Melee Weapons

Melee weapons are categorized by size. The Difficulty of the attack roll is either 6 or 7, as specified below.

Size Used with: Examples Difficulty Damage Concealability
Small 1 hand knife, pipewrench 6 Strength +1 P or J
Medium 1 hand machete, hatchet 6 Strength +2 T
Large 1 hand katana, wood axe 7 Strength +3 N
2 hands 6
Very Large 2 hands halberd, greatsword 7 Strength +4 N

Large weapons may be used with one or two hands. When employed with one hand, their base Difficulty is 7; when employed with two hands, their base Difficulty is 6.

P: Can be hidden in a pocket.
J: Can be hidden under a jacket.
T: Can be hidden under a trenchcoat.
N: Not concealable on one's person.

On a hit, melee weapons deal a number of damage dice equal to the wielder's Strength, plus 1 to 4 dice depending on the size of the weapon (listed under Damage, above).

Firearms and Missile Weapons

The base damage dice dealt by firearms and missile weapons is determined by the type of weapon, as specified below. The number of successes on the attack roll is added to the damage dice pool.

Type Example Damage Range Rate Clip Concealability
Revolver, Light SWM640(. 38 Special) 4 12 3 6 P
Revolver, Heavy Colt Anaconda (.44 Magnum) 6 35 2 6 J
Pistol, Light Glock17 (9 mm) 4 20 4 17 P
Pistol, Heavy SigP220(.45 ACP) 5 30 3 7 J
Shotgun Ithaca M-37 (12 Gauge) 8 20 1 5 T
Shotgun, Semi-auto Fiachi-Laul 12 (12 Gauge) 8 20 3 8 T
SMG, Small Ingram Mac-10 (9mm) 4 25 3 30 J
SMG, Large Uzi (9mm) 4 50 3 32 T
SMG, .45 Thompson (.45 ACP) 5 25 3 30 N
Assault Rifle Steyr-Aug (5.56mm) 7 150 3 32 N
Rifle Remington M-700 (30.06) 8 200 1 5 N
.408 Rifle .408 CheyTac Intervention 10 750 1 7 N
.50 Rifle Barrett M82 (.50 BMG) 12 700 1 10 N
Crossbow 5 20 1 1 T

Range is in meters. The figure given is for medium range. Weapons can be fired at up to twice this distance, but anything over the listed distance is considered long range.

Rate is the maximum number of times the weapon can be fired in one turn.

Clip gives the number of rounds in a clip.

Range and clip size may vary depending on the specific model of firearm.

Crossbows require 5 turns to reload. (Specific types of crossbows may have different stats.)

Special Rounds

Hollow-point rounds add 2 damage dice but double the target's armor.

Armor-piercing rounds reduce armor by half (rounded down), but subtract 1 die of damage.

Armor-piercing incendiary rounds are treated as normal armor-piercing rounds, but deal 1 level Aggravated Fire damage (Difficulty 7 to soak, if able to soak Aggravated damage) the turn after the bullet strikes, presuming it does damage.

Explosive rounds add 2 damage dice. Explosive armor piercing rounds add 2 damage dice and reduce armor by half (rounded down).

Tasers and other devices which deal non-lethal electrical damage require a Stamina + Endurance check (Difficulty 6 for pistol, 7 for rifle, 8 for shotgun), with failure resulting in stun. Self-contained single-charge taser shells (with no cable attached) require a single check (one turn of stun if failed). Battery-powered taser shells, and those with a cable attached, require a check each turn until removed, with Difficulty increasing by 1 each turn. Range for traditional tasers (with cables) is typically 10 meters.


Explosives Damage Decrease in damage with distance
Stun Grenade 12 Bashing -1 per meter
Fragmentation Grenade 12 Lethal -1 per meter
Napalm Grenade 8 Lethal + fire damage in 7 meter radius -1 fragmentation damage per meter
Claymore Mine 2 Structural + 12 Lethal in kill zone
Light Rocket 6 Structural + 6 Lethal -3 per meter
Anti-Tank Rocket 6 Structural + 12 Lethal -3 per meter
Plastic Explosives (per half ounce) 1 Structural + 1 Lethal -3 per meter

With the exception of shaped charges, damage from explosives is capped at 20 levels. Shaped charges typically damage or destroy a single target (depending on the size of the charge, one person, one small group of people, one vehicle, one building or one part of a building, etc.).

Napalm grenades burn for 30 seconds.

Thermite grenades affect a 1 meter diameter and burn for 40 seconds. They are placed rather than thrown, and are designed for destroying equipment.

Claymore mines have a range of 100 meters and a 60 degree arc. Anyone directly behind a Claymore when it detonates will suffer 1 level of Lethal Damage from backblast. A character at the center of a ring of Claymores which detonate simultaneously is effectively at the center of a shaped charge, and will suffer backblast of 1 Lethal from the first mine, 2 Lethal from the second, 3 Lethal from the third, and so forth. (Thus, a ring of 4 Claymores would deal 10 Lethal in backblast.)

Backblast from shaped charges of plastic explosives deals 1 Structural from the first 3.5 ounces, 2 Structural from the second 3.5 ounces, 3 Structural from the third, and so forth. (Thus, 14 ounces would deal 10 Structural in backblast.)

Structural Damage is automatic to non-structures; no damage roll is made.

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