Similar to the property in Weapon Rules, gun ranges in parenthesis is long range, meaning that shots made at that range is at disadvantage

Don’t pay too much mind to the official names for guns in Free Flowing. The creator isn’t too familiar with the wide world of firearms, so feel free to reflavor any of them to your whims.

Caliber Types

Guns have a shot capacity before they need to be reloaded. Reloading can be done on either an action or a bonus action. A single reload will make the gun regain shots equal to half the max shot capacity.

Upon reloading a gun more than once during a turn, you need to roll a d100 because there’s a chance it could jam. If you get less than a 51 on that d100, then the gun cannot make anymore shots until the end of your next turn.

Reloading Rules

There are 3 different types of caliber, you can change the caliber as a bonus action. Each caliber has different properties and drawbacks.

Average: Nothing changed, no bonuses or drawbacks.

Finesse: Halves damage dealt with gun, but doubles range and allows for non-lethal attacks

Heavy: Halves range, but you multiply damage done by 1.5. Round up when you get a weird decimal.

Heavy caliber also has a special property regarding Death’s Door. If someone with Death’s Door survival rolls is shot with heavy caliber, the number they need to beat for their survival roll increases by 20

Holding Guns

The following gun types take up varying equipment slots:

  • Sidearms : Only takes up 1 hand slot

  • Shotguns: Only takes up 1 hand slot

  • Rifles/LMGs: Takes up 2 hand slots

  • Snipers: Takes up 2 hand slots

  • SMGs: Only takes up 1 hand slot

Any gun that only requires one hand slot can be Dual Wielded. Look at the Dual Wielding property on the weapon rules page for more information on Dual Wielding.