Weapon Name |
Crit |
Damage |
Fire Mode |
Loading type |
Size |
Avg. Cost |
Properties |
Antique pistol |
20 |
1d8 piercing |
Repeating |
Muzzle loading |
1×1 |
17.50₣ |
Ammunition (range 30/45/60), Compact |
Antique revolver |
20 |
1d8 piercing |
Repeating |
Muzzle loading |
1×1 |
26.40₣ |
Ammunition (range 30/45/60), Compact |
Derringer |
19 |
1d4 piercing |
Repeating |
Muzzle loading |
1×1 |
10.00₣ |
Ammunition (range 20/30/40), Concealable |
Pistol |
20 |
1d6 piercing |
Semi-automatic |
Box magazine, Clip loading |
1×1 |
50.00₣ |
Ammunition (range 30/45/60), Compact |
Pistol carbine |
20 |
1d6 piercing |
Semi-automatic |
Box magazine, Clip loading |
1×2 |
60.00₣ |
Ammunition (range 100/150/200), Two-handed, Special |
Pocket gun |
19 |
1d4 piercing |
Semi-automatic |
Box magazine, Cylinder |
1×1 |
40.00₣ |
Ammunition (range 20/30/40), Concealable |
Revolver |
20 |
1d8 piercing |
Repeating |
Cylinder |
1×1 |
44.50₣ |
Ammunition (range 30/45/60), Compact |
Weapon Name |
Crit |
Damage |
Fire Mode |
Loading type |
Size |
Avg. Cost |
Properties |
.22 rifle |
18 |
1d4 piercing |
Semi-automatic |
Tube magazine, Single shot |
1×3 |
14.75₣ (tube), 10.35₣ (single) |
Ammunition (100/150/200), Two-handed |
Antique musket |
20 |
2d6 piercing |
Repeating |
Muzzle loading |
1×5 |
20.00₣ |
Ammunition (range 80/160/240), Bayonet, Two-handed |
Automatic rifle |
20 |
2d4 ballistic |
Automatic |
Box magazine, Pan/drum/belt |
2×4 |
225.00₣ |
Ammunition (range 200/400/600), Heavy (7), Two-handed, Unwieldy |
Buffalo rifle |
20 |
2d6 ballistic |
Repeating |
Single shot |
1×5 |
200.00₣ |
Ammunition (range 150/300/450), Heavy (6), Two-handed |
Cavalry carbine |
20 |
2d4 ballistic |
Repeating |
Clip loading, Single shot |
1×4 |
70.00₣ (clip), 55.80₣ (single) |
Ammunition (range 200/400/600), Two-handed |
Infantry rifle |
20 |
2d4 ballistic |
Repeating |
Clip loading, Single shot |
1×5 |
80.00₣ (clip), 62.70₣ (single) |
Ammunition (range 300/600/900), Bayonet, Two-handed |
Rifle musket |
20 |
2d6 piercing |
Repeating |
Muzzle loading |
1×5 |
25.30₣ |
Ammunition (range 200/400/600), Bayonet, Two-handed |
Sporting rifle (revolver cal.) |
20 |
1d8 piercing |
Semi-automatic |
Box magazine, Clip loading, Tube magazine |
1×3 |
40.25₣ |
Ammunition (range 150/300/450), Two-handed |
Sporting rifle (rifle cal.) |
20 |
1d6 ballistic |
Semi-automatic |
Box magazine, Clip loading, Tube magazine |
1×4 |
42.50₣ |
Ammunition (range 200/400/600), Two-handed |
Submachine gun |
20 |
1d6 piercing |
Automatic |
Box magazine, Drum |
1×3 |
160.00₣ |
Ammunition (range 100/150/200), Two-handed |
Tank rifle |
20 |
3d6 ballistic |
Repeating |
Box magazine, Single shot |
1×6 |
250.00₣ |
Ammunition (range 300/600/900), Heavy (8), Two-handed |
Ammunition Name |
DT Modifier |
Damage Modifier |
Avg. Cost |
.22 cartridge | — | — | 3.00₣ (100) |
Buffalo rifle cartridge, ball |
— |
— |
25¢ |
Buffalo rifle cartridge, soft point |
2x |
1.5x |
30¢ |
Military rifle cartridge, ball |
— |
— |
2.00₣ (20) |
Military rifle cartridge, armour penetrating |
−2 |
— |
1.70₣ (10) |
Military rifle cartridge, soft point |
2x |
1.5x |
3.00₣ (20) |
Military rifle cartridge, incendiary |
— |
+1d4 fire |
3.05₣ (10) |
Muzzle loader, ball |
— |
— |
2¢ |
Muzzle loader, powder & cap |
— |
— |
4¢ |
Sporting rifle cartridge, ball |
— |
— |
1.60₣ (20) |
Sporting rifle cartridge, soft point |
2x |
1.5x |
2.25₣ (20) |
Tank rifle cartridge, ball |
— |
— |
35¢ |
Tank rifle cartridge, armour penetrating |
−2 |
— |
55¢ |
Tank rifle cartridge, soft point |
2x |
1.5x |
45¢ |
Tank rifle cartridge, incendiary |
— |
+1d4 fire |
95¢ |
Weapon Name |
Crit |
Shot types |
Fire Mode |
Loading type |
Size |
Avg. Cost |
Properties |
Automatic shotgun |
20 |
Buckshot, Slug |
Semi-automatic |
Tube magazine |
1×4 |
120.00₣ |
Ammunition (range 40/60/80), Two-handed |
Blunderbuss |
20 |
Birdshot, Buckshot |
Repeating |
Muzzle loading |
1×3 |
22.60₣ |
Ammunition (range 40/60/80), Two-handed |
Coach gun |
20 |
Birdshot, Buckshot, Slug |
Repeating |
Single shot |
1×4 |
42.00₣ (double), 30.00₣ (single) |
Ammunition (range 40/60/80), Two-handed |
Pump shotgun |
20 |
Birdshot, Buckshot, Slug |
Repeating |
Tube magazine |
1×4 |
70.80₣ |
Ammunition (range 40/60/80), Two-handed |
Sawn-off |
20 |
Birdshot, Buckshot |
Repeating |
Single shot |
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 |
1×3 |
8.00₣ |
Ammunition (range 40/60/80), Two-handed |
Weapon Name |
Crit |
Damage |
Fire Mode |
Loading type |
Size |
Avg. Cost |
Properties |
Air rifle
|
19 |
1 piercing |
Repeating |
Single shot |
1×3 |
7.20₣ |
Ammunition (range 40/60/80) |
Atlatl |
20 |
1d10 piercing |
Repeating |
Single shot |
1×2 |
5.00₣ |
Ammunition (range 40/60/80), Compact |
Crossbow |
19 |
1d8 piercing |
Repeating |
Muzzle loading |
2×3 |
17.50₣ |
Ammunition (range 80/120/160), Heavy (5), Two-handed |
Flamethrower |
20 |
2d8 fire |
Repeating |
Muzzle loading |
3×4 |
450.00₣ |
Ammunition (range 30/45/60), Heavy (6), Two-handed, No Targeting |
Hand crossbow |
19 |
1d6 piercing |
Repeating |
Single shot |
1×1 |
17.00₣ |
Ammunition (range 30/45/60), Compact |
Hunting bow
|
19 |
1d8 piercing |
Repeating |
Single shot |
1×4 |
14.75₣ |
Ammunition (range 60/90/120), Two-handed |
Sling
|
18 |
1d6 piercing |
Repeating |
Single shot |
1×1 |
5.00₣ |
Ammunition (range 30/45/60), Concealable |
A creature can throw a grenade a number of feet equal to 30 + 5 times its Body score for 2 Actions. They can be thrown in an arc or rolled underhand. 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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