GC:VSS'24
FIREARM COMMON AMMUNITION (RANGE 30/120 FT.; BULLET) FIREARM INDUSTRIAL ERA RECOIL RELOAD (6 SHOTS)
PIERCING
SLOW
An iconic handgun, the Revolver stores six bullets in a rotating cylinder. This weapon is favored by Gunslingers for its reliability and stopping-power.
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.
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: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Simple Ranged | 2d6 | Piercing / None | Slow | 30/120 ft |