Weapons

Ranged Weapons Chart

TypeDmgRangesClipInitiativeStrSizeAvailabilityExample
Revolver, lt120/40/806021••SW M640 (.38 Special)
Revolver, hvy235/70/1406−231••SW M29 (.44 Magnum)
Pistol, lt120/40/8017+1021•••Glock 17 (9mm)
Pistol, hvy230/60/1207+1−231•••Colt M1911A1 (.45 ACP)
SMG, small (1)125/50/10030+1−221•••Ingram Mac-10 (9mm)
SMG, large (1)250/100/20030+1−332•••HK MP-5 (9mm)
Rifle4200/400/8005+1−523••Remington M-700(30.06)
Assault Rifle (1)3150/300/60042+1−333•••Stery-Aug (5.56mm)
Shotgun (2)320/40/805+1−432••Remington M870 (12-gauge)
Crossbow (3)240/80/1601−533•••

Damage: Indicates the number of bonus successes added to a successful attack. Firearms deal lethal damage against ordinary people. The type of damage may vary against supernatural opponents.

Ranges: The listed numbers a short/medium/long ranges in yards. Attacks at medium range suffer a −1 penalty. Attacks at long range suffer a −2 penalty.

Clip: The number of rounds a gun can hold. A “+1” indicates that a bullet can be held in the chamber, ready to fire.

Initiative: The penalty taken to Initiative when wielding the gun.

Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a −1 penalty on attack rolls.

Size: 1 = Can be fired one-handed; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can be fired two-handed but not hidden on one’s person

Availability: The cost in Resources dots or level of Social Merit needed to acquire the weapon.

1. The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.

2. Attack rolls gain the 9-again quality

3. Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the heart (–3 penalty to attack rolls; must deal at least 5 damage in one attack)


Melee Weapons Chart

TypeDamageInitiativeStrengthSizeAvailabilitySpecial
Sap0 −1 1 1 Stun
Brass Knuckles 0 0 1 1 Uses Brawl to attack
Baton 1 −1 2 2 n/a
Crowbar 2 −2 2 2
Tire Iron 1 −3 2 2 •• +1 Defense
Chain 1 −3 2 2 Grapple
Shield (small) 0 −2 2 2 •• Concealed
Shield (large) 2 −4 3 3 •• Concealed
Knife 0 −1 1 1
Rapier 1 −2 1 2 •• Armor piercing 1
Machete 2 −2 2 2 ••
Hatchet 1 −2 1 1
Fire Ax 3 −4 3 3 •• 9-again, two-handed
Chainsaw 5 −6 4 3 ••• 9-again, two-handed
Stake (1) 0 −4 1 1 n/a
Spear (2) 2 −2 2 4 +1 Defense, two-handed

Type: A weapon’s type is a general classification that can apply to anything your character picks up. A metal club might be an antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat cleaver or an antique hand-ax.

Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage.

Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher penalty and increase by 1.

Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a −1 penalty on attack rolls.

Size: 1 = Can be hidden in a hand; 2 = Can be hidden in a coat; 3+ = Cannot be hidden.

Availability: The cost in Resources dots or level of Social Merit needed to acquire the weapon.

Concealed: A character who wields a shield but doesn’t use it to attack can add its Size to his Defense, and uses its Size as a concealment modifier against ranged attacks.

Grapple: Add the chain’s weapon bonus to your dice pool when grappling.

Stun: Double the weapon bonus for purposes of the Stun Tilt (p. 212).

Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the Strength requirement by 1.

1. A stake must target the heart (–3 penalty to attack rolls) and must deal at least 5 damage in one attack.

2. The reach of a spear gives a +1 Defense bonus against opponents who are unarmed or wield weapons of Size 1.

Weapons

Sins of the Father MorganWilliams