Contents Previous Next

Sample Firearms:

The following is a list of the most common weapons one is likely to encounter in a campaign (and some, like the heavy machine gun and anti-materiel rifle) that will probably not be seen in most campaigns, but are given to grant a sense of scale. If the GM or a player wants a gun not on this list, then the best place to start is by modifying an existing weapon. Firearms come in all shapes and sizes, with hundreds of manufacturers and tens of thousands of different types and models, so it is a safe bet that nearly anything that can be designed with these rules (within reason, good luck finding a gatling 10 ga. shotgun) is available on the market somewhere.

Rifles

Rifles in general are the mainstay of modern armies. A rifle requires Firearms (Longarms) proficiency to fire without penalty.

Name

Damage Type

Damage

Range inc.

Mass (kg)

Ammo Mass (kg)

Magazine

Recoil

Calibre

Rate of Fire

Cost

Rifle, Anti-Materiel

Piercing

1d6+13

70m

12.8

0.3 kg

5 Box

12

.50

Single

$9,350

Rifle, Assault

Piercing

1d6+10

20m

4

0.67 kg

30 Box

3/6

5.56mm

Semi/ Auto

$1,175

Rifle, Carbine

Piercing

1d6+10

15m

2

0.67 kg

30 Box

3/6

5.56mm

Semi/ Auto

$1,375

Rifle, Battle

Piercing

1d6+11

20m

4

0.4 kg

20 Box

4/6

7.62mm

Semi/ Burst

$1,450

Rifle, EBR

Piercing

1d6+11

30m

4

0.4 kg

20 Box

4/6

7.62mm

Semi/ Burst

$3,650

Rifle, Hunting

Piercing

1d6+12

20m

6

0.15 kg

5 Box

6

.444

Single

$1,050

Rifle, Sniper

Piercing

1d6+11

52m

8.8

5 Box

4

7.62mm

Semi

$2,950

PDW

Piercing

1d8+9 AP1

15m

4.5

0.25 kg

40 Box

1.5/ 6

5.7 mm

Semi/ Auto 2

$1,063

SMG

Piercing

1d6+8

15m

4

0.4 kg

80 Box

1 /4

9mm

Semi/ Auto 2

$575

Anti-Materiel: This incredibly heavy rifle fires the high-powered .50 BMG Anti Aircraft round. It is generally considered overkill for use against enemy combatants, and they are usually employed against enemy equipment ("materiel") such as light vehicles. It is sometimes fitted with a muzzle brake (+$300) , although this makes the gun loud enough (perception DC -16) to seriously risk deafening (fort. DC 6) the wearer without protective ear plugs.
Modifications: Accurized 3, Box magazine,  Accessory Rail, Breakable, Lightweight 2

Assault: Assault rifles can be found in many shapes and sizes across the world. They are the standard infantry military weapon in every modern army. Many armies (such as the United States) have replaced their auto capabilities with burst fire to save on ammunition. Assault rifles with burst fire cost the same amount, but have a recoil of 4.5 on the higher fire rate. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Box Magazine, Accessory Rail, Bayonet Lug, Semiautomatic, Auto

Carbine: An assault carbine is a cut-down assault rifle. It has the same firepower as a larger weapon, but sacrifices accuracy. In armies that have removed the auto capability from their assault rifles, carbines are carried by a few members in every squad. Otherwise, carbines are used in the same extent that assault rifles are; and the two are often confused. When fired on auto, it can attack a scale 1 (2m x 2m) area.

Battle: This is a full-powered version of the assault rifle. The additional weight and difficulty of controlling the weapon on autofire means that the battle rifle has fallen out of favour with most armies. Some battle rifles (particularly older models) have full auto capability instead of burst: these cost the same amount, but have a recoil of 8 when fired on auto. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Box Magazine, Accessory Rail, Bayonet Lug, Semiautomatic, Burst

Enhanced Battle Rifle (EBR): This is an improved version of the Battle Rifle, typically only given to marksmen in elite units.
Modifications: Box magazine, Accessory Rail,
Bayonet Lug, Semiautomatic, Burst, Accurized 2, Lightweight 2

Hunting: This is one of the most common civilian firearms. It is simple, cheap, and reliable.
Modifications: Accurized 1, Box magazine, Simple

Sniper: Similar in appearance to the larger Anti-Materiel rifle, the Sniper Rifle is designed to take out enemy combatants at great distances. Some models come with detachable silencers, not included in the base cost.
Modifications: Accurized 3, Expanded Magazine (box 5), Accessory Rail, Oversized, Lightweight 2, Semi

PDW : The PDW, or personal defence weapon, is a compact weapon that fires armour-piercing rounds. It resembles (and is often mistaken for) a submachine gun. PDWs are carried as self-defence weapons by military personnel without a direct combat role, such as engineers or vehicle crew. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications:  Semi, Auto 2(+100% weight), Box magazine, Accessory Rail, Oversized
Ammo Modifications: Armour Piercing

Name

Damage Type

Damage

Range inc.

Mass (kg)

Ammo Mass (kg)

Magazine

Recoil

Calibre

Rate of Fire

Cost

Shotgun, Hunting S

Piercing

1d8+12

9m

6

5 Int

6

10 Gauge

Single

$600

Shotgun, Tactical S

Piercing

1d8+11

10m

4

5 Box

4

12 Gauge

Semi

$650

Shotgun, Underslung S

Piercing

1d8 +11

10m (8m alone)

2

4 Int

4

12 Gauge

Semi

$500

SMG : A submachine gun is a relatively inexpensive automatic weapon, generally carried by police SWAT teams, certain criminal organizations, and by the military. Submachine guns have a high rate of fire, but fairly close range and lack the stopping power of a full rifle. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Semi, Auto 2, Oversized

Shotguns

Shotguns fire a large number of small lead balls with each attack, known as “shot.” Weapons with a lower gauge fire larger balls. All shotguns presented here are longarms. Shotguns grant a +1/0 bonus to attack rolls, however they deal 1 point less damage for every range increment away the target is.

Hunting: Hunting shotguns come in thousands of models with tens of thousands of variants. Modifications: Shotgun, Simple

Tactical: Shotguns are very occasionally used by police or the armed forces for close range fighting.
Modifications: Shotgun, Box Magazine, Semiautomatic, Accessory Rail, Bayonet Lug

Underslung: Some compact shotguns are designed to be attached to the accessory rail of combat rifles. The statistics written assume the shotgun is attached to a larger weapon, otherwise decrease the range increment to 5 m.
Modifications: Shotgun, Semiautomatic, Compact, Underslung

Heavy Weapons

Name

Damage Type

Damage

Range inc.

Mass (kg)

Ammo Mass (kg)

Magazine

Recoil

Calibre

Rate of Fire

Cost

Grenade Launcher*

Slashing

1d8+10 Blast S1

10m

4

3.6 kg

8 Cyl

6

30mm Frag Grenade

Semi

$450

Grenade Launcher, Underslung*

Slashing

1d8+10 Blast S1

10m (8m alone)

2

0.45kg

1 Int

6

30mm Frag Grenade

Single

$450

Machine Gun, Heavy

Piercing

1d6+13

40m

32

6kg /100 rounds

Linked

48

.50

Auto 2

$7,200

Machine Gun, Medium

Piercing

1d6+11

30m

16

2kg /100 rounds

Linked

16

7.62mm

Auto 2

$2,600

Machine Gun, Light

Piercing

1d6+10

20m

8

1kg /100 rounds

Linked

12

5.56mm

Auto 2

$1,800

Light : Light machine guns are carried by infantry to give constant, sustained fire; and as well are occasionally mounted on vehicles. Light machine guns to be used by infantry are typically bipod mounted. When fired on automatic, it can attack a scale 2 (4m x 4m) area.
Modifications: Auto 2, Oversized

Medium : Medium machine guns are occasionally carried by infantry to give constant, sustained fire; but are usually mounted on vehicles. Medium machine guns to be used by infantry are typically tripod mounted. When fired on automatic, it can attack a scale 2 (4m x 4m) area.
Modifications: Auto 2, Oversized

Heavy: The heavy machine gun risks deafening those within 10m unless they wear protective ear plugs. Heavy machine guns are typically mounted to vehicles or on tripods. They are used against distant targets, low-flying aircraft, or light vehicles. When fired on automatic, it can attack a scale 3 (8m x 8m) area.
Modifications: Auto 2


Pistols

A Pistol is any firearm one scale smaller (or less) than the wielder, or one of the wielder‚s scale with the Compact modification. So, to a human, any weapon firing ammunition up to 5.7mm is a pistol, while an Ogre (scale 2) can fire a heavy machine gun as a …pistol.‚ Pistols require the Firearms (Pistol) proficiency to be fired without penalty.

Name

Damage Type

Damage

Range inc.

Mass

Ammo Mass

Magazine

Recoil

Calibre

Rate of Fire

Cost

Pistol , Machine

Piercing

1d6+7

10m

2 kg

100g

40 Box

.75/3

.32

Semi/ Auto 2

$506

Pistol, Magnum

Piercing

1d8+10

15m

2 kg

Neg

6 Cyl

4.5

.357 Magnum

Semi

$525

Pistol, Sidearm

Piercing

1d6+8

10m

1 kg

50g

10 Box

1

9mm

Semi

$262

Pistol, Revolver

Piercing

1d6 + 8

10m

1 kg

6 Cyl

1

.38

Semi

Pistol, Compact

Piercing

1d6+7

10m

1 kg

35g

7 Box

0.75

.32

Semi

$196

Pistol, Derringer

Piercing

1d6 + 7

7.5m

0.625kg

5g

1 int.

0.75

.32

Single

$75.50

Machine :  Machine pistols are favoured by criminals for their low cost and high rate of fire. They are used by some military personnel who are not serving on the front lines. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Semi,  Auto 2 (+100% weight)

Magnum : A magnum is a ridiculously overpowered handgun, made famous by Hollywood. They are impressive, but generally impractical as a combat weapon.
Modifications: Semi,  Compact, Cylinder
Ammo modifications: Magnum

Sidearm : This is the catch-all for semiautomatic pistols. They come in a wide variety of calibres, such as .45 or 10mm. The different calibres are close enough not to change game statistics, but are not interchangeable with each other. Sidearm magazines are generally 5, 7, 10, or 15 rounds. Sidearms are carried by the police, soldiers (in addition to their main weapon), criminals, civilians, some security guards, and just about anyone else. When people think "gun," this is generally the type of weapon they‚re thinking of.
Modifications: Semi, Box Magazine

Compact: A compact pistol is ideally suited to stealth. It‚s small size makes it easy to conceal, and its light cartridge makes less noise (though is still very loud) than a more powerful weapon. With a silencer (sold separately), this weapon has a perception DC of -2.
Modifications: Semi, Box Magazine

Derringer:  Derringers are a generalized class of extremely compact pistols (also called “palm pistols”) designed to be concealed.
Modifications: Compact


Archaic Firearms

…Archaic‚ firearms are a catch-all term for weapons using obsolete technology (such as muskets). They are typically fairly inaccurate, heavy, and require lengthy reload times. All weapons in this chapter have rate of fire …Single‚ and a magazine of “1 Muzzle.” Muzzle-loading firearms take at least 30 seconds to reload, though certain types of mechanisms have additional steps.

Name

Damage Type

Damage

Range inc.

Mass

Ammo Mass

Recoil

Calibre

Reload Time

Cost

Year

Pistol, Matchlock

Piercing

1d6+8

4m

2.25 kg

5g ea.

1.5

.30

30s*

$100

1475

Musket, Matchlock

Piercing

1d6+10

8m

9 kg

10g ea.

3

.40

30s*

$300

1475

Arquebus, Matchlock

Piercing

1d6+10

4m

4.5 kg

10g ea.

3

.40

30s*

$300

1425

Pistol , Wheellock

Piercing

1d6+8

4m

4.25 kg

5g ea.

1.5

.30

30s

$400

1500

Musket, Wheellock

Piercing

1d6+10

8m

12 kg

10g ea.

3

.40

30s

$1200

1500

Blunderbuss

Piercing

1d8+10

4m

10 kg

10g ea.

3

lead shot

30s

$300

1650

Pistol, Flintlock

Piercing

1d6+8

4m

2.25 kg

5g ea.

1.5

.30

30s

$100

1650

Musket, Flintlock

Piercing

1d6+10

8m

10 kg

10g ea.

3

.40

30s

$300

1650

Rifle, Flintlock

Piercing

1d6+10

16m

10 kg

10g ea.

3

.40

42s

$300

1650

* Reloading a matchlock weapon also involves lighting the match. See the description for details.

Matchlock Weapons: Matchlock pistols, muskets, and arquebuses are very early firearms which use a lit match to spark the powder. Pulling the trigger plunges the lit match into the powder, thus firing the weapon. This method of firing is prone to several problems, the main one being the difficulty in keeping the match lit. On a natural 1 when rolling, roll another d6. If that d6 is also a 1, the weapon misfires. In wet or windy weather, the weapon misfires on a natural 1 without needing to reroll. A misfired matchlock weapon must be disassembled and cleaned, a process taking several minutes. For safety reasons, the match must be put out before firing the weapon. Lighting the match takes a 4 SA with a reliable fire-starting mechanism (such as a lighter or good match) or ten seconds with flint and steel. Matchlock weapons used a special kind of match, known as a slow match, which burns at around 30cm per hour. Matches used in matchlock weapons are usually around 2cm long, and as such can burn for 4 minutes before needing to be replaced (a 4SA).

Matchlock Pistol:

Modifications: Crude, Muzzle-loader, Smoothbore, Oversized

Matchlock Musket:

Modifications: Crude, Muzzle-loader, Smoothbore, Oversized

Matchlock Arquebus:

Modifications: Crude, Muzzle-loader, Smoothbore

Wheellock Weapons: Wheellock weapons work by spinning a spring-loaded wheel of steel against pyrite. Pulling the trigger releases the spring-loaded wheel, causing the pyrite to spark and igniting the weapon ƒ much like a modern cigarette lighter. Wheellock weapons do not suffer from many of the major inconveniences of the matchlock firearms (there is no match necessary to light, and they are far more reliable in inclement weather: roll a second die, and the weapon misfires on a 1,2, or 3) but the heavy and complicated mechanism drastically increases the cost. Wheellock weapons quadruple the base cost of the firearm and increase their mass by +2 kg. The weight and cost meant they were never adopted for standard-issue military use, and instead carried by members of the nobility. They were frequently elaborately decorated. Wheellock weapons presented here are otherwise identical to their matchlock cousins.

Flintlock Firearms:  Flintlock weapons are significantly simpler than the earlier wheellock weapons they replace. Pulling the trigger strikes a piece of flint against, steel, thus igniting the powder and firing the weapon. Flintlock weapons otherwise work like wheellock weapons, except without the increase in cost or mass. Flintlock weapons are in use until the invention of the Percussion-Cap weapon in the 1800s (identical to flintlock weapons save that weather is no longer an issue). In the 1850s, breech-loading cartridge-firearms are introduced, which are essentially identical to modern weapons.

Blunderbuss: The blunderbuss was the precursor to the modern shotgun, firing a group of lead shot. Blunderbusses can be identified by their signature fluted barrels.

Modifications: Crude, Muzzle-loader, Smoothbore, Oversized, Shotgun

Flintlock Rifle: Improvements in gunsmithing allow weapons to be rifled, thus greatly increasing the range. However, these are never very popular due to the difficulty in reloading a muzzle-loading rifle. They are generally used by sharpshooters.

Modifications: Crude, Oversized, Muzzle-loader

Who Uses What

There are a bewildering array of firearms available, and it can sometimes be difficult to determine on the fly which should be carried by a specific NPC met, by encountered gangsters, or even by the PCs. This chart is meant to be a general guideline to help make this decision quickly.

Organization

Main Weapon

Secondary Weapon

Special Weapons

Armour

Misc.

Government Investigators

Sidearm

None

None

None or Ballistic Vest

Handcuffs

Military, Infantryman

Assault Rifle

Sidearm

Light MG, Underslung GL, Carbine

Ballistic Vest or Combat Vest

Frag Grenades (2x)

Military, Vehicle Crew

None, SMG, or PDW

Sidearm

None

Ballistic Vest or Combat Vest

None

Military; Pilot, officer, or non-combatant

Sidearm

None

None

Ballistic Vest or Combat Vest

None

Guerrilla Fighters

Varies, usually Assault Rifle

None or Sidearm

RPG

None or Ballistic Vest

None

Police Constable

Sidearm or Revolver

Club

Tac. Shotgun (in patrol car)

None or Stab Vest

Handcuffs and Pepper Spray or Taser

SWAT Team

SMG

Sidearm

Tac. Shotgun, Sniper

Ballistic Vest

Stun Grenades (2x)

Main Weapon: This column refers to, generally the weapon carried by most members of this group in the field, unless they are carrying a special weapon.

Secondary Weapon : The secondary weapon, typically a pistol, is generally used only when the main weapon is unavailable for some reason.

Special Weapons: This column merely lists a few other kinds of weapons used in place of the main weapon. For example, in the US military, generally one person per fireteam (four soldiers) has a light machine gun, one has an assault rifle with an under slung grenade launcher, and the other two have assault rifles or carbines.

Armour: This column refers to the armour, if any, worn on duty by these groups.

Misc: This column refers to other key gear that might be carried on duty. It is not exhaustive.



Contents Previous Next