Ranged Weapons
Handguns
Weapon Name |
Crit |
Damage |
Fire Mode |
Loading/Capacity |
Size |
Avg. Cost |
Properties |
Antique Pistol |
20 |
1d6 piercing |
Repeating |
Muzzle loading (1) |
1×1 |
17.50₣ |
Ammunition (range 20/30/40), Compact, Versatile (30/45/60) |
Antique Revolver |
20 |
1d6 piercing |
Repeating |
Muzzle loading (6) |
1×1 |
26.40₣ |
Ammunition (range 20/30/40), Compact, Versatile (30/45/60) |
Derringer |
19-20 |
1d4 piercing |
Repeating |
Muzzle loading (1) |
1×1 |
10.00₣ |
Ammunition (range 15/25/30), Concealable |
Pistol |
20 |
1d6 piercing |
Semi-automatic |
Box magazine (7), Clip loading (10) |
1×1 |
50.00₣ |
Ammunition (range 20/30/40), Compact, Versatile (30/45/60) |
Pistol Carbine |
20 |
1d6 piercing |
Semi-automatic |
Box magazine (7), Clip loading (10) |
1×2 |
60.00₣ |
Ammunition (range 60/90/120), Two-handed, Special |
Pocket Gun |
19-20 |
1d4 piercing |
Semi-automatic |
Box magazine (6), Cylinder (5) |
1×1 |
40.00₣ |
Ammunition (range 15/25/30), Concealable, Versatile (20/30/40) |
Revolver |
20 |
1d8 piercing |
Repeating |
Cylinder (6) |
1×1 |
44.50₣ |
Ammunition (range 20/30/40), Compact, Versatile (30/45/60) |
Ammunition
Ammunition Name |
DT Modifier |
Damage Modifier |
Avg. Cost |
Muzzle Loader, ball |
— |
— |
1¢ |
Muzzle Loader, powder & cap |
— |
— |
2¢ |
Pistol Cartridge, ball |
— |
— |
2.50₣ (50) |
Pistol Cartridge, armour penetrating |
−2 |
— |
2.00₣ (20) |
Pistol Cartridge, expanding |
2x |
1.5x |
1.85₣ (20) |
Pocket Gun Cartridge |
— |
— |
2.50₣ (50) |
Revolver Cartridge, ball |
— |
— |
2.75₣ (50) |
Revolver Cartridge, armour penetrating |
−2 |
— |
2.15₣ (20) |
Revolver Cartridge, expanding |
2x |
1.5x |
1.95₣ (20) |
Rifles
Weapon Name |
Crit |
Damage |
Fire Mode |
Loading/Capacity |
Size |
Avg. Cost |
Properties |
Antique Musket |
20 |
2d6 piercing |
Repeating |
Muzzle loading (1) |
1×5 |
20.00₣ |
Ammunition (range 80/160/240), Two-handed |
Automatic Rifle |
20 |
2d4 ballistic |
Automatic* |
Box magazine (20), Pan/drum/belt (70) |
2×4 |
225.00₣ |
Ammunition (range 200/400/600), Heavy, Two-handed |
Cavalry Carbine |
20 |
2d4 ballistic |
Repeating |
Clip loading (5), Single shot (1) |
1×3 |
70.00₣ (clip), 55.80₣ (single) |
Ammunition (range 150/300/450), Two-handed |
Infantry Rifle |
20 |
2d4 ballistic |
Repeating |
Clip loading (5), Single shot (1) |
1×5 |
80.00₣ (clip), 62.70₣ (single) |
Ammunition (range 300/600/900), Two-handed |
Lever Rifle |
20 |
1d6 ballistic |
Semi-automatic |
Tube magazine (8) |
1×4 |
42.50₣ |
Ammunition (range 150/300/450), Two-handed |
Rifle Musket |
20 |
2d6 piercing |
Repeating |
Muzzle loading (1) |
1×5 |
25.30₣ |
Ammunition (range 200/400/600), Two-handed |
Submachine Gun |
20 |
1d6 piercing |
Automatic |
Box magazine (25) |
1×3 |
160.00₣ |
Ammunition (range 100/200/300), Two-handed |
Tank Rifle |
20 |
2d6 ballistic |
Repeating |
Single shot (2), Single shot (1) |
1×4 |
200.00₣ |
Ammunition (range 200/400/600), Heavy, Two-handed |
*
Attack types other than single shots made with the Automatic Rifle can only be made effectively while prone.
Ammunition
Ammunition Name |
DT Modifier |
Damage Modifier |
Avg. Cost |
Lever Rifle Cartridge, ball |
— |
— |
1.60₣ (20) |
Lever Rifle Cartridge, soft point |
2x |
1.5x |
2.25₣ (20) |
Military Rifle Cartridge, ball |
— |
— |
2.00₣ (20) |
Military Rifle Cartridge, armour penetrating |
−2 |
— |
1.60₣ (10) |
Military Rifle Cartridge, soft point |
2x |
1.5x |
3.00₣ (20) |
Military Rifle Cartridge, incendiary |
— |
— |
2.20₣ (10) |
Muzzle Loader, ball |
— |
— |
2¢ |
Muzzle Loader, powder & cap |
— |
— |
4¢ |
Tank Rifle Cartridge, ball |
— |
— |
25¢ |
Tank Rifle Cartridge, armour penetrating |
−2 |
— |
40¢ |
Tank Rifle Cartridge, soft point |
2x |
1.5x |
35¢ |
Tank Rifle Cartridge, incendiary |
— |
— |
60¢ |
Shotguns
Weapon Name |
Crit |
Shot types |
Fire Mode |
Loading/Capacity |
Size |
Avg. Cost |
Properties |
Automatic Shotgun |
20 |
Buckshot, Slug |
Semi-automatic |
Tube magazine (5) |
1×4 |
120.00₣ |
Ammunition (range 40/60/80), Two-handed |
Blunderbuss |
20 |
Birdshot, Buckshot |
Repeating |
Muzzle loading (1) |
1×3 |
22.60₣ |
Ammunition (range 40/60/80), Two-handed |
Coach Gun |
20 |
Birdshot, Buckshot, Slug |
Repeating |
Single shot (2), Single shot (1) |
1×4 |
42.00₣ (double), 30.00₣ (single) |
Ammunition (range 40/60/80), Two-handed |
Pump Shotgun |
20 |
Birdshot, Buckshot, Slug |
Repeating |
Tube magazine (5) |
1×4 |
70.80₣ |
Ammunition (range 40/60/80), Two-handed |
Sawn-off |
20 |
Birdshot, Buckshot |
Repeating |
Single shot (2), Single shot (1) |
1×2 |
33.60₣ (double), 29.90₣ (single) |
Ammunition (range 30/45/60), Compact, Two-handed |
Slam-fire Shotgun |
20 |
Birdshot, Buckshot, Slug |
Repeating |
Single shot (1) |
1×3 |
18.00₣ |
Ammunition (range 40/60/80), Two-handed |
Ammunition
Shot Name |
Damage |
DT Modifier |
To-hit Modifier |
Range Modifier |
Avg. Cost |
Birdshot Shell |
1d8 piercing |
2x |
+6 |
— |
2.00₣ (25) |
Buckshot Shell |
2d6 piercing |
— |
+3 |
— |
50¢ (5) |
Slug Shell |
2d6 piercing |
−2 |
— |
1.5x |
70¢ (5) |
Muzzle Loader, birdshot |
1d8 piercing |
2x |
+6 |
— |
6¢ |
Muzzle Loader, buckshot |
2d6 piercing |
— |
+3 |
— |
6¢ |
Muzzle Loader, powder & cap |
— |
— |
— |
— |
5¢ |
Non firearms
Weapon Name |
Crit |
Damage |
Fire Mode |
Loading/Capacity |
Size |
Avg. Cost |
Properties |
Atlatl |
20 |
1d10 piercing |
Repeating |
Single shot (1) |
1×2 |
5.00₣ |
Ammunition (range 40/60/80), Compact |
Crossbow |
19-20 |
1d8 piercing |
Repeating |
Muzzle loading (1) |
2×3 |
17.50₣ |
Ammunition (range 80/120/160), Heavy, Two-handed |
Flamethrower |
20 |
2d8 fire |
Repeating |
Pan/drum/belt (10) |
3×4 |
450.00₣ |
Ammunition (range 30/45/60), Heavy, Two-handed, No Targeting |
Hand Crossbow |
19-20 |
1d6 piercing |
Repeating |
Muzzle loading (1) |
1×2 |
17.00₣ |
Ammunition (range 30/45/60), Compact |
Hunting Bow |
19-20 |
1d8 piercing |
Repeating |
Single shot (3) |
1×4 |
14.75₣ |
Ammunition (range 60/90/120), Two-handed |
Sling |
18-20 |
1d6 piercing |
Repeating |
Single shot (1) |
1×1 |
5.00₣ |
Ammunition (range 30/45/60), Concealable |
Ammunition
Ammunition Name |
DT Modifier |
Damage Modifier |
Avg. Cost |
Arrow/Bolt, barbed |
— |
1.5x |
1.65₣ |
Arrow/Bolt, makeshift |
1.5x |
— |
25¢ |
Arrow/Bolt, standard |
— |
— |
1.00₣ |
Sling Bullet |
— |
— |
2¢ |
Loading Types
- Box magazine: uses 1 Action to load a new magazine; may use a Free Action to retain the outgoing magazine.
- Clip loading: uses 1 Action to load a full magazine from a clip if gun is empty, or top-off a number of rounds equal to your Firearms modifier for 2 Actions (minimum of 1).
- Cylinder: uses 1 Action to load a full cylinder from a speed loader if gun is empty, or singly load a number of rounds equal to your Firearms modifier for 2 Actions (minimum of 1).
- Muzzle loading: uses 1 Action to measure and pour powder, 1 Action to set the ball, 1 Action to ram the ball down the barrel, and 1 Action to ready the fire mechanism per shot. For crossbows, it takes 3 Actions to pull the string and 1 Action to load a new bolt.
- Pan/drum/belt: uses 3 Actions to load a new pan, drum, or belt; may use a Free Action to retain the outgoing container.
- Single shot: uses 1 Action to reload.
Ranged Attack Types
All weapons have a fire mode which determines what kinds of attacks it is able to make. All weapons are capable of making single shot attacks, only semi-automatic and automatic weapons are capable of burst attacks, and only automatic weapons are capable of double burst attacks and suppressing fire.
- Single shot: uses 1 piece of ammunition and has no additional modifiers; costs 2 Actions
- Burst: uses 3 pieces of ammunition and grants a +3 to hit, doubles damage modifier; costs 2 Actions
- Double burst: uses 6 pieces of ammunition and grants a +6 to hit, doubles damage modifier; costs 2 Actions
- Suppressing fire: uses 15 pieces of ammunition, costs 4 Actions and a Reaction, and creates a line of affected area 15 feet wide originating at the creature taking the action. The line continues outwards until it reaches the weapon’s range threshold or a solid barrier. Creatures within this area or attempting to move through the area may make a Willpower check of DC equal to 12 + your proficiency modifier. A creature that fails the save cannot move through the area or take actions if they are within the area. A creature that partially succeeds the check by passing by 3 or less moves through the area and/or takes an action in the affected area, but takes damage equal to the weapon’s normal damage. A creature that fully succeeds moves through the affected area and/or takes actions as normal. A creature that starts its turn unprotected inside the area must succeed this save or else move out of the area, taking no damage.
Ammunition Storage
- Handguns
- 2 magazines, clips, or speed loaders, or the equivalent ammunition for the Pistol, Pistol carbine, or Revolver occupy 1 inventory space.
- 3 magazines, clips, or speed loaders, or the equivalent ammunition for the Derringer or Pocket gun occupy 1 inventory space.
- Rifles
- 1 box magazine occupies 1 inventory space.
- 1 pan, drum, or belt occupies 4 inventory spaces.
- 3 clips or the equivalent ammunition occupies 1 inventory space.
- 2 Submachine gun magazines occupy 1 inventory space.
- 8 Tank rifle cartidges occupy 1 inventory space.
- 20 Lever rifle cartridges occupy 1 inventory space.
- Shotguns
- 10 shotshells occupy 1 inventory space.
- Muzzle loaders
- A powder flask and percussion capper occupy 1 inventory space.
- Enough lead bullets or lead shot for 10 shots occupy 1 inventory space.
- Non firearms
- 10 bolts or arrows occupy 1 inventory space, or 20 fit in a quiver.
- A flamethrower uses flasks of kerosene as ammunition. It requires two flasks for a full tank.
- 10 Sling stones occupy 1 inventory space. The sling can also use lead bullets.
- An Atlatl uses Spears as ammunition.
Melee Weapons
Weapon Name |
Crit |
Damage |
Size |
Avg. Cost |
Properties |
Axe |
20 |
2d6 slashing |
1×3 |
23.00₣ |
Heavy, Two-handed |
Brand |
20 |
1d4 fire |
1×2 |
6.10₣ |
Compact |
Brass Knuckles |
20 |
1d4 crushing |
1×1 (pair) |
4.30₣ |
Concealable, Special |
Cattle Prod |
20 |
1d4 electric |
1×2 |
13.00₣ |
Compact |
Club |
20 |
1d8 crushing |
1×2 |
6.25₣ |
Compact |
Fencing Rapier |
19-20 |
1d8 piercing |
1×3 |
65.40₣ |
|
Halberd |
20 |
1d10 crushing/piercing/slashing |
1×6 |
98.80₣ |
Heavy, Two-handed |
Hatchet |
20 |
1d8 slashing |
1×2 |
15.85₣ |
Compact |
Knife |
19-20 |
1d6 piercing/slashing |
1×1 |
9.50₣ |
Concealable |
Knight Sword |
20 |
1d8 piercing/slashing |
1×4 |
72.50₣ |
Versatile (1d10) |
Pickaxe |
20 |
2d6 piercing |
2×2 |
25.00₣ |
Heavy, Two-handed |
Push Dagger |
18-20 |
1d6 piercing |
1×1 |
14.85₣ |
Concealable |
Sabre |
20 |
1d8 slashing |
1×3 |
84.00₣ |
|
Spear |
20 |
1d10 piercing |
1×6 |
15.80₣ |
Two-handed |
Sledge |
20 |
2d6 crushing |
1×3 |
19.65₣ |
Heavy, Two-handed |
Grenades
A creature can throw a grenade a number of feet equal to 30 + 5 times its Body score for 1 Action. They can be thrown in an arc or rolled underhand. When lobbing a grenade, a creature rolls a DC 14 Dexterity check; if it passes, the grenade lands where it was aimed; if it fails, the grenade lands on a random spot within 5 feet of the intended location. When thrown, a live grenade will explode at the beginning of the creature that threw the grenade’s next turn. When the grenade explodes, any creatures within 20 feet of the grenade must make a DC 15 Agility check, taking 3d6 ballistic damage on a fail, or half as much on a success, and be knocked prone. A prone creature has +4 to the check.
To attempt to throw a live grenade back, a creature must first make a DC 15 Willpower check. If it fails, it cannot willingly move closer to the grenade or interact with it. If the creature passes this check and attempts to throw the grenade as 1 Action, it makes a DC 15 Agility check. Failing the check by more than 5 results in a critical failure, and the grenade detonates immediately. Failing the check by 5 or less results in no effect. Passing the check by less than 5 results in the grenade being thrown, but it detonates at a random point on its arc. Passing the check by 5 or more results in the grenade being thrown to its desired location.
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