Weapons
Melee Weapons Chart
Weapon | Damage | Conceal |
---|---|---|
Saps (+) | Str +1 | P |
Clubs (+) | Str +2 | T |
Knives | Str +1 | J |
Foils, Rapiers | Str + 2 | T |
Saber, Katanas | Str + 2 | T |
Swords | Str +3 | T |
Two-handed Swords | Str +5 | N |
Small Ax | Str +2 | T |
Large Ax | Str +3 | N |
Stake (*) | Str +1 | T |
Klaive | Str + 2(++) | J |
Grand Klaive | Str +4(++) | T |
- Weapon: Your character may use other items as weapons (meat cleaver, pencil, razor, chair). Apply the listing above that approximates the weapon used.
- Concealment: P = Can be carried in pocket. J = Can be hidden in a jacket. T = Can be hidden in a trench coat. N = Cannot be concealed at all.
- (+) Blunt objects inflict bashing damage unless targeted at the head (See Combat Maneuvers). If so, they may inflict lethal damage.
- (*) The attacker must target the heart (difficulty 9).
- (++) This is a silver weapon; Garou cannot soak this damage.
Ranged Weapons Chart
Type - Example | Damage | Range | Rate | Clip | Conceal |
---|---|---|---|---|---|
Revolver, Lt. - SW M640 (.38 Special) | 4 | 12 | 3 | 6 | P |
Revolver, Heavy - Colt Anaconda (.44 Magnum) | 6 | 35 | 2 | 6 | J |
Pistol, Lt. - Glock 17 (9mm) | 4 | 20 | 4 | 17+1 | P |
Pistol, Hvy. - Sig P220 (.45 ACP) | 5 | 30 | 3 | 7+1 | J |
Rifle - Remington M-700 (30.06) | 8 | 200 | 1 | 5+1 | N |
SMG, Small(*) - Ingram Mac-10 (9mm) | 4 | 25 | 3 | 30+1 | J |
SMG, Large(*) - HK MP-5 (9mm) | 4 | 50 | 3 | 30+1 | T |
Assault Rifle(*) - Steyr-Aug (5.56mm) | 7 | 150 | 3 | 42+1 | N |
Shotgun - Ithaca M-37 (12-Gauge) | 8 | 20 | 1 | 5+1 | T |
Shotgun, semi-auto - Fiachi-Law 12 (12-Gauge) | 8 | 20 | 3 | 8+1 | T |
Crossbow (**) | 5 | 20 | 1 | 1 | T |
- Damage: Indicates the damage dice pool. Firearms deliver lethal damage against mortals. The type of damage may vary against supernatural enemies.
- Range: This number represents the practical shot range in yards (difficulty 6). Your character may fire at twice this distance, but attacks are considered long range (difficulty 8).
- Rate: The maximum number of bullets or three-round bursts a gun ca fire in a single turn. This rate does not apply to full-auto or strafing attacks.
- Clip: The number of shells a gun can hold — the +1 indicates a bullet can be held in the chamber, ready to fire.
- Concealment: P = Can be carried in pocket. J = Can be hidden in a jacket. T = Can be hidden in a trench coat. N = Cannot be concealed at all.
- (*) Indicates the weapon is capable of three-round bursts, full-auto and strafing.
- (**) Crossbows require five turns to reload. A character may use a crossbow to attempt to stake a creature with a targeted shot.
Miscellaneous Weapons Chart
Type | Damage | Rate | Notes |
---|---|---|---|
Holy Water | 1 Agg. vs. Supernaturals (Excluding Hunters and Mages) | 1 damage per round | Cannot be soaked with Fortitude |
* These ranged items, unlike firearms, do not add successes to their damage pools.