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The Art of Violence

Weapon Damage Tables


Weapon Calibers/Personal
Caliber .177/.25 .22 .22 Magnum .32 .357 Sig .380 .38 Special 9mm .357 Magnum .40 S&W .41 AE .45 ACP .45 Long .44 Magnum .50 AE .454 .460S&W Magnum 5.7x28mm .500S&W Magnum E = m v2 / (2 32.1739 7000). Damage Joules Caliber 85-140 D4-1 .223 141-191 D4 4.7mm 410-439 D4+1 .30 174 D4 7.62x39mm 576-846 D6+1 5.8x42mm 275 D4 5.45x39 256 D4 .308 326-364 D6-1 7.62x54 731 D6+1 .50 D6 D6 D6+1 D6+1 D4+2 D8 D8 D8+1 D6 AP 2D4
477-800 401-453 500-561 641-709 1005-2032 1666 2607 3190-3880 393-529 3610-4109

Damage D8 D6+1 AP D6 D6+2 D6+1 D8 D8+1 D8+1 D4 V D4+1 V D4 V D10 D10 D10-1 D8 D10 D10+1 D2 V D6 V

Joules
1524-1807

880 2010 1800 1316 3551-4100 3594-3939 1548220195 16086 5694 2820-3315 4234 2938 6970 9034 19,489 24000

15.2mm APFSDS 12.7x107mm .50 Alaskan 30-06 .50 Beowulf .485 SOCOM .470 Nitro Express .577 Nitro Express .900 Nitro Express 14.5x114mm

Shotguns
Gauge .410 20 Gauge 16 Gauge 12 Gauge
(3611sl) (2214sh) Shot 2214 Slug 3611

Joules
814

Shot D6 D8 D8+1 D10

Slug D6+1 D8 D10 D10

10 Gauge

D10+1

D10+2

Archery Equipment
Weapon
30lb Bow or Hand XBow 60lb Bow 75lb Bow 90lb Bow or XBow

Damage
D2 D4 D4+1 D4+1

AP
1 1 1 2

Weapon
120lb Bow , XBow Compound Bow 1 150lb XBow, Compound Bow 2 185lb XBow, Compound Bow 3 225lb XBow, Compound Bow 4

Damage
D6 D6 D6 D6+1

AP
2 2 3 4

Less Lethal
Round
Cattle Prod FN 303 18mm round Laser Dazzler LED Strobe Dazzler OC Gas Pepper Spray, Bear Pepper Spray, Civ Pepper Spray, LE Sticky Foam

Stun Damage
D6S + Pain (11) D2/D6S + Distract (11) D4S + Blind (11) D6S + Blind (13)

Notes
Shock the hell out of you. Ouch!! 1 number is Stun check using Impact (Glycol) nd rounds, 2 is for CS Must be pointed in the eyes, causes major distraction. Must be pointed at face, causes major distraction Used in 12gauge, 37mm, and 40mm
st

D6S + Distract (11) D10S + Distract (13) For use on Bears, very intense Over the counter spray D4S + Distract (9) D6S + Distract (11) Police and Federal Issue OC

Stun Gun, Civ D4S + KO (11) Police issue stun baton, shield, or gun Stun Gun, LE D6S + KO (11) Dart launched, check each round Taser D6S + KO (11) Adhesive round, pre-set for stun effect Taser, 37mm D6S + KO (13) Pepper Gas/OC: Attacks the mucous membranes and causes a burning sensation. Causes the eyes to water and the nose to discharge. Can induce an asthma attack. Save vs. the value (Vitality + Vitality) or be -3 steps on all actions until treated. Stun/Taser/Electronics: Causes the muscles to tighten and flex, May induce unconsciousness or extreme discomfort. Save vs. value (Vitality + Vitality). Failure results in being knocked out and taking damage equal to the Stun die in Shock Damage. Laser/Strobe: Pointed at the eyes, blinds target. May induce seizures. These must specifically target the eyes of the opponent (-1 Step due to large beam). Save vs. Vitality + Willpower or be Blinded for the Stun die in Rounds.

Adhesive, resist using Strength, does not actually stun Typical Stun Gun

Weapon Caliber/ Personal Grenades and Rockets


Caliber
35mm Incendiary 37mm Rubber Bullet (multiple) 37mm Teargas 40mm Beehive Buckshot 40mm Frag 40mm White Phosphorous 43mm AT-4 Grenade, Concussion Grenade, CS/CN

Damage
5D6 Fire 4D6 B D6 S D12 W 5D6 W 4D10 W ***** D10 W V 4D6 B D6S + Distract (11)

Duration Area of Affect


Until flammables gone

Effects
Fire Damage +5D6 each round on fire

20 10 20 20 20 20 20 5

N/A 10 rounds N/A N/A 5 minutes Various N/A N/A 10 rounds

Tear Gas (OC or CS) +1D4S each round in area

Fire Damage, Special Has same variety as 40mm Armor Piercing (70) Double stun damage in enclosed space Causes temporary blindness, check must be made every round until out of area

5 15

Grenade, Frag Grenade, Smoke Grenade, Stinger Grenade, Stun (Flash-Bang) Grenade, Thermite Grenade, WP Molotov Cocktail RPG SMAW (HEDP) SMAW (HEAA)

5D6 W 0 4D6 B D4 S + KO (11) D12 rounds D4 V + Fire 4D10 W + Fire 2D4 + Fire 1D6 1D6 B V 1D10 W V

N/A 10 rounds N/A N/A


Until flammables gone Until flammables gone

5 15 10 10 0 3 5
30 15 3
Armor Piercing Obscures area Painful, Double stun damage in enclosed space Causes Blindness and Deafness Fire, cannot be put out, D6 W dmg per round, must be cut off. Fire, cannot be put out, D6 W dmg per round, must be cut off. Fire, cause D4 W dmg per round until extinguished Anti-Vehicle round has Armor Piercing

5 rounds N/A 20 N/A

Flamethrower (manpack)

2D4 + Fire

N/A

Caliber
20mm 25mm 30mm HEAT

Weapon/Caliber Vehicle Mounted Weapons and Cannon Damage Duration Area of Effects Affect
D6 V D6 V D6+1 V AP 5D6 Fire 1D8 V 1D10 V N/A N/A N/A
Until flammables gone

5 10 10 20 20 0

Explosive Explosive Armor Piercing Fire Damage +5D6 each round on fire Explosive Armor Piercing

35mm Incendiary 120mm (HEAT) 120mm (SABOT)

N/A N/A

Effective Small Arms Ranges (in yards)


Type Airgun, Tranq Gun Bow Crossbow Crossbow, Hand Flamethrower Grenade, Launched (includes
RPG, LAW, and Bazooka Type)

Assault 5 30 30 15 5 30 10 50 50 20 20 20 60 50 40 60 60 20/40 5/10 10/40 5 20 5

Moderate 10 100 100 50 10 100 15 500 100 50 40 30 500 300 150 500 500 30/100 10/25 15/50 10 40 9

Long 20 200 150 75 20 250 30 1200 500 70 70 40 800 500 250 1000 800 45/200 15/30 20/120 15 70 15

Extreme NA 500 400 100 NA 400 NA 2000 1200 200 100 NA 1850 800 500 800 1200 NA/400 NA NA /300 20 800 NA

Grenade, Thrown Heavy Machinegun Machinegun Pistol, Large Pistol, Medium Pistol, Small Rifle, Anti Material Rifle, Assault Rifle, Carbine Rifle, Hunting Rifle, Sniper Shotgun, Long Barrel Hunting Shotgun, Sawed Off Shotgun, Short Barrel Shuriken/Knife Sub Machine Gun Water Gun

Weapon Modifiers
Precision Firearm: Add +1 Step to Attack roll Balanced Weapon: This melee weapon adds +1 step to the Attack roll. Laser Sight: Add +1 Step to the Attack roll. May be used on Firearms or Archery equipment Longer Barrel: This is usually used on hunting pistols and extends to barrel to 8-10+. Raises
ranges by 50% Scope: Each level increases the range increment of the weapon. These may be used on Firearms or Crossbows 2x Scope 2x Range Increment 6x Scope, Maximum for Pistol 3x Range Increment 12x Scope 4x Range Increment 24x Scope 5x Range Increment 32x Scope 6x Range Increment

Compensator: This device helps with recoil and allows aimed Burst Fire and Aimed Automatic
Fire at a -2 step penalty. Bipod/Tripod: These devices allow aimed Burst or Automatic Fire for Fully Automatic Wepaons or add +1 Step when used for aiming with semi automatic rifles. Bullpup Design: This design allows for the advantages of the Carbine while maintaining a full length barrel (-1 Gear Slot). Carbine Design: Shorter and easier to carry and conceal. Unfortunately, for this you sacrifice range (use Carbine Ranges, -1 Gear Slot). Paintball Tubes: Allows for the reloading of 75 balls in 1 action. Typically hold 140 balls. Sawed-Off Design: This Design helps the weapons concealment as well as its performance at close range. The weapon does not take the Melee penalty when engaged in close quarters battle or the Shoot from the Hip penalty. A Super Short Sawed-Off (Pistol Size) weapon does not take either penalty either as well as being very easy to carry and conceal. Both of these weapons have extremely short ranges. Speedloader: This device holds 6 shells for a revolver. This allows all 6 rounds to be reloaded using one action.

Ammunition Variants: JHP: Jacketed Hollow Point, Check for Stun equal to the damage of the round. Adds +3 to
damage. Adds +6 to the Defense of Objects or Armor with a Defense value over 15. May act as a carrier for special rounds. AP: Armor Piercing Round, Halves Armor Value before final damage. Glaser Safety Round: Adds +5 Damage to round. Check for Stun with a rating equal to damage after bonuses. Armor values over 15 are doubled. Bi Metal Bullet: A bullet that is made of a combination of metals. It penetrates hard targets but fragments in soft targets. Adds +5 damage to bullet. Check for Stun with a rating equal to the damage after bonuses. Tracer: Adds +2 when determining how many bullets strike during Auto-Fire. FMJ: Full Metal Jacket. This is the base ammunition. Less Lethal: Causes Stun damage Executioners: Hollow point filled with splinters of Blessed White Ash and Garlic in a Holy Oil suspension. VERY useful against Leeches. Causes the bullet to do regular damage to Undead with these vulnerabilities. Eddies: Silvered hollow point filled with Mercury. Check for poisoning vs. 30. Standard bullet damage to Lycanthropes. Dog Poppers: Silvered Bullet with a hollow cavity filled with Silver Nitrate. Lycanthropes REALLY dont like these. Check for poisoning vs. 30 for Lycanthropes. Ghost Dusters: Glaser round made of salt compressed and fused into a bullet. Good against ghosts. Check for Stun (Dispersal) TN 20 if a spirit is hit with one of these. Banshees: Cold Iron Bullets, named because Shidhe scream like a bitch when hit by them. Standard bullet damage plus check for Stun equal to bullet damage or stunned for 1 round in shock. This is only for the first time they are hit with one.

Shotgun Rounds White Ash or Rosewood Slug: Shotgun round that can destroy a vampires heart. Rock Salt Shot: Only good at close range but disperses ghosts very effectively. Foster Slug: A special slug with hollowed front and fins. Add + 2 to accuracy at Long and
Extreme ranges Cubic Shot: Shot is cubes instead of spheres. Has a greater dispersion at close range as well as slightly more damage. Adds +3 damage and use spray rules at Point Blank and Assault range. Disintegrator: A mixture of packed metal dust and wax, used to blow apart locks. Causes 30 damage to objects and has a range of 0 (must be placed up against the target). This round ignores defense of objects. Fireball, Dragons Breath: A round packed with zirconium powder. Causes 18 fire damage and may light flammable objects on fire (check vs. damage after bonuses).

Flechette: Instead of spheres. This round has tiny darts packed in it. Cause extreme damage at
close range and are known to penetrate armor. Ignore 5 AV, +6 damage. Check for Stun with rank equal to damage after bonuses. Frag-12, HE: An experimental grenade round, 30 damage with 5 radius. Frag-12, AP: An experimental grenade round, penetrates/ignores AV of 20. and does 30 damage. Gas: Delivers a small amount of gas to a target, usually OC or CS. 5 spread. Terminator: Hollow core slug filled with dozens of lead pellets, causes extremely traumatic wounds. Add +4 to damage. Bolo, Strung Buck: Two large balls connected by piano wire. Causes extreme trauma as well as possible lopping off limbs. If the target is hit with +20 more than needed, check for amputation.

Pellet Launcher and Rounds Pepper Ball: A ball filled with powdered OC. Check Stun vs. LE Pepper Spray Executioners: A ball filled with Holy Water, Garlic, and White Ash or Rosewood slivers.
Causes Allergy damage. Adhesive: A ball filled with expanding adhesive foam. Howlers: A ball filled with Glue and Powdered Silver. Causes Allergy damage each round until flesh is torn off or solvent is used. Lycan Slayer: A ball filled with OC and fine powdered Silver, typically inhaled. Causes Lycanthrope to lose their sense of smell, damage equals Allergy, and check for Stun as if it is Bear Pepperspray. Elf Busters: A round filled with fine powdered cold iron. Causes Allergy damage. If inhaled (Face shot) causes Stun equal to Bear Pepperspray.

Archery Mods: Broadhead: raises the damage of the bow +2 and causes 12 Damage when removed without
a Medicine (20) check. The Broadhead also penetrates Soft Body Armor. When figuring Defense for armor, use the Melee value. Syringe Rounds: distribute up to 3ml of toxin. May be built custom for up to 20ml. Uses Melee Armor value to determine penetration. Explosive Head: Small grenade round. 30 damage, 5 radius. Reduces range by 30% at each level.

Reloading Gear Crossbow Reloading Strap: Reduces time to reload crossbow by 1 action. Speedloader: Allows reloading of a revolver in 1 action. Stripper Clip: Allows reloading of 5 rounds of rifle ammunition per action for appropriate
style of rifle.

Melee Weapons
Name 9 Section Whip Axe Axe, Great Axe, Small Bottle Brass Knuckles, Sap Gloves Chain, Heavy or Weighted Chainsaw Chair Club Club, Great Club, Large/ Mace Fist/Foot Hammer, Maul Kama Knife Knife, Huge Knife, Large Morningstar Nunchaku Polearm, Glaive Polearm, Spear Sai Scythe Shuriken Sickle Staff Sword Sword, Great Sword, Large Sword, Short Three Piece Rod Tonfa Whip, Bull Damage 10 18 24 14 6 6 10 24 10 6 14 10 4 20 9 7 11 9 12 9 18 9 6 18 4 13 8 15 20 18 12 10 6 6 (18 Stun) Reach M+ M M M M M M+ M M M M M M M M M M M M M M+ M+ M M X M M+ M M M M M M M+ Type Light Med Heavy Light Light Light Light Heavy Med Light Heavy Med Light Heavy Light Light Light Light Light Light Heavy Light Light Heavy Light Light Light Med Heavy Heavy Light Med Light Light Hand 1 1 or 2 2 1 1 1 1 or 2 2 2 1 2 1 or 2 1 2 1 1 1 1 1 1 2 1 or 2 1 2 1 1 2 1 or 2 2 2 1 2 1 1

M= Melee Range (about 3-6 feet)

M+= Extended Melee Range (about 3-9 feet)

X= Thrown Ranges (see range chart)

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