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.