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investigator's handbook

Hand-to-Hand Weapons

Weapons Table

Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

Bow and
Arrows

Firearms
(Bow)

1D6+half DB

30 yards

$7/$75

97

1920s,
Modern

Brass
Knuckles

Fighting
(Brawl)

1D3+1+DB

Touch

$1/$10

1920s,
Modern

Bullwhip

Fighting
(Whip)

1D3+half DB

10 feet

$5/$50

1920s

Burning Torch

Fighting
(Brawl)

1D6+burn

Touch

$0.05/$0.50

1920s,
Modern

Chainsaw* (i)

Fighting
(Chainsaw)

2D8

Touch

-/$300

95

Modern

Blackjack
(Cosh, lifepreserver)

Fighting
(Brawl)

1D8+DB

Touch

$2/$15

1920s,
Modern

Club, large
(baseball,
cricket bat,
poker)

Fighting
(Brawl)

1D8+DB

Touch

$3/$35

1920s,
Modern

Club,small
(nightstick)

Fighting
(Brawl)

1D6+DB

Touch

$3/$35

1920s,
Modern

Crossbow (i)

Firearms
(Bow)

1D8+2

50 yards

1/2

$10/$100

96

1920s,
Modern

Garrote*(i)

Fighting
(Garrote)

1D6+DB

Touch

$0.50/$3

1920s,
Modern

Hatchet/Sickle
(i)

Fighting (Axe)

1D6+1+DB

Touch

$3/$9

1920s,
Modern

Knife, Large
(machete,
etc.) (i)

Fighting
(Brawl)

1D8+DB

Touch

$4/$50

1920s,
Modern

Knife,
Medium
(carving knife,
etc.) (i)

Fighting
(Brawl)

1D4+2+DB

Touch

$2/$15

1920s,
Modern

Knife, Small
(switchblade,
etc.) (i)

Fighting
(Brawl)

1D4+DB

Touch

$2/$6

1920s,
Modern

Live Wire,
220-volt
charge

Fighting
(Brawl)

2D8+Stun

Touch

95

Modern

Mace Spray*

Fighting
(Brawl)

Stun

6 feet

25 Squirts

-/$10

1920s,
Modern

Nunchaku

Fighting
(Flail)

1D8+DB

Touch

$1/$10

1920s,
Modern

Rock, Thrown

Throw

1D4+half DB

STR feet

1920s,
Modern

Shuriken (i)

Throw

1D3+half DB

20 yards

One Use

$0.50/$3

100

1920s,
Modern

Spear (cavalry
lance)*

Fighting
(Spear)

1D8+1

Touch

$25/$150

1920s,
Modern

Spear,
Thrown (i)

Throw

1D8+half DB

STR yards

$1/$25

Rare

250

chapter 10: reference


Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

Sword, heavy
(cavalry
saber)

Fighting
(sword)

1D8+1+DB

Touch

$30/$75

1920s,
Modern

Sword,
medium
(rapier, heavy
epee)(i)

Fighting
(Sword)

1D6+1+DB

Touch

$15/$100

1920s,
Modern

Sword, light
(sharpened
fencing foil,
sword cane) (i)

Fighting
(Sword)

1D6+DB

Touch

$25/$100

1920s,
Modern

Taser
(contact)*

Fighting
(Brawl)

1D3+stun

Touch

Varies

-/$200

97

Modern

Taser (dart)

Firearms
(Handgun)

1D3+stun

15 feet

_/$400

95

Modern

War
Boomerang

Throw

1D8+half STR

STR yards

$2/$4

Rare

Wood Axe (i)

Fighting (Axe)

1D8+2+DB

Touch

$5/$10

1920s,
Modern

Handguns (i)*
Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

Flintlock

Firearms
(handgun)

1D6+1

10 yards

1/4

$30/$300

95

Rare

.22 Short
Automatic

Firearms
(handgun)

1D6

10 yards

1 (3)

$25/$190

100

1920s,
Modern

.25 Derringer
(1B)

Firearms
(handgun)

1D6

3 yards

$12/$55

100

1920a

.32 or 7.65mm
Revolver

Firearms
(handgun)

1D8

15 yards

1 (3)

$15/$200

100

1920s,
Modern

.32 or 7.65mm
Automatic

Firearms
(handgun)

1D8

15 yards

1 (3)

$20/$350

99

1920s,
Modern

.357 Magnum
Revolver

Firearms
(handgun)

1D8+1D4

15 yards

1 (3)

-/$425

100

Modern

.38 or 9mm
Revolver

Firearms
(handgun)

1D10

15 yards

1 (3)

$25/$200

100

1920s,
Modern

.38 Automatic

Firearms
(handgun)

1D10

15 yards

1 (3)

$30/$375

99

1920s,
Modern

Beretta M9

Firearms
(handgun)

1D10

15 yards

1 (3)

15

-/$500

98

Modern

Glock 17
9mm Auto

Firearms
(handgun)

1D10

15 yards

1 (3)

17

-/$500

98

Modern

Model P08
Luger

Firearms
(handgun)

1D10

15 yards

1 (3)

$75/$600

99

1920s,
Modern

.41 Revolver

Firearms
(handgun)

1D10

15 yards

1 (3)

$30/-

100

1920s, Rare

.44 Magnum
Revolver

Firearms
(handgun)

1D10+1D4+2

15 yards

1 (3)

-/$475

100

Modern

.45 Revolver

Firearms
(handgun)

1D10+2

15 yards

1 (3)

$30/$300

100

1920S,
Modern

.45 Automatic

Firearms
(handgun)

1D10+2

15 yards

1 (3)

$40/$375

100

1920s,
Modern

IMI Desert
Eagle

Firearms
(handgun)

1D10+1D6+3

15 yards

1 (3)

-/$650

94

Modern

251

investigator's handbook
Rifles(i)*, see also Assault Rifles
Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

.58 Springfield
Rifle Musket

Firearms
(rifle)

1D10+4

60 yards

1/4

$25/$350

95

Rare

.22 BoltAction Rifle

Firearms
(rifle)

1D6+1

30 yards

$13/$70

99

1920S,
Modern

.30 LeverAction
Carbine

Firearms
(rifle)

2D6

50 yards

$19/$150

98

1920s,
Modern

.45 MartiniHenry Rifle

Firearms
(rifle)

1D8+1D6+3

80 yards

1/3

$20/$200

100

1920s

Col. Moran's
Air Rifle

Firearms
(rifle)

2D6+1

20 yards

1/3

$200

88

1920s

Garand M1,
M2 Rifle

Firearms
(rifle)

2D6+4

110 yards

$400

100

WWII, Later

SKS Carbine

Firearms
(rifle)

2D6+1

90 yards

1 (2)

10

$500

97

Modern

.303 LeeEnfield

Firearms
(rifle)

2D6+4

110 yards

$50/$300

100

1920s,
Modern

.30-06 BoltAction Rifle

Firearms
(rifle)).

2D6+4

110 yards

$75/ $175

100

1920s,
Modern

.30-06 SemiAutomatic
Rifle

Firearms
(rifle)

2D6+4

110 yards

$275

100

Modern

.444 Marlin
Rifle

Firearms
(rifle)

2D8+4

110 yards

$400

98

Modern

Elephant Gun
(2B)

Firearms
(rifle)

3D6+4

100 yards

1 or 2

$400/$1,800

100

1920s,
Modern

Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

20-gauge
Shotgun (2B)

Firearms
(shotgun)

2D6/1D6/1D3

10/20/50
yards

1 or 2

$35/Rare

100

1920s

16-gauge
Shotgun (2B)

Firearms
(shotgun)

2D6+2/
1D6+1/1D4

10/20/50
yards

1 or 2

$40/Rare

100

1920s

12-gauge
Shotgun (2B)

Firearms
(shotgun)

4D6/2D6/1D6

10/20/50
yards

1 or 2

$40/$200

100

1920s,
Modern

12-gauge
Shotgun
(Pump)

Firearms
(shotgun)

4D6/2D6/1D6

10/20/50
yards

$45/$100

100

Modern

12-gauge
Shotgun
(semi-auto)

Firearms
(shotgun)

4D6/2D6/1D6

10/20/50
yeards

$45/$100

100

Modern

12-gauge
Shotgun (2B
sawed off)

Firearms
(shotgun)

4D6/1D6

5/10 yards

1 or 2

N/A

100

1920s

10-gauge
Shotgun (2B)

Firearms
(shotgun)

4D6+2/
2D6+1/1D4

10/20/50
yards

1 or 2

Rare

100

1920s Rare

12-gauge
Benelli M3
(folding
stock)

Firearms
(shotgun)

4D6/2D6/1D6

10/20/50
yards

1 or 2

-/$895

100

Modern

12-gauge
SPAS (folding
stock)

Firearms
(shotgun)

4D6/2D6/1D6

10/20/50
yards

-/$600

98

Modern

Shotguns*

252

chapter 10: reference


Assault Rifles (i)
Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

AK-47 or
AKM

Firearms
(rifle)

2D6+1

100 yards

1 (2) or full
auto

30

-/$200

100

Modern

AK-74

Firearms
(rifle)

2D6

110 yards

1 (2) or full
auto

30

-/$1,000

97

Modern

Barrett Model
82

Firearms
(rifle)

2D10+1D8+6

250 yards

11

-/$3,000

96

Modern

FN FAL Light
Automatic

Firearms
(rifle)

2D6+4

110 yards

1 (2) or
burst 3

20

-/$1,500

97

Modern

Galil Assault
Rifle

Firearms
(rifle)

2D6

110 yards

1 or full auto

20

-/$2,000

98

Modern

M16A2

Firearms
(rifle)

2D6

110 yards

1 (2) or
burst 3

30

N/A

97

Modern

M4

Firearms
(rifle)

2D6

90 yards

1 or burst 3

30

N/A

97

Modern

Steyr AUG

Firearms
(rifle)

2D6

110 yards

1 (2) or full
auto

30

-/$1,100

99

Modern

Beretta
M70/90

Firearms
(rifle)

2D6

110 yards

1 or full auto

30

-/$2,800

99

Modern

Submachine Guns (i)


Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

Bergmann
MP181/
MP2811

Firearms
(SMG)

1D10

20 yards

1 (2) or full
auto

20/30/32

$1,000/
$20,000

96

1920s

Heckler &
Koch MP5

Firearms
(SMG)

1D10

20 yards

1 (2) or full
auto

15/30

N/A

97

Modern

Ingram
MAC-11

Firearms
(SMG)

1D10

15 yards

1 (3) or full
auto

32

-/$750

96

Modern

Skorpion
SMG

Firearms
(SMG)

1D8

15 yards

1 (3) or full
auto

20

N/A

96

Modern

Thompson

Firearms
(SMG)

1D10+2

20 yards

1 or full auto

20/30/50

$200/$1,600

96

1920s

Uzi SMG

Firearms
(SMG)

1D10

20 yards

1 (2) or full
auto

32

-/$1,000

98

Modern

Machine Guns (i)


Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

Model 1882
Gatling Gun

Firearms
(MG)

2D6+4

100 yards

Full auto

200

$2,000/
$14,000

96

1920s Rare

Browning Auto
Rifle M1918

Firearms
(MG)

2D6+4

90 yards

1 (2) or full
auto

20

$800/$1,500

100

1920s

.30 Browning
M1917A1

Firearms
(MG)

2D6+4

150 yards

Full auto

250

$3,000/
$30,000

96

1920s

Bren Gun

Firearms
(MG)

2D6+4

110 yards

1 or full auto

30/100

$3,000/
$50,000

96

1920s

Mark I Lewis
Gun

Firearms
(MG)

2D6+4

110 yards

Full auto

27/97

$3,000/
$20,000

96

1920s

Minigun*

Firearms
(MG)

2D6+4

200 yards

Full auto

4000

N/A

98

Modern

FN Minimi,
5.56mm,

Firearms
(MG)

2D6

110 yards

Full auto

30/200

N/A

99

Modern

Vickers .303
Machine Gun

Firearms
(MG)

2D6+4

110 yards

Full auto

250

N/A

99

1920s

253

investigator's handbook
Explosives, Heavy Weapons, Misc. (i)
Name

Skill

Damage

Base Range

Uses per
Round

Bullets in
Gun (Mag)

Cost 20s/
Modern

Malfunction

Common in
Era

Molotov
Cocktail

Throw

2D6+burn

STR feet

1/2

1 only

N/A

95

1920s,
Modern

Signal
Handgun
(Flare gun)

Firearms
(HG)

1D10+1D3
burn

10

1/2

$15/$75

100

1920s,
Modern

M79 Grenade
Launcher

Firearms
(Heavy)

3D10/2 yards

20

1/3

N/A

99

Modern

Dynamite
Stick*

Throw

4D10/ 3 yards

STR feet

1/2

1 only

$2/$5

99

1920s,
Modern

Blasting Cap

Electrical
Repair

2D10/ 1 yard

N/A

N/A

One use

$20/box

100

1920s,
Modern

Pipe Bomb

Demolitions

1D10/ 3 yards

In place

One use

1 only

N/A

95

1920s,
Modern

Plastique
(C-4), 4 oz.

Demolitions

6D10/ 3 yards

In place

One use

1 only

N/A

99

Modern

Hand
Grenade*

Throw

4D10/ 3 yards

STR feet

1/2

1 only

N/A

99

1920s,
Modern

81mm Mortar

Artillery

6D10/ 6 yards

500 yards

Separate

N/A

100

Modern

75mm Field
Gun

Artillery

10D10/ 2
yards

500 yards

1/4

Separate

$1,500/-

99

1920s,
Modern

120mm
Tank Gun
(stabilized)

Artillery

15D10/ 4
yards

2,000 yards

Separate

N/A

100

Modern

Ship-mounted
5-inch rifle,
stabilized

Artillery

12D10/ 4
yards

3,000 yards

Automagazine

N/A

98

Modern

AntiPersonnel
Mine

Demolitions

4D10/ 5 yards

In place

In place

One use

N/A

99

1920s,
Modern

Claymore
Mine*

Demolitions

6D6/ 20 yards

In place

In place

One use

N/A

99

Modern

Flamethrower

Firearms
(Flamethrower)

2D6+burn

25 yards

At least 10

N/A

93

1920s,
Modern

LAW*

Firearms
(Heavy)

8D10/ 1 yard

150 yards

N/A

98

Modern

Key

successful attacks made as a result of fighting back do not


deal increased damage, even on an Extreme success.

Acronyms:

(i) - Indicates a weapon category or specific weapon which


can impale. On an Extreme level of success an impale has
been inflicted: maximum damage (plus maximum damage
bonus for melee weapons) and add a damage roll for the
weapon. Impales are not applied as a result of fighting back.
At very long range, when only an Extreme success will hit the
target, an impale only occurs with a critical hit (a roll of 01).

G (HG): Handgun
G (R/S): Rifle/Shotgun
G (SMG): Submachine Gun
G (MG): Machine Gun

Base Range: Standard distance of weapons attack.

Skill: Skill required to use the weapon.


Damage: Roll the dice indicated to determine weapons
damage. When an Extreme success is achieved with an attack
roll the damage is increased. For the purpose of determining increased damage weapons are divided into two groups:
impaling and non-impaling. Non-impaling weapons deliver
maximum damage (plus maximum damage bonus if applicable). It is important to note that only those initiating
an attack deal greater damage with an Extreme success; any

Uses per Round: Number of attacks that can be initiated per


combat round (does not affect number of times a character
may fight back with a melee weapon). Most firearms may fire
one bullet without penalty; more bullets up to the maximum
(shown by the number in brackets) may be fired, but each shot
is taken with a penalty die. Some weapons have burst or full
auto capability, when using this, use the automatic fire rules.
Bullets in Gun (Magazine): There may be multiple options
depending on the size of magazine or drum used.

254

chapter 10: reference


Cost: Split by 1920s / modern era (modern-day prices reflect
collectors market, 1920s prices do not). N/A denotes either
unavailable commercially or an essentially military application.

Handguns: If firing more than one shot per round all rolls
are made with one penalty die. Number in brackets denotes
maximum number of shots that may be fired in one round.

Common in Era: Denotes availability by era.

LAW: Light Antitank Weapon, disposable.

Malfunction (Mal): If die roll result equal to or higher than


the firing weapons malfunction number, the shooter does
not merely missthe weapon does not fire.

Mace spray: Do not use the point-blank range rule for this
weapon. The target should roll one-fifth or less of their DEX
on 1D100 to avoid being temporarily blinded. Effective only
against human (or similar) opponents.

Rare: Perhaps obsolete; a fine specimen for collectors or


perhaps illegal.
+DB: Plus damage bonus, which varies by individual.
Stun: Target may not act for 1D6 rounds (or as the Keeper
indicates).
Burn: Target must roll Luck to avoid catching on fire. Take
minimum damage on following round. Double this each
round until extinguished (providing target is flammable).
Burst/Full Auto: Some automatic weapons can be switched
to fire burst or full auto; such firearms are usually unavailable
to civilians; prices reflect black-market.
1B, 2B: 1 barrel, 2 barrels.
1/2, 1/3: Can be accurately fired every second or third round.
1 or 2: One or two barrels fireable in same round.
N/A: Generally not commercially available (in auto-fire
configuration or at all).
2 yards, 3 yards, etc.: Damage radius of explosion in yards; at
up to double the range, the damage is halved. At up to triple the
range, the damage is quartered. Beyond that damage is ignored.

Rifles: Most rifles except .45 Martini-Henry Rifle and Col.


Morans Air Rifle fire 1 shot per round. Reloading is what
takes the time, not chambering the round. Assault rifles have
a fire selector allowing for single shots or 3-round burst or
full automatic fire.
Shotguns: Do three levels of damage depending on their
range, written as short range/medium range/long range.
Rifles and handguns can impale, however shotguns, which
fire a mass of smaller shot, cannot impale (although a shotgun loaded with slugs instead of pellets could impale). This
is not so say that shotguns are not deadly; an extreme level of
success with a shotgun blast at close range will do 24 damage!
Shotgun solid slugs: 10-gauge 1D10+7, 12-gauge 1D10+6,
16-gauge 1D10+5, 20-gauge 1D10+4; base ranges 50 yards.
May impale.
Taser (Contact or Dart): Affects only targets up to Build
2, stunned targets are incapacitated for 1D6 rounds (or as
determined by the Keeper).

* SEE NOTE BELOW:


Assault Rifle: Use Rifle/Shotgun skill when firing single shot;
use Submachine skill when firing burst or full auto.
Chainsaw: Very awkward to use as a weapon; double the
users chance of a fumble. Chainsaw fumbles are horrible and
cause 2D8 harm to the user as the chainsaw is likely to buck up
towards to users head or shoulder, or cut down towards their
legs or feet. Alternatively the chain can break and connect with
the users body (2D8 damage). A malfunction causes the engine to stall or the chain to jam or become displaced. A major
wound from a chainsaw severs a random limb.
Claymore Mine: The weapon has a cone of fire; allow nominal 120-degree effect.
Col. Morans Air Rifle: Uses compressed air rather than explosive propellant, achieving relatively silent operation.
Dynamite stick and Hand grenade: Each delivers 4D10
damage to those within 3 yards, 2D10 to those within 6 yards
and 1D10 to those within 9 yards.
Garrote: Requires the victim to make a Fighting Maneuver
to escape or suffer 1D6 damage per round. Effective only
again human (or similar) opponents.
GE Mini-Gun: Gatling style heavy machine gun, often
mounted in helicopters. Hand-firing such a weapon without
a mount takes minimum Build 2.

255

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