all shots. STR scores less than 8 impose a -10 AV penalty.
Heavy Rifle, full auto: The nearly all fully automatic heavy caliber rifles fire centerfire ammo. These stats are only for fully automatic use. Single fire and burst fire use the standard light cal. rifle stats. The ammo capacity can vary depending upon the specific model of weapon.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
- Rifle: Heavy: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 13 to fire or else there is a -5 AV penalty to all shots. STR scores less than 10 impose a -10 AV penalty and STR scores less than 8 impose a -20 AV penalty.
Light Rifle, full auto: The vast majority of fully automatic light caliber rifles fire centerfire ammo. These stats are only for fully automatic use. Single fire and burst fire modes use the standard light cal. rifle stats. The ammo capacity can vary depending upon the specific model of weapon.
- Rifle: Light: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 8 to fire or else there is a -5 AV penalty to all shots.
Medium Rifle, full auto: The vast majority of fully automatic medium caliber rifles fire centerfire ammo. These stats are only for fully automatic use. Single fire and burst fire modes use the standard medium cal. rifle stats. The ammo capacity can vary depending upon the specific model of weapon.
- Rifle: Medium: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 10 to fire or else there is a -5 AV penalty to all shots. STR scores less than 8 impose a -10 AV penalty.
Double Barreled Shotgun: A breach-loading double-barreled shotgun. Both barrels can be fired simultaneously requiring only a single attack roll. This weapon can also fire solid slugs (use the stats for a shotgun slug instead).
- Rifle: Medium: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 10 to fire or else there is a -5 AV penalty to all shots. STR scores less than 8 impose a -10 AV penalty.
- Shotgun: The weapon causes a lot of damage up close but loses firepower and strength due to the spread. The upside is that the spread reduces the difficulty of more distant shots. For each increment beyond the base range, the weapon loses 1d6+1 worth of damage and reduces the staging value. The difficulty increment for range does not apply until the 4th range increment begins.
Shotgun: A breach-loading single-barreled shotgun. This weapon can also be used to fire slugs, which use the shotgun slug stats instead.
- Rifle: Medium: Unless the rifle is propped up and supported securely, this weapon requires a minimum strength of 10 to fire or else there is a -5 AV penalty to all shots. STR scores less than 8 impose a -10 AV penalty.
- Shotgun: The weapon causes a lot of damage up close but loses firepower and strength due to the spread. The upside is that the spread reduces the difficulty of more distant shots. For each increment beyond the base range, the weapon loses 1d6+1 worth of damage and reduces the staging value. The difficulty increment for range does not apply until the 4th range increment begins.
Shotgun Slug: A heavy, solid slug that can be fired from most shotguns.
- Deflection Bypassing: This weapon bypasses any non-magical deflection bonuses to DR a target may possess.
Javelin: A javelin is a form of spear that is ideally suited for throwing. Although they can be used in melee, they are much more flexible and tend to be more fragile and are thus prone to breaking.
Shurikan: A small sharpened throwing weapon, frequently in the shape of a star but other designs do exist.