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Pistols
Smith & Wesson .38, Revolver
1d6 /25’ /6 cylinder
SubMachine Guns
M3 Greasegun, 9mm, Semi/auto
1d6/50' /32 magazine
Shotguns
Shotgun, .12 ga, Semiauto
2d8*/50’/2 or 3 break or pump
Machine Guns
M1919 Browning .30, Auto
2d6/200'/100 belt
Grenades
Fragmentation Grenade
• Damage is 3d6 out to the first 20', 2d6 21 to 30', 1d6 31 to 40'. Save for half damage.
• The throwing increment is 20'.
• 5 second delay fuse.
• The M59/68 explodes on impact.
Det Cord
• Must be set off with a detonator.
• Five feet of det cord does damage of 2d6 fire to with a five foot area. Can be
doubled up which adds another 1d6 to the damage. Maximum damage this way
ius 4d6,
BAZOOKA
M2A1-7 Flamethrower
• At full capacity the tanks have enough for 7 bursts of flame. One burst gives the
operator an arc 30' wide x70' long. The arc can be doubled at the cost of two
bursts.
• It is an area attack weapon and the operator needs to only roll for for a
malfuncion (natural 1-3 on 1d20.) Everyone caught in the area of attack takes
2d6 damage and can make a Saving throw for half damge with a bonus to the
Save equal to Cover bonus. This damage total is applied for six rounds unless
the character is immersed in a body of water or a fire exenguisher is used.
• If the tanks are hit with a piercing weapon the weapon is rendered useless.
Armor
Helmet
+4 to AC for head shots vs handguns ammo/+2 vs rifle ammo and +1 to Saving Throws
vs shrapnel. (50 percent chance of coverage.)
Hand Weapons
Axe, Hatchet 1d6 /10’
Axe, Wood 1d8 /10’
Bayonet 1d4/1d6 mounted
Brass Knuckles 1d3
Butt Stroke 1d3
Club 1d4 /10’
Entrenching Tool 1d4
Knife 1d4 /10’
Knife, Pocket 1d3 /5’
Machete 1d6 /10’