Basic Ranged Weapons
Type* Range Damage RoF AP Type* Range Damage RoF AP
Thrown Weapons 3/6/12 Str+x 1 - Shotgun 12/24/48 1-3d6 1-2 -
Bow 12/24/48 2d6 1 - SMG 12/24/48 2d6 3 1
Smoothbore Musket 10/20/40 2d8 1 - Rifle 24/48/96 2d8 1 2
Rifled (Minie) Musket 15/30/60 2d8 1 1 Light MG 24/48/96 2d8 3 2
Pistol (9mm) 12/24/48 2d6 1 1 Heavy MG 30/60/120 2d8 3 3
Pistol (.44 - .45) 12/24/48 2d6+1 1 2 Heavy Sniper Rifle 50/100/200 2d10 1 3
*You can use these basic profiles to figure out the stats of weapons we haven’t specifically listed below.
Detailed Ranged Weapons
Medieval
Type Range Damage RoF Cost Weight Shots Min Str. Notes
Axe, throwing 3/6/12 Str+2 1 75 2 —
Bow 12/24/48 2d6 1 250 3 — d6
Crossbow 15/30/60 2d6 1 500 10 — d6 AP 2; Requires 1 action
to reload
English Long Bow 15/30/60 2d6 1 200 5 — d8 Requires Shooting d8
Knife/Dagger 3/6/12 Str+1 1 25 1 —
Sling 4/8/16 Str+1 1 10 1 —
Spear 3/6/12 Str+2 1 250 5 — d6
Black Powder
Type Range Damage RoF Cost Weight Shots Min Str Notes
Brown Bess (.75) 10/20/40 2d8 1 300 15 — d6 2 actions to reload
Blunderbuss (8G) 10/20/40 1-3d6* 1 300 12 — d6 2 actions to reload
Flintlock Pistol (.60) 5/10/20 2d6+1 1 150 3 — — 2 actions to reload
Kentucky Rifle (.45) 15/30/60 2d8 1 300 8 — d6 AP 2; 3 actions to reload
Springfield (.52) 15/30/60 2d8 1 250 11 — d6 2 actions to reload
*A blunderbuss does 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range.
Modern
Type Range Damage RoF Cost Weight Shots Min Str Notes
Pistols
Derringer (.44) 5/10/20 2d6+1 1 150 2 2 — AP 1
Colt Dragoon (.44) 12/24/48 2d6+1 1 200 4 6 — Revolver
Colt 1911 (.45) 12/24/48 2d6+1 1 200 4 7 — AP 1; Semi-Auto
S&W (.44) 12/24/48 2d6+1 1 250 5 6 — AP 1; Revolver
Desert Eagle (.50) 15/30/60 2d8 1 300 8 7 — AP 2; Semi-Auto
Glock (9mm) 12/24/48 2d6 1 200 3 17 — AP 1; Sem-Auto
Peacemaker (.45) 12/24/48 2d6+1 1 200 3 6 — AP 1; Revolver
Ruger (.22) 10/20/40 2d6-1 1 100 2 9 — Semi-Auto
S&W (.357) 12/24/48 2d6+1 1 250 4 6 — AP 1; Revolver
Submachine Guns
H&K MP5 (9mm) 12/24/48 2d6 3 300 10 30 — AP 1; Auto
MP40 (9mm) 12/24/48 2d6 3 300 11 32 — AP 1; Auto
Tommy Gun (.45) 12/24/48 2d6+1 3 350 13 50 — AP 1; Auto
Uzi (9mm) 12/24/48 2d6 3 300 9 32 — AP 1; Auto
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Shotguns
Double-Barrel (12g) 12/24/48 1-3d6 1-2 150 11 2 — See notes (p.50)
Pump Action (12g) 12/24/48 1-3d6 1 350 8 6 — See notes (p.50)
Sawed-Off DB (12g) 5/10/20 1-3d6 1-2 350 6 2 — See notes (p.50)
Streetsweeper (12g) 12/24/48 1-3d6 1 450 10 12 — See notes (p.50)
Rifles
Type Range Damage RoF Cost Weight Shots Min Str Notes
Barrett (.50) 50/100/200 2d10 1 750 35 11 d8 AP 4; Snapfire Penalty
M1 (.30) 24/48/96 2d8 1 300 10 8 — AP 2; Semi-Auto
Kar98 (7.92) 24/48/96 2d8 1 300 9 5 — AP 2
Sharps Big 50 (.50) 30/60/120 2d10 1 400 11 1 d8 AP 2; Snapfire Penalty
Spencer Carbine (.52) 20/40/80 2d8 1 250 8 7 — AP 2
Winchester ‘76 (.45-.47) 24/48/96 2d8 1 300 10 15 — AP 2; uses special .45-
.47 long cartridges
Assault Rifles
Type Range Damage RoF Cost Weight Shots Min Str Notes
AK47 (7.62) 24/48/96 2d8+1 3 450 10 30 d6 AP 2; Auto
H&K G3 (.308) 24/48/96 2d8 3 400 10 20 d6 AP 2; Auto
M-16 (5.56) 24/48/96 2d8 3 400 8 20 or 30 — AP 2; Auto; 3RB
Steyr AUG (5.56) 24/48/96 2d8 3 400 8 30 — AP 2; Auto; 3RB
Machine Guns
Gatling (.45) 24/48/96 2d8 3 500 40 100 — AP 2; May not move
M2 Browning (.50) 50/100/200 2d10 3 1000 84 200 — AP 4; May not move
M1919 (.30) 24/48/96 2d8 3 750 32 250 — AP 2; May not move
M60 (7.62) 30/60/120 2d8+1 3 1000 33 250 d8 AP 2; Snapfire Penalty
MG42 (7.92) 30/60/120 2d8+1 4 500 26 200 d8 AP 2; Snapfire Penalty
SAW (5.56) 30/60/120 2d8 4 750 20 200 d8 AP 2; Snapfire Penalty
Futuristic
Type Range Damage* RoF Cost Weight Shots Min Str Notes
Laser Pistol 15/30/60 1-3d6 1 200 4 24 — —; Semi-Auto
Laser Rifle 30/60/120 1-3d6 3 300 8 48 d6 —; Auto; 3RB
Laser MG 50/100/200 1-3d6 5 500 15 200 d8 —; Auto
*Increasing the damage per attack uses a like number of shots. A 3d6 attack, for instance, uses up 3 shots.
Semi-Auto: May Double Tap. Auto: Fully Automatic or Single Shot. 3RB: Has a 3-round burst selector.
Ammunition
Ammo Weight Cost Notes
Arrow* 1/5 1/2
Man-Killer Arrow 1/5 1 +1 damage; usually found only in Oriental settings
Teflon Arrow 1/5 5 AP 2; modern eras only
Bullets, small 3/50 10/50 Includes .22 to .32 caliber weapons
Bullets, medium 5/50 25/50 Includes 9mm to .45
Bullets, large 8/50 50/50 Includes .50 and most rifle rounds
Quarrel* 1/5 2 AP 2 (standard crossbow bolt)
Laser battery 1 25 Provides one full load of shots for the laser pistol, rifle, or MG
Shot (w/powder) 1/10 3 For black powder weapons
Sling stone 1/10 1/20 Stones can also be found for free with a Notice roll and 1d10 minutes
searching, depending on terrain
*Outdoors, arrows and quarrels are recovered on a d6 roll of 4-6 (50% chance). Underground or indoors, the chance
is reduced to a roll of 5-6 on 1d6 to reflect the increased chance of breakage.
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