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.

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