Weapons
| WEAPON | DAMAGE | BASE | CLOSE | NOTES |
|---|---|---|---|---|
| Assault Rifle | Bullet | None | 20 | 3 Round Bursts, 20-30 rounds/clip |
| Axe | Slash/Stab | Str x5 | Str x4 | Str+1 x6 when Two-handed. -1 to Maneuvers, though. |
| Baseball Bat | Bash | Str x4 | Str x4 | None. |
| Baton | Bash | Str x3 | Str x3 | None. |
| Big Ass Pistol | Bullet | None | 18 | 10 shots. |
| Big Ass Rifle | Bullet | None | 35 | Not an every-day item. |
| Big Ass Sword | Slash/Stab | Str+1 x5 | Str+1 x5 | Two-handed. |
| Big Knife | Slash/Stab | Str x3 | Str x3 | None. |
| Big Pistol | Bullet | None | 15 | 6-10 shots. |
| Bow | Slash/Stab | None | Str x3 | None. |
| Chainsaw | Slash/Stab | Str+1 x8 | Str+1 x8 | -3 modifier to wield. |
| Crossbow | Slash/Stab | None | 20 | 1 turn to reload. |
| Flamethrower | Fire | None | 6/3 | 10 bursts |
| Flare Gun | Fire | None | 9 | Blinds for 1 round. |
| Gas Lantern | Fire | None | 15 | 3 yard radius. |
| Grenade | Bash | 30 | 20/8 | 30/20/8 |
| Knife | Slash/Stab | Str x2 | Str-1 x2 | None. |
| Mace | Bash | Str x4 | Str-1 x4 | Str+1 x4 two-handed. |
| Molotov Cocktail | Fire | None. | 12 | None. |
| Pigsticker | Slash/Stab | Str-1 x2 | Str-1 | None. |
| Pistol Crossbow | Slash/Stab | None | 10 | 1 turn to reload. |
| Popgun | Bullet | None | 9 | 10 shots. |
| Quarterstaff | Bash | Str+1 x3 | Str+1 x3 | None. |
| Rifle | Bullet | None | 25 | 5-10 round magazine. |
| Rocket Launcher | Fire | 100 | 35/10 | 100/35/10 |
| Short Bow | Slash/Stab | Str x2 | Str x2 | None. |
| Shotgun | Bullet | None | 25 | +2 to hit with conventional, Sawed-off is -2 to hit, but spreads (+5 base damage) |
| Spear | Slash/Stab | Str+1 x3 | Str x3 | None. |
| Submachine Gun | Bullet | None | 12 | 20-40 shots, bursts. |
| Sword | Slash/Stab | Str x4 | Str x4 | Str+1 x4 two-handed. |
| Taser | Bash | None | 5 | Must pass a single CON roll -5 to stay awake. Good luck. |
| Tommy Gun | Bullet | None | 15 | 100 shots, 5 round bursts. |
| Whip | Bash | Str x2 | Str x2 | Totally gay, though. |
Range penalties differ depending on the specifics of the weapon and is generally at the GM's discretion and shouldn't ever come up, most of the time. If you really need a loose rule, add a -2 cumulative penalty starting at the weapon's maximum effective range and progressing by 2 for every 20m over it.





