Firearms
Firearms
AX.GHW.09.02
Modern firearms are the baseline tool for most hunters and agents. In the hidden world, the question is not whether to carry a firearm, most threats require one, but what you're carrying, and what it's loaded with.
Combat roll: Speed + Precision vs target Defense (or Speed Save for area effects)
Range: The range listed is the effective combat range. Beyond effective range, the attacker takes -1D. Firearms cannot be used at Touch range without penalty (-2D), drawing and pressing is not ideal shooting geometry.
Handgun
Cost: $400–$800 (Basic)
Effective Range: Near
Capacity: 15–17 rounds standard; extended magazines available
Notes: The standard sidearm. Concealable under civilian clothing without a check. Can be carried legally in most jurisdictions with appropriate permits. Standard load is hollow-point. FMJ penetrates light cover.
Mechanical note: A character with Precision 1D draws a handgun as a Free Action. Without Precision, drawing is a Speed action.
Compact Handgun
Cost: $300–$600 (Basic)
Effective Range: Close–Near
Capacity: 6–10 rounds
Notes: Smaller, more concealable than a standard handgun. Passes casual pat-downs unless the searcher is specifically trained (Notice + Tactics vs Threshold 3 to detect). The range and damage tradeoffs make this a backup weapon or a concealment tool, not a primary.
Shotgun
Cost: $300–$700 (Basic)
Effective Range: Close (buckshot); Near (slug)
Capacity: 4–8 rounds depending on configuration
Notes: The workhorse for threat engagement at close quarters. Buckshot deals +2 damage and affects all targets in a Close-range arc (each target makes a Speed Save vs Threshold 2. Failure means they're hit; success means they took the edge of the spread for half damage). Slugs deal +4 damage to a single target at Near range. A pump-action shotgun requires a Free Action between shots to chamber the next round. Semi-automatic eliminates this.
Shotguns are difficult to conceal, transport in a case or vehicle. Drawing from a vehicle is a Primary Action. Many hunters carry a sawed-off configuration in a long coat; this reduces effective range by one band and increases draw speed to a Free Action.
Salt round compatibility: Shotguns are the standard delivery platform for salt rounds (see Special Ammo).
Rifle
Cost: $600–$2,000 (Basic to Advanced)
Effective Range: Far (standard); Far with precision bonus (high-caliber)
Capacity: 5–30 rounds
Notes: Rifles are standoff weapons, the correct choice for threats that are best engaged at distance (Thunderbird, Wendigo, anything you want to hit before it closes range). High-caliber (.308/7.62mm NATO, .30-06, .300 Win Mag): +4 damage. The difference matters against high-Body threats.
A character with Precision 1D may forgo movement on their turn to gain +1D to a rifle attack. Bolt-action rifles require a Free Action between shots; semi-automatic and automatic rifles do not.
High-caliber rifles are louder, heavier, and attract significantly more attention. Transport requires a case; open carry generates immediate law enforcement response in any urban area.
Automatic Weapon
Cost: $1,500–$8,000 (Restricted)
Effective Range: Near
Capacity: 20–100 rounds
Notes: Fully automatic weapons are heavily restricted for civilian ownership. Characters with organizational backing (BUA, Vanguard) may have legitimate access; others are sourcing through the Hollow Market or personal connections.
Burst Fire: An automatic weapon can fire a burst at a single target (+1D to attack, uses 3 rounds) or a suppressing burst across Close range (all targets in area make Speed Saves Threshold 2, failure means pinned, taking Disadvantage on all actions until they use a Primary Action to break free; no damage unless they move through the fire).
Automatic weapons are loud. Any discharge in a civilian area guarantees witness attention and law enforcement response within 3–5 minutes.