C20 Weapons

Ranged Weapons

Handguns

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
 

Ammunition

Ammunition Name DT Modifier Damage Modifier Avg. Cost
Muzzle loader, ball
Muzzle loader, powder & cap
Pistol cartridge, ball 2.50₣ (50)
Pistol cartridge, armour penetrating −2 2.20₣ (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 2.35₣ (20)
Revolver cartridge, expanding 2x 1.5x 1.95₣ (20)
 

Rifles

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

Ammunition Name DT Modifier Damage Modifier Avg. Cost
.22 cartridge3.00₣ (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
Muzzle loader, powder & cap
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¢
 

Shotguns

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
 

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)
Magnesium shell 1d4 piercing + 1d8 fire +3 2.10₣ (5)
Muzzle loader, birdshot 1d8 piercing 2x +6
Muzzle loader, buckshot 2d6 piercing +3
Muzzle loader, powder & cap
 

Non firearms

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
 

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₣
Pellet 95¢ (500)
Sling bullet 2¢ (5)
 

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 half 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 half 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. For the flamethrower, it takes 2 Actions to open the tank, and 1 Action to pour each flask of fuel.
  • Pan/drum/belt: uses 2 Actions to load a new pan, drum, belt, or feed strip; may use a Free Action to retain the outgoing container.
  • Single shot: uses 1 Action to reload.
  • Tube magazine: singly load a number of rounds equal to your half your Firearms modifier for 1 Action (minimum of 1).
 

Ammunition Storage

  • Handguns
    • 3 magazines, clips, or speed loaders, or the equivalent ammunition for the Pistol, Pistol carbine, or Revolver occupy 1 inventory space.
    • 4 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, belt, or feed strip occupies 1-4 inventory spaces, depending on size.
    • 3 clips or the equivalent ammunition occupies 1 inventory space.
    • 8 Buffalo rifle or Tank rifle cartidges occupy 1 inventory space.
    • 18 Sporting rifle (handgun cal.) cartridges occupy 1 inventory space.
    • 12 Sporting rifle (rifle cal.) cartridges occupy 1 inventory space.
  • Shotguns
    • 5 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 fuel as ammunition. It requires two flasks for a full tank, which lasts for 4 shots.
    • 500 Air rifle pellets occupy 1 inventory space.
    • 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 (5), Two-handed
Brand 20 1d6 fire 1×2 6.10₣ Compact
Brass knuckles 20 1d6 crushing 1×1 (pair) 4.30₣ Concealable, Special
Cattle prod 20 1d6 electric 1×2 13.00₣ Compact
Club 20 1d8 crushing 1×2 4.25₣ Compact
Fencing rapier 19 1d8 piercing 1×3 65.40₣
Halberd 20 2d6 piercing/slashing 1×6 98.80₣ Heavy (7), Two-handed
Hatchet 20 1d10 slashing 1×2 15.85₣ Compact
Knife 19 1d6 piercing/slashing 1×1 9.50₣ Concealable
Knight sword 20 1d10 piercing/slashing 1×4 72.50₣
Pickaxe 20 2d6 piercing 2×2 25.00₣ Heavy (6), Two-handed
Push dagger 18 1d6 piercing 1×1 14.85₣ Concealable
Sabre 20 1d10 slashing 1×3 14.00₣
Shield 20 1d4 crushing 2×2 16.00₣ Special
Spear 20 1d10 piercing 1×6 15.80₣ Two-handed
Sledge 20 2d6 crushing 1×3 19.65₣ Heavy (7), Two-handed
 

Grenades

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.

Articles under C20 Weapons


Comments

Please Login in order to comment!