Equipment
Firearms, Melee and Armor
Firearms
· Spell Launcher:
One-Handed Range: 1/2 Spell Range (if uneven number, round up) Cost: 250 GP Fire Rate: Single Clip: 5 Ammo Type: Redstone Charge + Small Cartridge Attack: Dex vs. AC Hit: ½ Spell Damage + Dex Special: Choose the spell that is fired when you buy it (Eldritch Blast, Eyebite, Magic Missile, Ray of Frost, and Storm Spike) Hidden; Cost: 750 GP Clip: 3 Special: +1 AC Special: if gun is hit, it explodes dealing 2d8 damage · Hextech Revolver; One-Handed Range: 6 Cost: 500 GP Fire Rate: Single Clip: 6 Ammo Type: Medium Cartridge Attack: Dex vs. AC Hit: 1d10 + Dex Special: High Crit. · Combat Rifle; Two-Handed Range: 6 Cost: 750 GP Fire Rate: Single, Burst 2 Clip: 10 Ammo Type: Small Cartridge Attack: Dex vs. AC Hit: 1d6 + Dex · Sniper Rifle; Two-Handed Range: 15 Cost: 2000 GP Fire Rate: Single Clip: 1 Ammo Type: Large Cartridge Attack: Dex vs. AC Hit: 2d12 + Dex. Special: 50% chance of ignoring cover · Scatter Gun; Two-Handed Range: Cone 2 Cost: 1500 GP Fire Rate: Single Clip: 4 Ammo Type: Shell Attack: Dex vs. AC Hit: 1d6 + Dex Special: Fires 4 pellets per shot · Heavy Rifle; Two-Handed Range: 10 Cost: 3000 GP Fire Rate: Single, Automatic Clip: 30 Ammo Type: Medium Cartridge Attack: Dex vs. AC Hit: 1d8 + Dex. Special: Fire 5 shots on full auto |
Ammo
Small Cartridge;
Cost: 1 GP/2 Medium Cartridge; Cost: 5 GP/2 Large Cartridge; Cost: 10 GP/1 Redstone Charge; Cost: 1 GP/5 Shell; Regular: 5 GP/1 Flechette: 20 GP/1 Special: +5 damage |