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.