Sure, it may have enough firepower to total relatively fragile objects „ plates, glasses, small mountain ranges, cities „ but does it come in pink?
The main difference between a campaign set in a medieval or fantasy setting and a modern one is, of course, the technology of equipment available to the PCs. Combat is completely redefined by the advent of powerful and accurate gunpowder weapons. Armour becomes more expensive and less common, so cover, concealment, and mobility are more important than ever.
In a modern setting, typically more emphasis is placed on ranged combat than in a typical fantasy one. As such, firearms get more sophisticated rules than bows or crossbows, as they come in many more shapes and sizes. Unlike older weapons, less importance is placed on the weapon‚s mass but rather the recoil of the weapon‚s firing.
Mass and Recoil: for most firearms, the determining factor in effort necessary to use the weapon is not the weight of the weapon, but its recoil. Both the weapon's mass and its recoil must be less than or equal to your character's light weapon limit for it to be a light weapon, standard limit for standard weapons, and heavy limit for heavy weapons. Note that this does not mean the two are added together. For example, Colonel Mauve has a light weapon limit of 1.5 (like most people). The sidearm (with mass of 1.05 and recoil of 1) is a light weapon, because both the recoil and mass are below 1.5. If a similar weapon had a mass of 1 and recoil of 3, it would be a standard weapon. The recoil is derived from the calibre of the ammunition fired. Firing a weapon on Auto or Burst increases the recoil.
The mass of all attachments and ammunition on or in a gun is added to its mass to determine effort.
Range Increment: You may fire at targets up to 3 full doublings of the range increment away. Each doubling imposes a -1/0 attack penalty from distance. So, a weapon (such as most pistols) with a range increment of 10m would have no penalty at targets 0-10m away, -1/0 at targets 11-20m away, -2/0 from 21-40m away, and finally -3/0 from 41-80m away (the maximum range).
Rate of Fire: A weapon may have multiple rates of fire. If this is the case, each attack made with the weapon may be with a different rate of fire. Higher rates of fire can increase the recoil, which may push the weapon into a higher effort category when this rate of fire is used. The following are the most common:
Single: The weapon must be manually cocked between attacks. This prevents you from using certain techniques, such as Double Tap, that require a semiautomatic rate of fire. Otherwise, the single rate of fire functions the same as semi.
Semi : The weapon cocks itself between firing. Certain techniques (such as Double Tap) require weapons with a semiautomatic rate of fire.
Auto : Holding down the trigger of an Automatic weapon produces a steady stream of bullets that are difficult to control. Instead of attacking a single target, Auto weapons attack an area a scale 1 point larger than the weapon firing (2m across for a scale 0 weapon). However, firing on Auto doubles range penalties (-2 per increment instead of -1) and uses 5 bullets per attack. Firing on Auto doubles recoil. As with all area attacks, Autofire attacks usually cannot be defended against without special techniques, and scatter 1d6 squares (character or weapon‚s size, whichever is larger) per range increment when they miss.
Instead of targeting an area, you can fire all five bullets at the same enemy. This still doubles the range penalties, but grants +1 to hit. If you hit the target by 1 or more, you roll two damage dice (as if you had hit the target with two attacks) instead of one.
Firing a weapon on Auto rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.
Burst : Pulling the trigger of a Burst weapon fires a short burst of bullets. This uses three bullets per attack and multiples the recoil by 1.5 times. However, it gives +1 to attack, and if you beat the target's Target score by 1 or more, you roll two damage dice (as if you had hit him with two attacks) if the defender fails his defence roll.
Firing a weapon on Burst rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.
Auto X: This is very similar to the Auto rate of fire, but shoots much faster for a more devastating effect. The weapon multiplies it's recoil by 2 X , attacks a scale X area, and uses 5 times 2 X bullets per attack. In all other ways it functions like Auto. Auto 2 represents the rate of fire of a machine gun or some submachine guns. Auto 3 is usually reserved for stationary gun positions. A rotary Gatling-style gun is Auto 4.
Similar to Auto, you can fire all the bullets at one target instead of an area. For every point you beat the target's Target score by (to a maximum of X), roll an additional damage die. You get +X to attack when firing at just one target.
Firing a weapon on an Auto rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.
Rate of Fire |
Ammo Per Attack |
Recoil |
Area |
Attack Bonus |
Max Hits |
Range Penalties |
Single |
1 |
1x |
„ |
+0/0 |
1 |
1x |
Semi |
1 |
1x |
„ |
+0/0 |
1 |
1x |
Burst |
3 |
1.5x |
„ |
+1/1 |
2 |
1x |
Auto |
5 |
2x |
Scale +1* |
+1/1* |
2 |
2x |
Auto 2 |
20 |
4x |
Scale +2* |
+2/2* |
3 |
2x |
Auto 3 |
40 |
8x |
Scale +3* |
+3/3* |
4 |
2x |
Auto 4 |
80 |
16x |
Scale +4* |
+4/4* |
5 |
2x |
*Auto weapons can fire either with the attack bonus listed and potential extra hits or at an area |
Magazine: How much ammunition is held in the magazine, and the type of magazine. The reload times given below assume a weapon of scale 0 or smaller in the hands of a human. Weapons of scale 1 (.50 to 20mm) take 3s longer, scale 2 (23mm to 30mm) take 6s longer, scale 3 (75mm to 120mm) take 9 seconds longer, etc..
Box : It takes 3 seconds to reload a firearm with a pre-filled box magazine available. To manually load a box magazine, it takes 3 seconds per bullet. Box magazines typically come in 10 to 15 for handguns, and 20 or 30 for automatic rifles. Heavier drum magazines can hold 50 or 100 rounds.
Cylinder : It takes 3 seconds with a pre-loaded speed loader, or 3 seconds per bullet to manually load a revolver. Weapons with Cylindrical magazines never jam except after taking wounds.
Internal : It takes 3 seconds per bullet to reload a weapon with an Internal magazine. Weapons with internal magazines never jam except after taking wounds.
Linked : It takes 3 seconds to load a link into the gun, and 3 seconds to clip two links together. There is no maximum amount of ammunition that may be loaded this way.
Muzzle: Muzzle loading firearms are primitive. You have to individually pack in the powder, bullet, and wadding in a time-intensive process. Reloading a muzzle-loading weapon takes 30 seconds (five rounds). Muzzle-loading weapons that do not have the smoothbore modification take 42 seconds to reload due to the awkwardness caused by the tight-fitting bullet.
Damage: This is the damage dealt when a target is hit with the weapon. The damage is based off of the weapon‚s calibre, though sometimes modified by ammunition.
Calibre: The type of ammunition the gun use. Determines the recoil, damage, and range of the weapon. The number (in inches or millimetres) refers to the approximate circumference of the weapon‚s barrel, and therefore the round itself. In general, the larger the number, the more powerful the weapon; although this is not always the case. Pistols, for example, tend to have larger bullets, but are fired at a lower velocity than rifles, and so do less damage.
Superheavy Weapons: a character can use a weapon heavier than class Heavy with the use of a bipod, tripod, or other mount. It usually takes a 4SA to set up a weapon with a mount like this.
Perception DC: The DC to hear a gun firing is zero minus its damage bonus. For example, hearing a sidearm (1d6 + 8 damage) has a DC of -8. Firing on Burst or Auto drops the DC by -2, Auto 2 by -3, Auto 3 by -6, etc.
The easiest way to customize a weapon is to simply take one from the sample charts and add one or more modifications to it. Alternatively, you can design one from the ground up. This is slightly more complicated, although it allows for greater customization. First consult the chart on the following page, then add any modifications that you see fit. Total up the cost, mass, recoil, and other statistics, and you‚re done.
Weapon Scale: This is the weapon‚s scale. It is used for several purposes, such as determining the size of its blast radius with the Blast modification. It is not, however, necessarily the physical size of the weapon for determining toughness. To determine a weapon‚s scale for that purpose, take the finished weapon (with all modifications that increase mass) and find the value on the chart with the closest base mass. The weapon‚s physical scale is two less than the weapon scale on the chart for that weapon.
Range Increment: This is the base range increment of the weapon, before any modifications (such as Oversized or Accurized) come into effect.
Weapon Mass: This is the base mass of the weapon, before ammunition or modifications. Use the weapon‚s final mass or recoil, whichever is higher, to determine the effort necessary to wield the weapon.
Recoil: This is the weapon‚s base recoil before modifications (such as autofire, burst, or magnum). Use the weapon‚s final recoil or mass, whichever is higher, to determine effort necessary to wield the weapon. If the weapon has multiple rates of fire, it can have a different recoil (and therefore effort) depending on setting. For example, a strength 3 human could fire a carbine (mass: 2kg) on semi (recoil 3) as a standard weapon, but on auto (recoil 6) it would be a heavy weapon. However, an assault rifle has the same recoil, but has mass of 4kg, so would be a heavy weapon on either setting for a strength 3 human.
Examples: Here are listed one or more example calibres that fall into the listed class. While there is no difference in rules between, for example, a 9mm and a .45, the ammunition is not interchangeable between the two. So while a 9mm and a .45 pistol with the same modifications have exactly the same statistics for the purposes of this game, they use incompatible ammunition.
Base Cost: The base cost is equal to the calibre's base recoil x $100. Round the base cost to the first two significant figures. This is the cost for an unmodified weapon of this calibre with the single rate of fire and an internal magazine of 1 round. See weapon modifications, below, to improve this weapon.
Base Ammunition Cost: This is the cost for ten rounds of the weapon‚s ammunition with no modifications.
Base Ammunition Mass: This is the mass of ten rounds of the weapon‚s ammunition with no modifications. Add the mass of the weapon‚s ammunition to the weapon‚s mass to determine weapon effort.
Fire-Linked Weapons: Firearms can be linked together to fire more bullets in the same general direction. This multiplies the mass, recoil, and ammunition capacity by the number of weapons linked together. So, a twin-linked weapon has twice the magazine capacity, twice the mass, twice the recoil, etc.. For single-shot or semiautomatic weapons, the only advantage in this is increasing the number of times you can fire before all weapons must be reloaded. If three or more single or semiautomatic weapons are linked together, three can be fired at once to achieve the Burst rate of fire. If the weapons are automatic, every full doubling of weapons linked together increases the rate of autofire by 1. For example, if two assault rifles (Auto 1) are linked together, they can fire together at Auto 2. If four are linked together, they can fire at Auto 3, if eight are linked, they can fire at Auto 4, and so on.
Scale |
Damage (1d6 +...) |
Range Inc. |
Weapon Mass |
Recoil |
Examples |
Base Cost |
Mass /10 Rounds |
Cost /10 Rounds |
-2 |
6 |
5m |
0.5 kg |
0.38 |
.22 |
$37.50 |
25g |
$0.38 |
-1 |
7 |
10m |
1kg |
0.75 |
.32 |
$75 |
40g |
$0.75 |
-1 |
8 |
10m |
1kg |
1 |
9mm, .45 |
$100 |
50g |
$1 |
-1 |
9 |
10m |
1kg |
1.5 |
5.7 |
$150 |
75g |
$1.50 |
0 |
10 |
20m |
4kg |
3 |
5.56, .357, .44, .50AE |
$300 |
.1kg |
$3 |
0 |
11 |
20m |
4kg |
4 |
7.62, 12ga |
$400 |
.20kg |
$4 |
0 |
12 |
20m |
4kg |
6 |
.444, 10 ga |
$600 |
.30kg |
$6 |
1 |
13 |
40m |
16kg |
12 |
.50 BMG |
$1,200 |
.60kg |
$12 |
1 |
14 |
40m |
16kg |
16 |
14.5mm |
$1,600 |
0.80kg |
$16 |
1 |
15 |
40m |
16kg |
24 |
20mm |
$2,400 |
1kg |
$24 |
2 |
16 |
80m |
64kg |
48 |
23mm |
$4,800 |
2kg |
$48 |
2 |
17 |
80m |
64kg |
64 |
25mm |
$6,400 |
3kg |
$64 |
2 |
18 |
80m |
64kg |
96 |
30mm |
$9,600 |
4kg |
$96 |
3 |
19 |
160m |
250kg |
192 |
75mm |
$19,200 |
9kg |
$192 |
3 |
20 |
160m |
250kg |
256 |
105mm |
$25,600 |
12kg |
$256 |
3 |
21 |
160m |
250kg |
384 |
120mm |
$38,400 |
19kg |
$384 |
4 |
22 |
320m |
1t |
768 |
155mm |
$76,800 |
38kg |
$768 |
4 |
23 |
320m |
1t |
1024 |
$10,000 |
51kg |
$1024 | |
4 |
24 |
320m |
1t |
1536 |
$15,000 |
76kg |
$1536 | |
5 |
25 |
640m |
4t |
3072 |
$30,000 |
153kg |
$3072 | |
5 |
26 |
640m |
4t |
4096 |
$41,000 |
204kg |
$4096 | |
5 |
27 |
640m |
4t |
6144 |
$61,000 |
307kg |
$6144 |
Name |
Mass |
Cost |
Recoil |
Armour Piercing 1 |
Neg. |
+200% | |
Armour Piercing 2 |
Neg. |
+900% | |
Flechette |
Neg. |
+1400% | |
Magnum |
+50% |
+200% |
+50% |
Blast |
+25% |
+900% |
-2 damage, blast radius |
Dragon |
Neg. |
+900% | |
Low-Powered |
Neg. |
+0% | |
Iron-Jacketed |
Neg. |
+25% | |
Silver-Jacketed |
Neg. |
+900% | |
Subsonic |
Neg. |
+900% |
Name |
Mass |
Cost |
Range |
Other |
Accessory Rail |
Neg. |
+$50 |
„ |
„ |
Accurized 1 |
+10% |
+50% |
+25% | |
Accurized 2 |
+20% |
+150% |
+50% | |
Accurized 3 |
+30% |
+300% |
+75% | |
Auto 1 |
+50% |
Auto 1 Rate of Fire | ||
Auto 2 |
+100% |
+500% |
Auto 2 Rate of Fire | |
Auto 3 |
+200% |
+2500% |
Auto 3 Rate of Fire | |
Bayonet Lug |
+0.25 kg |
+$25 | ||
Box Magazine |
+50% | |||
Burst |
+50% |
Burst Rate of Fire | ||
Breakable |
+100% | |||
Crude |
+50% |
-50% |
-25% | |
Compact |
-50% |
+50% |
-25% |
No range penalty with Underslung |
Crude |
+50% |
-25% |
-50% | |
Cyl. Magazine |
+25% | |||
Lightweight 1 |
-20% |
+100% | ||
Lightweight 2 |
-40% |
+250% | ||
Linked Magazine |
+25% | |||
Oversized |
+50% base |
+50% |
+100% | |
Semi |
+25% |
Semi Rate of Fire | ||
Shotgun |
-50% |
+1/0 to attack, d8 damage | ||
Simple |
+50% |
-25% |
-10% |
Reroll Jam rolls |
Smoothbore |
-50% |
No penalty with Flechette | ||
Underslung |
See text |
Additional Weapon | ||
Muzzle Brake |
+25% |
+25% |
-25% recoil, -3 Perception to hear |
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.
Name |
Cost |
Damage |
Reach |
Range Inc |
Weight |
Damage Type |
Specials |
Family |
Combat Gloves |
$30 |
1d4 |
Close |
„ |
Neg. |
Bludgeoning |
Unarmed, +3 Defence |
Martial Arts |
Pistol Whip |
„ |
1d4 |
Close |
„ |
≤ 3kg |
Bludgeoning |
Blunt, Improvised | |
Rifle Butt |
„ |
1d6 |
Close |
„ |
4-10kg |
Bludgeoning |
Blunt, Improvised | |
Chainsaw |
$300 |
1d12 + 2 |
Standard |
„ |
7 kg |
Slashing |
Loud (listen DC -7) |
Specialised: Improvised |
Melee weaponry in the modern era is much less common than it was in the past. Really, the only melee weapon a person is likely to see is a knife (use dagger stats), a truncheon (use the club‚s stats), or possibly a bayonet (which can be mounted on firearms the same as on crossbows). There are a few new modern weapons, however.
Combat Gloves: Combat gloves are, for all intents and purposes, the new gauntlets. They are made with Kevlar, and have weighted knuckles to protect your hands. Combat gloves only add +2 defence to your hands, but weigh much less than gauntlets do.
Pistol Whip and Rifle Butt: These are not exactly weapons by themselves, but refer to using a firearm as an improvised weapon. A pistol whip is an attack with a firearm that weighs less than 3kg, and a rifle butt is with a more powerful weapon.
Chainsaw: A chainsaw is not really a weapon, but the situation may arise when one is pressed into service as one, often by people who watch too many movies. This grizzly weapon is extremely cumbersome, and requires both Improvised Weapon Proficiency and Specialized Weapon Proficiency: Chainsaw to use without penalty.
Electroplating: Using modern chemistry, it is possible to permanently bind a thin layer of metal to another metal object. This process numerous industrial and decorative uses, but it is also has uses when making weapons to fight certain supernatural creatures. Materials unsuitable for making weapons can be used to electroplate more conventional weapons. The main use of this is to use silver to thinly coat swords, knives, or bullets.
Special Material:
Name |
Damage Type |
Damage |
Range inc. |
Mass |
Magazine |
Rate of Fire |
Cost |
Family |
Flamethrower |
Heat |
1d6 + 6 or + 4 (Cone) and Fire |
5m and S2 Line or S3 Cone |
6kg |
10 Int |
Single |
$450 |
None |
RPG |
Slashing |
1d6 + 15 Blast S2 |
20m |
6kg |
1 Int |
Single |
$800 |
Missiles |
Water Gun |
See text |
See text |
5m (max 20m) |
3kg |
20 |
Semi, …Auto‚ |
$30 |
None |
Squirt Gun |
See text |
See text |
5m (max 5m) |
0.5kg |
10 |
Semi |
$2 |
None |
This category is for weapons that don‚t fit neatly into the above categories.
Flamethrower: Flamethrowers consist of a large, heavy tank filled with an incendiary and pressurized propellant, as well as a small gun-like nozzle. Flammable gasses are shot out of the nozzle and ignited by a small pilot light, projecting fire to the enemy. Flamethrowers are no longer used in modern war due to the horrible deaths and injuries they can inflict. Flamethrowers have adjustable nozzles, which in game terms means they have two different settings. In the first, the flamethrower fires with a range increment of 5m, and attacks an area equal to a scale 2 line (8m x 2m). In the second, the flamethrower opens the nozzle to the maximum setting, firing in a large cone (scale 3) directly from the nozzle (no range increment). The cone deals 1d6 + 4 heat damage, while the line deals 1d6 + 6. Anyone hit by a flamethrower must also make a reflex check (DC 6) or be lit on fire. A replacement tank of fuel costs $50.
RPG: This is the only part of the game in which “RPG” stands for “Rocket-Propelled Grenade” instead of “Role-Playing Game.” Don‚t get them confused, as a weapon that fires rulebooks (even hardcover ones) would be less than impressive. RPG launchers fire unguided self-propelled explosives, which explode catastrophically. They are used around the world against low-flying aircraft and medium-armoured vehicles. The price listed includes one rocket, each additional rocket costs another $600. Reloading an RPG takes 6 seconds.
Water and Squirt Guns: After the terrifying weaponry of flamethrowers and RPGs, a water gun might seem like an unusual weapon. However, they can be used creatively with, say, holy water. The larger water gun refers to the pressure-powered sort, which requires two hands to use (one to pump the air, the other to pull the trigger) regardless of the effort necessary. It can fire on …auto,‚ which means you simply hold down the trigger and shoot out a constant spray of water. This is treated the same way as auto rates of fire for firearms, in that it attacks a scale 1 (2x2) area or against a single target with +1 to attack, and uses five units of ammo. Water guns have a range increment of 5m, but still can‚t shoot more than 20m. Squirt guns are the cheap pistol-shaped guns that can be found in dollar stores, and can‚t fire at targets more than 5m away. However, they can be fired one-handed.
There is no such thing as a monthly payment in Semiautomagic. You‚re welcome.
Name |
Cost |
Mass |
Name |
Cost |
Mass |
„Adventuring Gear„ |
„Medical Items„ | ||||
Flashlight |
$5 |
0.25kg | |||
Searchlight |
$45 |
2 kg | |||
Camera, Digital | |||||
Camera, Film | |||||
Camera, 35mm | |||||
Cell phone |
$100 |
„Food and Drink„ | |||
Smartphone |
$300 | ||||
Computer, Netbook |
$300 | ||||
Computer, Laptop |
$1,000 |
„Combat Gear„ | |||
Computer, Desktop |
$750 |
Bipod |
$40 |
0.25 kg | |
Radio, Two-way |
$50 |
Flash Goggles | |||
Air Tank, 8L (4 hours) |
$400 |
16 kg |
Gas Mask | ||
Air Tank, 2x6L (6 hours) |
$600 |
26 kg |
Holster, Concealed | ||
Handcuffs, Steel |
$75 |
Illuminator |
$60 |
0.25 kg | |
Handcuffs, Zip-tie (25) |
$5 |
Laser Sight |
$125 |
0.25 kg | |
Parachute |
$1,000 |
10kg |
Nightvision Goggles |
$2,000 |
0.5 kg |
Scope, Telescopic |
$250 |
0.5 kg | |||
Scope, Nightvision |
$2,500 |
1 kg | |||
Scope, Reflex |
$500 |
0.25 kg | |||
Speed Loader |
$2 |
neg | |||
„Vehicles„ |
Suppressor, Pistol |
$500 |
0.25 kg | ||
Civilian Car |
$10,400 |
1,600 kg |
Suppressor, Rifle |
$2,500 |
1 kg |
SUV |
$31,600 |
Tripod |
$100 |
3 kg | |
Pickup Truck |
$31,400 |
Stun Grenade | |||
Helicopter |
$3.1M |
Frag Grenade | |||
Motorcycle, Racing |
$22,700 | ||||
Motorcycle, Highway |
$4,300 | ||||
Clothing | |||||
Fatigues | |||||
$ |
Formal | ||||
$ |
Ghillie Suit |
Adventuring Gear:
Medical Items:
Food and Drink:
Combat Gear: