DC Heroes RPG – Weapons Locker

(Older article)


This is a semi technical article for the DC Heroes RPG. It is now largely obsolete.

This article was intended to provide a broad, shallow coverage of all sort of common weapons in order both to fix a few oddities in the weapon stats and use in the rulesbook. It also allowed WORG contributors to have a common reference document when writing weapons into writeups.

Other Weapons Locker articles were then added to Writeups.Org and offer a more detailed look into more specific weapon types, such as bows, Star Wars lightsabres or modern anti-vehicle military missiles. These more detailed articles took precedence over this ’weapons 101’ article, but the simplified stats and approach in this article were not amended, for those who prefer quick and dirty approaches.


Newer Weapons Locker articles are slowly replacing the original article. The parts of this article that have been completely, entirely, wholly replaced by newer articles are listed as “DEPRECATED” in dark red.
These old texts have not been destroyed — they are stored at the very end of the article after the “DEPRECATED” banner, in the unlikely case somebody still need them. The rules bit are being deleted altogether and reappear in modernised versions in our New Rules File articles.

This long article contains the necessary information for using weapons that appear in popular fiction in the MEGs system. Before we go, here are a few important points about the mood and objectives :

  • This article can entirely replace the weapon stats in the rulebook. It includes many modifications and different takes on the subject of weapons, based on extensive MEGS experience. Thus, the way weapons are described and the stats are often different from the official stats, which they aim to replace.
  • Entries on Writeups.org have generally been normalised to use stats from this article, or at least a similar approach, to ensure coherence.
  • This is not a technical take on the subject. While I have decent knowledge about weapons, mostly from military and martial arts experience, this is written for a game intended for genres set in popular fiction. Weapons are defined in-game by few stats, with rough granularity ; and fiction is generally written by comic books writers and B movie scenario writers, who are often more interested in the fact that a gun looks cool or has a cool image than by ballistic comparisons. Fine technical detail in balistics or melee techniques is not the name of the game – cool-looking, fast action is.
  • Which is a good thing since the game is intended to be cool and fast. I’ve kept a good density of actual, serious, factual information about weapons in the article, but this is mostly intended as flavour, for the games that have a gritty or technothriller colouration. Again, this is an article on weapons *in fiction*, and is much more interested in what weapons do in stories than their actual specifications.
  • Some weapons have inflated performance in fiction (because they’ve gained an image of efficiency through clever marketing), or do not perform as they do in the real world. In all cases, the fictional depiction of what the weapon does is always preferred to the actual effects. Likewise, here are depicted some weapons that simply wouldn’t work in the real world, and exist solely in the fertile imagination of popular fiction authors. 
  • Weapons are cool – in fiction, and when the idea is to relieve boyish tensions in a spectacular sword duel or gunfight. All this talk about high calibers, big swords and axes, high explosives and such will make everyone involved feel manly and in control and can be used to tell rousing tales with lots of neat stunts and special effects – reality is something that is completely, completely different. Please pay very serious attention to weapons safety and laws.


1/ Personal firearms


Firearms maintenance

An optional rule is to increase the R# of any gun handled by someone who doesn’t have at least Weaponry (firearms): 05 by one, to represent poor maintenance and expertise. This further widens the gap between experts and mook, which models most kinds of popular fiction quite nicely.

Guns as melee weapons

Good-sized handguns and rifles (with the obvious exception of the sniper rifle) can be used for butt clubbing, pistol-whipping and so on. See the part of this article about melee weapons to see how to handle that case. Note that, for regular melee use (many cowboys in wild west movies who have a code against killing will club opponents with their pieces, for instance), the BODY of the gun may not to be bought higher, especially if you have a high STR. The gun can just be tougher than the rest for no reason at all, or you can insist on how it has been specially strengthened to be used in close combat (like Blade’s shotgun in Blade II).

1.1/ Non lethal weaponry


1.1.3/ Others 


1.2/ Excessive firepower department


1.3/ Imaginary high-tech guns


1.4/ Age of Sail weapons

Just in case you need black powder weapons. Technically, there are pretty large differences between the three main generations of black powder guns (matchlock, flintlock, wheellock) but in popular fiction this rarely plays a role. Such weapons are designed to be used as melee weapons once they’ve been discharged, and are thus pretty stout – they have very few moving pieces anyway.

  • Black powder pistol [BODY 05, Projectile weapons: 04, Range: 03, Ammo: 01, R#04, Limitation: Projectile weapons has No Range – use the Range given next instead ; Very long reload time ; Black powder fouling]
    It is not uncommon for fighters to carry a brace of pistols – usually two, but cavalry will usually have three (two on the saddle, one in the right boot). If you need a high-quality flintlock pistol it will almost certainly be a Durrs Egg, a tremendously famed manufacturer. Black powder pistols are generally of high caliber (somewhere between .50 and .70), and although they generally can’t compete with modern firearms, their efficacy on a good hit is not too distinct from your basic XXth century .45, especially in fiction.
  • Black powder musket [BODY 05, Projectile weapons: 05, Ammo: 01, R#04, Limitation: Very long reload time ; Black powder fouling]
    Standard weapon for your Napoleonic soldier, hunter, explorer, etc. The classic example would be the old Brown Bess with which a good chunk of the British Empire was built – or the Charleville, on which a consequent part of the French Empire rested. Americans might be familiar with what is now often called a “Kentucky rifle”, although it was generally just called “a rifle” during its heydays. Such guns, in the military, are almost always fitted with a bayonet (adds EV 04) – but this is not necessarily the case for adventurers, hunters, etc.

Black powder fouling

Historically, with black power weapons, the first shot is much more accurate than the following ones – it’s better prepared, properly rammed down the barrel with a tight fit and the barrel is not yet fouled with powder residues. The first salvo in a battle was thus very important, since it was the only one with something resembling accuracy.

Thus, any weapon with the “Black powder fouling” Drawback (worth 5 points) will receive a 1 CS Penalty to AV when reloaded and shot as long as it has not been meticulously cleaned and primed – and long and boring endeavour. While this is usually the kind of rule that would be dumped for simplicity’s sake, it does encourage the kind of behaviour seen in period fiction – discharge guns and then go at it with blades.

1.5/ Energy guns

Comic books often depict “laser pistols” in contemporary settings – and of course, many science fiction setting will include energy guns. Generally speaking, the kind of energy is rather indifferent – you can call them blasters, laser guns, phasers, ion guns, molecular disruptors, disintegrators, death rays, etc.& make the beams continuous or dotted, or have them shoot a small packet of energy, etc. the game stats and the effects in fiction will be the same.

  • Baseline energy pistol [BODY 03, Energy blast: 05, R#03]
    When energy pistols are used, those stats are likely to fit. Mostly, those depicts guns in environment where gunfights are not really different from gunfights in a modern action movie. People can sometimes survive being hit, guns are not powerful enough to blow away significant cover, etc. Those stats are very common for energy guns used by modern (XXIth century) but high-tech agents in comic books. Of course, experimental technology can have a higher R#.
  • Powerful energy pistol [BODY 03, Energy blast: 07, R#03]
    This model is for environement where you notice that handguns are much more powerful than anything else on Earth. Being hit is usually fatal (unless force fields and super-advanced armor are available), and this gun can blow a good hole in a non-reinforced wall in one or two shots. Delameters in E.E. ”Doc” Smith’s fiction have this efficiency, as well as hand held phasers in Star Trek. Often, such a gun will be described as a baseline gun that has somehow been boosted or customized, such as the heavy blaster used by Han Solo in Star Wars.
  • Badass energy pistol [BODY 03, Energy blast: 09, R#03]
    This kind of weapon is usually quite rare – it requires extremely advanced technology, and packs enough punch to cripple a modern, lighty-armored vehicle in two or three shots. This kind of firepower tends to be reserved to “named” characters, and could be a highly-experimental super-weapon. In the Marvel Universe, Shi’ar guns used by the Starjammers have this kind of power.
  • Energy rifles
    In most cases, energy rifles perform just as pistols, and the only difference is in looks. Dashing heroes will use pistols, and faceless soldiers rifles and carbines, but overall effectiveness is usually the same (except soldiers keep missing while heroes have a high AV). For those environment where full-sized weapons with a stock and a long barrel seems noticeably more powerful than hand-held ones, simply increase the Energy blast rating of the rifle version by one AP, making it twice as powerful and much longer-ranged.
  • Stunners
    In science-fiction and some comics, some energy weapons are “stunners” – that knock target out but do not inflct any damage. Those have the same stats as other energy weapons, but inflict Bashing damage. In many cases the settingof an energy weapon can be varied between “stun” (Bashing) and “kill” (Killing) ; as usual a weapon that can only inflict one kind of damage receives a -1 FC Limitation.
    For some types of stunners, replace Energy blast with Sonic beam to represent a sonic, ultra-sonic, infra-sonic, quasi-sonic or vibrational blast – stunners are often depicted as using sonics.
    Like other energy weapons, stunners are seen as both pistols and rifles.

2/ Ammunition

When paying the HP cost for a gun, the Character has that gun with a full load of ammunition. It is possible to buy loads separately – for instance a clip, a speed-loader (for a revolver) or even loose ammunition in your pocket (for a shotgun). Those are carried on the character’s person, and he can reload in the field.

The stats for a load of ammo are very linked to the gun it will be used for. For instance, a 13-rounds clip for a 9mm will have the following stats [BODY 02, EV 04, Ammo: 13, Limitation : Ammunition load for my Browning Hi-Power]. The EV is the same as for the gun, as well as the number in Ammo. All ammunition loads are considered to have a BODY of 02.

New advantages and Powers used for ammunition

Low penetration (-1 FC)
The Low Penetration Limitation is given to ammunition that tends not to penetrate strong armor. Ammunition with this Limitation reacts as if the opposing RV was one CS higher *if* the RV is equal or superior to their own EV + 1CS.

High energy transfer (+1 FC)
The High energy transfer Bonus is given to ammunition that tend to inflict unusual damage after penetration due to fragmentation, disintegration, unusual flattening and widening and such. If the shot gains positive RAPs, one RAP is automatically added to the result.

Low energy transfer (-1FC)
The Low energy transfer Limitation is given to ammunition that tend not to cause wide wounds as it does not deform inside it’s target, simply perforating it. If the shot gains positive RAPs, one RAP is automatically subtracted to the result.

See the New powers section of writeups.org (in the “rules” category). APs of Power are subtracted to the opposing RV, with a minimum RV of 04.

Incendiary (Base cost +5)
Incendiary ammunitions will normally set fire to what they hit. This isn’t an instantaneous raging inferno, but rather the slow start of a normal fire. If that is important, this ammunition has a “firesetting power” of 02, to be matched against the difficulty for starting a fire on the Universal modifier Table has an automatic action.

2.1/ Specialty ammunition (helpers: Angel, Orion, William Peterson)


3/ Firearms gadgets


4/ Grenades


5/ Melee weapons

While close combat is popular fiction is often conducted with fisticuffs (from simple brawling to highly spectacular slow-motion kung fu), a large array of melee weapons is still used. Not that melee weapon EV is stackable with STR – see the sidebar.

5.1/ Generic melee weapons

  • Generic concealed melee weapons [BODY 03, EV 02, R#03]
    This covers shivs, shanks, brass knuckles, roll of coins held in the fist, sap gloves, small punch daggers… Small weapons often not much bigger than a hand.
  • Generic common melee weapon [BODY 04, EV 03, R#02]
    This covers all manners of short, utilitarian weapons. Combat knives, exotic knives such as kriss and billy clubs or hardened flashlights are the most common representatives of this category. Small and dulled machetes, too, or meat cleavers. And clubs and smallswords.
  • Generic heavy melee weapon [BODY 04, EV 04, R#02]
    This covers mostly the medieval close combat arsenal : swords, maces, scimitars, battle axes, flail, quarterstaff, sabre, rapier, warhammer, nunchaku, spear… Oh, and the katana. How could I possibly forget katanas ? On the modern side, a tough baseball bat also qualifies for this category, as well as sharpened spades (those were a very common weapon during WWI) – or the mean beaked crow bar from Half-life.
  • Generic real big melee weapon [BODY 05, EV 05, R#02]
    This covers huge, heavy, two-handed contraptions. Greatswords, claymores, really huge two-handed battleaxes and warhammers, zweihanders, halberds, the ever-lovable giant glaive-guisarme, real big flamberges, huge two-handed flails with multiple ball-and-chains… All those things need a really muscular wielder, preferably with long hair and a loincloth.

5.2/ Specific melee weapons

  • Sai, tonfa, main gauche [BODY 04, EV 03, R#02, +1CS to Block]
    Those Okinawan weapons are well known since they are very common in Te, the body of techniques regarding Okinawan weapons. Ever since the 90s, they have extended from martial artists to cops. Tonfa (side-handle batons – a very common model in police is the Monadnock PR-24) are quite common in American, European and Asian police forces ; sai (three-pronged daggers) are likewise available in modern materials, with simplified techniques intended for pragmatic use on the street by police officers. Lastly, a main gauche is a stout parrying dagger with a heavy “basket” type guard. All those designs are very handy to parry incoming attacks, and are often depicted as being quite efficient at this in popular fiction.
    More rarely, sai can have a +1 CS to Disarm bonus *instead* of the +1 CS to Block.
    Both + 1CS Bonuses are a 20 points Advantage for the weapon.
  • Ninja chain weapon [BODY 04, EV 03, Extra limb: 04, R#02]
    There are numerous variations on this, but this is basically a weighted chain attached to a big knife or straight sickle. The chain is used to strike, disarm, entangle and confound the opponent while the bladed weapon does the usual stuff. Seldom seen outside of proficient ninjutsu students, but ninjas and popular fiction being such a love story… Common types include the kusarigama and the kyokestu-shogi.
  • Manrikigusari [BODY 04, EV 04, Extra limb: 04, R#02]
    A well-crafted, weighted long chain. it requires much more space than the previous weapon (to be spun properly), but the force behind blows is remarkable. Manrikigusari means “power of then thousand men”, IIRC.
  • Elite nunchaku [BODY 04, EV 04, R#02, Lightning Reflexes]
    Occasionally (and this is mostly Bruce Lee’s fault), nunchaku are depicted are being formidably fast weapons, able to strike like greased lightning and giving an advantage over all other melee weapons. Such “elite” nunchaku thus add two points to their wielder’s initiative, by increasing their range and speed. It should go without saying that the Lightning reflexes attribute of the nunchaku is more a reflection of the genre and image of the weapon than an actual, physical propriety of the nunchaku.
  • Bullwhip [BODY 03, EV 02, Stretching: 01, Limitation : Stretching does not allow for fine manipulation (-2)]
    A somewhat common weapon for heroes. A little Stretching, even at 01 AP, can go a long way – ranged Disarm, ranged Grappling, catching the overhead beam as the deathtrap opens…
  • Tactical baton [BODY 04, EV 03, Shrink: 02, R#02]
    This steel baton can telescope back into its handle (Shrink), and be extended back to its full length of 20 to 25” with a flick of the wrist. Extending a tac baton is a good moment to make a Charisma (intimidation) attempt. The best tac batons are often made by the firm ASP.
  • Staff-spear or swordcane [BODY 04, EV 04, R#03, Insta-change]
    Most often, a long walking stick which can pop a mean spear-heads at one (or both !) end by twisting a special part, or a rapier hidden inside a good quality cane or walking stick. Both use Insta-change to denote the trick ; both can be used as blunt stick without drawing the blade, with an EV of 03.
  • Taser baton [BODY 03, Lightning (No Range): 04, R#03]
    A police-type baton ; it doesn’t hit as hard as a real nightstick, but the idea here is just to touch the opponent to shock him with an electrical charge, rather than bludgeon him to unconsciousness. Often called a stun baton. A “stun gun” is pretty much the same thing but you have to punch/touch the opponent instead of clubbing him. They have the same stats.
  • Combat chainsaw [BODY 04, EV 06, R#03]
    I’ll admit it, this one is rare outside of the Doom video game or the much rarer Chainsaw Warrior boardgame. Or Evil Dead films. But somebody is going to ask for those sooner or later, probably to stop an undead serial killer with lots of Invulnerability.
  • Defensive spray [BODY 02, Chemical attack (No Range): 03 to 05, Ammo: 01 to 06, R#03]
    Often known as a “pepper spray”, it’s a small can that sprays an aerosol that irritates, burns, chokes, etc. One with 03 APs is an older, 8 to 10% “mace” lady’s purse spray ; most have 04. A 05 APs one is something like a 17% OC spray – most likely a strong police spray or something intended to deter a bear from attacking. Some versions are in fact intended for bears, wild dogs and the like, and have Reduced Range (02 APs) instead of No Range.
    The psychological impact of being hit with such a spray if often greater than the actual shock from the chemicals – untrained people and animals will tend to run away yelling and looking for water. Also, most police sprays are laced with UV dye.
  • Garrote [BODY 03, /STR/ 05, Limitation : /STR/ only in Grappling combat that starts with a Blindside Attack]
    Waxed leather strap, or steel wire with two wooden handles, or thugee weighted silk… As noted above you have to surprise your target first, but then you have a great asset in leverage, positioning and sheer damage. A classic for assassination and sentry removal.
  • Monomolecular blades and vibro-weapons
    Those are usually best handled by using the usual stats for that weapon and then adding some APs of the Sharpness power, allowing him to shear through armor and superhuman toughness. Some will simply have enhanced Evs. Rule of thumb : if the weapon is instantly lethal to unprotected humans and animals, it’s a high EV one ; if it ignores armor but does not inflict larger wounds than an equivalent sword/knife/whatever would, then Sharpness is probably the best way.
  • Lightsabres
    Those have a specific entry – search for “light” on writeups.org for full stats, details and rules on Star Wars-type lightstabres.
  • Gun glove [BODY 04, EV 02, Projectile weapon: 03 (No Range, Ammo: 01), R#04]
    A silly, impractical OSS weapon developed during WWII. Basically a weighted glove with a steel plate on top, a one-shot gun on the plate and a striker assembly that shoots the gun when something is punched hard. It might be a viable weapon in a comic book, action movie or cheap espionage novel environment, though.
  • Bang stick [BODY 04, EV 03, Projectile weapon: 06 (No range, Ammo: 01), R#02]
    Those are never seen on dry land in fiction, but having stats for them can get pretty useful if the adventure includes some underwater diving. Bang sticks are solid rods with a single round of ammunition (usually a .12 gauge 00 shot, although 5.56mm is not unheard of). The main purpose of those is to kill sharks in case of attack – stabbing the shark with the rod will shoot it.
    Since the goal is to blast an adult shark dead in one blow, bang sticks are usually depicted as being very powerful in the few fiction pieces where they appear.
  • Speargun [BODY 04, Projectile weapon: 04, Range: 02, Ammo: 01, R#02, Limitation: Long Reload Time]
    More common than bang sticks, but also only seen in underwater adventure. Your classic carbine-sized gun with a metal spear or harppon attached with a line, it is designed to be used for underwater hunting. The spear or harpoon skewer the fish and the diver recovers the spear and fish, frees the spear and rearm the gun, which is usually fired using compressed air.
    Although those are not very powerful weapon (they’re for hunting lil‘ fishes), in fiction they often seem pretty deadly in frogmen vs. frogmen combat, hence the surprisngky high EV.

Combining EV and STR

Melee weapons act like a multiplier for the wielder strength – swung weapons act like a lever, and thrust weapons concentrate force on a small area of impact.

Thus, the basic way weapons work is to add their EV to your own EV (your STR score)- using APs maths, of course. Note that it only works one way – you can add the weapon’s EV to your STR, but not your STR to your weapon’s EV. So a STR 02 guy with an EV 04 rapier will use the rapier’s EV of 04, while his far more powerful STR 04 compadre will add the rapier’s EV to his STR for an EV of 05. 

This addition is only possible if the weapon’s BODY is at least equal to your STR. If that is not the case, maximum EV is the weapon’s BODY, even if that is below the wielder’s STR.

Characters substituting their Martial artist skill for EV during a given Phase can also add, using APs maths, the weapon’s EV to their own EV. The weapon’s BODY still need to be at least equal to their STR.

This ensure that now super-strong character will waste time brandishing ordinary weapons (none ever does in comics), that we do not have to use silly weapon breakage rule for excessive STR, and that weapons for tough combatants and super-strong guys tend to be way more resistant than those of ordinary soldiers.

6/ Exotic ranged weapons

Archaic weaponry is used quite often in comics, even against guns, and tends to be the province of superbly skilled exotic weapon experts.

6.1/ Bows and crossbows


  • Pistol crossbow [BODY 03, Range: 03, Ammo: 01, R#03, Limitation : Long reload time] w/Bolt [BODY 02, EV 03]
    Either a deadly modern toy, or something from a fantasy environment (you need very strong materials to build one). Pistol crossbows are more compact than most weapons in this category and can be shot one-handed.
  • Light crossbow [BODY 03, Range: 04, Ammo: 01, R#03, Limitation : Long reload time] w/Bolt [BODY 02, EV 04]
    Describes most serious historical crossbows ; when it’s just “a crossbow” use those stats. You use a sort of lever to cock those. Crossbows are a bit slow, but you don’t need to be as strong and skilled as a longbow user to use them efficiently.
  • Heavy crossbow [BODY 04, Range: 05, Ammo: 01, R#03, Limitation : Very long reload time] w/Bolt [BODY 02, EV 05]
    A heavy thing with lots of tension – you use a winch and foot stirrup to cock one. Those are intended to defeat heavy medieval armor, and perform nicely in that regard. Some medieval crossbowmen will carry a huge shield strapped on their back, so they can turn their back to enemy missiles and crouch in order to reload their weapon under cover. You can call Heavy crossbows “arbalests” if you want to sound knowledgeable.
  • Modern crossbow [BODY 04, Range: 05, Ammo: 01, R#03, Limitation : Long reload time] w/Bolt [BODY 02, EV 05]
    High-tech crossbow in composite materials. Great for sport hunting in the real world, used for silent combat and sentry removal in popular fiction. Always depicted as silent, one shot-one kill affairs, preferably with IR sight and painted black.
    Models with cool names include the Barnett Demon, Barnett Commando II or Excalibur ExoMag.
  • Bolts [BODY 02, EV ##, Ammo: 10, Limitation : Ammunition load for ## crossbow].
    Bolts are bought just like ammo for personal firearms – 10 is the usual capacity when putting them in a bolt-case, but modern crossbow will allow for clipping six bolts on the crossbow itself. Note that bolts in popular fiction can be antipersonnel (very broad quarrel head), armor-piecing (bodkin head) or blunt. Further trick bolts are possible but will require the use of Gadgetry.
    Note that you can stab people with bolts, using their EV minus two, but they are unlikely to last very long. This is a free feature, not costing any point.

6.2/ Odd stuff

  • Ballistic knife [BODY 04, EV 03, Projectile weapon: 05, Range: 03, Ammo: 01, Limitation: Projectile weapon has No Range – use the Range given next instead, No Reload in the Field]
    This is bayonet-type knife with an unusually long handle. The handle include a powerful spring, and at the press of a button the blade can be launched with far more force than a man could throw a knife with – more than enough the penetrate older types of soft body armor. This weapon was originally developped for Soviet special forces but has since been copied.

  • Ninja blowgun [BODY 01, Range: 02, Ammo: 01, Limitation : Long Reload Time]
    A short (40 cm-ish) blowgun intended to propel poisoned darts, it can occasionally be broken down in two sections for increased concelement (Add Shrink: 01 to the stats for such models).
    The dart has no EV and will not penetrate thick clothing (anything tougher than a tough blue-jean), BODY 07+ targets or any kind of Skin armor, force field or armor. Usual stats for a suitable dart could be [BODY 01, poison touch: 03] although Paralysis, Flash, etc. could be possibilities. Skilled users will often resort to Trick Shots to the neck.

  • Long blowgun [BODY 01, Range: 03, Ammo: 01, Limitation : Long Reload Time]
    A long (one or two metres, with a special mouthpiece) blowgun intended to propel poisoned darts, often associated with native Amazon tribes.
    The dart has no EV and will not penetrate winter or reinforced clothing, BODY 08+ targets or any kind of Skin armor, force field or armor. Usual stats for a suitable dart could be [BODY 01, poison touch: 04] although Paralysis, Flash, etc. could be possibilities.

6.3/ Thrown weapons

  • Throwing knife [BODY 03, EV 03, Range: 03, Grenade drawback]
    A slim, balanced weapon with little in the way of a handle, specifically intended for throwing.

  • Javelin [BODY 02, EV 03, Range: 04, Grenade drawback]
    By far the most common thrown weapon in history. In comic books those will often be telescopic weapons made of light metals, for easy carriage – or thin and short and held in a big quiver. Paint them yellow for an added bonus.

  • Shuriken and other small blades and spikes [BODY 03, EV 02, Range: 02, Grenade drawback, Dart bonus]
    Aka “ninja star”, those are small metallic cutting or piercing weapons, normally used for diversion or poisoning – but popular fiction experts will turn those in deadly weapons. The traditional number of shuriken carried by a ninja is nine.

  • Throwing stick [BODY 02, EV 02, Range: 03, Grenade drawback]
    Throwing sticks are used in most primitive culture for hunting (especially birds), and generally look like miniature aerodynamic clubs – although one, the kangaroo rat stick, is a sort of flexible rod that is rocked back and forth before being thrown. They do Bashing damage, and some cultures have tales of experts able to hit pressure points with them. I don’t think a comic character has used those yet. Note that real-world boomerangs do not fly back, and are thus throwing sticks – but they’ll have one more AP in Range than usual.

  • Throwing iron [BODY 04, EV 05, Range: 04, Grenade drawback]
    A classic Central African weapon, it looks like a small machete with two or three sharp, smaller blades spurring from it. They weight about three pounds and inflict serious damage ; you throw them horizontally with a grunting noise. I don’t think a comic character has used those yet. Call them a mongwanga if you want to sound local.

  • Throwing axe [BODY 04, EV 04, Range: 03, Grenade drawback]
    Also called a francisca, hurlbat, etc. they tend to be used by Vikings with winged helms. Letting out a wild yell while hurling those is a plus. They are quite, quite rare in popular fictions without Vikings or other muscular barbarians, but you never know.

  • Sling
    Slings are uncool ; besides they look like something a hobbit would use. Only a forgotten Green Arrow villain ever used one. The only cool use of slings is to improvise one to hurl grenades (this was not uncommon for French troops during Crimea and WWI, and it is quite probable other armies did too).
    Ah, no, wait, there’s the French Robin-Hood type known as Thierry la fronde, from 60s TV serials. He was cool. So, okay, you get to use slings : [BODY 02, Range: 04, Ammo: 01, Note : Range can also be used to propel small aerodynamic objects, Long reload time]. Ammunition includes Hard Metal Pellets [BODY 02, EV 03, Note : sometimes called a glandula] or Random Stuff Such As Rocks [BODY 01, EV 02].

  • Bola [BODY 04, EV 03, Snare: 06, Limitation : Snare cannot be higher than the relevant Weaponry skill of the user (-1), Grenade drawback]
    Two, three or four weights linked by ropes. They are both a blunt weapon and an entangling one, normally thrown at the legs of a running animal. Most types of bolas originate from South America. Many comic books bola will also be usable in melee as a flail of sort, with a higher BODY ; Bolas with metallic ropes will also have a higher BODY. Trick bolas, using Gadgetry to turn the weights into grenade-like charges, are quite feasible in popular fiction.

  • Lariat [BODY 04, Stretching: 02 (No fine manipulation, -2)]
    BODY can be higher – for instance a steel-fiber lasso can have up to 10 BODY. The usual usage is to make a Grappling attempt via the Stretching, using the relevant Weaponry skill and STR as AV/OV. You can also just use the Stretching to catch things.

  • Chakram [BODY 03, EV 03, Range: 04, Grenade drawback]
    Previously obscure, they have been made popular by the Xena TV show. Those flat steel rings with sharpened outer edges are sometimes thrown by spinning them around a raised finger, then releasing them – although fresbee-type throws exist. They are a traditional Sikh weapon.

  • Boomerang [BODY 04, EV 03, Range: 05]
    Popular fiction boomerangs will return to the thrower ; missing a target and then attacking it from behind on the return path is a Critical or Devastating throw. Bladed metal boomerangs will often be quite effective for no clear reason, with an EV of 05.

Thrown weapons for extremely strong wielders

When used by a very strong fighter, thrown weapons can inflict greater damage. STR-increased EV is STR -2 for Thrown weapons, with a maximum of two times the original EV.

This EV should only be used if it is greater than the base EV. Weapons will be destroyed, unless their BODY is at least equal to the wielder’s STR.

Likewise, Range can be increased to STR -2 for Thrown weapons, with a maximum of original range +1.

Recovering thrown weapons

Thrown weapons are normally never recovered (hence the Grenade drawback). In the rare cases where a character insist on recovering them, it takes about ten minutes or more of searching and half of the projectiles (round down) are recoverable.

7/ Body armour

7.1/ Conventional armor suits

Here is a selection of body armour suits, from kevlar to chainmail, that is common in popular fiction.

  • Padded/leather armor [/BODY/ 04 or /BODY/ 05, Limitation: Real Armour]
    Medieval-type leather armor is not too commonly seen – but padded and lightly armored suits are more common. Sparring armor worn by some martial artists (often in tae kwon do) would have the same stats. Those are generally /BODY/ 04, but if you have a BODY of 04 yourself /BODY/ 05 is possible. Most genres assume that people with BODY 05+ don’t need no light armor and look more heroic by exposing their glistening, virile muscles (or stupendous curves).
  • Concealed chainmail [BODY 04, Invulnerability: 04, Skin armor: 01, Limitation : Invulnerability and Skin armor only vs slashing and piercing weapons ; Real Armour]
    Classic examples would be worn under ninja suits (and silenced – often a mixture of steel rods, scales sewned in the cloth, and chainmail), as anti-assassination vests by medieval middle-eastern VIPs, or by tong hatchetmen on the West Coast in the 1920s.
  • Chainmail [BODY 04, Invulnerability: 04, Skin armor: 02, Limitation : Invulnnerability and Skin armor only vs slashing and piercing weapons ; Real Armour]
    The real McCoy, whether or medieval one or a modern one such as the suit worn by Captain America (micro-chainmail, with scale armor on the upper torso). Many characters with medieval roots and “Knight” in their name will wear chainmail.

  • Platemail [/BODY/05, Invulnerability: 04, Skin armor: 01, Limitation : Skin armor only vs slashing and piercing weapons ; Real Armour]
    Early and intermediate platemail is rarely depicted – in popular fiction you’ll often see full field plate armor no matter what the historical period is. Platemail can be defeated by big crossbows, huge military flails, or guns – but this is a very tough set of armor. Platemail does not really restrain moves for a trained wearer, however it is hot and heavy and wearing it for long can be a nightmare.

  • Concealed ballistic vest [BODY 04, Invulnerability: 05, Skin armor: 01, Limitation : Invulnerability and Skin armor only vs bullets and slashing and piercing weapons ; Real Armour]
    A vest often worn by cops and other people in a high-risk, but not overtly tactical situation. In the 70s and 80s, such vests were vulnerable to slashing and piercing melee weapons, and the Skin armor only applied to bullets ; newer materials have long since changed that. This preconception persists in some writers, however, and may thus still be used. It is commonly referred as Type IIA or Type II body armor in the USA.

  • Tactical vest [BODY 04, Invulnerability: 05, Skin armor: 02, Limitation : Invulnerability and Skin armor only vs bullets and slashing and piercing weapons ; Real Armour]
    A big, somewhat bulky and black “flack jacket” worn by cops in tactical situations and assorted SWAT guys. It is commonly referred as Type IIIA or Type III body armor in the USA. The armored suits worn by many costumed agents for nefarious comic book organizations (or advanced law-enforcement agencies) have the same stats, although they are more covering and high-tech – and often include useful gadgets, such as tactical radios.

  • Riot armor [BODY 04, Invulnerability: 05, Skin armor: 02, Limitation : Invulnerability and Skin armor do not apply against bullets ; Real Armour]
    A full suit intended to protect against blows, shanks, baseball bats, molotov cocktails, chains, hurled rocks, broken bottles, switchblades, etc. Very obvious and often somewhat intimidating, such as the somewhat futuristic black armor French CRS wear. Advanced versions will include a lightweight gas mask and assorted protections (Sealed systems: 04, Only against gasses).

7.2/ Shields

Shields are usually used for Blocking, so their main relevant attribute will be their BODY score.

  • Light shield [BODY 03]
    A low-tech shield, such as leather over a wooden frame – or one of those Lexan riot shields from the 60s and 70s, which are mostly intended against hurled stones, bottles and the like (they are also widely used in prisons as “corrections shields”). A medieval one weights about 3 to 4 kg, which is rather heavy.

  • Medieval shield [BODY 04]
    Usually a wooden, kite-shaped, metal-reinforced affair with leather straps – although some types of shields made of multiple glued layers of hide and papers are suprisingly effective and would qualify for this category. It can weight 7 to 8 kg, which is damn heavy.

  • Tactical shield [BODY 05]
    Modern SWAT ordnance intended as mobile cover against smallarms fire – often called a ballistic shield. Usually a large affair (large enough to cover a crouching officer) with a clear slit and the word “POLICE” written on it. A common policy if for an officer to handle the shield while a weapons specialist uses the cover and shoot, since doing both is quite awkward and very tiring. A big one with a IIIA rating will weight more than 10kg.

  • Special steel alloy combat shield [BODY 12]
    Special-purposes shields used by some characters in comic books, those are extremely expensive and can easily take superhumanly powerful attacks and heavy weapons fire while remaining lightweight – it can even be used as a thrown or melee weapon. They can somehow stop the inertia of powerful blows when Blocking. Captain America’s first shield, and those used by his successors, were of this type.

7.3/ Power armor

Asides from some specific science-fiction settings (such as the Starship Troopers novel, some role-playing games cyberpunk settings and many manga), power armor is usually one of a kind, and must be built by somebody with Genius who goes on to become a super-hero or villain. However, it is not uncommon in comics to see some not-very-powerful suits of power armor used experimentally by very rich armies and agencies – often when the goal is to engage superhumans.

Two such experimental, horribly expensive suits appear here. More powerful suits are sometimes built by Geniuses, in quantity (twenty or so), such as the Mandroid or Guardsman classes in the Marvel Universe or the Team Luthor and Rocket Red armors in the DCU.

Such armor will probably be developped from a Land Warrior-type program ; in the real world only Australia, France and the U.S. are pursuing such research (although the UK will presumably benefit from US ordnance), the US being the most advanced in the armor field.

  • Tactical power armor [/STR/ 05 /BODY/ 05, Invulnerability: 06, Radio communications: 06, Sealed systems: 06, Shade: 02, Skin armor: 03, Thermal vision: 04, Limitation: Real Armour]
    A fully enclosed, armored exoskeleton with tactical radio and specialized optics. The goal for this armor is to remain mobile and not to be too bulky, but it cannot really maneuver in close quarter battle. Some extremely well-funded anti-superhuman SWAT teams in major US cities may have two or three. They usually use machinegun-sized weapons and imaginary high-tech assault rifles, using their great strength to counteract recoil. Sometimes those will be equipped with a jet pack [BODY 03, Flight: 04, R#03].

  • Assault power armor [/STR/ 06 /BODY/ 07, Invulnerability: 06, Radio communications (scrambled): 06, Running: 03, Sealed systems: 07, Skin armor: 02, Thermal vision: 05, Ultra-vision: 05]
    Highly advanced military hardware which is somewhere between a small one-man vehicle and a bulky suit or armor. Those are about 7’ high and weight about 800lbs, and are usually equipped with heavy weapons wielded like rifles. They are quite useful to bear loads and ammunition, and some even have grips for well-trained soldiers to hitch a ride on one. The strength is quite useful to clear obstacles, and will help tremendously against superhumans. However, since no soldier has both the martial skill and the vehicular skill to succesfully engage most superhumans in hand-to-hand, the usual tactic is to shoot. Those suits are usually too heavy to have a jet pack, but a built-in multiple-barrel machine gun or energy cannon with Projectile weapons: 08 or Energy blast: 08 is quite possible instead of a hand-held weapon.

Genoshan heavy power armor and soldiers

The “real armour” Drawbacks ( 10 pts)

This generic Drawback simply denotes two types of problems :

  • you have to put it on, which can be long, especially if you want a good fit that does not cause problems later on. Some armours may even require an assistant to put on. Most real armours also tends to be heavy and hot, and hard to wear for prolonged periods of time.
  • the Skin Armor power for this armor (if any) is only useful for human flesh and wearers of comparable durability – it will not raise the RV of people who are bulletproof. Thus, the maximum RV that can be reached via the Skin Armor power of something with Real Armour is 08.

8/ Military firepower


Recoil for heavy weapons

Face it – *somebody* will want to use those guns from the hip. Recoil values for those are : Heavy machinegun: 08, Grenade machinegun: 09, Man-portable gatling gun: 04. Those weapons will also reduce your movement rate while firing – reduce movement speed by ((recoil+3) – STR) APs when shooting.



Below are the texts that have been removed from the main article since they’ve been superseded by much better content in other Weapons Locker article. We keep them around just in case, but really there’s no reason to read this. And there’s no modern formatting anyway.

1/ Personal firearms

We are going to distinguish the following “species” of personal firearms :

  • Derringer [BODY 03, Projectile weapons: 02 (Diminishing), Ammo: 04, R#04, Drawback: Long reload time]

    This is a derringer or any small-caliber, compact gun that fits in the palm. In comics and movies such guns, presumably in .32, are anemic and can only be efficient in the hand of experts or against people with a BODY of 02 or 03. They are used by gamblers and other subtle, refined crooks. Some gun nuts also carry one or two as backup weapons, and this may sometime be seen as a “purse gun” for a woman.

    Brand name are unlikely to be told, it’s just “a derringer”. The Punisher packs a Semmerling LM-4, if you want the same one than he does.

  • Badass derringer [BODY 03, Projectile weapons: 04 (Diminishing), Range: 02, Ammo: 04, R#03, Drawback: Long reload time]

    A .357 caliber yet very small gun that fits in the palm of the hand. In comics and movie this the manly version of the derringer, and since it’s .357 it’s very powerful (it’s, like, a *magnum*. Wow.) People who are likely to carry serious concealed weapons will often have one.

    It is almost invariably based on the COP handgun, which has four very short barrels – one for each bullet.

  • Nancy gun [BODY 03, Projectile weapons: 03, Ammo: 06, R#04]

    Several kind of guns may have that label :

    – any gun wielded by cannon fodder. A .38 in the hands of a tough, hard-boiled detective is likely to be a Manly Point Thirty-Eight Speshul (see below), but in the hands of a random thug or beat cop in the 70s it will most likely be a nancy gun. Brands are almost never given for “mook guns”.

    – holdout pieces – small guns that are no derringer, but not full-sized pieces either. Since they are small they are treated as being less efficient, and use the “nancy gun” stats. Cool-sounding models may include the Beretta M21 Bobcat, the Russian Makarov, the Spanish Firestar, or James Bond’s Walther PPK.

    – those annoying cheap .380 semi-autos that seem to be available at vending machines in any bad American neighborhood – street guns. Last time I check the BATF the most heavily-used gun on the streets was the .380 Lorcin, so have some cop say that when finding one if you want to look knowledgeable. (Lorcin folded in 1999, but Jennings, Phoenix, Raven arms and Sundance produce similar cheap, weak, unreliable weapons. None will ever match the Lady Lorcin with its chrome and pink finish, though).

    Semi-auto nancy guns will often have an Ammo: 08 rating, but who cares ? Have them stay at Ammo: 06 and everything will be fine. 
  • 9mm [BODY 04, Projectile weapons: 04, Ammo: 15, R#03]

    The basic, workhorse handgun in mid-caliber (although the US are for some reason now shifting back to .40+ handguns for their innumerable agencies). 9mm (technically, 9 x 19mm) start to appear with the XXth century (think about the infamous “nazi pistol”, the Luger PO8) and are still the most commonly seen handguns in popular fiction. 

    Brand names are numerous and include Beretta 92, Browning Hi-Power, Glock 17 (up the Ammo to 17 or 18), Heckler und Koch P7, Ruger K89, Sig Sauer P-220, CZ-75 (from Czechoslovakia, okay for experts with encyclopedic knowledge as it is a fine gun indeed), Colt Double Eagle, IMI Baby Eagle, FN Five-seveN, etc. James Bond now carry a gun in this category, the Walther P99. People who like Israeli guns can have a Jericho or a Kareen, and Russians will pack a Gyurza or Yarygina (both of those normally use AP ammunition, see below).

  • .45 [BODY 04, Projectile weapons: 04, Ammo: 08, R#02]

    The *other* basic, workhorse handgun in mid-caliber. It was almost mandatory from WWI to the late 70s, when it started to be supplanted until recently by 9mm. .45s are almost always depicted as very tough and highly reliable. 

    *The* .45 is of course the Colt M1911A1 ; improved, more modern versions are the Colt Delta Elite and the Colt Double Eagle. Smith & Wesson has its 4506. Foreign manufacturers often do .45 for the US market, such as the Glock 21. The handguns used in the Tomb Raider movie were H&K USP match pistols, which look mean and professional – the USP is also the new handgun for various US special forces.

  • Manly .38 special [BODY 04, Projectile weapons: 04, Ammo: 06, R#02, Drawback: Long reload time]

    From the 1910s to the 1970s, macho detectives and the like are as likely to have a manly .38 special revolver than a tough .45 semi-auto (above) – the 9mm and magnums came later. To enhance the manliness, feel free to carry it in a worn leather shoulder holster over a tired white shirt.

    Most of the time it will be a Colt Police Positive (so named because the safety system is called a “positive safety”) or a Smith & Wesson Model 10 or Model 60. Models with a short barrel include the Cold Cobra, the Colt Detective Special, the Smith and Wesson Model 36 Chief’s Special, or the Smith and Wesson Model 38 Bodyguard Airweight (with shrouded hammer) – but all snub-nosed types will often be considered nancy guns and not manly .38 since they do not look big. Brits will have a Webley .38 Mark IV or an Enfield n°2 Mk I.

  • Six-shooter [BODY 04, Projectile weapons: 04, Ammo: 06, R#02, Drawback: Long reload time]

    If you need some Wild West shootin’ irons, ’em six-shooters wil have the same stats as a manly .30 special. Such weapons include the Colt Army .44, Colt Peacemaker .45, Smith & Wesson American .44, Remington .44-40, etc. – all of them classics.

  • High-caliber revolver [BODY 04, Projectile weapons: 05, Ammo: 06, R#02, Drawback: Long reload time]

    Nobody who’s anybody uses normal-caliber revolvers in fiction anymore – so, from the early 80s on, the manly .38 tends to be relegated to the rank of nancy gun. The only people who use revolvers now have big, Freudian pieces in something like .357, .44 or even worse, but you can easily get away with just calling them all “a magnum”. Texans, other cowboy types and police detectives named Harry will often have one. It’s is always depicted as a seriously powerful piece, and very reliable.

    Classic brand names include Colt Python, Smith & Wesson M29, Colt King Cobra, Colt Anaconda, Smith & Wesson M13 Military and Police, Ruger Police Service Six, the French Manhurin MR-73 (used by the GIGN with intensive bullet placement training) or the Belgian FN Barracuda. The finest ones in the world are often credited to the German manufacturer Korth.

  • High-caliber semi-auto [BODY 04, Projectile weapons: 05, Ammo: 09, R#03]

    Either your style involves a huge volume of fire, preferably with two guns, a la Chow Yun Fat – and you will have a 9mm as above, or two – or it involves this huge gun – almost invariably a IMI Desert Eagle. This is the badass gun of choice if you do not specifically want a revolver, and looks suitably big and powerful and professional. Caliber is probably a .44 but .357s and even .50 may be involved.

    98% of those are Desert Eagles. Those Israeli sure make ’em cool guns. Those wanting good ol‘ American hardware from the 70s can wield an Automag, though.

  • Submachinegun [BODY 04, Projectile weapons: 05, Ammo: 05, R#02, Advantage : Autofire]

    In 95% of cases this is your generic Uzi or Heckler & Koch MP5 – a 9mm, fully-automatic, compact gun intended for close combat and high volume of fire. Specialists in urban warfare, SWAT teams, tough gangers, indiscriminate hitmen and torpedoes and the like will often have those.

    Other guns may include Beretta M12, a H&K UMP or Colt 9mm (a M16 carbine in 9mm). THe very-cool looking FN P90 in 5,7mm is a modern example in this category ; people who like their magazine to be horizontal will pack a Sterling. WWII classics such as the Sten, MP40, M3 “Grease gun”, Thompson M1… will have the same stats and a R#03.

  • Machine pistol [BODY 04, Projectile weapons: 05, Ammo: 04, R#03, Advantage : Autofire]

    A compact submachinegun that is usually used one-handed in popular fiction. In a large majority of cases, it will be a micro-Uzi or an Ingram M10 or M11 (insert here the mandatory joke that there are more of those on Hollywood sets than in the real world). Numerous similar models exist : the Austrian Steyr MPi69, Peruvian MGP-15, South African BXP, Spanish Star Z-84 or the Ruger MP-9. A Viking or non-tinkered-with Tec 9 would also qualifiy, as well as the vz63 Skorpion. 

    Outrageous video games and B movies will have people use Schtick (paire firearms) with machine pistols.
  • Winchester [BODY 03, Projectile weapons: 05, Ammo 13, R#03]

    Not exactly a common weapon nowadays, but since I’ve just listed a few six-shooters from the wild west and I love westerns… Besides, the lever action of those rifles looks cool, as demonstrated in the Terminator 2 movie (the gun that the T-800 gets from the biker and uses when riding the Harley). This is a classic wild west rifle or carbine, such as Winchester WD 44-40, the mythic Winchester ’73 or its successor the ’76. Okay, that’s it for Western weapons.
  • Assault rifle [BODY 04, AV 04, Projectile weapons: 06, Ammo 08, R#02, Advantage : Autofire]

    In 95% of cases your generic M16 (or M4, which looks even cooler) or Kalashnikov AK47 (or AKM, AK74, or any variant). A rather powerful, automatic battle rifle intended for war and pretty much anything that takes place below the 300m range and not in very confined quarters. Almost always seen in the hands of soldiers, but it could appear in the hands of SWAT teams or very well-armed criminals on the warpath. Gangs may have some, but R# is often much higher – letting the gun expert comment on the importance of good maintenance and professionalism.

    People who want to look high-tech will brandish a Austrian Steyr AUG, and those who like cool-looking high-quality Euro firepower a Swiss SIG SG550 (or SG551-SWAT carbine if they are uber commandoes – one is seen in the movie Ronin ) or French FAMAS, which looks fairly cool. H&K G36s are quite OK if you like good German guns that look high tech and have impressive optical sights.

    Futuristic, huge assault rifles that do not match current assault rifles (and often have two magazines) are sometimes seen in comics. Assume they have the following stats : [BODY 04, AV 04, Projectile weapons: 07, Ammo: 15, R#02, Advantage : Autofire]

  • Sawed-off scattergun [BODY 04, Projectile weapons: 07 (Diminishing), Range: 02, Ammo: 02, R#04, Advantage : Scattershot, Limitation: Projectile weapons has No Range – use the Range given next instead, Drawback: Long reload time. Note : EV can be raised to 08 Diminishing by shooting both barrels at once, expending two Ammo]

    A twin-barelled shotgun, often in .12 or .20 – whose barrels have been sawed off (the butt has been too, in most cases). Always described as a brutal, vicious, close combat weapon of horrific power, generally wielded by dangerous killers or trigger-happy psychos – although Wild Bill Hickok had a sawed-off Colt M1878 Hammer Shotgun while he was Marshall in Abilene. Ah, dang, I said no more Western. 

    Although in fiction such weapons are usually twin-barelled, in rality the majority are single-barelled. Ammo on such a weapon drops to 01, but R# drops to 02.

  • Combat shotgun [BODY 04, Projectile weapons: 06 (Diminishing), Range: 03, Ammo: 07, R#03, Advantage : Scattershot, Limitation: Projectile weapons has No Range – use the Range given next instead, Drawback: Very long reload time]

    Whether they have a pump action or are semi-autos (but a pump is cooler), they are devastating at close range and will send the enemy flying. They always use .12 gauge in 00 magnum (never weaker shot, or slugs) and unlike their real-life counterparts have no penetration problems, tearing stuff apart. Shotguns are proven to be much more effective against big monsters than most firearms, too. 

    Those will almost always be Remington 870 Police (the classic American pump gun), but the SPAS 12 is widespread since it looks so damn school. People who play Counterstrike and professionals will often have a Benelli M1 Super 90 (which the US Army calls the M1014) and comment on how fast the action is. SWAT teams often have those, too. Some models such as the SPAS 15 have a magazine, and thus no Very long reload time Drawback – but are very rare in popular fiction.

  • Double-barreled shotgun [BODY 04, Projectile weapons: 04 (Diminishing), Range: 03, R#03, Drawback: Long reload time, Limitation: Projectile weapons has No Range – use the Range given next instead].

    A farmer’s twin-barelled shotgun loaded with lighter shot than above (not double ought). PCs and professionals never use those, of course. The mystical process which makes it so much more powerful when sawed off is still ill-understood – we have asked Doctor Strange and will keep you posted about his answer.

    Although in fiction such weapons are usually twin-barelled, in rality the majority are single-barelled. Ammo on such a weapon drops to 01, but R# drops to 02.

  • Light machinegun [BODY 04, AV 05, Projectile weapons: 08, Ammo: 06, R#03, Advantage: Autofire, Drawback: Long reload time]

    Almost invariably a M60 if you’re American, although Europeans will use a FN Minimi (known in the US as the M249 SAW) and Asians will tend to use a Ultimax (which has a cool name). This is stretching the point as to the definition of a “personal weapon”, but STR 04 or 05 Characters are often seen using one as an assault rifle, preferably from the hip and while wearing a red headband.

    People who like reliable German stuff will use a Heckler und Koch 21E, Russians will have a PKM and Brits will have a L86A1 because it looks futuristic enough.

  • Sniper rifle [BODY 04, Projectile weapons: 06, Range: 08, Telescopic vision: 04, Ammo: 06, R#02. Limitation: Projectile weapons has No Range – use the Range given next instead]

    Presumably a 7,62mm scoped, accurate rifle intended for long-distance shooting. Americans will almost always use a Remington M24, Germans have that cool-looking Heckler und Koch PSG 1 – while the Brits will use a Accuracy International PM Counter-terrorist (and insist on calling it a L96A1 as the army does) and the French a good old GIAT FRF2 or the ominously named PGM Ultima Ratio. People who want to look extremely cool will tote a Walther WA-2000 (once seen in an James Bond movie, with distinctive rails around the barrel).

    Sniper shots will tend to result either in near-misses (when shooting heroes) or instant death (when shooting redshirts), so do not hesitate to allow full use of DEX for the target even when unaware a shot is coming, and LDD (if all damage is LDDed away, this is a grazing hit – the third cliché for sniper fire).

  • Gyrojet pistol [BODY 04, Projectile weapons: 05, Ammo: 06, R#04, Limitation: Long Reload Time]

    Now nearly forgotten, this is based on an experimental weapon produced in the 60s and 70s by a US firm called MBA. It is a pistol that shoots miniature 13mm rockets with solid rocket fuel. It is mostly famous for having appeared in a James Bond movie ; a rifle version was also produced.

    Although in the real world it wasn’t competitive with modern firearms, it is depicted here with strong punch and no accuracy problem – the firearm of the future, as it was marketed. In the wilder genres, such as comic books, people could even use this weapon with specialty warheads. Also note that this is a good weapon to use in low-gravity environment for some science-fiction campaigns.
  • 1.1/ Non lethal weaponry:
    1.1.1/ Tasers:

    A taser shoots a needle trailing a thin cable. Once the needle pierces its target (where it normally remains stuck), the taser’s operator trigger a strong electrical shock that travels through the cable and into the target. Those weapons are basically police and self-defense weapons, and although many US police forces (by far the most common users for those) stopped using them after the Rodney King scandal.

    • Basic taser [BODY 03, Lightning: 04, Range: 02, Ammo: 01, R#03, limitation: Lightning cannot affect targets with a RV above 06 or Skin armor above 01 ; Lightning has No Range – use the Range given next instead]

      A taser with realistic power, useless against targets whom the needle cannot penetrate. In popular fiction they are very effective and “zap” their targets, knocking them out with a big “schrak” or “bzzzt” and lightning effect. Note that more expensive, double-barreled tasers (with ammo: 02) exist.

    • Military taser [BODY 04, Lightning: 06, Paralysis: 09, Range: 02, Ammo: 01, R#03, Limitation: All Powers have No Range – use the Range given next instead]

      Sometimes, soldiers or SWAT officers will use special tasers against super-humans. Those military tasers (fictional but common in comics) do not seem to use needles (their projectiles “stick” to the target even if the target is bulletproof), but their stunning/paralyzing effect is closer to what a taser actually does. They seem to vary between stunning effects (Paralysis) and shocking into unconsciousness (Lightning) ; the operator can switch between the two settings.
      Soldiers will often Team Attacks with those tasers, who seem to be one of the most efficient ways for a squad to take down a superhuman.

    1.1.2/ Tanglers :
    Those are mostly imaginary weapon, although it’s very probable research is done on those in the US (I’ve seen some weird “net guns” that could be precursors of those). Basically, tanglers shoot a ball of adhesive fibers that burst on impact and wrap themselves around the target like a combination bola and spider web, then tangle and constrict the subject. 

    • Light tangler [BODY 03, Snare: 06, Ammo: 01, Limitation : Long Reload Time]

      Usually depicted as a fat pistol, or a small shotgun such as a riot gun. Used by very advanced comic book police departments and special agencies. 

      Those stats can also be used for a net gun – a large rifle with four barrels. All barrel fire simultaneously, projecting the four weighted corners of a robust net. It is mostly useful for capturing animals in the 20 to 60 kg range.

    • Heavy tangler [BODY 04, Snare: 08, Ammo: 01, Limitation : Long Reload Time]

      A shoulder-fired affair shaped like some kind of LAW or bazooka. Such weapons are designed to capture superhumans, and are thus only used by very well-funded agencies specializing in superhumans and having a knack for the bizarre.

      In the 60s and 70s comics, those weapons fired weighted nets instead of tangler balls, but are roughly as efficient.

    1.1.3/ Others :

    • Screamer [BODY 03, Aura of fear: 04, Sonic beam (Area of effect 3 APs): 02, Range: 04, R#04, Bonus : Aura of Fear and Sonic beam are used in Combination (+1 each), Range applies to both powers (+2 to Range)]

      Loosely based on real world non-lethal “weaponry” (actually a remarkably expensive mass torture device), this is a riot control weapon that emit painful sonics. Usual result is an Aura of fear – the people subjected to the sonics must flee the area due to throbbing pain. Cranked to the max, it might actually cuse ruptured eardrums and internal damage (Sonic beam). 

      Screamer are usually depicted as vehicle-mounted, but sometimes are shaped like a flamethrower and can be used by a single man (the backpack includes the batteries).

    1.2/ Excessive firepower department :

    The following weapon types are not commonly seen in popular fiction, but I suppose this is only a matter of time – and they can get quite useful when you have to shoot superhumans. I’d recommend leaving them out of reach of irresponsible munchkins, however.

    • Elephant gun [BODY 04, Projectile weapons: 07, Ammo: 04, R#02]

      This covers very large-caliber hunting rifles, mostly intended for African game. Those were sometimes called “Express rifles”, after a type of ammunition. They are very rare, quite often hand-crafted, and must be specifically ordered (although one store in New York used to have some of those on retail). The meanest calibers include such oddballs as the .600 Holland & Holland Nitro Express or the .458 Magnum African, which were presumably the most powerful rifle cartridges in the world when they were released. Those will most likely appeal to players with a previous Call of Cthulhu experience, and superheroes coming from a long line of millionaires may have one in their expansive manor. ”Great white hunters” in games set in the colonial XXth century might have one, although a sniper rifle with lowered Ammo is way more common.

    • Anti-materiel rifle [BODY 04, Projectile weapons: 08, Range: 09, Telescopic vision: 05, Ammo: 06, R#02. Limitation: Projectile weapons has No Range, use the Range given next]

      Those huge, heavy rifles are intended for very long range sniping, penetrating lightly armored vehicles and destroying engine blocks. Although most modern armies have them, they remain quite specialized weapons ; usual caliber is .50 Browning (12,7mm) or even larger. One, a Barrett M82A1 Special Application Scoped Rifle is used by the team’s sniper (nicknamed “God”) in the movie Navy SEALs along with a high-performance IR sight to eliminate opponents behind walls. It is generally admitted that they can also be useful when hunting big dinosaurs, although the unfortunate lack of big dinosaurs has slowed down tests.

      Americans will use something like a Barrett M82A2 or the newer Barrett M95 ; the French get to use a 12,7mm PGM Hecate II (codeveloped and produced by Belgian armorers – cool name and looks very dangerous). People from the former Warsaw Pact can use 12,7mm Guepard 2 or Technika Destroyer. The McMillan M87R is also available (and was used by the French before they got the even meaner-looking Hecate).

    • Assault shotgun [BODY 04, Projectile weapons: 08 (Diminishing, Area of effect 1 AP), Range: 03, Ammo: 03, R#02]

      A special, expensive shotgun that can actually fire in bursts. Those rare weapons can, at close range, shred large areas to bits – including interior walls, dense foliage and most forms of opponents. The two best-known models are the Daewoo USAS-12 and the Pancor Jackhammer ; sometimes the South African “Striker” or “Street Sweeper” was reported as able to fire busts.

    • KS-23 Drozt [BODY 04, Projectile weapons: 07 (Diminishing), Range: 03, Ammo: 04, R#03, Advantage : Scattershot, Limitation: Projectile weapons has No Range – use the Range given next instead, Drawback: Very long reload time]

      Sometimes referred as the K23-M, this is a Russian 23mm shotgun – it could thus be classified as a cannon. It looks like a remarkably large and heavy pump-action shotgun. This ridiculoulsy powerful and loud weapon is occasionally used by Russian special forces – both SWAT and military.

    1.3/ Imaginary high-tech guns

    Quite often, comic book characters will use huge, super high-tech firearms with laser sights that do not ressemble anything in the real world. Those are often procured from special arms dealers, such as A.I.M. in the Marvel Universe.

    • Imaginary high-tech pistol [BODY 04, Projectile weapons: 05, Ammo: 12, R#02]

      Usually with laser sight and other bells and whistles, some of them improbable. Can get pretty huge and rather long in the usual Freudian way.

    • Imaginary high-tech machine pistol [BODY 04, Projectile weapons: 05, Ammo: 06, R#02, Advantage : Autofire]

      Usually with very long magazine, integral laser sight and very short barrel.

    • Imaginary high-tech assault rifle [BODY 04, AV 04, Projectile weapons: 07, Ammo: 15, R#02, Advantage : Autofire]

      Usually with laser sight, twin magazines (hence the high Ammo score), underbarrel grenade launcher and other impressive-looking stuff. Seems to weight at least 10 kg.

    • Imaginary 20mm shotgun [BODY 04, Projectile weapons: 07 (Diminishing), Range: 04, Ammo: 06, R#03, Advantage : Scattershot, Limitation: Projectile weapons has No Range – use the Range given next instead, Drawback: Very long reload time]

      A really huge combat shotgun with a huge caliber – something like .6 or .8 gauge, loaded with highly powerful shot. Might have a laser sight, although one fails to see the usefulness ; could be tube-loaded or magazine-loaded. Seems to weight at least 8kg.

    2.1/ Specialty ammunition (helpers: Angel, Orion, William Peterson)

    Those rules describe the way specialty ammunition works in the comic books and the like. While such details were originally useless to simulate comics, post-Punisher characters have made it important enough to justify some specific rules.

    Again, please note again that this has very little to do with actual ballistics. References are made to actual bullet types, but the comics are more interested in the mystique, reputation and image of said brands than ballistics and penetration tests. Also, several ammo types are described below that have regularly been seen in comics, but do not exist in the real world.

    Also, remember that under the MEGS system +1 is a doubling of power. Very little “wiggle room” thus exists for special ammunition before medium-caliber handguns start inflicting the same damage as assault rifle bursts.

    • Antipersonnel ammunition [Low penetration, High energy transfer]

      Dum-dum, hollow point, etc. Your basic ammunition that flatten and stop in its target. Does lots of damage, but tends to be easily stopped by bullet resistant armor. Technically, many police forces use such ammunitions in the real world (this serves to prevent over-penetration, among other important things – the police does not want stray bullets punching through walls and killing people in their homes, cars, etc.), but in popular fiction their ammunition does not differ from standard ammunition.

    • Advanced antipersonnel ammunition [High energy transfer]

      Glaser, AET, etc. Those ammunitions are almost always used by major characters. Minor characters and mooks will have, at most, normal antipersonnel – if that.

    • Armor-piercing ammunition [Sharpness: 02, Low energy transfer]

      Steelcore AP, teflon coating, APHC (Armor Piercing Hard Core)… - note that in real world the teflon coating of some ammunition is solely intended to improve initial ballistics (speed at the mouth of the barrel). This is the big, bad special-purpose ammo with red- (or black-) painted tips, the works. They will generally be used by SWAT teams and professional, preferably ex-military gunfighters ; be certain to dramatically slap the magazine in your weapon and have a cold stare when using those.

    • Advanced armor-piercing ammunition [Sharpness: 04, Low energy transfer]

      High-tech super dense penetrators, DPU (sometimes)… Those ammunitions almost solely appear against bulletproof characters, such as Luke Cage. They are based on the “copkiller” controversy a while back, and the notion that some bullets will shear through tac vests like butter ; it also allowed normal gangsters to still threaten Cage. Like the mythical APDS ammo in the old Shadowrun game, this ammunition type is super-rare, ultra-expensive, military-secret type. Getting a box of those will require impressive connections, you will just have enough of them for one firefight or even a few careful, dramatic shots, etc. etc. Even organization such as S.H.I.E.L.D. or the DEO or whatever will normally not use them. They are as much a plot device as an ammunition type.

    • Badass ammunition [+ 1 EV from usual]

      Hi-velocity, APEX… Sometimes, characters have gun that are really efficient, or super-advanced, or use very expensive ammunition, etc. For those, use the generic “badass” ammunition. Like pretty much all ammo types detailed here, “badass” ammo is rare.

    • Ferociously badass ammunition [+ 2 EV from usual]

      Comic book explosive, DPU (sometimes)… This category cover the most over-the-top, death-of-suspension-of-disbelief ammunition seen in popular fiction. When “explosive ammo” send the bodies flying and handguns can stop cars, it’s time to invoke the power of the ferociously badass ammunitions. Deadshot is one of the few guys who get to use those relatively often, in the form of over the top explosive ammo.

    • Non-lethal ammunition [Bashing damage]

      Rubber bullets, gel rounds, mercy bullets, bean bags… Some may have Low penetration, but non-lethal rounds are generally handwaved away as being just as effective as normal ammunition : heroes shouldn’t be penalized for going less-then-lethal in most Genres.

    • Incendiary ammunition [Incendiary]

      Bullets with a small amount of fire-setting chemical, such as white phosphorus. In the normal world such ammunition are extremely rare for small arms (you normally use incendiaries with machinegun fire), but do not let that stop you. Oh, DPU also sometimes end up in that category.

    • Badass incendiary ammunition [EV is converted to the same number of APs of the Flame project Power, although +1 EV over normal is possible]

      Those are comic book incendiary super-bullets (the same family ad the ferociously badass ammunition), or the so-called “dragon” rounds for shotguns (which turn a shotgun into a small flame-thrower for a few seconds). Mostly made popular by role-playing games where killing vampires is an issue.

    3/ Firearms gadgets

    Gizmos on firearms are often there solely for aesthetics and making a gun look cooler, but they sometimes can actually be used. Here is the equipment most often seen in popular fiction:

    • Scope

      Optical sights placed over a gun for long-distance shooting. Those are almost never used by gunmen in fiction, except for snipers. Those add the Telescopic sight power to the gun. Most pistol and assault rifles will have Telescopic sight: 01 or 02 with a scope, while sniper rifles may have Telescopic sight: 04 or even 05. High-tech models will add infra-red imaging (Thermal vision: 04) or light amplification (Ultra-vision: 05 (Only against Darkness (-1)). Note that for modern light-amplification devices the green, grainy quality of the view is much less prevalent than some years ago.

    • Underbarrel light

      A powerful flashlight railed under a gun’s barrel (usually a shotgun, SMG or assault rifle) – those are quite useful for search at night, since you just hold your gun and not a gun in one hand and a Maglite in the other. Usually used by police. They add Flash: 03 (only for steady illumination) to the gun ; in the real world they are also very useful for nighttime target acquisition, but this never seems plays a role in popular fiction. 

      Professionals will often call those gadgets “tactical lights”, although SWAT guys seem to prefer “entry lights”. Combination tac light/laser sights exist in the real world – see “laser sight” below.

    • Silencer

      Although the real world has to do with “sound suppressors”, popular fiction can have actual silencers – which are extremely efficient in muffling the sound of shots. Those are normally used on 9mm, .45s and submachineguns – anything else would be very unusual and possibly thoroughly fictional. Silencers add the Thief (stealht) Skill to the gun – generally Thief (stealtht): 03 – with the Limitation Only To Muffle The Shots (-1). 

      Ignore any problem having to do with maintenance, lower power and range of subsonic ammunition, etc.

    • Laser sight

      Laser sights project call red beams (in the real word pros now use a orange dot, which is more visible in daylight), either as a dot or a fully visible laser ray. Those have no effect whatsoever, except that they look damn cool. While they are very useful in the real world, in popular fiction this will not improve anybody’s accuracy. Goons will still miss you like they did before they got laser sights, and professional shooters display no measurable increase in accuracy. Although red is usual, feel free to have laser sights in exotic wavelengths such as green or blue or any lightsaber color in Star Wars.

    • Red dot sight

      Aka Reflex sight, collimating sight or Aimpoint. Those project a red dot on a lens above the barrel of the gun – thus you can see where the bullet will hit, without projecting an actual dot of light on the target. You can think of them as “passive laser sight” of a sort, and some paintballers among you are probably used to them. Just like laser sights, they have no effect whatsoever on accuracy in popular fiction.

    • Extended magazines

      As a genre convention, those will only be used on “signature” weapons, those purchased with HPs. In the real life extended mags tend to be heavy, clumsy, expensive and high-maintenance, but just ignore that. To model those, just add two to seven shots to any standard 9mm – extended magazines are rare outside those. Assault rifles can have their Ammo rating tripled by using drum or twin drum type magazines – those are available for most 5.56mm real world rifles, which instantly start looking like machineguns when fitted with those. 

    4.1/ Grenade launchers

    The main types of grenade launchers you are likely to see are :

    • Break-open grenade launching rifle [BODY 04, Range: 07, Ammo: 01, R#02]

      This is a big, fat rifle that shoots a grenade and works more or less like a break-open shotgun. This is mostly familiar to Americans as the M79 aka “Bloop gun” from the Việt Nam era.

    • Big revolver action grenade launcher [BODY 04, Range: 07, Ammo: 06, R#03]

      A sort of stripped down rifle with a very large revolver-type cylinder holding grenades, and a big vertical grip below the barrel. Mostly based on the Armscor Multiple Grenade Launcher, those look very impressive.

    • Underbarrel grenade launcher [BODY 04, Range: 07; Ammo: 01, R#03]

      This is normally fitted under the barrel of an assault rifle, although SMGs with those have been occasionally seen (the one under the MP5 in Half-Life was presumably an ISTEC ISL201, if you must know). This is entirely based on the M203 grenade launcher. Occasionally, some versions with an added revolver-like cylinder with Ammo: 05 are seen, which AFAIK do not exist in the real world.

    • Rifle-launched grenades

      22mm, European type rifle-launched grenades are never used in popular fiction. At least you won’t risk breaking your nose or shoulder – kick is on the mighty side.

    Of course, the most common use is to thrown them like a baseball using good old American know-how. Standard caliber for pretty much any grenade that can be launched by one of the above device is 40mm, if you must know.

    4.2/ Grenades

    • Offensive grenade [BODY 03, EV 07 (Area of effect 1 AP), Grenade drawback, R#03]

      Most every grenade that goes boom will be an offensive grenade. They are called “offensive” since you can normally throw them far enough no to be hurt by the blast, even if you do not do so from a defensive position – i.e., heavy cover. US Army issue for this role is the baseball-shaped M59. Most offensive grenades are impact-detonated, but feel free to have them detonate after three seconds if dramatically appropriate.

      This is for a modern grenade ; for a WWII model decrease EV by two.

    • Defensive grenade [BODY 03, Bomb: 08, Grenade drawback, R#03]

      Sometimes, grenades have a *large* blast radius, and are depicted as being able to blow up a large room with a heavy rolling cloud of fire. I’ll assume here this is the popular fiction version of a defensive grenade – those are supposed to be thrown only from behind cover and when not advancing. They also have a fuse of 2 to 4 seconds before detonating. The US Army issue would be an Mk68 grenade. Feel free to have them be striated like pineapples, even if that serves no apparent purpose. This is also the kind of grenade that manage to kill bulletproof beasties, people and aliens and save the day.

      This is for a modern grenade ; for a WWII model decrease Bomb by two.

    • Mini-grenade [BODY 03, EV 04 (Area of effect 1 AP), Grenade drawback, R#03]

      This is a golf ball-sized grenade – presumably based on the Dutch V-40 which was occasionally used by Special Forces in Việt Nam. It is much less powerful, but easier to throw and you can keep quite a few in your pockets. They are excellent as diversion devices and for general mayhem. Seldom seen nowadays, but they look pretty cool and thus have their place in fiction.

    • Smoke grenade [BODY 03, Fog: 06, Grenade drawback, R#03]

      Short-fused grenades that will emit a thick, opaque, billowing smoke. Useful for signaling, creating instant visual cover, or sheer chaos, choking and lack of visibility. The usual colors are red, white, green and yellow. Superheroes uses include throwing them in the middle of armed opponents to prevent them from shooting, then engage them in close combat.

    • CS grenade [BODY 03, Fog: 03, Chemical attack: 04, Grenade drawback, Bonus : Chemical attack and Fog are Combined (Chemical attack is active thorough the Fog), R#03]

      A tear gas grenade, normally used to break up groups of demonstrators or rioters, or to soften targets before a less-than-lethal force assault – typical police stuff. Note that the actual gas is unlikely to be CS nowadays, but is most likely CN or CR (I refuse to type the chemical name of the gases. Go search the net if you’re *that* interested). Note that CR grenades can actually have Chemical attack: 05 or 06, but popular fiction is unlikely to go into detail.

    • Stingball grenade [BODY 03, Bomb: 05 Bashing, Grenade drawback, R#03]

      Riot grenades with a soft rubber casing and soft rubber balls around a small explosive core. Those are police issues and are included here for heroes interested in less than lethal weaponry. A variant, the comboball grenade, is also a CS grenade.

    • Flash-bang grenades [BODY 03, EV 02 (Area of effect 1 AP), Flash: 07 (Area of effect 2 APs), Sensory block (earring): 09, Note : all Powers are Combined, Grenade drawback, R#03]

      A highly useful SWAT weapon, this has been popularized by the CounterStrike computer game. Stun munitions, which everybody calls flash-bang grenades, produce a violent flash (2M candelas or more) and a huge detonation (about 200db) which will normally incapacitate anyone, baring HPs and/or formidable reflexes.

    • Knockout gas grenade [BODY 03, Fog: 04, Knockout gas: 08, Grenade drawback, R#03]

      A classic in comic books, the K.O. gas grenade is usually depicted as quite efficient unless you happen to have a bat-respirator in your utility belt – hence the high APs of K.O. Gas.

    • White phosphorus grenade [BODY 03, Fog: 03, Flame project: 07, Grenade drawback, Bonus : Flame project and Fog are Combined (Flame project is active thorough the Fog), R#03]

      Also known as incendiary grenades, these are traditionally nicknamed Willy Pete. This is an extremely lethal round, unleashing a blast of extremely hot, incandescent chemical. It is normally very sticky, but in popular fiction those are usually instantaneously lethal – the continuing combustion can be safely ignored if the initial blast failed to kill the target. Modeling continuing damage effects is thus inappropriate, but superhumans can grin menacingly and keep walking while on fire.

    Exotic ammunition such as glue canisters, EMP grenades, lethal gas grenades, etc. ;are also possible – just put the relevant Power in a grenade [BODY 03, Grenade drawback, R#03] and here you go.

    6.1/ Bows and crossbows

    • Self-bow or Shortbow [BODY 03, Range: 03, Ammo: 01, R#03] w/Arrow [BODY 01, EV 02].

      A small, light bow with a weak pull – probably intended to hunt small game. Ninja bows (hankyu), which can break into two or three parts and be hidden in a kimono sleeve, are considered Self-bows.

    • Longbow [BODY 04, Range: 04, Ammo: 01, R#02] w/Arrow [BODY 01, EV 03]

      Describes most serious historical bows ; when it’s just “a bow” use those stats.

    • Compound bow [BODY 05, Range: 05, Ammo: 01, R#02] w/Arrow [BODY 01, EV 04]

      Either modern bows made of composite materials and incorporating pulleys, or bows with a mystique such as the British longbow from the Middle Age (which is technically not a compound bow, as any archer would tell you) or the medieval Japanese Daikyu. They can defeat most plate armor, and broadhead arrows will inflict rather serious wounds. Historical bows require ample upper body strength and training, while modern bows are far more forgiving. Note that modern bows can mount any sight type used for personal firearms.

      Models with cool names include the Browning Mirage SX, the Buckmaster HyperTech or the Oneida Black Eagle.

      Experts can increase the Range of their bow up to 07 – although this represent skill in parabolic shooting, in game terms this is an attribute of the bow.

    • Quiver [BODY 02, EV ##, Ammo: 20, Limitation : Ammunition load for ## bow].

      Arrows are bought just like ammo for personal firearms – 20 is the usual capacity for a quiver, but more or less is quite possible. Drawing an arrow from a quiver is an Automatic action for any well-trained archer. Note that arrows in popular fiction can be antipersonnel (very broad, jagged head), armor-piecing (bodkin head) or incendiary – just like personal firearms ammunition. Incendiary arrows will reduce Range by one AP, however. Blunt heads exist for training, and with some adaptation can be used to deliver Bashing damage. Further trick arrows are possible but will require the use of Gadgetry.

      Note that you can stab peoples with arrow like with an awkward knife, using their EV minus one, but they are unlikely to last long. This is a free feature, not costing any point.

      8/ Military firepower

      This is the heavy weaponry, and is usually restricted to the military – i.e., you probably won’t be seeing this stuff in a campaign unless the Army rolls in for some reason. Weapons that were squad-level or below have been described along with personal firearms at the beginning of the article – the following stuff is even heavier.

      8.1/ First tier weaponry

      • Heavy machinegun [BODY 06, AV 05, Projectile weapons: 09 (Area of effect 1 AP), Ammo: 12, R#02, Drawback: Long Reload time]

        Heavy machineguns (HMG) are heavy affairs (30 to 40 kilos unloaded without the bracing), and are tripod-mounted or vehicle-mounted – car-sized vehicles will need reinforced hardpoints for such a weapon to be fired safely, however. They have excellent range and are very powerful, able to shred lightly armored vehicles and concrete walls. Most weapons of this class use .50 ammunition (12,7mm).

        The daddy of all weapons in this class is the Browning M2 from the 1920s ; pretty much everything ever since is a variant over this one, except in the former Warsaw Pact countries.

      • Grenade machinegun [BODY 06, AV 05, Range: 08, Area of effect 3 APs, Ammo: 08, R#03, Drawback: Long reload time]

        Those look almost exactly like a heavy machinegun, but it shoots grenades. Damage and effects are exactly similar to the grenade being used (usually defensive grenades) ; everything in the area of effect is considered to be within one AP of a grenade explosion.
        Grenade machineguns are usually mounted on tanks, assault vehicles and patrol boats ; the basic idea is to saturate an area with explosives and shrapnel in order to eliminate both infantry and non-hardened cover.

        Examples of such weapons are the US Army’s Mk19 or the Heckler & Koch GMG ; the Russian one is called a AGS-17 and is often used on assault gunships (the helicopter kind).

      • Man-portable gatling gun [BODY 06, AV 06, Projectile weapons: 09 (area of effect 2 APs), Range: 08, Ammo: 06, R#03, Drawback: Long Reload time, Projectile weapons has No Range – use the Range given next instead, MPR (cumbersome)]

        A multiple-barelled, rotative machinegun which looks dead cool and extremely impressive. Gamers of every stripe have wanted to use one ever since the first Predator movie (where Jesse Ventura’s character totes one). In the real world, the sole experience was a failure : the Six-Pak machinegun was barely portable and nobody could carry enough ammunition to fire for more than thirty to fifty seconds – and it was intended to be used from light vehicles such as jeep anyways, not infantrymen. But in comics and video games, they are a weapon often used by super-elite, overly muscular super-commandos – or combat cyborgs.
        A man-portable gatling gun includes a large ammo bin, a weighty gun and lots of load-bearing equipment. All of this amount to a Minor Physical Restriction – with all this gear you cannot roll on the ground, fit in very narrow corridors, or perform many athletic activities.

      • Flame-thrower [BODY 04, Flame project: 07 (Area of effect 0 APs), Range: 03, Ammo: 07, R#04, Limitations: Flame project has No Range – use the Range given next instead, MPR (cumbersome), No Reload In The Field]

        An old school incendiary weapon, such as the M2A1-7 (a metallic frame with two big tanks and a small one, a big armored hose and a sprayer/igniter with two pistol grips – about 25 kg for the whole loaded thing) or ABC-M9-7. This was normally used by combat engineers for various weird jobs and taking out bunkers. Flame-throwers are very dangerous to use, and have a terrific psychological impact (they also tend to draw a awful lot of fire).
        Flamethrowers have the same Minor Physical Restriction as man-portable gatling guns.

      • Light infantry rocket launcher [BODY 04, Projectile weapon: 09 (Area of effect 0 APs), Range: 06, Ammo: 01, Limitation: Projectile weapon has No Range – use the Range given next instead, No Reload in the Field]

        A lightweight, one-shot, shoulder-fired rocket launcher. It is intended to engage lightly-armored vehicles and hardened positions, although with a lot of luck one might take something out on a main battle tank. The two classic are the Soviet RPG-7 (often confused with his predecessors, the RPG-2) and the American M72 LAW, which is actually disposable.

      • Bazooka [BODY 04, Projectile weapon: 08 (Area of effect 0 APs), Range: 06, Ammo: 01, Limitation: Projectile weapon has No Range – use the Range given next instead, Very Long Reload Time]

        A classic weapon in the American arsenal for WWII, this was often seen in popular fiction until at least the mid-70s. This is a shoulder-fired, lightweight tube firing low-powered 60mm rockets. It can be reloaded with the help of a skilled reloader. It is properly called a M1 ; the M9 with a subsequent model that could be broken in two sections for easier carrying. The German version was called a Panzerschrek.