Pump-Action Shotgun

Pump-Action Shotgun

Weapon Profile

Category
Firearms
Damage
2d6 ballistic
Range
Close · 6–30 ft
Handling
Reload one shell per bonus action.
Grade
I · Standard
Rarity
Common
Tier
III · Modern
Training
Firearms
Cost
340
Weight
8 lb

Without training in firearms, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 170 gm of materials and 1 day of work, at a workshop with powered tools. To repair: 43 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.

A tube-magazine shotgun with a sliding forend to work the action, five shells to the tube. Against a target at Melee range the attack is made with advantage. Load one shell as a bonus action, or the whole tube as an action.

Rules

  • Against a target at Melee range, the attack is made with advantage. Load one shell per bonus action, or the whole tube as an action.

Grades

The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier II Blunderbuss
  2. Tier II Coach Gun
  3. Tier III Combat Shotgun
  4. Tier III Pump-Action Shotgun
  5. Tier III HDF Combat Shotgun