GC:VSS'24
FIREARM COMMON AMMUNITION (RANGE 80/320 FT.; BULLET) FIREARM MODERN ERA RELOAD (20 SHOTS) TWO‑HANDED
PIERCING
Combining a high rate of fire with rifle-grade ballistics, the Assault Rifle is a staple weapon for all modern militaries. Dozens of variants exist on this general design, but all share the traits of a flexible and formidable weapon.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Firearm. You don't add your ability modifier to the weapon's damage, unless otherwise stated. Firearm ammunition is destroyed upon use.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Mastery: Automatic. When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can't replace these attacks. If this weapon has Ammunition, these attacks use twice the normal amount of ammunition.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Martial Ranged | 2d6 | Piercing / None | - | 80/320 ft |