Semi-Automatic Pistol

Semi-Automatic Pistol

Weapon Profile

Category
Firearms
Damage
1d10 ballistic
Range
Medium · 31–150 ft
Grade
I · Standard
Rarity
Common
Tier
III · Modern
Training
Firearms
Cost
250
Weight
2 lb

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

To make: 125 gm of materials and 1 day of work, at a workshop with powered tools. To repair: 32 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.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.

A magazine-fed sidearm with a recoil-operated slide. The default handgun across four of the Eight Powers, because it is the one in the warehouses.

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 Flintlock Pistol
  2. Tier II Revolver
  3. Tier III Semi-Automatic Pistol
  4. Tier III HDF Handgun
  5. Tier IV Plasma Pistol