Ranged Weapons

Whether you favor a Handgun or a Crossbow, your weapon and your ability to use it effectively could mean the difference between life and death while surviving in a world ruled by the dead.

The Ranged weapons table shows the common ranged weapons used throughout the world of Generation-Z, the weight, the damage they deal, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.

## **Weapon Proficiency**

Your Class, Feats, and Random Traits can grant you proficiency with certain ranged weapons or certain categories of ranged weapons. The five categories of ranged weapons are *Handgun*, *Shotgun*, *Submachine Gun*, *Machine Gun*, and *Rifle*. Most people can use Handguns with proficiency. These weapons include Pistols and Revolvers. Shotguns, Submachine Guns, Machine Guns, and Rifles generally take more training to use effectively. Most survivors use these weapons because they are more effective at taking out groups of Infected or other Survivors. Additionally, there are *Miscellaneous Ranged Weapons* and Explosives. These weapons Include different types of grenades, Bows, and Crossbows.

Proficiency with a ranged weapon allows you to add your Proficiency bonus to the attack roll of any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

## **Misfires**

Misfires on a gun occurs when you roll a Natural 1 on an attack roll you make with a Firearm. When this happens, the gun Misfires and the Bullet gets jammed in the chamber and cannot be fired until the Misfire is fixed. You must use a Bonus Action on your turn to unjam a Misfired gun. Bows and Crossbows cannot misfire.

## **Noise**

All Firearms make noise which can be a detriment in the Zombie Apocalypse. Guns can pack a punch and be a deadly weapon on the Battlefield, but is it really worth it in the long run if each shot from your gun brings a hoard of flesh eating monsters to devour you whole.

Some Guns are louder than other, for example a Shotgun or Rifle is louder than a handgun. Each type of firearm will have two numbers in parenthesis. The First number is the normal distance, in feet, that someone can hear your Gun Shot. Anyone closer than that number can hear your Gunshot with no issue. The second number is the long distance, in feet, that someone can hear your Gunshot. If someone is farther than the first number but closer than the second number, they must have a Passive Wisdom (Perception) score of 15 or higher to hear your Gun Shot. If someone is farther away than the second number, than they can't hear your Gun Shot. Below are all the different Ranged weapon Types and their noise output in order from quietest to loudest:

* **Bows, Crossbows, Ect:** No Noise Output
* **Handguns:** Noise Output (range 50/90)
* **Submachine Guns:** Noise Output (range 60/100)
* **Machine Guns:** Noise Output (range 100/150)
* **Rifles:** Noise Output (range 130/190)
* **Shotgun:** Noise Output (range 150/200)

Items like Suppressors can decrease the distance, in feet, that someone can hear your gun shot from. The description for a suppressor will tell you to subtract a number, in feet, from each noise output numbers in parenthesis. For example, If your Rifle has a Suppressor on it, the Noise output would become this: (range 100/160).

If you fire a gun while in stealth, all creatures within range automatically know where you are.

## **Passive Abilities**

A Passive Weapon Ability is a bonus to the damage from the weapon equal to your Proficiency Bonus that you get just from wielding the weapon. You must be Proficient with the weapon to gain the bonus.

* **Bow.** When you attack a creature with a bow, you gain a bonus to your damage roll equal to your Proficiency bonus if the target is further than 30 ft. away from you.
* **Crossbow.** When you attack a creature with a crossbow, you gain a bonus to your damage roll equal to your Proficiency bonus if the target is within 15 ft. of you.
* **Handgun.** When you attack a creature with a handgun, you gain a bonus to your damage roll equal to your Proficiency bonus if the target is 5 ft. away from you.
* **Automatic Weapon.** When you attack a creature with an Automatic Weapon (i.e. Assault Rifle, Machine Gun, SMG, AK 47, ect.), you gain a bonus to your damage roll equal to your Proficiency bonus if at least one of the targets allies are within 5 ft. of them.
* **Scoped Weapon.** When you attack a creature with a Scoped Weapon (i.e. Sniper Rifle, Hunting Rifle, ect.), you gain a bonus to your damage roll equal to your Proficiency bonus if the target is behind half cover.
* **Shotgun.** When you attack a creature with a shotgun, you gain a bonus to your damage roll equal to your Proficiency bonus if the target is below half health.

## **Active Abilities**

Active Weapon abilities are unique to each weapon type. They allow you to forgo an extra attack *or* your Bonus Action to gain some new Ability in Combat. You can choose to do this before or after you make the attack. You can only take the ability if your attack lands.

* **Bow.** When you make an attack against a target within 30 ft. of you, you can forgo one attack *or* a bonus action to gain advantage on the attack and gain additional movement equal to half your speed (rounded down). On a hit, you don't provoke Opportunity Attacks from the target until the start of your next turn.
* **Crossbow.** When you make an attack, you can forgo one attack *or* a bonus action to gain advantage on the attack. On a hit, the damage dice for the attack is doubled.
* **Handgun.** When you make an attack, you can forgo one attack *or* a bonus action to give your target disadvantage on their next attack roll if your attack hits.
* **Automatic Weapon.** When you make an attack, you can forgo one attack action *or* a bonus action to force your target to make a Dexterity saving throw *(DC = 8 + your Proficiency Bonus + your Dexterity Modifier)*. On a failure, the weapons damage dice increases by one category *(d6's to d8's, d8's to d10's, ect)*.
* **Scoped Weapon.** When you make an attack, you can forgo one attack *or* a bonus action to gain advantage on the attack. On a hit, the damage dice for the attack is doubled.
* **Shotgun.** When you make an attack, you can forgo one attack *or* a bonus action to force your target to make a Constitution saving throw *(DC = 10 + your Proficiency Bonus + your Constitution Modifier)*. On a failure, your target gets the Bleeding condition.

## **Bow and Crossbow Degradation**

Like any means of war weapons dull and break. When used normally, weapons only take minimal damage compensated by cleaning or sharpening them as part of long or full rest. You can also push your weapon beyond its limit to achieve great effect, damaging it in the process. At any time you can choose from the actions below and your weapon suffers a level of degradation.

Weapon degradation has a negative effect on damage rolls and an increased risk of the weapon breaking. The weapon also no longer benefits from any positive listed weapon properties until it is repaired (negative properties still apply). Like with Exhaustion, degradation effects stack.

#### **String Fray**

The bow string of this weapon has been frayed from long use. When you make a Critical Hit with a Bow or Crossbow, you roll the damage dice twice and pick the lower of the two rolls. If you roll a Natural One on an Attack Roll you make with a Bow or Crossbow, the String snaps and you are unable to use the weapon until the string is repaired.

The weapon can be fully repaired if you replace the string. If you are unable to do so, you must wax the string for 10 minutes and make a DC 10 Intelligence (Crafting) check. If you fail to do so, the Bow String or Firing Mechanism breaks on an attack roll of two.

### **String Snap**

The bow string of this weapon is in critical condition with many strain points ready to snap. The weapon is unable to make Critical Hits and when you roll a Natural 20, you just roll normal damage. Additionally, if you roll maximum damage on a damage die for a Bow or Crossbow, you must reroll the die.

If you roll a Natural One on an Attack roll you make with a Bow or Crossbow, the bow string snaps and the weapon is broken until the string is replaced. Ranged attacks outside the weapon's near range fail automatically. The weapon can be fully repaired if you replace the string. If you are unable to do so, you must wax the string for 10 minutes and make a DC 12 Intelligence (Crafting) check. If you fail to do so, the Bow String or Firing Mechanism breaks on an attack roll of three.

### **Frame Damage**

The fine grain of the weapon has gathered hairline cracks and heavy decay from being loaded and handled hastily. When you have disadvantage on the attack roll and you roll 10 or less on the attack roll, the bow frame or the crossbow mechanism breaks. The weapon can be fully repaired by replacing the frame or repairing the crossbow mechanism using spare parts for 10 minutes and a DC 15 Intelligence (Crafting) check.

### **Broken**

A broken weapon is rendered useless, either its bow string snapped, the frame cracked or the crossbow mechanism is broken. It can only be used as an improvised weapon. A broken weapon cannot be repaired and can only be salvaged for material for a new weapon.

## **Firearm Degradation**

Firearms need to be Maintained to be kept in good, working condition. You can clean a Firearm during a long rest with a successful DC 10 Intelligence (Tinkering) check. If you fail to do so, the Firearm begins to wear out. If this happens, it could Misfire more often.

### **Worn Out**

If not carefully taken care of, your Firearm begins to Wear out. If this happens, the gun will misfire on an attack roll of 1-3. Additionally, the gun cannot score Critical Hits. If you score a Critical Hit with a Firearm that's worn out, don't gain any additional damage dice and you must roll the damage dice two times, rerolling the highest number.

A worn out Firearm can be repaired during a long rest with a successful DC 12 Intelligence (Tinkering) check. If you fail the check, the gun Misfires on an attack roll of 1-5.

### **Frame Damage**

The fine grain of the weapon has gathered hairline cracks and heavy decay from being loaded and handled hastily. When you have disadvantage on the attack roll and you roll 10 or less on the attack roll, the firing mechanism of the gun breaks. The Firearm can be fully repaired during a long rest with a Successful DC 15 Intelligence (Tinkering) check.

### **Broken**

A broken weapon is rendered useless, usually because the frame or the Firing mechanism has broken. It can only be used as an improvised weapon. A broken weapon cannot be repaired and can only be salvaged for material for a new weapon.