Gear: Weapons

[toc list: ol; title: Table of Contents; minlevel: 2; maxlevel: 4; attachments: 1;]

Stats

Each weapon has a few stats to describe them:

Damage: Descrbes the amount of damage that a hit from this weapon can do. Close combat weapons will often add the wielding character's strength bonus, noted "+ SB".

Type: The type of weapon. These can be either pistol, long gun, or heavy gun for ranged weapons, and light, medium or long for close combat weapons.

Pistols are the only ranged weapons that shoot in engagement, but will use the wielding character's combat skill instead of their shooting skill. Long guns and heavy ranged weapons cannot shoot in engagement, as they are simply too large to be effectively brought to bear against a character's opponent. They can be used as improvised close-combat weapons, or as the relevant bayonette profile if they have a bayonette attached.

Light weapons are the only weapons that can be used when grappling. Long weapons can be used at increased range, usually 3 yards from the wielding character. If a long weapon has a range greater than this, it will state so in its profile.

Range: The range of the weapon. If a weapon cannot be fired/thrown/launched reliably enough to cause major damage, then it will have a dash, and can only be used in close combat.

Clip: Although some weapons may have magazines, and others might have a single shot before needing to reload. The clip of a weapon is how many shots the weapon can fire before needing to be reloaded.

Reload: How many actions it takes to reload the weapon.

Parry: Whether or not the weapon can parry, and if so, what the penalty to the parry roll is. If a weapon is cannot parry, this will be noted "N/A".

Size: The size of the weapon. 1 to 10, 1 being very small, 10 being just small enough to be carried by 1 person because of its size. See the notes on the Equipment page for a more detailed description of size.

Weight: How much the weapon weighs.

Penetration / Pen: The penetrative power of the weapon. This is the number of armour points that this weapon will ignore, from both mundane and magical means.

Cost: The average cost of this weapon in an average location. See the notes on the Equipment page for a more detailed description of cost.

Rarity: The rarity of the weapon. 1 to 10, 10 being the rarest. See the notes on the Equipment page for a more detailed description of rarity.

Weaponry Skills

Training in weaponry skills is identical to training in general skills: You gain days of training, usually in between adventures, that you can spend on improving your skill in certain areas. Unlike general skill training as noted on the skills page, a lot of training for weaponry skills overlap - training for one type of weapon can often be used on another similar type of weapon. Ranged weapons in particular might share skill levels for different types of weapon. Any skills that are shared in this manner will usually apply half of their bonus to attacks with similar, but not identical, weapons.

Proficiency for a particular group of weaponry skills is decided by the highest skill level if more than one skill overlaps. For example, if a character very well practiced in with both clubs and unarmed combat - the highest of these two would give the character's attack bonus with improvized weapons.

Weaponry skills use the same training costs are other skills:

Level 1 2 3 4 5 6 7 8 9
Time required 15 30 45 60 75 90 105 120 135

Training in a weapon skill gives a +1 bonus on a character's attack rolls for each level attained - e.g. a character with a level 4 unarmed skill can make unarmed attacks with a +4 bonus.

The time taken to learn a skill from the defaults below is reduced in days by a character's Intelligence Bonus. For example: If a character's intelligence bonus is 3 and they wish to train a skill to level 4, they would spend 57 days instead of 60.

GM Tip: You can specify if an increasing intelligence bonus works retroactively or not - that is, if a character's increasing intelligence bonus discount affects levels already achieved. This is important, as the electronic character sheets available on this website do not factor for an increasing intelligence bonus when working out how much discount a character recieves, and thus apply discounts retroactively. It is best to decide before the game begins whether to retroactive discounts are applied.

For every 3 levels that a ranged weaponry skill is trained, the reload time reduces by one action, to a minimum of 1 action. Reloads are not reduced in time when a different skill is used for the attack.

Single Shot Firearms, Reciprocating Firearms, Muzzle Loading Firearms, White Guns, Cross Bows, Long Bows, and Thrown are ranged weaponry skills.

Unarmed, Small Blunt Weapons, Large Blunt Weapons, Small Blades, Large Blades, Polearms, and Thrown are used for close combat weapons.

Training Summary

This table lists which weapons get bonuses from which skills:

Skill Full training bonus for attacks Half training bonus
for attacks
Single shot firearms skill Single shot firearms
Reciprocating firearms
Muzzle loading firearms
White guns
Reciprocating firearms skill Single shot firearms 
Reciprocating firearms
Muzzle loading firearms
White guns
Muzzle loading firearms skill Muzzle loading firearms Single shot firearms Reciprocating firearms 
White guns
White gun skill White guns Single shot firearms Reciprocating firearms
Muzzle loading firearms 
Crossbow skill Crossbows n/a
Longbow skill Longbows n/a
Unarmed skill Unarmed Improvised weapons
Small blunt skill Small blunt weapons Improvised weapons
Large blunt weapons
Large blunt skill Large blunt weapons Improvised weapons
Small blunt weapons
Large blades
Small blades skill Small blades Large blades
Large blades skill Large blades Small blades
Large blunt weapons
Polearms skill Polearms Improvised weapons
Thrown skill Thrown n/a

Close Combat Weapons

Unarmed

Name Dmg Type Range Parry Size Pen Wgt. Cost Rarity
Unarmed - (punches, elbows, kicks, headbutts, etc.) 2D6+SB Light - No n/a 0 - - -
Unarmed skill
Weaponised Fist (knuckle dusters, etc) +d6 Light - No 1 0 ½kg 10S 3
Unarmed skill
Clawed Fist (knuckle dusters with nasty knives on them - think Wolverine) +d6+6 Light - No 4 0 1kg 2G 6
Unarmed skill

Unarmed weaponry training is used when a character attacks with their body parts - punches, kicks, etc. - and weapons that enhance these. Unarmed training can also be used for improvised weapons at half the level of training, if no other weapon training is available. For example, if a character decides to use their rifle in engagement as a makeshift club, they could use up to half of their unarmed skill as a bonus on their combat skill roll.

Unarmed weapons add their damage to regular unarmed attacks.

At level 6 or higher, a character may parry whilst unarmed, with a parry penalty of -5.

An unarmed attack with an un-bladed unarmed weapon can be used to stun.

Blunt Weapons

Name Dmg Type Range Parry Size Pen Wgt. Cost Rarity
Small Club:
Planks, chunky sticks, truncheons, etc.
This covers most improvised weapons between 1-3kg, including domestic hammers
3D6+SB Light - -5 4 0 1-3kg 10S 1
Small blunt skill
Large Club
Actual clubs, posts, very big sticks, etc.
This covers most improvised weapons between 3-6kg
3D6+6+SB Medium - -5 5 0 3-6kg 35S 3
Large blunt skill
War Hammers:
This covers most improvised weapons over 6kg
4d10+SB Medium - -5 6 0 6kg 3G 50S 8
Large blunt skill

Small and large blunt weapons cover anything that's designed for bashing and clubbing that is specifically designed to be a weapon - such as maces, clubs, and hammers. The difference between the categories is the size of the weapon.

Training in either small or large blunt weapons training will give half of their level as a bonus when using the other, or when using improvised weapons. Training in large blunt weapons also gives half of their level bonus to large blades.

Big clubs and war hammers must be used with both of the character's hands. If a big club or warhammer is used singled handedly, they will count as improvised weapons.

All improvised weapons use the same weapon profiles as clubs, as noted above, but are at half-skill to hit and suffer further penalties to block or parry. Improvised weapons suffer an additional -4 parry penalty.

If a character is armed with an improvised weapon above 9kg in weight, add 1 point of damage for every 1kg it is over 9. Also, reduce the character's Agi by -1 for each extra 1kg for assault tests and attacks whilst armed with such a huge weapon.

Blunt weapons can be used to stun.

Blades

Name Dmg Type Range Parry Size Pen Wgt. Cost Rarity
Knife 2d10+SB Light SBx2 No 1 0 ½kg 35C 1
Small blades skill
Dagger/Dirk 3d10+SB Light SBx2 -7 2 0 1kg 3S 50C 3
Small blades skill
Small Sword 4D10+SB Medium - 0 4 1 2-3kg 2G 25S 5
Large blades skill
Large Sword 5D10+SB Medium - -3 6 3 4-7kg 5G 75S 7
Large blades skill

Small and large bladed weapons cover all weapons that are designed to slash and stab, rather than bludgeon. The difference between the two is the size of the weapon.

Large swords must be used with both hands. If a large sword is used with only one hand, they will count as a large improvised weapon.

Some knives have serrated edges (often for cutting meat) - if they do, they can be used as a small saw too. Bear in mind the size of the serated blade - it would be almost infesable to cut down a large tree with a pocket knife for example.

Any bladed weapon may have one, both or even no sharp edges: rapiers for example have an edge only to discourge grabbing the blade, but it cannot be used well for cutting attacks. There is no difference in the rules for stabbing and slashing attacks with any bladed weapon.

Small and large swords can be used to stun with the blunt end, although retaining their damage profiles.

Polearms

Name Dmg Type Range Parry Size Pen Wgt. Cost Rarity
Spear 3d10+5+SB Long SBx2 0 7 2 1½-3kg 15S 50C 3
Polearm weapons
Halberd 5d10+SB Long - -5 8 2 2-4kg 75S 5
Polearm weapons
Glaive / War Scythe 3D10+SB Long - -5 7 0 1½-3kg 45S 4
Polearm weapons
Staff 3D6+6+SB Long - -3 6 1 1½-3kg 1S 1
Polearm weapons
Lance 3D10+SB Long - -10 10 3 3-6kg 55S 7
Polearm weapons
Swordstaff 5D10+SB Long - 0 6 1 1½ - 3kg 3G 8
Polearm weapons
Bayonette (attached) 4D10+SB Medium - -10 +1 1 1½ - 3kg 7S 3
Polearm weapons

Polearms cover all weapons that have long shafts as either an extension for a blade of some sort (like a spear), or where the shaft is the main offensive part of the weapon (such as staffs).

Most polearms require both hands to use effectively. If a polearm is used with only one hand, they will count as an improvised weapon. Spears and lances can be used singled handedly depending on their size and weight.

Polearms can be used to stun (they have a blunt end after all).

Bayonettes can be used as knives when not attached to their parent weapon, using the knife profile in bladed weapons; and as saws if they have serrated edges.

Ranged Weapons

Ranged weapons use your character's shooting skill (Pse + Per) to hit.

Firearms are oftentimes given model or brand names by their manufacturers - there are innumerable types, makes and names made by a myriad of manufacturers in Echelon. To simplify things here they are listed instead by their type and the ammunition that they fire. Ammunition affects the range, penetration and damage of the weapon.

The range of the weapon lists the modifier to the ammunition's range value - this might be an addition, subtraction, multiplication or division - e.g. +20, -10, x2, /3, etc.

All pistols and long guns can only accept 1 type of ammunition at a time - the type noted in their name. If the weapon is snazzy enough to include a barrel that can be removed, the calibre can be changed. On Repeating or Revolver  weapons, the loading cylinder must also be changed, and be strong enough to accept the new calibre: the different amount of energy released is significant between smaller and larger calibre weapons. The GM should adjudicate.

The ammunition for firearms are listed by type. Accuracy denotes any additional modifiers to hit. The size of the item, if given with a number in brackets afterwards, is the size for that number of them - e.g. 1 (20) means size 1 for 20 rounds. All costs are given for each round.

Firearms that are not loaded with any particular type of special ammunition cause Physical type damage.

Reloading

Musket Ball, Single Shot, Muzzle Loaded (SSML) and Repeating, Revolver (RR) weapons reduce the loading time by 1 action at training levels 3, 6 and 9. Single Shot, Breach Loaded, Snap Barrel (SSBL) weapons reduce the time to reload at training level 5.

Repeating, Revolver (RR) weapons list the reload as the time (or fraction thereof) it takes to load 3 bullets into the weapon. Reload reductions are worked out for reloading the weapon in its entirety (for example, a random 5 shot revolver at training level 3 could take 3 actions to reload completely, and 1½ actions to load 3 rounds - rounded to 2.)

All weapon reload reductions can only reduce the reload time to a minimum of 1. The minimum reload time on a Repeating, Revolver (RR) weapon is 2 actions.

Range

The range is given as Short / Medium / Long range.
- Any target beneath short range has a +4 modifier to hit
- Any target between short and medium range has no modifier
- Any target between medium and long range is -4 to hit (2 aim actions)
- Any target over long range is at -8 to hit, with another -2 for every 50 yards after that
Weapons can shoot up to 3 times their long range, although it's relatively unlikely that the target will be hit.

If the GM feels like it, they may embellish the weapons seen here with some extras (or penalties) for an appropriate cost adjustment. Bonuses and penalties to aiming should not exceed +/- 6 (3 aim actions worth). Range modifiers for pistols should not increase the maximum range of the weapon, but instead grant modest bonuses to the short and medium range values.

Pistols

Pistols are all 1 handed affairs that sacrifice some stopping power for being less cumbersome and lighter than long guns

Name Type Range Clip Reload Size Pen Wgt. Cost Rarity
Musket Ball, Single Shot, Muzzle Loaded
(SSML)
Pistol - 1 6 4 - 3kg 65S 6
 
Muzzle Loading Firearms [1]
 
Minié Ball, Single Shot, Muzzle Loaded
(SSML)
Pistol - 1 6 4 - 3kg 65S 6
 
Muzzle Loading Firearms [1]
 
Minié Ball, Paper Cartridge, Single Shot, Muzzle Loaded (SSML) Pistol - 1 4 4 - 3kg 85S 4
 
Muzzle Loading Firearms [1]
 
Minié Ball, Paper Cartridge, Single Shot, Breach Loaded, Snap Barrel (SSBLs) Pistol - 1 3 5 - 2½kg 85S 6
 
Firearms [2][4]
 
Bullet, Brass Cartridge, Single Shot, Breach Loaded, Snap Barrel (SSBLs - Derringer) Pistol  /2 1 or 2 2 1 - 1kg 1G 4
 
Firearms [2][4]
 
Minié Ball, Paper Cartridge, Repeating, Revolver (RR) Pistol - 3 - 7 3* 5 +1 3kg 1G 8
 
Firearms [2][4]
 
Bullet, Brass Cartridge, Repeating, Revolver (RR - Standard Revolver) Pistol - 3 - 7 2* 5 +1 3kg 1G 50S 8
 
Firearms [3][4]
 
Bullet, Brass Cartridge, Reapeating, Revolver (RR - Pepperpot Type) Pistol  /3 3 - 7 2* 2 +1 1½kg 2G 3
 
Firearms [3][4]
 

All training for pistols adds +1 to hit for each level of training attained.

Pistols may be fired 2-handed for +1 to hit.

Weapons marked [1] count training together. Training for one is automatically applied to the other.

Weapons marked [2] count training together. Training for one is automatically applied to the other.

Weapons marked [3] count training together. Training for one is automatically applied to the other.

Weapons marked [4] count training together at half. e.g.: Training level 4 in RR - pepperpot revolvers counts automatically as training level 2 in SSBL Derringers.

Pistol Ammunition

Name Type Damage Range Accuracy Size Pen Wgt. Cost Rarity
Musket Ball, Single Shot, .50 Calibre M. Ball 5d10 15/30/60 -4 2 (20) 3 1kg (20) 25C 4
 
Anywhere that can form lead into crude balls can manufacture these rounds. Although not commonly manufactured for general sale any longer, they are usually relatively easy to procure from a gunsmith.
 
Musket Ball, Single Shot, .75 Calibre M. Ball 5d10 + 5 20/40/60 -6 2 (20) 3 1kg (20) 35C 5
 
As .50 calibre, but these tend to be more expensive and rarer.
 
Minié Ball, Single Shot, .50 Calibre Minie 5d10 + 5 20/40/160 -3 2 (20) 5 ½kg (20) 35C 2
 
Minié balls are essentially primative bullets - usually made of lead, they are longer than wide with a flared base, which helps seal the gases behind it and to bite rifling. They are much more accurate than musket balls
 
Minié Ball, P, Paper Cartridge, .50 Calibre Minie 5d10 + 5 20/40/160 -3 3 (20) 5 ½kg (20) 50C 3
 
Minié balls also come in pre-packaged paper/card cartridges with precussion caps, significantly reducing the time spent reloading. Breach-loaders that fire minies are often 'Needleguns'.
 
Minié Ball, Single Shot, .75 Calibre Minie 5d10 20/40/160 -4 2 (20) 5 ½kg (20) 45C 3
 
And of course, they come in larger versions too...
 
Minié Ball, P, Paper Cartridge, .75 Calibre Minie 5d10 20/40/160 -4 3 (20) 5 ½kg (20) 60C 4
 
... some even with cartridges.
 
Bullet, P, Brass Cartridge, .36 Calibre Bullet 6d10 40/60/160 - 2 (20) 6 ½kg (20) 75C 5
 
Wrapping the power and percussion cap in brass is the next step up from paper based cartridges - safer, more robust and generally more powerful. However, they do make reloading very quick.
 
Bullet, P, Brass Cartridge, .44 Calibre Bullet 6d10 + 5 40/60/160 - 2 (20) 6 ½kg (20) 1S 5
 
And of course, bullets come in larger sizes too.
 

Single shot ammuntion is assumed NOT to come with the explosive charge needed - which can be purchased seperately.

 

Long Guns

Long guns are named because they have long barrels. Usually this means that they're more accurate and more powerful. Of course, a long gun will need 2 hands to use, or be rested on something (a window frame or a bipod) to be fired effectively. If you're daft enough to attempt to fire one 1 handed, it will be a -10 penalty to hit.

Name Type Range Clip Reload Size Pen Wgt. Cost Rarity
Musket Ball, Single Shot, Muzzle Loaded
(SSML)
Long Gun - 1 10 7 - 5kg 45S 6
 
Muzzle Loading Firearms [1]
 
Minié Ball, Single Shot, Muzzle Loaded
(SSML)
Long Gun -/-/+15 1 8 7 - 5kg 50S 5
 
Muzzle Loading Firearms [1]
 
Minié Ball, Paper Cartridge, Single Shot, Muzzle Loaded (SSML) Long Gun - 1 4 7 - 5kg 50S 4
 
Muzzle Loading Firearms [1]
 
Minié Ball, Paper Cartridge, Single Shot, Breach Loaded, Snap Barrel (SSBLs) Long Gun -/-10/-10 1 3 5 - 4kg 50S 5
 
Firearms [2][4]
 
Bullet, Brass Cartridge, Single Shot, Breach Loaded, Snap Barrel (SSBLs) Long Gun -/-10/-10 1 2 5 - 4kg 75S 4
 
Firearms [2][4]
 
Bullet, Brass Cartridge, Single Shot, Breach Loaded, Falling Block (SSBLfb) Long Gun - 1 2 6 +1 5kg 1G 4
 
Firearms [2][4]
 
Bullet, Brass Cartridge, Repeating, Revolver (RR) Long Gun - 3 - 6 2* 6 +1 4½kg 1G 50S 6
 
Firearms [3][4]
 
Bullet, Brass Cartridge, Repeating, Lever Action (RLA) Long Gun - 2 - 7 2* 6 +1 4½kg 2G 7
 
Firearms [3][4]
 

Weapons marked [1] count training together. Training for one is automatically applied to the other.

Weapons marked [2] count training together. Training for one is automatically applied to the other.

Weapons marked [3] count training together. Training for one is automatically applied to the other.

Weapons marked [4] count training together at half. e.g.: Training level 4 in RR - revolving rifles counts automatically as training level 2 in SSBL snap-barreled long guns.

Long Gun Ammunition

Long gun ammuition is oftentimes very similar to pistol ammunition, and can share the same calibres. However, as long guns are stronger, they are capable of firing a larger explosive charge - putting a long gun round in a pistol will only serve to blow the pistol apart, for example.

If a long gun is single shot, you can put pistol ammunition (and the appropriate amount of charge in it for a pistol) if you really want to - it will use the same profile as a pistol shot.

Name Type Damage Range Accuracy Size Pen Wgt. Cost Rarity
Musket Ball, Single Shot, .50 Calibre M. Ball 6d10 20/40/60 -4 2 (20) 3 1kg (20) 25C 4
 
This ammunition type is exactly the same as the pistol equivalent. The profile here reflects its use in a long gun.
 
Musket Ball, Single Shot, .75 Calibre M. Ball 6d10 + 5 20/40/60 -6 2 (20) 3 1kg (20) 35C 5
 
This ammunition type is exactly the same as the pistol equivalent. The profile here reflects its use in a long gun.
 
Minié Ball, Single Shot, .50 Calibre Minie 6d10 + 5 40/-/160 -3 2 (20) 7 ½kg (20) 35C 2
 
This ammunition type is exactly the same as the pistol equivalent. The profile here reflects its use in a long gun.
 
Minié Ball, LG, Paper Cartridge, .50 Calibre Minie 6d10 + 5 20/40/160 -3 3 (20) 7 ½kg (20) 60C 3
 
Long gun paper cartridges are simply packed with more explosive charge.
 
Minié Ball, Single Shot, .75 Calibre Minie 6d10 40/80/160 -4 2 (20) 7 ½kg (20) 45C 3
 
This ammunition type is exactly the same as the pistol equivalent. The profile here reflects its use in a long gun.
 
Minié Ball, LG, Paper Cartridge, .75 Calibre Minie 6d10 40/80/160 -4 3 (20) 7 ½kg (20) 75C 4
 
Long gun paper cartridges are simply packed with more explosive charge.
 
Bullet, LG, Brass Cartridge, .36 Calibre Bullet 7d10 40/80/160 - 2 (20) 10 ½kg (20) 1S 4
 

Long gun bullets, although of similar calibre to pistols, do have much more charge in them - and generally this will also increase the length of the cartridge. Pro-tip - don't use these in pistols.

 
Bullet, LG, Brass Cartridge, .44 Calibre Bullet 7d10 + 5 40/80/200 - 2 (20) 10 ½kg (20) 1S 10C 5
 
Of course, if it's doable, it'll be done in a larger size too.
 

White Guns

White guns focus the light from a gunpower explosion through a series of precise crystals and lenses to emit a powerful burst of light, hot enough to cause a lot of damage.

White guns, for the purposes of damage types, do Light-based physical damage. There might be some instances where magic effects may be effected by it.

Each successive successful hit against a target's hit location with a white gun increases the next shot's penetration by 5 on that hit location.

Name Type Range Clip Reload Size Pen Wgt. Cost Rarity
White Gun, Personal Long Gun - 1 3 7 - 5kg 2G 50S -
 
White Guns
 

Any other long guns count training with white guns at one-quarter. e.g.: Training level 4 in RR - revolving rifles counts automatically as training level 1 in white guns.

White Gun Calibres

White guns come in different calibres, namely how finely focused their light beam is. Theoretically there is no maximum limit for the calibre of a white gun, but in practice only up to 10 calibre is feasible, and only up to 6 is economical for personnel use.

Add the cost of the calibre to the cost of a basic white gun.

Name Type Damage Range Accuracy Size Pen Wgt. Cost Rarity
2 Calibre, Personal W. Gun 4d10 0/160/160 - - - 1½kg - 6
 
2 calibre white guns often have their lenses built from very precisely cut glass, and usually contain around 10 of them.
 
4 Calibre, Personal W. Gun 5d10 0/160/160 -2 - - 2kg + 2G 8
 
4 calibre white guns use a few rubies/garnets of particular clarity in addition to their glass lenses. Oftentimes they will have between 20 and 40.
 
6 Calibre, Personal W. Gun 6d10 0/160/160 -2 - - 2½kg + 3P 10
 
6 Calibre white guns oftentimes almost exclusively use very high purity rubies or garnets for their lenses, hence their very high cost.

Primitive Ranged Weapons

Primitive ranged weapons are all those of a pre-gunpowder sort. Although generally surpassed by more modern weapons, they are generally readily available and extremely cheap.

Name Type Range Clip Reload Size Pen Wgt. Cost Rarity
Bow Bow - 1 1 - - - - 1
 
Cross Bows
 
Crossbow Cross Bow - 1 10 - SB* 4 - 3kg 10S 3
 
Long Bows
 

Bows shoot arrows, and crossbows shoot bolts. Arrows usually cost somewhere between 1C and 10C each, depending on the quality of them. Bolts are similar.

* Down to a minimum of 3.

Bow types

Name Type Damage Range Accuracy Size Pen Wgt. Cost Rarity
Small Bow Bow 5d6+(SBx2) -/SBx4/- - 4 - 1kg (20) 7S 50C 2
 
These are the sorts of weapons that are often used mounted, and hence are relatively compact.
 
Short Bow Bow 5d6+(SBx2) -/SBx6/- -2 5 - 1kg (20) 1S 1
 
These sorts are ones 'average' bow. It shoots arrows and doesn't afraid of anything.
 
Long Bow Bow 5d6+(SBx2) -/SBx10/- -2 7 - 1½kg (20) 15S 4
 
Long bows are pretty big pieces of kit, and thus more powerful. They're usually as tall as the person who's shooting it.