Equipment Tables

Protective Gear

Type Armor Value Price
Woven metal fabric (light)* +1 E
Hides and fur +2
Soft leather, canvas, heavy khaki +2 VE–E
Bone and hide +1D
Padded leather, flying jacket +1D E
Woven metal fabric (heavy)* +1D M
Hard leather +1D+1 E
Chain mail +2D E
Plate mail +3D M
Bulletproof vest* +3D M
Reflec* (against energy only) +3D L
Flak jacket +3D+1 M
Light Kevlar* +2D+1 D
Heavy Kevlar* +3D D
Ceramic armor* +3D+1 H
*Not available in a pulp fiction setting.

Firearms

Range
Handguns Damage Ammo Short Medium Long Price (Ammo Price)
.30 M1 Carbine† 5D+1 8 45 450 600 M (E)
Colt Snub .38 revolver 4D 6 5 10 15 E (VE)
Colt .45 Peacemaker 4D+1 6 15 30 45 E (VE)
Glock 17 9mm† pistol 3D+2 16 8 16 24 D (E)
Luger P08 9mm 3D+2 8 10 20 30 E (VE)
Derringer .45 pistol 4D* 2 10 20 30 E (VE)
Smith & Wesson .38 revolver 4D 6 15 30 45 E (VE)
Smith & Wesson .357 Magnum 5D 6 20 35 50 E (VE)
Walter PPK 9mm short 3D* 7 7 14 21 M (E)
Range
Rifles Damage Ammo Short Medium Long Price (Ammo Price)
Blunderbuss** 4D* 1 12 20 30 M (E)
Flintlock musket** 3D+2* 1 25 40 100 M (E)
Springfield M1903 Rifle (.30-06) 7D 5 40 80 160 E (VE)
Remington Mod 30 5D+1 6 20 75 200 E (VE)
Winchester 94 lever action (30-30)† 6D+1 6 30 60 120 M (E)
Range
Shotguns Damage Ammo Short Medium Long Price (Ammo Price)
Mossberg M500 (12-guage pump) † 6D 5 20 40 60 M (E)
Remington 30 (12-guage side by side) 6D 2 20 40 60 E (VE)
Sawed-off (12-guage) 6D 2 15 20 30 E (VE)
*May not fire single fire as multi. **Requires eight rounds to reload or a marksmanship roll of 8 to reload in one round.
Range
Assault Rifle† Damage Ammo Short Medium Long Price (Ammo Price)
Kalashnikov AK-47 (7.62x39mm) 6D 30* 45 85 170 D (E)
Range
Submachine Guns Damage Ammo Short Medium Long Price (Ammo Price)
Bergmann MP18 (9mm) 3D+2 12 15 30 60 E (VE)
Schmeisser MP38/40 (9mm) 3D+2 32 30 60 90 E (VE)
TEC-9 machine pistol (9mm)† 3D+2 30 15 30 45 M (E)
Thompson M1928/M1 (.45ACP) 4D+2 30/100-drum 25 50 75 E (VE)
Israeli Uzi (9mm)† 3D+2 30 20 40 60 M (E)
Range
Machine Guns Damage Ammo Short Medium Long Price (Ammo Price)
MG42 “Spandau” (7.92x57mm) 8D+2 500 300 600 1.2K M (VE)
Vickers MK.1 (.303) 7D+1 250 150 300 900 M (VE)
Range
Energy Weapons† Damage Ammo Short Medium Long Price (Ammo Price)
Laser pistol 4D 15 25 75 150 L (VD)
Laser rifle 4D+2 20 30 250 1000 L (VD)
Blaster pistol 4D+1 12 20 50 150 L (VD)
Blaster rifle 7D 30 25 150 300 L (VD)
†Not available in the early part of the twentieth century.

Notes: Range values given in meters. Ammo prices are for 50 rounds of ammunition or one energy cell. See firearm type description for details on firing settings. Add one price difficulty level to get modern-day prices for items listed as available in a pulp fiction setting; add no modifier to those marked as not available in a pulp fiction setting.

Explosives

Range
Damage Short Medium Long Price
81mm mortar 5D 400 750 1k M
Dynamite (per stick) 5D PHYS-3 PHYS-2 PHYS+1† VE
Fragmentation grenade 6D PHYS-4 PHYS-3 PHYS+3† E
Plastic explosive* 5D 1 E
Smoke grenade, tear gas PHYS-4 PHYS-3 PHYS+3† E
*Not available in a pulp setting. Price difficulty is for a U.S. modern setting. †Range equals the total in meters. Modifier is added or subtracted from the total generated. ‡Smoke grenades and tear gas give all within burst area a -1D penalty to all Reflexes, Coordination, and sight-based Perception rolls.

Explosive Burst Radius

Distance from Explosive*
Zone 1 Zone 2 Zone 3
81mm mortar, fragmentation grenade 0–3 3–8 8–16
Dynamite 0–2 2–5 5–10
Plastic explosive 0–3
Smoke grenade, tear gas
*All values given in meters. ‡Smoke grenades and tear gas have a burst radius of 9.5 square meters.

Melee Weapons

Type Damage Price
Awl, ice pick, household scissors, pocket knife, screwdriver, stake +2 VE
Arrow, crossbow bolt, dart +1 VE
Axe (large)* +3D E
Ball and chain* +2D E
Baton, night stick, fire iron +1D+1 VE–E
Blackjack +2 VE
Brass knuckles +1D+1 VE
Bullwhip* +1D E
Club, baseball bat, large stick, walking stick* +1D+1 VE
Hatchet +1D+1 VE
Hedge clippers, garden shears +1D VE
Katana* +3D M
Knife (survival, large kitchen), dagger, bayonet +1D VE–E
Mace* +1D+1 E
Machete* +1D+2 E
Manrikigusari* +1D+2 E
Nunchaku* +1D+2 VE
Quarterstaff† +1D+2 E
Rapier* +2D E
Sai* +1D+1 E
Sap, hammer (tool) +1D VE
Sword, broad* +2D+2 E
Sword, short +1D+2 E
Sword, two-handed* +3D+1 E
Tonfa +1D+2 E

*Starred weapons or sets of weapons are longer than 60 centimeters and thus may incur an unwieldy weapon modifier.

†Allows user to attack at Point Blank or up to 2 meters away at Short range; incurs unwieldy weapon modifier of +5.

Missile and Thrown Weapons

Range
Missile Weapons Damage Short Medium Long Price
Blowgun and dart 1D2 10 40 100 VE1
Bow,
   Composite and arrow +3D+1 10 60 250 M1
   Long and arrow +2D+2 10 100 250 M1
   Short and arrow +1D+2 10 100 250 M1
Crossbow,
   Light and bolt 4D 10 100 200 M1
   Heavy and bolt³ 4D+1 10 100 300 M1
   Wrist-mounted and dart 4D 10 25 50 M1
Range
Thrown Weapons Damage Short Medium Long Price
Boomerang, heavy +1D+1 5 40 100 E
Dart +1 PHYS PHYS+1 PHYS+2 VE
Gasoline bomb 6D+2 PHYS-3 PHYS-2 PHYS-1 VE
Javelin* +2D 5 25 40 E
Rock, fist-sized +1 PHYS-2 PHYS-1 PHYS
Throwing dagger +1D 5 10 15 E
Throwing star (shuriken) +1D 5 10 15 VE

1. Price is for firing part of weapon; arrows, bolts, or darts priced separately. 2. Blowguns commonly shoot poison darts; poison damage is in addition to damage listed. 3. Requires one full round to reload. * Longer than 60 centimeters, so may incur the unwieldy weapon modifier.

Vehicles

Land Move¹ Passengers² Toughness Maneuverability Price
Bicycle³ See note 1–2 2D +2D+2 E–M
Wagon, stage coach* animal’s Move x50% 5–8 4D+1 0 D
Motorcycle, small street 84 (60 kph) 1–2 3D+2 +3D D
Motorcycle, large 98 (70 kph) 1–2 4D +2D D
Car, small 49 (35 kph) 3–4 4D+1 +2D D
Car, mid-size 70 (50 kph) 5–6 4D+2 +1D+1 VD
Car, large 70 (50 kph) 6–8 5D +1D VD
Car, sports 107 (75 kph) 2–4 4D+1 +3D VD
Minivan† 63 (45 kph) 7 5D+1 +1D H
Van, full-size (with seats)† 63 (45 kph) 15 5D+2 0 H
Truck, pickup 63 (45 kph) 3 (cab) 5D+2 0 H
Truck, delivery 63 (45 kph) 2–3 (cab) 6D -1D H
Bus, in-city 49 (35 kph) 81 5D+2 -4D L
Bus, between city 49 (35 kph) 43 5D+2 -4D L
Tractor trailer cab and trailer† 49 (35 kph) 2 (cab) 6D+2 -6D L
Water Move¹ Passengers² Toughness Maneuverability Price
Canoe Physique or lifting roll 4 2D +1D E–M
Rowboat Physique or lifting roll 6 3D+2 0 E
Sailboat, small Wind + 25% of piloting total 2 4D +2D D
Sailboat, large Wind + 50% of piloting total 6–18 (2 crew) 6D +1D VD
Powerboat, medium† 42 (30 kph) 9 4D+2 +1D H
Air Move¹ Passengers² Toughness Maneuverability Price
Helicopter, civilian† 126 (90 kph) 5 6D+1 +3D L
Prop plane, small 98 (70 kph) 4–8 (1–2 crew) 5D +1D L
Prop plane, medium 133 (95 kph) 6–20 (2 crew) 6D+1 0 L
Small jet† 308 (220 kph) 8–20 (2 crew) 6D+1 0 L

1. First entry is meters per round, followed by kilometers per hour. For entries indicating a roll, roll the skill and use that as the number of meters moved in that round. 2. Includes one crew member (unless otherwise specified). 3. Move equals character’s Move plus Physique or lifting roll. * Use animal handling to maneuver the vehicle. † Not available prior to the 1950s.