RANGED WEAPONS

TABLE OF CONTENTS
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Firearms & Permits | ||
Acquiring, carrying, and eventually carrying a concealed firearm is a very difficult task in Hawaii. Don't believe us? Familiarize yourself with Hawaii Gun Laws here if you like. However, we've simplified this process for our setting. Please follow the system below for acquiring a firearm, even at creation...
Owning a Firearm: You must purchase a Quality Fake ID AND purchase a Firearms Permit prior to purchasing your firearm. Carry a Concealed Firearm: You must purchase a Concealed Permit. Please note: Having permits in your possession, should you be stopped by authorities, will prove to be invaluable. Even with permits, police are going to be quick to use force if you are acting in an otherwise uncooperative manner. Illegal Weapons will always bring the fullest punishment afforded by authorities should you be caught with them. Underworld & Black Market Items: Firearms may be acquired through the use of nefarious methods at Cost x 3 in most cases. |
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Revolvers | ||
All Revolvers listed below represent a particular "type" and "bullet size" of firearm that a character could carry, but you are not limited to the particular brand listed. As long as the Revolver in which the character carries can be mechanically associated with a selection below it may be purchased.
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.22 LR: Cost 1   Damage: 1   Rng: 5/10/20   Capacity: 6   Strength: 0   Size: 1/P |
.38 Special: Cost 2   Damage: 2   Rng: 20/40/80   Capacity: 6   Strength: 1   Size: 1/S |
.357 Magnum: Cost 3   Damage: 3   Rng: 30/60/120   Capacity: 6   Strength: 2   Size: 1/S |
.44 Magnum: Cost 4   Damage: 3 (9a)   Rng: 35/70/140   Capacity: 6   Strength: 3   Size: 2/J |
FA Model 83: Cost 5   Damage: 4   Rng: 50/100/200   Capacity: 5   Strength: 4   Size: 2/L |
S&W Mod 500: Cost N/A   Damage: 4 (9a)   Rng: 50/100/200   Capacity: 5   Strength: 4   Size: 2/L |
Autoloaders | ||
All Autoloaders listed below represent a particular "type" and "bullet size" of firearm that a character could carry, but you are not limited to the particular brand listed. As long as the Revolver in which the character carries can be mechanically associated with a selection below it may be purchased.
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Holdout: Cost 1   Damage: 1   Rng: 5/10/20   Capacity: 6+1   Strength: 1   Size: 1/P |
Glock 17: Cost 2   Damage: 2   Rng: 20/40/80   Capacity: 17+1   Strength: 2   Size: 1/S |
.45 ACP: Cost 3   Damage: 3   Rng: 30/60/120   Capacity: 8+1   Strength: 2   Size: 1/S |
H&K Mk. 23: Cost 4   Damage: 3   Rng: 30/60/120   Capacity: 12+1   Strength: 2   Size: 1/J |
Desert Eagle: 5   Damage: 4   Rng: 50/100/200   Capacity: 7+1   Strength: 3   Size: 1/L |
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Rifles | ||
All Rifles listed below represent a particular "type" and "bullet size" of firearm that a character could carry, but you are not limited to the particular brand listed. As long as the Revolver in which the character carries can be mechanically associated with a selection below it may be purchased.
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Loaded Rifles are illegal to carry, both in a vehicle and on your person, even if the Rifle is legally owned.
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Ruger 10/22: Cost 1   DamageDamage: 1   DamageRng: 30/60/120   DamageCapacity: 10+1   DamageStrength: 1   DamageSize: 2/N |
Mauser M1898: Cost 2   Damage: 4 (9a)   Rng: 200/400/800   Capacity: 5+1   Strength: 2   Size: 3 |
Remington M700: Cost 3   Damage: 4 (9a)   Rng: 200/400/800   Capacity 4+1   Strength: 3   Size: 3 |
Sniper Rifle: Cost 4   Damage: 4 (9a)   Rng: 250/500/1K   Capacity: 10+1   Strength: 2   Size: 3 |
Barrett M107: Cost 5   Damage: 5 (9a)   Rng: 300/600/1K   Capacity: 10+1   Strength: 3   Size: 4 |
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Shotguns | ||
All Shotguns listed below represent a particular "type" and "bullet size" of firearm that a character could carry, but you are not limited to the particular brand listed. As long as the Revolver in which the character carries can be mechanically associated with a selection below it may be purchased.
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Loaded Shotguns are illegal to carry, both in a vehicle and on your person, even if the Rifle is legally owned.
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Break Action: Cost 1   DamageDamage: 4 (9a)   DamageRng: 20/40/80   DamageCapacity: 2   DamageStrength: 3   DamageSize: 3 |
Pump Action: Cost 2   Damage: 4 (9a)   Rng: 20/40/80   Capacity: 8+1   Strength: 3   Size: 3 |
Semi Automatic: Cost 3   Damage: 4 (9a)   Rng: 20/40/80   Capacity 5+1   Strength: 3   Size: 3 |
Daewoo USAS12: Cost 4   Damage: 4 (9a)   Rng: 20/40/80   Capacity: 10+1   Strength: 4   Size: 4 |
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Other Ranged Weapons | ||
Throwing Axe: Cost 1   DamageDamage: 1   DamageRng: thrown   DamageStrength: 2   DamageSize: 1/J |
Throwing Star: Cost 1   Damage: -1   Rng: aero   Strength: 1   Size: 0/P |
Compound Bow: Cost 2   Damage: Str + 1   Rng: *   Strength: *   Size: * |
Crossbow: Cost 3   Damage: 3   Rng: 40/80/160   Strength: 2   Size: 3 |
Throwing Knife: Cost 2   Damage: 1 (9a)   Rng: 2/5/10   Strength: 1   Size: 1/J |
Dart Gun: Cost 3   Damage: 1   Rng: 25/50/100   Strength: 1   Size: 2/L |
Accessories |
Light Mount: Cost 1
  Durability 1, Size 1, Structure 2   Firing at an opponent in the dark now suffers a -3 penalty to the attack roll |
LED Light Mount: Cost 2
  Durability 1, Size 1, Structure 2   Firing at an opponent in the dark now suffers a -2 penalty to the attack roll |
Sights, Fiber Optic: Cost 1
  Durability 1, Size 1, Structure 2   +1 to all shooting rolls in which the shooter takes a turn to aim |
Sights, Laser: Cost 2
  Durability 1, Size 1, Structure 2   +1 to short range shooting rolls, -1 modifier on medium range shooting rolls |
Sights, Telescopic: Cost 1
  Durability 1, Size 2, Structure 3   -1 modifier on "WELL LIT" long range shooting rolls |
Sights, Telescopic (Night Vision): Cost 3
  Durability 1, Size 2, Structure 3   -1 modifier on long range shooting rolls |
Sights, Telescopic (Thermal): Cost 5
  Durability 2, Size 2, Structure 4   0 modifier on long range shooting rolls in near darkness |
Speedloader: Cost 1
  Durability 1, Size 1, Structure 2   Reloading only requires 1 round |
Suppressor (Silencer): Cost 3
  Durability 3, Size 1, Structure 4   Suppressed guns give a -4 penalty to bystanders overhearing |