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Pistols

Automatic Pistols Walther PPK Skill: Firearms: Auto pistols Ranges: 12/20/40 Damages: 3D+1 Ammo: 7 Ammo Type: 9mm Auto: Semi Cost: $450 Colt M1991-A1 Skill: Firearms: auto Pistol Range: 15/30/45 Damage: 5D Ammo: 7 Ammo Type: .45 ACP Auto: Semi Cost: $500 Desert Eagle Magnum .44 Skill: Firearms: auto pistols Range: 15/25/45 Damage: 6D Ammo: 8 Ammo Type: .44 Magnum Auto: Semi Cost: $1000 Luger 9mm Skill: Firearms: auto pistol Range: 12/25/50 Damage: 3D+2 Ammo: 8 Ammo Type: 9mm Auto: Semi Cost: $350 Revolvers Smith & Wesson .38 Special Skill: Firearms: Revolvers Range: 10/20/40 Damage: 4D+2 Ammo: .38 Ammo Type: Cost: $400 Webley Mark 6 Skill: Firearms: Revolver Range: 10/25/50 Damage: 4D Ammo: 6 Ammo Type: .357 Cost: $300

Mauser Model 1930 Skill: Firearms: auto pistol Range: 12/20/40 Damage: 5D Ammo: 10 Ammo Type: 9mm Auto: Semi Cost: $1200

Tokarev TT-33 Skill: Firearms: auto pistol Range: 15/30/45 Damage: 4D Ammo: 8 Ammo Type: 9mm Auto: Semi Cost: $300 USP. 45 Skill: Firearms: auto pistol Range: 15/25/50 Damage: 4D+2 Ammo: 8 Ammo Type: .45 ACP Auto: Semi Cost: $450 Glock 17 Skill: Firearms: auto Pistol Range: 15/25/50 Damage: 3D+2 Ammo: 17 Ammo Type: 9mm Auto: Semi Cost: $250 Beretta M9 Skill: Firearms: auto pistol Range: 15/25/50 Damage: 4D+2 Ammo: 15 Ammo Type: 9mm Auto: Semi Cost: $450

Sub Machine guns


FN P90 Skill: Firearms: SMG Range: 50/100/200 Damage: 5D Ammo: 50 Ammo Type: 9mm Auto: Full/Semi Cost: $660 M61 Skorpion Skill: Firearms: SMG Range: 15/25/40 Damage: 3D+2 Ammo: 20 Ammo Type: 9mm Auto: Full/Semi Cost: $700 STEN Mk. II Skill: Firearms: SMG Range: 30/60/120 Damage: 3D+2 Ammo: 32 Ammo Type: 9mm Auto: Full/Semi Cost: $800 Thompson M1 Skill: Firearms: SMG Range: 30/60/120 Damage: 4D+2 Ammo: 30 Ammo Type:.45 ACP Auto: Full/Semi Cost: $780 Uzi Skill: Firearms: SMG Range: 15/25/50 Damage: 4D Ammo: 32 Ammo Type: 9mm Auto: Full/Semi Cost: $600 MP5 Skill: Firearms: SMG Range: 50/100/200 Damage:4D+2 Ammo: 32 Ammo Type: 9mm Auto: Full/Semi Cost: $700 UMP Skill: Firearms: SMG Range: 50/100/200 Damage: 5D Ammo: 30 Ammo Type: 9mm Auto: Full/Semi Cost: $800 Vector SMG Skill: Firearms: SMG Range: 50/100/200 Damage: 4D Ammo: 13 Ammo Type: 9mm Auto: Full/Semi Cost: $600

Rifles
Barrett Model 95 Skill: Firearms: Rifle Range: 100/250/500 Damage: 7D+2 Ammo: 5 Ammo Type: .308 Auto: Single Shot Cost: $6,500 Dragunov Sniper Rifle Skill: Firearms: Rifle Range:200/400/800 Damage: 7D+2 Ammo: 20 Ammo Type: .308 Auto: Semi Automatic Cost: $4,100 Henry Lever-Action .22 Rifle Skill: Firearms: Rifle Range: 100/200/400 Damage: 3D Ammo: 21 Ammo Type: .22 Auto: Single Shot Cost: $430 Ruger Hunting Rifle Skill: Firearms: Rifle Range:50/125/250 Damage: 5D Ammo: 5, 10, 20 Ammo Type: .308 Auto: Semi Automatic Cost: $550 Enfield M1917 Skill: Firearms: Rifle Range: 100/200/400 Damage: 6D Ammo 5 Ammo Type: .308 Auto: Single Shot Cost: $200 Springfield Skill: Firearms: Rifle Range: 100/250/500 Damage: 7D Ammo: 5 Ammo Type: .308 Auto: Single Shot Cost: $2,100 M1A1 Carbine Skill: Firearms: Rifle Range: 50/125/250 Damage: 5D+2 Ammo: 15 Ammo Type: 5.56mm Auto: Semi-Automatic Cost: $6,50 M1 Garand Skill: Firearms: Rifle Range: 50/125/250 Damage: 6D+1 Ammo: 8 Ammo Type: 5.56mm Auto: Semi-Automatic Cost: $900

Assault Rifles
M16 A2 Assault Rifle Skill: Firearms: Assault Rifle Range: 50/100/200 Damage: 6D Ammo: 30 Ammo Type: 5.56mm Auto: Burst/Semi Cost: $660 AK-47 Skill: Firearms: Assault Rifle Range: 30/60/120 Damage: 6D Ammo: 30 Ammo Type: 5.45mm Auto: Full/Semi Cost: $350 FAMAS Skill: Firearms: Assault Rifle Range: 60/120/240 Damage: 5D+2 Ammo: 30 Ammo Type: 5.56mm Auto: Full/Semi Cost: $550 G36 Skill: Firearms: Assault Rifle Range: 50/100/200 Damage: 6D Ammo: 30 Ammo Type: 5.56mm Auto:Full/Burst/Semi Cost: $650 QBZ-95 Skill: Firearms: Assault Rifle Range: 30/60/120 Damage: 6D Ammo: 30 Ammo Type: 5.8mm Auto: Full/Semi Cost: $650 M4A1 Carbine Skill: Firearms: Assault Rifle Range: 60/120/240 Damage: 6D+2 Ammo: 30 Ammo Type: 5.56mm Auto: Semi Cost: $600 SA80 Skill: Firearms: Assault Rifle Range: 60/120/240 Damage: 5D+2 Ammo: 30 Ammo Type: 5.56mm Auto: Full/Semi Cost: $550 TAR-21 Skill: Firearms: Assault Rifle Range: 60/120/240 Damage: 6D+1 Ammo: 30 Ammo Type: 5.56mm Auto: Full/Burst/Semi Cost: $600 SCAR-H Skill: Firearms: Assault Rifle Range: 100/200/400 Damage: 6D+2 Ammo: 30 Ammo Type: 5.56mm Auto: Burst/Semi Cost: $720 FN F2000 Skill: Firearms: Assault Rifle Range:50/100/200 Damage: 6D+2 Ammo: 30 Ammo Type: 5.56mm Auto: Burst/Semi Cost: $680

Steyr AUG Skill: Firearms: Assault Rifle Range: 65/150/300 Damage: 7D Ammo: 50 Ammo Type: 5.56mm Auto: Full/Semi Cost: $1,100

Shotguns
Ithaca 37 Skill: Firearms: Shotguns Range: 5/10/20 Damage: 6D+2 Ammo: 5 Ammo Type: 12 gauge Auto: Pump Cost: $400 Mossberg 500 Skill: Firearms: Shotguns Range: 5/10/20 Damage: 7D Ammo: 8 Ammo Type: 12 gauge Auto: Pump Cost: $450 Remington 870 Skill: Firearms: Shotguns Range: 5/10/20 Damage: 6D+2 Ammo: 8 Ammo Type: 12 gauge Auto: Pump Cost: $400 Benelli M4 Super 90 Skill: Firearms: Shotguns Range: 10/20/30 Damage: 6D+2 Ammo: 8 Ammo Type: 12 gauge Auto: Semi, or Pump Cost: $400

AMMUNITION
Certain types of ammunition may affect how much damage a weapon does, or how difficult it is to use. The Damage Bonus should be added to the weapons base damage, and the To-Hit modifier applied to the characters skill roll, NOT the base difficulty. It is up to the GM to determine what rounds should be made available, for what firearms, and what the cost should be. It should be noted that many of these rounds would be highly illegal if the characters were caught using them.

Ammunition Type Damage Bonus AET +1D Armor Piercing +2 Armor Piercing (Pointed) +1D+1 BPI-issue Silver Glaser +2D BPI-issue Stopper Glaser +1D+2 Depleted Uranium +2D Dum-Dum +1 Explosive, High +2D+2 Explosive, Light +2 Explosive, Standard +1D Flat Point +2 Frangible, Glaser +2D+1** Freak Load See Description Full Jacket +1 Hollow Point +2 Soft Point +2 Tracer +1D * Burn Rules Apply **1/2 damage to hard, non-living targets

To-Hit -2 +1 +2 -+1 +2 -2 -2 --1 -2 +1 -2 +1 -2 -1 +2

AET: An Accelerated-Energy-Transfer round designed to be lightweight, primarily copper or aluminum, thus stopping faster, transferring its kinetic energy quickly into the target. Produced for pistols only. Armor Piercing: Full metal jacketed round with a Teflon cap for greater penetration. Armor Piercing (Pointed): As armor piercing, but with a pointed cap for greater effect. BPI-issue Silver Glaser: This is a custom round designed by the Bureau of Paranormal Investigation and based on Glaser designs. It incorporates silver pellets encapsulated within a thin metal jacket. The main limitations to the design are cost, and that if the round hits any angled cover, such as a window, door, etc. the round will be totally defeated. Designed for pistols only. BPI-issue Stopper Glaser: Another custom round developed by the Bureau of Paranormal Investigation and based on Glaser designs. It incorporates a mix of silver and iron shot in an epoxy container, topped by a wooden pellet. This makes the round effective against vampires, werewolves, ghosts, and several other classes of Shadow. It is difficult to make, and expensive. In addition, since the round is designed to break up easily to cause maximum internal damage it has very little penetration

and if the round hits any angled cover, such as a window, door, etc. the round will be totally defeated. Designed for pistols only. Depleted Uranium: An extremely dense round that does not deform to the degree most rounds do. Dum-Dum: An outdated term for a standard cartridge with an X carved into the tip. This increases the bullets tendency to expand and do internal damage, but reduces range and penetration. The Book of Shadows Explosive: Explosive rounds have a secondary charge in the round, designed to explode on contact with a target. The size of the charge determines the adjusted damage, but also makes the round unstable. A mishap with explosive rounds could result in the entire firearm exploding like a bomb. Flat Point: Also known as a wadcutter, the round has a flattened nose developed to increase the wound channel. This keeps the wound from closing behind the bullet, inflicting greater damage and loss of blood. Available for handguns, SMGs and rifles. Frangible, Glaser: Frangible rounds are designed to break up on impact. The Glaser has a number of 12 shot pellets encapsulated within a thin metal jacket. The main limitations to the Glaser are cost, and that if the round hits any angled cover, such as a window, door, etc. the round will be totally defeated. Designed for pistols only. Freak Load: This is a generic term used to describe non-standard bullets made from wood, silver, ice, or any other unusual substance. These rounds are inherently unstable, leading to reduced range and accuracy. Adjustments to damage should be based on the individual round or substance, and may be reduced. Full Jacket: A fully metal jacketed round designed for combat use. Hollow Point: The tip is exposed and hollowed out into a small bowl, causing the bullet to rapidly expand on impact and create massive tissue damage. Available for pistols, rifles, and SMGs. Soft Point: Has an exposed tip to increase expansion, like the hollow points, without sacrificing range. Tracer: Has a cavity in the bullet which contains phosphorous, creating light and heat. The primary purpose is to create an easily visible line of fire for the gunner, which aids in targeting especially at night. The intense heat of the round can also start fires. Automatic weapons which use at least 1 tracer round in every burst of 5 or more rounds will get a +1 bonus to hit for the entire burst.

EQUIPMENT
ACOG Scope Type: Targeting Device Cost: -Game Notes: This gives the user +1D in Firearms when they take a full round to aim. Grenade launcher Attachment Type: Launcher Cost: -Game Notes: This is attached under the weapon and gives a grenade, though a shot into long range is a heroic difficult. Bayonet Attachment: Type: Blade Cost: -Game Notes: +1D+2 damage. Suppressor Type: Sound Deafer Cost: -Game Notes: When used, a silencer reduces all ranges by rates of 10 (-10/-20/-30) Though it will never be reduced lower then -2. It mutes most of the firearm's noise when fired. Red Dot Sight Type: Targeting Device Cost:-Game: This Sight gives +1 to hit. It makes a red dot within the sights of the weapon, that looks as if it is painted on the target. Laser Sight: Type: Targeting Device Cost: -Game: This sight gives +2 to hit, though paints a red dot on all target, with the line going directly to where the shooter is. Flashlight Attachment: Type: Light Device Cost: -Game Notes: This provides a light source from the weapon.

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