====== Ranged Weapons Chart ====== |**Type**|**Example**|**Damage**|**Range**|**Rate**|**Capacity**|**Conceal**| |Revolver, Lt.| //SW Safety Hammerless (.38)//|4| 12| 3| 6| P| |Revolver, Hvy.|//SW Frontier (.44-40)//| 6|35| 2 |6| J| |Pistol, Lt.* |//Walther Model PP (7.65)//|4| 20| 4| 15+1| P| |Pistol, Hvy.* |//Colt M1911 (.45)//|5| 25| 3| 13+1| J| |Rifle| //Springfield M1903 (.30-6)//|8| 200 |1| 3+1| N| |Submachine Gun*|//MI Thompson (.45)//|4|50|3|30+1|T| |Machine Gun, Lt.*|//BAR M1918 (.30-30)//|7|150|3|30+1|N| |Shotgun |//Winchester M1912 (12-Gauge)//| 8| 20| 1| 5+1| T| |Bow| |4|30|1|1|N| |Crossbow| | 5 |30| 1 per 5 |1| T| ** Damage:** Indicates the damage dice pool. Against mortals, firearms are considered lethal damage. **Range:** This is the practical shot range in yards or meters. Weapons may be fired at twice this distance, but the attacks are considered long range (difficulty 8). **Rate:** The maximum number of bullets or three-round bursts the gun can fire in a single turn. This rate does not apply to full-auto or spray attacks. **Capacity:** The number of shells a gun can hold. The +1 indicates a bullet can be held in the chamber, ready to fire. **Concealment:** P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in a trenchcoat; N = Cannot be concealed on the person at all. *Indicates the weapon is capable of three-round bursts, full auto, and sprays. The crossbow is included for characters. Crossbows require five turns to reload. It inflicts lethal damage.