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Weapons

All ranged and melee weapons, grouped by type.

Bolt-action Rifles

Lee-Enfield No.1 Mk IIIBritainDMG: 3Ammo: 10RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 10
Rate of fire: 1
Weight: 2
Nation: Britain
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Mad-minute technique: Alternative firing technique, you may choose to gain +1 rate of fire, -3d6 to accuracy, gain no accuracy bonuses from the fastened fire.
Lebel M1886FranceDMG: 3Ammo: 8RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 8
Rate of fire: 1
Weight: 2
Nation: France
Type: Bolt-action rifle
Cost: Free slot

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Tubular magazine: Reloads each bullet individually, taking 1 turn per bullet. Optionally, roll dexterity, with a -3d6 penalty, to load two bullets at once. Failure means no reloading is done, as you fumble it.
Extra long: When fitted with a bayonet: If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Berthier M1916FranceDMG: 3Ammo: 5RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 2
Nation: France
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Half-Agile: Can be fired even at distance 0 with -3d6 to accuracy. Can be unholstered and holstered at no action cost.
Short rifle: When fitted with a bayonet: Double debuff from having a bayonet on and loses half-agile.
En-block clip: When the rifle is empty: Reloading can be done at no action cost. Shooting on the same turn awards -3d6 to accuracy.
Gewehr 98GermanyDMG: 3Ammo: 5RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 2
Nation: Germany
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Reliable: Ignores the debuffs of these attachments: Bayonet, strong sling and bipod. The Scope has no ranging nor ROF penalties from shooting enemies within 10 distances, but maintains the fixed ROF when firing and using the scope. Does not break easily, maintenance isn't difficult, mud is no problem.
M1903 SpringfieldUnited StatesDMG: 3Ammo: 5RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 2
Nation: United States
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Reliable: Ignores the debuffs of these attachments: Bayonet, strong sling and bipod. The Scope has no ranging nor ROF penalties from shooting enemies within 10 distances, but maintains the fixed ROF when firing and using the scope. Does not break easily, maintenance isn't difficult, mud is no problem.
Type 38 RifleJapanDMG: 3Ammo: 5RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 2
Nation: Japan
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
6mm Arisaka: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances. Deal 2 damage at distance 16 or beyond.
Extra long: When fitted with a bayonet: If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Type 38 CarbineJapanDMG: 3Ammo: 5RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 2
Nation: Japan
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
6mm Arisaka: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances. Deal 2 damage at distance 16 or beyond.
Half-Agile: Can be fired even at distance 0 with -3d6 to accuracy. Can be unholstered and holstered at no action cost.
Short rifle: When fitted with a bayonet: Double debuff from having a bayonet on and loses half-agile.
Type 44 Cavalry RifleJapanDMG: 3Ammo: 5RoF: 1Wt: 2+1 pt▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 2
Nation: Japan
Type: Bolt-action rifle
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
6mm Arisaka: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances. Deal 2 damage at distance 16 or beyond.
Half-Agile: Can be fired even at distance 0 with -3d6 to accuracy. Can be unholstered and holstered at no action cost.
Integrated Bayonet: This weapon comes with a weightless folding bayonet that can be extended or stowed as an action. While extended, this gun can be used as a 2-handed 6 damage melee weapon, but takes a -2d6 accuracy penalty to shooting attacks. If using Half-Agile to shoot at point blank range, instead increase the accuracy penalty from that gimmick from -3d6 to -4d6.
Mosin-Nagant M1891 RifleRussiaDMG: 3Ammo: 5RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 2
Nation: Russia
Type: Bolt-Action Rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Extra long: When fitted with a bayonet: If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Mannlicher M1888Austria-HungaryDMG: 3Ammo: 5RoF: 1Wt: 1▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 1
Nation: Austria-Hungary
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Extra long: If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
En-block clip: When the rifle is empty: Reloading can be done at no action cost. Shooting on the same turn awards -3d6 to accuracy.
Mannlicher M1895 StutzenAustria-HungaryDMG: 3Ammo: 5RoF: 1Wt: 1▶ details
Damage: 3
Ammo: 5
Rate of fire: 1
Weight: 1
Nation: Austria-Hungary
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Half-Agile: Can be fired even at distance 0 with -3d6 to accuracy. Can be unholstered and holstered at no action cost.
Short rifle: When fitted with a bayonet: Double debuff from having a bayonet on and loses half-agile.
En-block clip: When the rifle is empty: Reloading can be done at no action cost. Shooting on the same turn awards -3d6 to accuracy.
Fucile M91 "Carcano"ItalyDMG: 3Ammo: 6RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 6
Rate of fire: 1
Weight: 2
Nation: Italy
Type: Bolt-action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
En-block clip: When the rifle is empty: Reloading can be done at no action cost. Shooting on the same turn awards -3d6 to accuracy.
6.5mm Carcano: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances.
Schmidt–Rubin Model 1911SwitzerlandDMG: 3Ammo: 6RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 6
Rate of fire: 1
Weight: 2
Nation: Switzerland
Type: Bolt action rifle
Cost: Free slot
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Magazine-fed: Each magazine has 1 weight; choose how many magazines to bring at the start of a scene. Reloading is a free action if you use a magazine. Reloads normally if you have no magazines left.

Lever-action Rifles

Winchester M1887CivilianDMG: 2Ammo: 11RoF: 2Wt: 2+1 pt▶ details
Damage: 2
Ammo: 11
Rate of fire: 2
Weight: 2
Nation: Civilian
Type: Lever-action rifle
Cost: +1 pt

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
Tubular magazine: Reloads each bullet individually, taking 1 turn per bullet. Optionally, roll dexterity, with a -3d6 penalty, to load two bullets at once. Failure means no reloading is done, as you fumble it.
Winchester M1895RussiaDMG: 3Ammo: 5RoF: 2Wt: 2+1 pt▶ details
Damage: 3
Ammo: 5
Rate of fire: 2
Weight: 2
Nation: Russia
Type: Lever-action rifle
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.

Semi-automatic Rifles

RSC M1917FranceDMG: 3Ammo: 5RoF: 3Wt: 2+1 pt▶ details
Damage: 3
Ammo: 5
Rate of fire: 3
Weight: 2
Nation: France
Type: Semiautomatic rifle
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
Flieger Selbstlader Karabiner 1916GermanyDMG: 3Ammo: 20RoF: 3Wt: 2+1 pt▶ details
Damage: 3
Ammo: 20
Rate of fire: 3
Weight: 2
Nation: Germany
Type: Semiautomatic rifle
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Beretta Modelo 1918ItalyDMG: 3Ammo: 25RoF: 3Wt: 2+1 pt▶ details
Damage: 3
Ammo: 25
Rate of fire: 3
Weight: 2
Nation: Italy
Type: Semiautomatic rifle
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Overhead magazine: The first shot against a target has a -2d6 to its accuracy. This penalty is ignored on consecutive turns if you continue attacking the same target. If you spend a turn not attacking that target, or if you target multiple targets in one turn, the penalty resets and applies again the next time you attack it. Accuracy cannot be brought below 1d6 due to this.

Assault Rifles

RibeyrollesFranceDMG: 3Ammo: 25RoF: 5Wt: 2Restricted (3 pts)▶ details
Damage: 3
Ammo: 25
Rate of fire: 5
Weight: 2
Nation: France
Type: Assault rifle
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Burton M1917 LMRUnited StatesDMG: 3Ammo: 40RoF: 5Wt: 1Restricted (3 pts)▶ details
Damage: 3
Ammo: 40
Rate of fire: 5
Weight: 1
Nation: United States
Type: Assault Rifle
Cost: Restricted (3 pts)
Reload amount: 20
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Dual magazine: The weapon has two magazines instead of one! Reloading only reloads one of the magazines at a time.
Fedorov AvtomatRussiaDMG: 3Ammo: 25RoF: 5Wt: 2Restricted (3 pts)▶ details
Damage: 3
Ammo: 25
Rate of fire: 5
Weight: 2
Nation: Russia
Type: Assault Rifle
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
6mm Arisaka: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances. Deal 2 damage at distance 16 or beyond.

Submachine Guns

Maschinenpistole 18 (MP-18)GermanyDMG: 3Ammo: 30RoF: 5Wt: 2Restricted (3 pts)▶ details
Damage: 3
Ammo: 30
Rate of fire: 5
Weight: 2
Nation: Germany
Type: SMG
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
ThompsonUnited StatesDMG: 3Ammo: 30RoF: 5Wt: 2Restricted (3 pts)▶ details
Damage: 3
Ammo: 30
Rate of fire: 5
Weight: 2
Nation: United States
Type: SMG
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Carabinetta Automatica "O.V.P"ItalyDMG: 3Ammo: 25RoF: 5Wt: 2Restricted (3 pts)▶ details
Damage: 3
Ammo: 25
Rate of fire: 5
Weight: 2
Nation: Italy
Type: SMG
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Overhead magazine: The first shot against a target has a -2d6 to its accuracy. This penalty is ignored on consecutive turns if you continue attacking the same target. If you spend a turn not attacking that target, or if you target multiple targets in one turn, the penalty resets and applies again the next time you attack it. Accuracy cannot be brought below 1d6 due to this.
Furrer MP19SwitzerlandDMG: 3Ammo: 40RoF: 5Wt: 2Restricted (3 pts)▶ details
Damage: 3
Ammo: 40
Rate of fire: 5
Weight: 2
Nation: Switzerland
Type: SMG
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.

Light Machine Guns

Lewis Automatic Machine GunBritainDMG: 3Ammo: 45RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 45
Rate of fire: 7
Weight: 3
Nation: Britain
Type: Light Machinegun
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.
ChauchatFranceDMG: 3Ammo: 20RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 20
Rate of fire: 7
Weight: 3
Nation: France
Type: Light-machinegun
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.
MG 08/15GermanyDMG: 3Ammo: 30RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 30
Rate of fire: 7
Weight: 3
Nation: Germany
Type: Light-machinegun
Cost: +1 pt

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.
Heavy magazines: Choose how many additional magazines to bring. Each magazine has 1 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.
Browning Automatic Rifle (B.A.R)United StatesDMG: 3Ammo: 20RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 20
Rate of fire: 7
Weight: 3
Nation: United States
Type: Light machinegun
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.
Select fire: Takes one action to choose between full auto or semi auto. The former has the weapon work normally. The latter reduces firerate to 3, but the weapon is always considered 'set up' as long as you're holding it.
Type 11JapanDMG: 3Ammo: 30RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 30
Rate of fire: 7
Weight: 3
Nation: Japan
Type: Light-machinegun
Cost: +1 pt
Reload amount: 5
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.
6mm Arisaka: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances. Deal 2 damage at distance 16 or beyond.
Stripper-clip fed: Weapon is fed by several stripper clips stacked upon one another, and as such, you can only reload 5 shots at a time. Any teammate with an Arisaka rifle OR its respective ammunition can use their action to insert a clip into it.
Madsen light machinegunRussiaDMG: 3Ammo: 40RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 40
Rate of fire: 7
Weight: 3
Nation: Russia
Type: Light-machinegun
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.
Overhead magazine: The first shot against a target has a -2d6 to its accuracy. This penalty is ignored on consecutive turns if you continue attacking the same target. If you spend a turn not attacking that target, or if you target multiple targets in one turn, the penalty resets and applies again the next time you attack it. Accuracy cannot be brought below 1d6 due to this.
Villar Perosa M1915ItalyDMG: 3Ammo: 50RoF: 7Wt: 2Restricted (3 pts)▶ details
Damage: 3
Ammo: 50
Rate of fire: 7
Weight: 2
Nation: Italy
Type: Light Machinegun
Cost: Restricted (3 pts)
Reload amount: 25
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.
Overhead magazine: The first shot against a target has a -2d6 to its accuracy. This penalty is ignored on consecutive turns if you continue attacking the same target. If you spend a turn not attacking that target, or if you target multiple targets in one turn, the penalty resets and applies again the next time you attack it. Accuracy cannot be brought below 1d6 due to this.
SMG hybrid: You may spend an action to swap between using the weapon as an LMG or an SMG. The former has the weapon behave normally. The latter reduces firerate to 5 and removes the accuracy bonus for firing multiple shots, but the weapon is always considered 'set up' as long as you're holding it.
Dual magazine: The weapon has two magazines instead of one! Reloading only reloads one of the magazines at a time.
Stamm Sauer 1916SwitzerlandDMG: 3Ammo: 20RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 20
Rate of fire: 7
Weight: 3
Nation: Switzerland
Type: Light-machinegun
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Recoil: Unless this weapon is 'set up', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -1d6 accuracy penalty per shot.

Heavy Machine Guns

Vickers machinegunBritainDMG: 3Ammo: 250RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 250
Rate of fire: 11
Weight: 4
Nation: Britain
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Reload turns: 3

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
Extra heavy magazines: Choose how many additional magazines to bring. Each magazine has 3 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.
Hotchkiss M1914FranceDMG: 3Ammo: 30RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 30
Rate of fire: 11
Weight: 4
Nation: France
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
MG08GermanyDMG: 3Ammo: 250RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 250
Rate of fire: 11
Weight: 4
Nation: Germany
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Reload turns: 3

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
Extra heavy magazines: Choose how many additional magazines to bring. Each magazine has 3 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.
Browning M1917United StatesDMG: 3Ammo: 250RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 250
Rate of fire: 11
Weight: 4
Nation: United States
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Reload turns: 3

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
Extra heavy magazines: Choose how many additional magazines to bring. Each magazine has 3 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.
Type 03JapanDMG: 3Ammo: 30RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 30
Rate of fire: 11
Weight: 4
Nation: Japan
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
6mm Arisaka: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances. Deal 2 damage at distance 16 or beyond.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
PM M1910 MaximRussiaDMG: 3Ammo: 250RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 250
Rate of fire: 11
Weight: 4
Nation: Russia
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Reload turns: 3

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
Extra heavy magazines: Choose how many additional magazines to bring. Each magazine has 3 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.
Schwarzlose M.07/12Austria-HungaryDMG: 3Ammo: 250RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 250
Rate of fire: 11
Weight: 4
Nation: Austria-Hungary
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Reload turns: 3

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
Extra heavy magazines: Choose how many additional magazines to bring. Each magazine has 3 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.
Fiat–Revelli Modello 1914ItalyDMG: 3Ammo: 250RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 250
Rate of fire: 11
Weight: 4
Nation: Italy
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Reload turns: 3

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
Extra heavy magazines: Choose how many additional magazines to bring. Each magazine has 3 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.
6.5mm Carcano: The accuracy debuff (-3d6) applies at every 15 distances, instead of 10 distances.
MG11SwitzerlandDMG: 3Ammo: 250RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 250
Rate of fire: 11
Weight: 4
Nation: Switzerland
Type: Heavy Machinegun
Cost: Restricted (3 pts)
Reload turns: 3

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Recoil: Unless this weapon is 'emplaced', the +1d6 accuracy bonus per shot from firing multiple shots is replaced with a -3d6 accuracy penalty per shot.
Extra heavy magazines: Choose how many additional magazines to bring. Each magazine has 3 weight. Declare at scene start. Reloading takes 3 turns. If reload is started, cannot fire until reloading is finished. Allies can help in reloading.

Shotguns

Double barrel shotgunCivilianDMG: 4 / 2Ammo: 2RoF: 1Wt: 2▶ details
Damage: 4 / 2
Ammo: 2
Rate of fire: 1
Weight: 2
Nation: Civilian
Type: Shotgun
Cost: Free slot

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Buckshot: Deals 4 damage to enemies 3 distances or closer. Deals 2 damage to enemies 4 distances or beyond.
Double barrel Shotgun: Loads each shell individually, 1 shell per turn.
Trench-sweeper: Cover is one tier lower if the target is at 3 distances or closer.
Double-fire: Alternative firing technique, you may choose to gain +1 rate of fire, -3d6 to accuracy, and gain no accuracy bonuses from the fastened fire.

Semi-automatic Shotguns

Browning auto-5United StatesDMG: 4 / 2Ammo: 7RoF: 3Wt: 2Restricted (3 pts)▶ details
Damage: 4 / 2
Ammo: 7
Rate of fire: 3
Weight: 2
Nation: United States
Type: Semiautomatic shotgun
Cost: Restricted (3 pts)

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Buckshot: Deals 4 damage to enemies 3 distances or closer. Deals 2 damage to enemies 4 distances or beyond.
Tubular magazine: Reloads each shell individually, taking 1 turn per shell. Optionally, roll dexterity, with a -3d6 penalty, to load two shells at once. Failure means no reloading is done, as you fumble it.
Trench-sweeper: Cover is one tier lower if the target is at 3 distances or closer.

Pump-action Shotguns

Winchester Model 1897 "Trench Gun"United StatesDMG: 4 / 2Ammo: 6RoF: 1Wt: 2▶ details
Damage: 4 / 2
Ammo: 6
Rate of fire: 1
Weight: 2
Nation: United States
Type: Pump action shotgun
Cost: Free slot

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Buckshot: Deals 4 damage to enemies 3 distances or closer. Deals 2 damage to enemies 4 distances or beyond.
Tubular magazine: Reloads each shell individually, taking 1 turn per shell. Optionally, roll dexterity, with a -3d6 penalty, to load two shells at once. Failure means no reloading is done, as you fumble it.
Trench-sweeper: Cover is one tier lower if the target is at 3 distances or closer.
Slam fire: Alternative firing technique, you may choose to gain +1 rate of fire, -3d6 to accuracy, gain no accuracy bonuses from the fastened fire.

Double-action Revolvers

Webley RevolverBritainDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: Britain
Type: Double-action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Cylinder: Reloads each bullet individually, taking 1 turn per bullet.
Modèle 1892 revolverFranceDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: France
Type: Double-action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Cylinder: Reloads each bullet individually, taking 1 turn per bullet.
Colt M1917United StatesDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: United States
Type: Double-action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Cylinder: Reloads each bullet individually, taking 1 turn per bullet.
Type 26 RevolverJapanDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: Japan
Type: Double-action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Cylinder: Reloads each bullet individually, taking 1 turn per bullet.
Nagant M1895 RevolverRussiaDMG: 2Ammo: 7RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 7
Rate of fire: 1
Weight: 1
Nation: Russia
Type: Double-Action Revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Loading Gate: Reloads each bullet individually, taking 1 turn per bullet. Cannot have a quickloader.
Bodeo Model 1889 revolverItalyDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: Italy
Type: Double-action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Loading Gate: Reloads each bullet individually, taking 1 turn per bullet. Cannot have a quickloader.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Ordonnanzrevolver 1882SwitzerlandDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: Switzerland
Type: Double-action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Cylinder: Reloads each bullet individually, taking 1 turn per bullet.

Single-action Revolvers

Colt Single Action Army (Colt SAA)CivilianDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: Civilian
Type: Single-action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Loading Gate: Reloads each bullet individually, taking 1 turn per bullet. Cannot have a quickloader.
M1879 ReichsrevolverGermanyDMG: 2Ammo: 6RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 6
Rate of fire: 1
Weight: 1
Nation: Germany
Type: Single action revolver
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Loading Gate: Reloads each bullet individually, taking 1 turn per bullet. Cannot have a quickloader.

Semi-automatic Pistols

KolibriCivilianDMG: 1Ammo: 6RoF: 2Wt: 1▶ details
Damage: 1
Ammo: 6
Rate of fire: 2
Weight: 1
Nation: Civilian
Type: Semiautomatic pistol
Cost: Free slot
Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
THE Kolibri: Shooting someone only does damage if they're at distance 2 or closer. Throwing this weapon at someone deals 2 damage.
Concealable: The weapon is remarkably tiny, one can hide it away with ease. So long as it is holstered, enemies are not aware of it. Ambushing someone makes no noise and deals triple the damage.
'Ruby' pistolFranceDMG: 2Ammo: 9RoF: 2Wt: 1+1 pt▶ details
Damage: 2
Ammo: 9
Rate of fire: 2
Weight: 1
Nation: France
Type: Semiautomatic pistol
Cost: +1 pt
Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
C96 "Mauser"GermanyDMG: 2Ammo: 10RoF: 2Wt: 1+1 pt▶ details
Damage: 2
Ammo: 10
Rate of fire: 2
Weight: 1
Nation: Germany
Type: Semiautomatic pistol
Cost: +1 pt
Reload amount: 10
Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Wasteful reload: Takes 2 turns to reload if there's still any bullets inside, and said bullets are lost. If reload is started, weapon cannot fire until reloading is finished.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
Luger P08GermanyDMG: 2Ammo: 8RoF: 2Wt: 1+1 pt▶ details
Damage: 2
Ammo: 8
Rate of fire: 2
Weight: 1
Nation: Germany
Type: Semiautomatic pistol
Cost: +1 pt
Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
M1911United StatesDMG: 2Ammo: 7RoF: 2Wt: 1+1 pt▶ details
Damage: 2
Ammo: 7
Rate of fire: 2
Weight: 1
Nation: United States
Type: Semiautomatic pistol
Cost: +1 pt
Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
Steyr M1912Austria-HungaryDMG: 2Ammo: 8RoF: 2Wt: 1+1 pt▶ details
Damage: 2
Ammo: 8
Rate of fire: 2
Weight: 1
Nation: Austria-Hungary
Type: Semiautomatic pistol
Cost: +1 pt
Reload amount: 8
Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.

Break-action Pistols

DerringerCivilianDMG: 2Ammo: 2RoF: 1Wt: 1▶ details
Damage: 2
Ammo: 2
Rate of fire: 1
Weight: 1
Nation: Civilian
Type: Break-action pistol
Cost: Free slot

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Agile: Can be fired even at distance 0. Can be unholstered and holstered at no action cost.
Walking fire: Alternative firing technique, you may choose to gain -3d6 to accuracy, but may move and fire as part of the same action.
Concealable: The weapon is remarkably tiny, one can hide it away with ease. So long as it is holstered, enemies are not aware of it. Ambushing someone makes no noise and deals triple the damage.

Black Powder Revolvers

Colt WalkerCivilianDMG: 3Ammo: 6RoF: 1Wt: 2▶ details
Damage: 3
Ammo: 6
Rate of fire: 1
Weight: 2
Nation: Civilian
Type: Black Powder Revolver
Cost: Free slot
Reload turns: 4

Reloads one round at a time.

Traits:
One-handed: Weapon can be held in one hand, with another tool in your free hand.
Black Powder: Makes a huge cloud of smelly gunpowder smoke after firing, giving away your position immediately.
Extremely slow reload: Takes 4 turns to load a single bullet. Each bullet must be reloaded individually. Cannot use a speedloader. Weapon can fire after reloading is started provided there are still bullets inside it.
Overloaded chamber: Optionally overload the chamber(s) with additional gunpowder. Declare how many are at scene start. Deals 4 damage, but if there are more 1's than 6's when shooting, it explodes in your hands. If it explodes, deals 4 damage to you and the gun is ruined.

Flamethrowers

FlamethrowerAnyDMG: 3Ammo: 10RoF: 5Wt: 3Restricted (3 pts)▶ details
Damage: 3
Ammo: 10
Rate of fire: 5
Weight: 3
Nation: Any
Type: Flamethrower
Cost: Restricted (3 pts)

Requires magazines to reload.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Canister: Choose how many additional canisters of fuel to bring. Each canister has 1 weight. Declare at scene start.
Flamethrower: Maximum range of 3 distances; cannot target anyone beyond. Ignores cover. If a target is hit: Target is set on fire, takes 3 damage immediately and 3 damage every turn thereafter. A target on fire can only do one the following: Create distance between themselves and you, try to put the fire out, or do an action that contributes towards putting the fire out. To put it out, they must roll a 1d6, with a success on a 5 or a 6. Allies may try to put the fire out as well. Attacking a target that is already on fire does not deal any more damage. Rate of fire doesn't increase the damage of this weapon against individual targets.
Volatile: If you are shot from the back OR a grenade explodes: Roll a 1d6. On a 5, your canister is set ablaze, you are set on fire, and it'll explode in 2 turns, dealing 3 damage and setting everyone up to 1 distance away on fire. On a 6, your canister explodes, dealing 3 damage and setting you and everyone up to 1 distance away on fire. You cannot put the fire out until the canister is removed from your back in either circumstance.
Bulky kit: If you have a bulky kit, you cannot carry another piece of equipment with this gimmick.

Flintlock Muskets

Flintlock MusketCivilianDMG: 4Ammo: 1RoF: 1Wt: 2▶ details
Damage: 4
Ammo: 1
Rate of fire: 1
Weight: 2
Nation: Civilian
Type: Flintlock Smoothbore Musket
Cost: Free slot
Reload turns: 20

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Extra long: When fitted with a bayonet: If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Musket: Takes 20 turns to reload. Accuracy penalty from ranged shooting is doubled.

Anti-Tank Rifle

Anti-tank rifleAnyDMG: 8Ammo: 5RoF: 1Wt: 3+1 pt▶ details
Damage: 8
Ammo: 5
Rate of fire: 1
Weight: 3
Nation: Any
Type: Anti-tank rifle
Cost: +1 pt
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Integrated Bipod: Weapon cannot have a bipod attached to it - it already has one! The bipod can be deployed as an action, making the weapon 'set up'. When the weapon is 'set up', it can be manned or unmanned as a free action. Un-deploying the bipod takes an action and immediately causes the weapon to no longer be 'set up'.
Heavy Kickback: Unless this weapon is 'set up', each time you fire it, roll a Strength check. If this check doesn't get at least 1 success, the shot automatically misses and the recoil forces you to drop the gun on the ground.
Anti-Tank Weapon: This weapon can pierce medium armor. Firing this weapon at a target other than a vehicle or building imposes a -6d6 accuracy penalty.
Heavy anti-tank rifleAnyDMG: 12Ammo: 5RoF: 1Wt: 5Restricted (3 pts)▶ details
Damage: 12
Ammo: 5
Rate of fire: 1
Weight: 5
Nation: Any
Type: Anti-tank rifle
Cost: Restricted (3 pts)
Reload turns: 3
Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Restricted: Prized and rare weapon. Must pay 3 points to have it.
Tripod Mounted: Weapon cannot have a bipod attached to it - it's too big! Instead, it needs to be mounted on a tripod. Setting up the tripod takes 3 actions, your allies can help with this. Once the tripod is set up, the weapon is 'emplaced', and it can be manned or unmanned as a free action. Taking down the tripod also takes 3 actions, and the weapon is no longer 'emplaced' once you start.
Very Heavy Kickback: Unless this weapon is 'emplaced', each time you fire it, roll a Strength check. If this check doesn't get at least 3 successes, the shot automatically misses and the recoil forces you to drop the gun on the ground.
Anti-Tank Emplacement: This weapon can pierce heavy armor. Firing this weapon at a target other than a vehicle or building imposes a -9d6 accuracy penalty.

Bows

BowCivilianDMG: 3Ammo: 1RoF: 1Wt: 1▶ details
Damage: 3
Ammo: 1
Rate of fire: 1
Weight: 1
Nation: Civilian
Type: Bow & Arrow
Cost: Free slot

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Recoverable ammo: At combat end, all arrows can be recovered.
Draw and let loose: To fire this weapon, it must be prepared: A turn has to be spent pulling the string, and it may only be fired in the next. You can keep the string drawn for [CONSTITUTION] turns before you lose your strength and let go. You can move while the string is drawn.
Utterly silent: Only those 1 distance away from you can hear your bow's string. It is completely silent otherwise. Enemies attacked by you must roll twice, taking the lower set, in order to spot you.

Crossbows

CrossbowCivilianDMG: 2Ammo: 1RoF: 1Wt: 2▶ details
Damage: 2
Ammo: 1
Rate of fire: 1
Weight: 2
Nation: Civilian
Type: Crossbow
Cost: Free slot

Reloads one round at a time.

Traits:
Two-handed: Weapon requires both hands in order to be used properly.
Recoverable ammo: At combat end, all bolts can be recovered.
Utterly silent: Only those 1 distance away from you can hear your crossbow's string. It is completely silent otherwise. Enemies attacked by you must roll twice, taking the lower set, in order to spot you.

Melee

DaggerAnyDMG: 3Ammo: 0RoF: 0Wt: 1▶ details
Damage: 3
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Short double-edged blade. Can easily be hidden underneath clothing. Arguably one of humanity's oldest weapons.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Concealable: The weapon is remarkably tiny, one can hide it away with ease. So long as it is holstered, enemies are not aware of it. Ambushing someone makes no noise and deals triple the damage.
Throwing DaggerAnyDMG: 3Ammo: 0RoF: 0Wt: 1▶ details
Damage: 3
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

A small throwing dagger, not as good for shanking someone with as a regularly sized dagger, but remarkably accurate on the throw.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Throwable: The weapon is meant, first and foremost, to be thrown. You can throw it 5 + STR distances away, hitting the target is a DEX vs Cover contested check. Deals -2 damage when used as a melee weapon, damage cannot be brought to 0 through this.
Concealable: The weapon is remarkably tiny, one can hide it away with ease. So long as it is holstered, enemies are not aware of it. Ambushing someone makes no noise and deals triple the damage.
Combat KnifeAnyDMG: 4Ammo: 0RoF: 0Wt: 1▶ details
Damage: 4
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Standard military fighting knife. More of a tool than a combat weapon, but it works in a pinch.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Rapid shanking: This weapon can be used to quickly shank enemies. If you choose to take a -2d6 when attacking, having an additional success over your opponent deals an additional instance of damage. If you are grappling your target, you have no penalty when rapid shanking.
Throwing KnifeAnyDMG: 4Ammo: 0RoF: 0Wt: 1▶ details
Damage: 4
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Light, balanced blade optimised for throwing.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Rapid shanking: This weapon can be used to quickly shank enemies. If you choose to take a -2d6 when attacking, having an additional success over your opponent deals an additional instance of damage. If you are grappling your target, you have no penalty when rapid shanking.
Throwable: The weapon is meant, first and foremost, to be thrown. You can throw it 5 + STR distances away, hitting the target is a DEX vs Cover contested check. Deals -2 damage when used as a melee weapon, damage cannot be brought to 0 through this.
MacheteAnyDMG: 4Ammo: 0RoF: 0Wt: 1▶ details
Damage: 4
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

A machete, sports a heavy inward-curved blade. Excellent for clearing the way on jungles.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Path clearer: The weapon is primarily a tool, meant to cut through things. Can destroy certain types of cover and obstacles entirely as an action.
SabreAnyDMG: 6Ammo: 0RoF: 0Wt: 1▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

A modern, curved sabre. Made light and sharp for infantry usage.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Cavalry sabreAnyDMG: 6Ammo: 0RoF: 0Wt: 2▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

A cavalry sabre, made much thicker and heavier than a typical sabre, so as to take full advantage of its mount's weight and speed.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Cavalry-weapon: Weapon is meant to be used whilst atop a horse or mount. If not atop a horse, gain -3d6 to hit enemies. If atop a horse, you can choose to charge with it! If charging, when moving to distance 0 of an enemy, an enemy may not roll to defend themselves in melee. Must be started at 2 distances away from your enemy, or further. If you hit your enemy while charging, they do not get to attack you freely if you move away within that same turn.
RapierAnyDMG: 6Ammo: 0RoF: 0Wt: 2▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

Long, thin thrusting sword favoured by duelists.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Duelling: This weapon is meant for duels and one-on-one's. If a single enemy is in melee range, gain +3d6 to attack and defend yourself against them. If there's more than one, instead gain -1d6 for each enemy, up to -3d6. If you're holding an item in your other hand, gain -3d6 to any attack/defense, disregarding the positive effect of this trait.
Parrying daggerAnyDMG: 3Ammo: 0RoF: 0Wt: 1▶ details
Damage: 3
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

A short dagger meant to assist a duellist's main weapon.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Parrying: This weapon is meant to assist your duelling weapon. You may hold this weapon and the 'duelling' trait will still work. If this is held alongside a duelling weapon, the duelling weapon no longer has a penalty for additional enemies being in range.
BroadswordAnyDMG: 6Ammo: 0RoF: 0Wt: 2▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

Heavy blade that can be wielded with either hand.

Traits:
Bastard weapon: Can be used with either one hand or two hands. +2 damage if used with two hands.
LongswordAnyDMG: 8Ammo: 0RoF: 0Wt: 3▶ details
Damage: 8
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

A remarkably long sword, the kinds you'd see knights use.

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Flourishing: Does not apply against mounted enemies or their mounts, they'd just run you over. This weapon can be used to make incredibly wide swings, which make it difficult for enemies to approach. If you flourish, an enemy moving into distance 0 will take an unavoidable instance of damage. You cannot flourish in cramped spaces (indoors, inside ships, tanks, etc.).
GreatswordAnyDMG: 10Ammo: 0RoF: 0Wt: 4▶ details
Damage: 10
Ammo: 0
Rate of fire: 0
Weight: 4
Nation: Any
Type: Melee
Cost: Free slot

Massive, oversized blade, meant for wide swings.

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Flourishing: Does not apply against mounted enemies or their mounts, they'd just run you over. This weapon can be used to make incredibly wide swings, which make it difficult for enemies to approach. If you flourish, an enemy moving into distance 0 will take an unavoidable instance of damage. You cannot flourish in cramped spaces (indoors, inside ships, tanks, etc.).
Razor bladed: The weapon is extremely sharp, like a razor. If you have 3 successes over your opponent, roll a 1d6 to disable (NOT cut off!) a limb. 1-2, left or right arm respectively. 3-4, left or right leg respectively. 5, the torso, and 6, the head. Losing an arm makes the opponent drop their item; losing both means they can hold nothing. Losing a leg kicks the player down to the bottom of initiative; losing both makes them immobile and knocks them to the floor. Hitting the torso makes the target take +1 damage from all sources. Losing the head is instant death. Mutually exclusive with barbed.
SpearAnyDMG: 6Ammo: 0RoF: 0Wt: 2▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

Long-shafted thrusting weapon.

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Extra long: This melee weapon is much longer than its contemporaries. If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Braceable: This melee weapon can be braced against incoming cavalry. You automatically brace at the end of your action as a free action. While bracing, a mounted enemy AND their mount moving into attacking distance will take an unavoidable instance of damage, they will be stopped on the distance they're attacked at and negates the "cavalry-weapon" trait of a weapon. This can target only one mounted enemy.
Great clubAnyDMG: 8Ammo: 0RoF: 0Wt: 3▶ details
Damage: 8
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

A massive, two-handed club, meant for beating people up!

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Crushing: Weapon is meant to bludgeon enemies dead. Ignores damage penalties such as armor, or a lizardgirl's scales. Has light armor piercing ( can damage lightly armored vehicles ). Deals +2 damage against enemies that'd otherwise give you a damage penalty.
PikeAnyDMG: 6Ammo: 0RoF: 0Wt: 3▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

Infantry polearm; longer and heavier than a spear.

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Ridiculously long: Weapon is extremely long. Can attack enemies 1 distance away, but not on the same distance as you. Cannot be used in cramped spaces (indoors, inside ships, tanks, etc.).
Braceable: This melee weapon can be braced against incoming cavalry. You automatically brace at the end of your action as a free action. While bracing, a mounted enemy AND their mount moving into attacking distance will take an unavoidable instance of damage, they will be stopped on the distance they're attacked at and negates the "cavalry-weapon" trait of a weapon. This can target only one mounted enemy.
HalberdAnyDMG: 8Ammo: 0RoF: 0Wt: 3▶ details
Damage: 8
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

Polearm combining an axe-head, a spike, and a hook. The axe-head can floursh, the spike is extra-long, and the hook is hooking!

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Extra long: This melee weapon is much longer than its contemporaries. If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Multi-headed: Weapon has multiple heads for different purposes. Has multiple traits depending on the head. It takes 1 turn to swap between each head.
Flourishing: Does not apply against mounted enemies or their mounts, they'd just run you over. This weapon can be used to make incredibly wide swings, which make it difficult for enemies to approach. If you flourish, an enemy moving into distance 0 will take an unavoidable instance of damage. You cannot flourish in cramped spaces (indoors, inside ships, tanks, etc.).
Extra long: This melee weapon is much longer than its contemporaries. If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Barbed/hooked: The weapon is barbed OR has a nasty hook, making it stick to things. When the target is hit, they're unable to move in their next turn. If used on a throwable weapon, when the target is hit, they gain the weapon's weight until it is removed. Mutually exclusive with razor-bladed.
WarhammerAnyDMG: 6Ammo: 0RoF: 0Wt: 3▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

Polearm combining a hammer-head, a spike and a hook. The Hammer-head can crush, the spike is extra long, and the book is hooking!

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Extra long: This melee weapon is much longer than its contemporaries. If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Multi-headed: Weapon has multiple heads for different purposes. Has multiple traits depending on the head. It takes 1 turn to swap between each head.
Crushing: Weapon is meant to bludgeon enemies dead. Ignores damage penalties such as armor, or a lizardgirl's scales. Has light armor piercing ( can damage lightly armored vehicles ). Deals +2 damage against enemies that'd otherwise give you a damage penalty.
Extra long: This melee weapon is much longer than its contemporaries. If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Barbed/hooked: The weapon is barbed OR has a nasty hook, making it stick to things. When the target is hit, they're unable to move in their next turn. If used on a throwable weapon, when the target is hit, they gain the weapon's weight until it is removed. Mutually exclusive with razor-bladed.
LanceAnyDMG: 6Ammo: 0RoF: 0Wt: 3▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

Long cavalry charging weapon, devastating on horseback.

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Cavalry-weapon: Weapon is meant to be used whilst atop a horse or mount. If not atop a horse, gain -3d6 to hit enemies. If atop a horse, you can choose to charge with it! If charging, when moving to distance 0 of an enemy, an enemy may not roll to defend themselves in melee. Must be started at 2 distances away from your enemy, or further. If you hit your enemy while charging, they do not get to attack you freely if you move away within that same turn.
Extra long: This melee weapon is much longer than its contemporaries. If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
HarpoonAnyDMG: 6Ammo: 0RoF: 0Wt: 2▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

Throwing harpoon, mostly meant to fight sea creatures.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Throwable: The weapon is meant, first and foremost, to be thrown. You can throw it 5 + STR distances away, hitting the target is a DEX vs Cover contested check. Deals -2 damage when used as a melee weapon, damage cannot be brought to 0 through this.
Barbed/hooked: The weapon is barbed OR has a nasty hook, making it stick to things. When the target is hit, they're unable to move in their next turn. If used on a throwable weapon, when the target is hit, they gain the weapon's weight until it is removed. Mutually exclusive with razor-bladed.
Trench ClubAnyDMG: 4Ammo: 0RoF: 0Wt: 1▶ details
Damage: 4
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Improvised spiked club fashioned in the trenches.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Crushing: Weapon is meant to bludgeon enemies dead. Ignores damage penalties such as armor, or a lizardgirl's scales. Has light armor piercing ( can damage lightly armored vehicles ). Deals +2 damage against enemies that'd otherwise give you a damage penalty.
MaceAnyDMG: 6Ammo: 0RoF: 0Wt: 2▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

Flanged bludgeoning weapon.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Crushing: Weapon is meant to bludgeon enemies dead. Ignores damage penalties such as armor, or a lizardgirl's scales. Has light armor piercing ( can damage lightly armored vehicles ). Deals +2 damage against enemies that'd otherwise give you a damage penalty.
Military PickaxeAnyDMG: 6Ammo: 0RoF: 0Wt: 3▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

A military pickaxe is precisely as its name suggests, it focuses all the damage on a single point! It is a bit heavier to accomodate that.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Crushing: Weapon is meant to bludgeon enemies dead. Ignores damage penalties such as armor, or a lizardgirl's scales. Has light armor piercing ( can damage lightly armored vehicles ). Deals +2 damage against enemies that'd otherwise give you a damage penalty.
Breaching: The weapon is primarily a tool, meant to break through things. Can destroy certain types of cover and obstacles entirely as an action.
Hand AxeAnyDMG: 4Ammo: 0RoF: 0Wt: 1▶ details
Damage: 4
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Short-handled axe for chopping.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Path clearer: The weapon is primarily a tool, meant to cut through things. Can destroy certain types of cover and obstacles entirely as an action.
Throwing AxeAnyDMG: 4Ammo: 0RoF: 0Wt: 1▶ details
Damage: 4
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Balanced axe optimised for throwing.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Throwable: The weapon is meant, first and foremost, to be thrown. You can throw it 5 + STR distances away, hitting the target is a DEX vs Cover contested check. Deals -2 damage when used as a melee weapon, damage cannot be brought to 0 through this.
Path clearer: The weapon is primarily a tool, meant to cut through things. Can destroy certain types of cover and obstacles entirely as an action.
long axeAnyDMG: 6Ammo: 0RoF: 0Wt: 2▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

Large axe that can be wielded one- or two-handed.

Traits:
Bastard weapon: Can be used with either one hand or two hands. +2 damage if used with two hands.
Path clearer: The weapon is primarily a tool, meant to cut through things. Can destroy certain types of cover and obstacles entirely as an action.
WhipAnyDMG: 4Ammo: 0RoF: 0Wt: 1▶ details
Damage: 4
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Leather lash that entangles as it strikes.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Barbed/hooked: The weapon is barbed OR has a nasty hook, making it stick to things. When the target is hit, they're unable to move in their next turn. If used on a throwable weapon, when the target is hit, they gain the weapon's weight until it is removed. Mutually exclusive with razor-bladed.
FlailAnyDMG: 6Ammo: 0RoF: 0Wt: 4▶ details
Damage: 6
Ammo: 0
Rate of fire: 0
Weight: 4
Nation: Any
Type: Melee
Cost: Free slot

Spiked iron ball on a chain that entangles as it strikes.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Crushing: Weapon is meant to bludgeon enemies dead. Ignores damage penalties such as armor, or a lizardgirl's scales. Has light armor piercing ( can damage lightly armored vehicles ). Deals +2 damage against enemies that'd otherwise give you a damage penalty.
Barbed/hooked: The weapon is barbed OR has a nasty hook, making it stick to things. When the target is hit, they're unable to move in their next turn. If used on a throwable weapon, when the target is hit, they gain the weapon's weight until it is removed. Mutually exclusive with razor-bladed.
Buckler shieldAnyDMG: 1Ammo: 0RoF: 0Wt: 1▶ details
Damage: 1
Ammo: 0
Rate of fire: 0
Weight: 1
Nation: Any
Type: Melee
Cost: Free slot

Tiny shield that helps defending you in melee.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Buckler shield: You may hold this weapon and the 'duelling' trait will still work. You roll +2d6 to defend yourself in melee.
ShieldAnyDMG: 1Ammo: 0RoF: 0Wt: 2▶ details
Damage: 1
Ammo: 0
Rate of fire: 0
Weight: 2
Nation: Any
Type: Melee
Cost: Free slot

A moderately sized shield, among the most common types used during medieval times. Kite, round, square, there's many kinds.

Traits:
One-handed: Can be held in one hand, with another tool or weapon in your free hand.
Shield: You roll +4d6 to defend yourself in melee. If slung over your back, roll +2d6 instead when attacked from behind.
Board shieldAnyDMG: 1Ammo: 0RoF: 0Wt: 3▶ details
Damage: 1
Ammo: 0
Rate of fire: 0
Weight: 3
Nation: Any
Type: Melee
Cost: Free slot

A massive board shield, when placed on the ground, it reaches all the way to your chin.

Traits:
Two-handed: Weapon must be two-handed in order to be used properly.
Board shield: You roll +4d6 to defend yourself in melee. If slung over your back, roll +2d6 instead when attacked from behind. Can be planted onto the ground, serving as 2d6 cover.