Firearms Chart

Weapon Init. Dice Accuracy Damage Impact Range Rate Cap Hide
Special Weapons
Skrill -2 +2 2/BP 8 200 2 BP j
Sun-gun -4 +0 10 8 50 1 4 t
Revolvers
.38 (S&W 640) -1 +1 3 4 15 2 5 or 6 p
.357 (Colt Python) -2 +1 4 4 30 2 6 j
.44 or .45 -2 +2 4 5 50 2 6 j
.454, .475 (Cassull) -3 +2 5 6 40 1 5, 6 j
.50 (Buffalo Stub) -3 +2 5 6 15 1 5 p
Semi-Auto Pistols
.38ACP (W PPK) -2 +1 3 4 15 4 7+1 p
9mm (Beretta 92F) -2 +1 3 4 30 4 15 to 18 j
.45ACP (M1911) -3 +2 4 5 30 3 7+1 j
.10mm (Glock 20) -3 +2 4 5 30 3 15+1 j
.50 (Desert Eagle) -4 +2 5 6 30 1 7 j
Machine Pistols
9mm (Beretta 93R) -2 0 [+3] 3 4 [5] 20 18 [6 b] 18 j
Archon 100 -2 +2 7 7 50 2 15 j
Submachine Guns
MAC-10 9mm -2 0 [+3] 4 5 [6] 20 18 [6 b] 30 j
Mini-Uzi 9mm -2 0 [+3] 4 5 [6] 25 21 (7 b) 30 t
HK MP-5 9mm -2 0 [+3] 4 4 [5] 40 21 [7 b] 30 t
TEC9 9mm -2 0 [na][+7] 4 5 [na][7] 20 20 20 t
TEC22 .22LR -1 -1 [+2] 4 4 [5] 20 15 [5 b] 30 j
Uzi 9mm -3 0 [+3] 4 5 [6] 50 21 [7 b] 30 t
10mm HKMP5 -3 0 [+3] 5 6 [7] 50 15 [5 b] 30 t
Rifles
Ruger 10/22 .22LR -3 +3 3 4 100 1 50 n
Rem. M700 .30-06 -4 +4 5 6 300 1 5 n
Rem. M740 .223 -4 +3 4 5 275 3 5 n
Weatherby Mark V -4 +3 6 7 300 1 3 n
Barrett M82A1 .50 -4 +3 6 7 300 2 11 n
Archon 200 -3 +3 12 7 400 2 10 n
Battle & Assault Rifles
M16 .223 -4 +2 [+5][+9] 5 5 [6][7] 200 21 [7 b] 30 n
Famas .223 -4 +2 [+5][+9] 5 5 [6][7] 200 21 [7 b] 30 t
AK-47 7.62x39 -4 +3 [+6][+10] 6 5 [6][7] 250 10 30 n
7.62mm (M14) -4 +3 [+6][+10] 6 6 [7][8] 275 10 20 n
HK 91 -4 +3 [+6][+10] 6 7 [8][9] 300 10 20 n
Shotguns
Ithaca 37 -4 +4 6 7 10 1 5 t
Remington 870 -4 +3 6 7 20 1 8 n
Fianchi Law 12 -4 +3 6 7 20 3 8 t
SPAS 12 -4 +3 6 7 20 3 8 n
USAS 12 -4 +3 [+6] 6 7 [8] 20 3 20 n
Mounted Machine Guns
Archon 300 -5 +3 [na][+10] 10 7 [na][9] 300 200 1000 m

Initiative Dice
:   number of dice to add or subtract from your pool when rolling initiative. In some cases, when fast-draw is used, this penalty is reduced.

Accuracy:   # of dice you add to your attack dice pool. x [y][z]: x=single shot; y=3-round burst; z=full auto. When you attack, roll dex+firearms+accuracy, difficulty usually is 6.

Damage:   actual points of damage done by the weapon. Also add # successes from attack roll to the damage.
Impact:   difficulty number for the soak roll made by the target.
Range:   the practical range of the weapon in yards. At 1/2 range, dif 6. At range, dif 8. Beyond range, dif 8.
Rate:   maximum number of times the weapon is capable of firing in a turn.
Cap:   maximum number of times the weapon can fire before it is empty and needs to be reloaded or recharged.

Hide:

m = large mounted weapon, usually can't be carried.
n = large two-handed gun, can't be concealed.
t = 1 or 2-handed, can be concealed in trenchcoat.
j = 1 or 2-handed, can be concealed in jacket.
p = small, 1 or 2-handed, can be concealed in pocket.



Point Blank Range: Within 1 yard. Difficulty 4, damage +3 points.
Close Range: 1/2 the range of the gun. Difficulty 6.
Medium Range: Close to the Range # for the gun. Difficulty 8.
Long Range: Beyond the Range # for the gun. Difficulty 9 or 10.

Full Auto: adds +7 dice to hit and +2 to impact (as indicated in the 2nd sets of brackets). However, to-hit difficulty is increased by 2. You must have a Firearms score of at least 1 to employ this option properly, otherwise the difficulty is 10.

Spray: Full auto fire covering an area to hit multiple targets. It is considered a full auto attack (+7 dice, +2 impact) but the difficulty is 3+ the number of yards being sprayed. I the attack succeeds, you then choose the 1st target and assign a certain amount of your damage to that target (from 1 to 10). Then roll a die; if the result is equal to or less than the # chosen, then the # rolled + the gun's damage factor (see chart) is the actual damage inflicted, while the number rolled is the amount of damage lost from your pool. If you roll greater than the damage chosen, then no damage at all is inflicted on that target and the damage points you "risked" are lost from your pool. If, after all potential targets are gone, you wtill have potential damage points to assign, then they are wasted and not used.

Dodge: Dodge a Spray at difficulty 8.

3-round Burst: adds +3 dice to hit and +1 to impact (as indicated in the 1st sets of brackets). However, to-hit difficulty is increased by 1.

Aiming: Each action you spend aiming allows you to add one die to your attack roll, to a maximum of your Perception. The target may not be moving at a speed faster than a walk. So, if your Perception is 3 and you spend 3 actions aiming, you get to add 3 dice to your attack roll.

Scope: +2 to attack dice. You must spend 1 action aiming through the scope in order to have this benefit. This +2 benefit is in addition to your aiming bonus. So, if your Perception is 3 and you spend 3 actions aiming, you get to add 5 dice to your attack roll (3 for the aiming actions and 2 for the scope).