Pistols
Pistols are the standard guns from Miridon.
Pistols are [balanced] with other pistols. This is used to calculate the [weight] of wielding two weapons.
Table 6.7.1 - Pistols:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Range |
Palm Pistol | 2 | 1d6 | -0 | 50 ft |
Revolver | 5 | 2d6-1 | -0 | 60 ft |
Heavy Revolver | 8 | 3d6 | -1 | 70 ft |
Hand Cannon | 11 | 4d6 | -2 | 80 ft |
Dreadnaught | 15 | 5d6 | -2 | 90 ft |
Sniper Rifles
Sniper Rifles are designed for firing at a long range. They have multiple range increments, each with different penalties to accuracy.
[Short Range] - Firing a sniper rifle at a distance up to this range gives an additional -0 to hit.
[Medium Range] - Firing a sniper rifle at distance up to this range gives an additional -2 to hit.
[Long Range] - Firing a sniper rifle at distance up to this range gives an additional -4 to hit.
[Steady Shot Bonus] - If no [Offensive Action], [Movement Action], [Verbal Action], or [Defensive Action] was performed the previous [Action Block] or the current [Action Block], the sniper rifle adds this value to the [To Hit Bonus].
Table 6.8.1 - Sniper Rifles:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Short Range | Medium Range | Long Range | Steady Shot Bonus |
Hunting Rifle | 5 | 1d6+1 | -0 | 50 ft | 100 ft | 150 ft | +2 |
Battle Rifle | 8 | 3d6 | -1 | 55 ft | 110 ft | 165 ft | +3 |
Heavy Rifle | 12 | 4d6 | -2 | 60 ft | 120 ft | 180 ft | +4 |
Targeting Cannon | 15 | 5d6 | -3 | 65 ft | 130 ft | 195 ft | +6 |
Hand Howitzer | 20 | 7d6 | -4 | 80 ft | 160 ft | 240 ft | +8 |
Shotguns
Shotguns fire several bullets simultaneously. The bullets have a fairly short range. Each shot fires multiple bullets.
[To Hit Bonus] - Other weapons calculate to hit with 2d6 + [To Hit Bonus] + [Gun Accuracy Boost] to calculate hitting the target. Shotguns calculate to hit with 1d6 + [To Hit Bonus] + [Gun Accuracy Boost] to hit. If the target attempts to dodge the attack, each bullet must be dodged seperately.
[Bullets Fired Per Shot] - Every time a shotgun is shot, multiple bullets are released. This accounts for the number of bullets released. Each bullet is rolled separately. As each shotgun bullet only uses 1d6 and bonuses to calculate to hit, all to hit dice can be rolled at once.
Table 6.9.1 - Shotguns:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Range | Bullets Fired Per Shot |
Shotgun | 5 | 1d6 | -0 | 50 ft | 6 |
Spreadshot | 8 | 1d6+2 | -1 | 50 ft | 9 |
Scattershot | 11 | 2d6 | -1 | 45 ft | 12 |
Iron Mist | 15 | 2d6+2 | -3 | 40 ft | 15 |
Bullet Rain Storm | 20 | 3d6 | -4 | 40 ft | 20 |
Teslas
Teslas fire a charged burst of pure electricity at an opponent. This burst takes away some of a targets speed and strength points.
[Damage] - Damage dealt by teslas is electrical damage and is affected by a target's [Spell Damage Reduction]. For attacks with a tesla, any calculation that would normally use [Physical Damage Reduction] for calculating weapon damage will use [Spell Damage Reduction].
[Strength Point Damage] - Any target hit with the tesla will have their [Current Strength Points] reduced by this number.
[Speed Point Damage] - Any target hit with the tesla will have their [Current Speed Points] reduced by this number.
Table 6.10.1 - Teslas:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Range | Strength Point Damage | Speed Point Damage |
Stun Pistol | 2 | 1d6-1 | -0 | 20 ft | 2 | 1 |
Shock Gun | 5 | 1d6 | -0 | 20 ft | 4 | 2 |
Plasma Rifle | 9 | 2d6-1 | -1 | 15 ft | 6 | 3 |
Battery Arm | 12 | 2d6+1 | -1 | 15 ft | 8 | 5 |
Plasma Cannon | 15 | 3d6 | -2 | 10 ft | 10 | 6 |