Guns

All guns from the Rulebook are playable, but not necessarily easy to find.

For simplicity’s sake, ammunition is based simply on the caliber of the weapon. A Desert Eagle .50 handgun and a Barret .50 rifle both use the same ammunition type.


Firearm Accessories

Laser Sight – +1 to hero’s Aim roll.
Range: 30
Cost: 250

Suppressor (Handgun and Submachine Guns Only) – The hero’s weapon can be fired and maintain Stealth at a -1 modifier.
Cost: 400

Extended Magazine – Doubles the firearm’s number of shots. Not available for revolvers. The magazines can be kept for use later.
The below costs include the magazine and the ammo to fill it once.
Cost (Small Ammo): 30
Cost (Med Ammo): 75
Cost (Large Ammo): 150


Other Weapons

Molotov Cocktail
Range: 5/10/20
Damage: 2d6
Cost: 15
Notes: Med Burst Template, One Round AND successful Agility Check to Light, Sets the AoE on Fire along with anyone inside it (See Fire rules on page 104 of the Rulebook)

Dynamite
Range (One Stick): 5/10/20
Damage: 3d6
Cost: 75
Notes: Med Burst Template, Can be bundled for damage increase – i.e.: Two sticks of dynamite do 6d6 of damage on a hit. However, only one stick of dynamite can be thrown.

Guns

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