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 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 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
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
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 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
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.