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Weapons

All ranged (and melee-category) 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.
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 98 ArisakaJapanDMG: 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.
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 M1895Austria-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.

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.
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

Huot Automatic RifleBritainDMG: 3Ammo: 25RoF: 7Wt: 3+1 pt▶ details
Damage: 3
Ammo: 25
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.
Light-machinegun: Comes with a bipod but gains no benefit from it. Automatic fire whilst not set up awards a -1d6 for every shot fired past the first, rather than an accuracy bonus. After the gun is set up, manning/unmanning it is a free action.
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.
Light-machinegun: Comes with a bipod but gains no benefit from it. Automatic fire whilst not set up awards a -1d6 for every shot fired past the first, rather than an accuracy bonus. After the gun is set up, manning/unmanning it is a free action.
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.
Light-machinegun: Comes with a bipod but gains no benefit from it. Automatic fire whilst not set up awards a -1d6 for every shot fired past the first, rather than an accuracy bonus. After the gun is set up, manning/unmanning it is a free action.
Select fire: Takes one action to choose between full auto or slower full auto. The former has the weapon work normally. The latter disregards the downside of light-machinegun, but reduces firerate to 3. You now gain the typical accuracy bonus from the fastened fire.
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.
Light-machinegun: Comes with a bipod but gains no benefit from it. Automatic fire whilst not set up awards a -1d6 for every shot fired past the first, rather than an accuracy bonus. After the gun is set up, manning/unmanning it is a free action.
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.
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)
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-machinegun: Comes with a bipod but gains no benefit from it. Automatic fire whilst not set up awards a -1d6 for every shot fired past the first, rather than an accuracy bonus. After the gun is set up, manning/unmanning it is a free action.
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 ation to swap between using the weapon as an LMG or an SMG. The former has the weapon behave normally. The latter disregards 'light-machinegun', reduces firerate to 5, but gain no benefit from the hastened fire.
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.
Light-machinegun: Comes with a bipod but gains no benefit from it. Automatic fire whilst not set up awards a -1d6 for every shot fired past the first, rather than an accuracy bonus. After the gun is set up, manning/unmanning it is a free action.

Heavy Machine Guns

Lewis Automatic Machine GunBritainDMG: 3Ammo: 97RoF: 11Wt: 4Restricted (3 pts)▶ details
Damage: 3
Ammo: 97
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.
Heavy-machinegun: Comes with a bipod, but gains no benefit from it. Automatic fire whilst not set up awards a -3d6 for every shot fired past the first, rather than an accuracy bonus. Takes 3 turns to set up the bipod. Allies can help in setting the gun up. After the gun is set up, manning/unmanning it is a free action.
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.
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.
Heavy-machinegun: Comes with a bipod, but gains no benefit from it. Automatic fire whilst not set up awards a -3d6 for every shot fired past the first, rather than an accuracy bonus. Takes 3 turns to set up the bipod. Allies can help in setting the gun up. After the gun is set up, manning/unmanning it is a free action.
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.
'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.

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.

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.

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.