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THE ARMORY

Below is a list of weapons and their associated damages. Some weapons may require a Weapons Specialty be purchased with earned XP first before a Player's Character will be capable of using it in combat.


MELEE WEAPONS

Melee Weapons: Definitions and Uses

A melee weapon is any hand-held weapon designed to be used in hand-to-hand combat. These include all types of swords, dagger and other bladed weapons that are designed for close-quarters fighting.


RANGED WEAPONS

Ranged Combat: Definitions and Uses

Ranged weapons are defined as any weapon that expels a projectile. These include any type of bows, crossbows, slingshots and projectiles that are launched or thrown by hand.

  • Attacking
    • A Character can only ever carry four types of weapons on his body at any given time. This includes daggers, swords, bows, explosives, guns, etc.
    • In a standard guns blazing battle, combatants make a normal attack roll, plus any bonuses given from their specific Ranged Weapon.
    • Firing at a target beyond the effective range of a given weapon incurs a -10 Mod penalty.
    • Bullets fired from a Non Automatic Weapon must be rolled individually for attack, and individually to defend against.
    • Automatic weapons only require 1 Roll for Attack and 1 Roll to Defend. It is assumed that all bullets fired from an automatic weapon in short bursts will hit the target in the same way.
  • Defense
    • Physical Defense (and all applicable bonuses from other skills and abilities that feed into the Characters overall Physical Defense rating) is used to Defend against a ranged attack. 
    • Check your Character Sheet to see your overall Physical Defense Rating. 
    • If In a Target is using some form of adequate Cover, at the Storyteller's discretion, he/she/they will gain Gain +10 to their Physical Defense for as long as they are using adequate cover.
  • Reloading:
    A quiver may hold up to 25 arrows. It is assumed that a Character's quiver is always full going into a battle, unless something has occurred during roleplay that would decrease that number. Once combat has begun, a Character can only use 25 arrows. After which, the character must leave combat to refill his/her/their quiver. The only caveat to this is if another Player-Character gives another Player-Character the arrows in his quiver. This must be done by "targeting" the Player-Character who needs arrows and using the HUD to "give" arrows to the other layer-Character.


FIREARMS

Firearms: Definitions and Uses

A firearm is any type of weapon that expels a projectile and uses an explosive charge. These are designed to be easily carried and used by an individual.  These include all types of ballistic weapons that use gunpowder or other explosive source.

  • Acquiring Your Firearm
    • Each Firearm has a Level designation that directly corresponds to how many points you have purchased in Firearms. Purchasing Level One in Firearms allows the Player to select their choice of any single Level One firearm. 
    • It is assumed that your firearm is the common version of that weapon. If a Player wishes their Character to have a tricked out version, or a custom version, he/she/they will need to roleplay purchasing or having it made through a Firearms dealer or store during roleplayed. 
      • Only custom or special order firearms created/purchased during roleplay are allowed to be represented as a prim weapon. All other weapons are standard issue and are roleplayed only.
    • Each additional point/Level purchased in Firearms opens up that level's Designated list of guns from which the Player may select.
    • Players may continue to select and purchase multiple weapons from a single Level, but must purchase that weapon with the number of Experience Points required for that designated Level.
      • For example: A Player has purchased two points in Firearms. At Level 1, he picked up the Walther PPK, a level 1 pistol. At level two, he picked up the Heckler & Koch P7M13, a Level 2 pistol. Later, he decides he really wants the Level 1 Smith & Wesson M640. Level 1 weapons cost 10XP each. Selecting the Smith & Wesson on your Character Sheet will expend 10XP and open that weapon up to use during combat.
  • Types of Firing Action
    • Automatic: This is any firearm that is a self-loading and can fire multiple rounds without manual reloading when the trigger is pulled. The gun continues firing until the trigger is released or the ammunition runs out.
    • Semi-Automatic: A semi-automatic gun is a firearm that fires one bullet with each pull of the trigger. It then automatically reloads the chamber and is ready to fire again. Semi-automatic guns are common and include a wide range of modern firearms, such as hunting and target rifles, pistols, and shotguns
  • Attacking
    • A Character can only ever carry four types of weapons on his body at any given time. This includes daggers, swords, bows, explosives, guns, etc.
    • In a standard guns blazing battle, combatants roll Physical Attack, plus any special bonuses given for using a particular weapon.
    • Firing at a target beyond the effective range listed in the weapon's description incurs a -10 Mod to Physical Attack, so know and be aware of your weapons limitations.
  • Changing Out Weapons During Combat
    • Yes, your Character can change out weapons during combat, but this requires a full turn to do. The new, previously-unused weapon will be assumed to have a full clip or is fully loaded. 
    • The Character cannot again use any "empty" weapons (those previously used during the same combat scene) unless he/she/they exchange the current weapon for the previously used weapon (takes one full turn to exchange), and then takes another full turn to load the previously used empty weapon. 
    • Characters may continue to exchange weapons and use them (takes one full turn to exchange one weapon for another) for as many concealable weapons they have available to them.
    • During exchanges or reloading of a gun, the Character cannot attack but he/she/they CAN defend.
  • Rate: 
    Rate is how many bullets a gun can fire in one action. Some guns can only fire one bullet in a single action. Others can fire multiple bullets in a single action. 
    • Each bullet must be rolled for separately and the target must roll to defend each bullet. 
    • Each bullet fired does its own amount of damage. Multiple bullets that hit during a single turn incur stacked damage.
    • Unless the gun is an automatic weapon, the Player may decide how many bullets the Character fires in a given turn. Just because a gun can fire two bullets in a single action does not mean you must fire all bullets in that action. 
    • No matter how many bullets a gun can fire in a single action, they are all aimed at a single target. To target a different foe requires a separate action.
  • Range
    The listed ranges for each firearm are the firing distances in which the weapon can reliably hit a target. Firearms can be fired at longer distances, but at a -10 Mod for Physical Attack.
  • Defense
    Physical Defense is the Mod used to defend against Firearms. If the target is using some kind of cover, they receive a +10 to their Physical Defense.
  • Reloading:
    Reloading takes a full turn. Each gun has a set number of bullets listed in it's description that shows how much ammunition it can hold and fire before it needs to be reloaded.

Revolvers & Pistols

◎◎◎◎◎◎◎: Firearms 1 — Smith & Wesson M640

  • Prerequisite: Must have purchased at least 1 point in Firearms Skill.
  • Special Notes: The Model 640 revolver is a small-frame concealed-hammer revolver that packs a full-sized punch. These small revolvers were designed to fire a full power round and are as simple and easy to use as they are reliable.
    • DIF: 90
    • Mod: Physical Skill, Athletics/Reflexes
    • Damage: 4 HP
    • Rounds: 5
    • Range: 30 meters
    • Rate: 1 Bullet per Action
    • Concealed: Pocket
  • Weapon Bonus: 
    • +2 Physical Attack
    • +5 Initiative

◎◎◎◎◎◎◎: Firearms 1 — VOSS BC

  • Prerequisite: Must have purchased at least 1 point in Firearms Skill.
  • Special Notes: This deadly revolver fires .22 magnum rounds at extremely high velocity.
    • DIF: 90
    • Mod: Physical Skill, Athletics/Reflexes
    • Damage: 4 HP
    • Rounds: 8
    • Range: 40 meters 
    • Rate: 1 Bullet per Action
    • Concealed: Jacket
  • Weapon Bonus: 
    • +3 Physical Attack
    • +3 Initiative

◎◎◎◎◎: Firearms 1 — Walther PPK

  • Prerequisite: Must have purchased at least one point in Firearms Skill
  • Special Notes: The Walther PPK series of pistols (also known as a police pistol) are blowback-operated semi-automatic pistols made in Germany. It features an exposed hammer, a traditional double-action magazine and a fixed barrel that also acts as the guide rod for the recoil spring. It's small, easy to conceal, and fires a .380 ACP Caliber bullet.
    • DIF: 70
    • Mod: Physical Skill
    • Damage: 2 HP
    • Rounds: 7 bullets in a clip
    • Range: 15 meters 
    • Rate: 3 Bullets per Action
    • Concealed: Pocket
  • Weapon Bonus: 
    • +3 Physical Attack
    • +5 Initiative

◎◎◎◎◎: Firearms 1 — Taurus 22 Poly Pistol

  • Prerequisite: Must have purchased at least one point in Firearms Skill
  • Special Notes: With sleek lines and a solid build, this small pistol is easy to conceal and quick to aim and fire. It features a blowback action and tip-up barrel for safety and convenience during loading and chambering the first round. Comes in Blue or Matte stainless Steel finish.
    • DIF: 70
    • Mod: Physical Skill
    • Damage: 2 HP
    • Rounds: 8 bullets in a clip
    • Range: 10 meters 
    • Rate: 4 Bullets per Action
    • Concealed: Pocket
  • Weapon Bonus: 
    • +5 Physical Attack
    • +5 Initiative

◎◎◎◎◎: Firearms 2 — Glock 22

  • Prerequisite: Must have purchased at least one point in Firearms Skill
  • Special Notes: The Glock "Safe Action" pistol is a series of polymer-framed, short recoil-operated, lock-breech semi-automatic pistols designed and produced in Austria in the early 1980s. It is considered the top performer on an exhaustive series of reliability and safety tests.
    • DIF: 80
    • Mod: Physical Skill
    • Damage: 5 HP
    • Rounds: 15 bullets in a clip
    • Range: 15 meters 
    • Rate: 3 Bullets per Action
    • Concealed: Jacket
  • Weapon Bonus: 
    • +3 Physical Attack
    • +5 Initiative

◎◎◎◎◎◎: Firearms 2 — Linebaugh

  • Prerequisite: Must have purchased at least 2 points in Firearms Skill.
  • Special Notes: The .475 Linebaugh revolver is an extremely potent primmed revolver cartridge, developed in the 1980s in the USA. It's extremely powerful for its size, but limited in how many bullets it can hold, and how many it can fire per action.
    • DIF: 70
    • Mod: Physical Skill
    • Damage: 7 HP
    • Rounds: 6
    • Range: 20 meters 
    • Rate: 1 Bullet per Action
    • Concealed: Jacket
  • Weapon Bonus: 
    • +3 Physical Attack

◎◎◎◎◎◎: Firearms 2 — Colt Python

  • Prerequisite: Must have purchased at least 2 points in Firearms Skill.
  • Special Notes: The Colt Python is a double action handgun, chambered for the .357 Magnum cartridge, built on the Colt's large I-frame. 
    • DIF: 70
    • Mod: Physical Skill
    • Damage: 3 HP
    • Rounds: 6
    • Range: 20 meters 
    • Rate: 2 Bullets per Action
    • Concealed: Jacket
  • Weapon Bonus: 
    • +3 Physical Attack

◎◎◎: Firearms 3 — IMI Desert Eagle

  • Prerequisite: Must have purchased at least 3 points purchased in Firearms Skill.
  • Special Notes: The IMI Desert Eagle is a heavy semi-automatic pistol made in the USA. It is most notable for chambering the largest centerfire cartridge of any magazine-fed self-loading pistol. It has a unique design with a triangular barrel and large muzzle.
    • DIF: 80
    • Mod: Physical Skill
    • Damage: 7 HP
    • Rounds: 7
    • Range: 30 meters 
    • Rate: 2 Bullets per Action
    • Concealed: Trench Coat
  • Weapon Bonus: 
    • +3 Physical Attack

◎◎◎◎: Firearms 4 — Mini Uzi

  • Prerequisite: Must have purchased at least 4 points purchased in Firearms Skill.
  • Special Notes: The relatively compact Mini Uzi submachine gun is the smaller brother of the larger Uzi version and was developed for the Israel Defense Forces in 1980. It has a greater automatic rate of fire due to it's much shorter bolt.
    • DIF: 70
    • Mod: Physical Skill
    • Damage: 4 HP
    • Rounds: 20
    • Range: 20 meters 
    • Rate: 10 Bullets per Action
    • Concealed: Trench Coat
  • Weapon Bonus: 
    • +3 Physical Attack




EXPLOSIVES