Weapons are one of the fastest ways to turn a fight into a murder.


Sometimes, that’s what you want: Pulling a gun shows you’re serious about killing people.

A weapon’s damage rating adds bonus successes to a successful attack roll. When a weapon might help out in other ways — using a chain to grapple someone, or a gun to intimidate her, add the weapon’s damage rating as an equipment modifier.

Every weapon deals lethal damage to mortals. A baseball bat, club, or mace does just as much serious trauma to the human body as an edged weapon or a bullet.

Improvised Weapons

The weapons charts can only go so far. Characters who grab improvised weapons still stand a chance of doing serious damage.

If your improvised weapon is close enough to one of the weapons above, use the associated weapon profile. Otherwise, an improvised weapon does (Durability – 1) damage, with an initiative penalty and Strength requirement equal to the weapon’s Size.

Using an improvised weapon reduces your attack pool by –1 die. On a successful attack, the weapon takes the same amount of damage as it inflicts; Durability reduces this damage as normal. Once the weapon’s Structure is reduced to 0, the object is wrecked.

Melee Weapon Chart

TypeDamageInitiativeStrengthSizeAvailabilitySpecial
Sap0-111Stun
Brass Knuckles0011Use Brawl to attack
Baton1-122
Crowbar2-222
Tire Iron1-322••+1 Defence
Chain1-322Grapple
Shield, small0-222••Concealed
Shield, large2-433••Concealed
Knife0-111
Rapier1-212••Armour Piercing 1
Machete2-222••
Hatchet1-211
Fire Axe3-433••9-again, two-handed
Chainsaw5-643•••9-again, two-handed
Spear2-224+1 Defence, 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-axe.
  • Damage: Indicates the number of bonus successes added to a successful attack to determine the amount of lethal damage dealt.
  • 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 die 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 Defence, and uses its Size as a concealment modifier against ranged attacks.
  • Grapple: Add the chain’s damage rating to your dice pool when grappling.
  • Stun: Halve the victim’s Size when aiming for the head with intent to stun
  • Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the Strength requirement by 1.
  • The reach of a spear gives a +1 Defence bonus against opponents who are unarmed or wield weapons of Size 1.

Ranged Weapons Chart

TypeDmgRangesClipInitiativeStrSizeAvailabilityExample
Revolver, light120/40/806021••SW M640 (.38 Special)
Revolver, heavy235/70/1406-231••SW M29 (.44 Magnum)
Pistol, light120/40/8017 + 1021•••Glock 17 (9mm)
Pistol, heavy230/60/1207 + 1-231•••Colt M1911A1 (.45 ACP)
SMG, small1125/50/10030 + 1-221•••Ingram Mac-10 (9mm)
SMG, large1250/100/20030 + 1-332•••HK MP-5 (9mm)
Rifle4200/400/8005 + 1-523••Remington M-700 (30.06)
Assault Rifle13150/300/60042 + 1-333•••Stery-Aug (5.56mm)
Shotgun2320/40/805 + 1-432••Remington M870 (12-gauge)
Crossbow3240/80/1601-533•••Arrow or whatever
  • Damage: Indicates the number of bonus successes added to a successful attack to determine the amount of lethal damage dealt.
  • Ranges: The listed numbers a short/medium/long ranges in yards/meters. Attacks at medium range suffer a –1 die penalty. Attacks at long range suffer a –2 die 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.