Rules / Weapons & Armor / Ranges & Ammunition
Ranges & Ammunition
Range Increments
Attacks with ranged and thrown weapons work normally out to one range increment. Each additional full increment between you and the target imposes 1 level of Disadvantage. Attacks beyond the sixth increment are impossible.
| Distance | Penalty |
|---|---|
| Up to 1× increment | None |
| Up to 2× | 1 Disadvantage |
| Up to 3× | 2 Disadvantage |
| Up to 4× | 3 Disadvantage |
| Up to 5× | 4 Disadvantage |
| Up to 6× | 5 Disadvantage |
| Beyond 6× | Impossible |
Ammunition
| Bundle | Price | Bulk |
|---|---|---|
| Blowgun Darts (10) | 5 cp | L |
| Bolts (10) | 1 sp | L |
| Sling Stones (10) | 2 cp | L |
| Arrows (10) | 1 sp | L |
| Flintlock Balls (10) | 1 sp | L |
| Pistol Rounds (10) | 5 sp | L |
| Heavy Pistol Rounds (10) | 1 gp | L |
| Rifle Rounds (10) | 5 sp | L |
| Heavy Rifle Rounds (10) | 1 gp | L |
| Shotgun Rounds (5) | 1 gp | L |
Reloading
- Ammunition is bought in bundles (typically 10 rounds; shotgun shells come in 5) of light Bulk. Each ranged weapon uses its matching ammunition: darts, bolts, sling stones, arrows, flintlock balls, pistol or heavy pistol rounds, rifle or heavy rifle rounds, shotgun rounds.
- A weapon with Reload(X) needs X Action Points to reload after each shot, or after its Capacity is emptied.
- Weapons without Reload (bows, slings) can be fired repeatedly, drawing ammunition as part of the attack.