Here lies your arsenal.
Melee Weapons
Weapon |
Damage |
Concealability |
Sap |
+1B |
Pocket |
Club |
+2B |
Trench coat |
Knife |
+1L |
Jacket |
Sword |
+2L |
Trench coat |
Small axe |
+2L |
Trench coat |
Large axe |
+3L |
No way |
Stake |
+1L |
Trench coat |
Blunt weapons do bashing damage unless aimed at the head.
Ranged Weapons
Weapon |
Damage |
Range |
Rate |
Clip |
Concealability |
Special |
Light revolver |
4L |
Short |
3 |
6+1 |
Pocket |
–
|
Heavy revolver |
6L |
Medium |
2 |
6+1 |
Jacket |
–
|
Light pistol |
4L |
Short |
4 |
17+1 |
Pocket |
Three-round burst |
Heavy pistol |
5L |
Medium |
3 |
7+1 |
Jacket |
Three-round burst |
Rifle |
8L |
Long |
1 |
5+1 |
Nope |
–
|
Small SMG |
4L |
Short |
3 |
30+1 |
Jacket |
Full auto |
Large SMG |
4L |
Medium |
3 |
30+1 |
Trench coat |
Full auto |
Assault rifle |
7L |
Long |
3 |
42+1 |
Nope |
Full auto |
Shotgun |
8L |
Short |
1 |
5+1 |
Trench coat |
–
|
Semi-automatic shotgun |
8L |
Short |
3 |
8+1 |
Trench coat |
–
|
Crossbow |
5L |
Short |
1 |
1 |
Trench coat |
*
|
Targets beyond the weapon's range incur penalties.
The rate is the maximum number of attacks you may make with the weapon when taking multiple actions.
*Crossbows require five full turns to reload but can be used to stake a target; this incurs the normal staking penalty.
Armor
Type |
Rating |
Penalty |
One (reinforced clothing) |
1 |
0 |
Two (armor T-shirt) |
2 |
1 |
Three (Kevlar vest) |
3 |
1 |
Four (flak jacket) |
4 |
2 |
Five (full riot gear) |
5 |
3 |
Armor ratings contribute to your soak pool. All armor may be used to soak bashing and lethal damage.
Any actions requiring speed, grace, finesse or the like (usually Dexterity) lose dice equal to the armor's penalty.
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