GC:VSS'24
FIREARM COMMON AMMUNITION (RANGE 20/60 FT.; SHELL) FIREARM HEAVY MODERN ERA RECOIL RELOAD (8 SHOTS) TWO‑HANDED
PIERCING
The Pump Shotgun's namesake is a distinctive sliding grip on the barrel which can be "pumped" to chamber a new round.
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.
Recoil. After you make an attack with this weapon, you can't make ranged attacks beyond the weapon's normal range until the end of the current turn.
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.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Mastery: Scatter. Being within 5 feet of an enemy doesn't impose Disadvantage on your ranged attack rolls with this weapon.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Martial Ranged | 2d8 | Piercing / None | - | 20/60 ft |