d20 Call of Cthulhu Firearm Rules & Damage by - -

Simplified

Weapon Damage Critical Capacity Range Rate of Fire Increment Handgun (9mm) 1d10 x3 9 20 ft. Multifire (.30-06 bolt action) 2d10 x3 4 200 ft. Standard (12 gauge pump shotgun) 3d6/2d6/1d6* x3 5 50 ft. Standard (9x19mm selective 1d10 x3 30 25 ft. Autofire fire) All firearms do piercing damage. *Damage s by range increment. do no damage beyond the third increment

Autofire: You may attempt two extra attacks per round with a weapon that has autofire. The extra attacks are at your highest base attack bonus, but with each attack (the extra ones and the normal one) suffers a -6 penalty. You must use a full attack action to use autofire. The Multishot feat reduces this penalty by 2. Each autofire attack uses three bullets. Multifire: You may attempt one extra attack per round with a weapon that has the multifire capability. The extra attack is at your highest attack bonus, but each attack (the extra one and the normal one) suffers a -4 penalty. You must use a full attack action to use multifire. The Multishot feat reduces this penalty by 2 2. Standard: You may attempt one extra attack per round with a weapon that has the multifire capability. The extra attack is at your highest attack bonus, but each attack (the extra one and the normal one) suffers a -6 penalty. You must use a full attack action to use multifire. The Multishot feat reduces this penalty by 2 2. Reloading Firearms: It takes a full round action to reload a firearm.

Granular

Reloading Firearms

Loading Method Time to Reload Belt 2 rounds to load a belt and chamber a round Drum 2 rounds to load a drum and chamber a round Break-Open 1 round to load up to two cartridges, or 1 round to load all chambers if a speed loader is used Clip 1 round to load a clip and chamber a round Magazine 1 round to load a magazine and chamber a round Side 1 round to load two cartridges Swing-Out 1 round to load up to two cartridges, or 1 round to load all chambers if a speed loader is used

Firearm Malfunctions (optional): On a natural 1 on an attack roll, firearms may malfunction. Roll 1d20. If the result is a 1, the ammunition has misfired (a dud). If the result is a 2, the weapon has jammed. It takes 1 round to clear a jam or misfire. A follow up die roll is required to clear a jam. If you roll on 1 on this follow up roll, the weapon suffers a serious malfunction and cannot be readily repaired in the field. Weapons that are in poor condition or are very dirty have a higher chance of jamming. In general, such weapon will jam on a 2 or a 3. Some weapons may be more or less reliable than standard.

Handgun/Submachine Guns Range: Handguns and submachine guns typically have a range increment of 20 ft. It may vary as much as +/- 10 ft depending on the individual model (however, this is more in-depth than this document is meant to be).

Caliber Also Known As Damage Critical .22 Short 1d4 x2 .22 Long 1d4 x2 .22 LR .22 Long Rifle 1d6 x3 .25 ACP 6.35x15mm SR 1d6 x2 .30 7.62x33mm 2d6 x3 .32 ACP 7.65x17mm SR, 7.65 Browning 1d8 x3 .32 S&W 1d8 x3 .357 Magnum 2d6 x3 .380 ACP 9x17mm, 9mm Short, 9mm Browning, 9mm Kurtz 1d10 x3 .38 Colt 1d10 x3 .38 S&W 9x20mmR 1d10 x3 .38 Special 9x29mm R 1d10 x3 .38 Super Auto 1d10 x3 .38 Webley 1d10 x3 .40 S&W 1d10 x3 .41 Colt 1d10 x3 .41 Magnum 2d6 x3 .41 RF Short .41 Rimfire Short 1d8 x3 .44 Magnum 2d8 x3 .44 S&W 2d6 x3 .44 Special 2d6 x3 .45 Colt Long 2d8 x3 .45 S&W 2d6 x3 .455 Webley 2d8 x3 .45 ACP 11.43x23mm 2d8 x3 .50 AE .50 Magnum,.50 Action Express 2d10 x3 7.65x25mm 7.62 Type P, 7.62 Tokarev, 7.63x25mm, 7.63 Mauser 1d10 x3 7.65x20mm 7.65 French Long 1d8 x3 7.65x22mm 7.65mm Parabellum, 7.65mm Luger 1d8 x3 8mm Nambu 8mm M1904, 9mm Nambu Auto Pistol, 8mm 1d8 x3 Japanese 9x18mm 9mm Makorav, 9mm Ultra 1d10 x3 9x19mm 9mm Parabellum, 9mm Luger 1d10 x3 9x23mm 9mm Largo, 9mm Bergman Bayard, 9mm Bayard 1d10 x3 9mm Browning Long 9mm Swedish M1907 1d10 x3 9mm Glisenti 1d10 x3 9mm Mauser 9mm Neuhausen, 9mm Mauser Auto Pistol 1d10 x3 9mm Steyr 1d10 x3 10mm Auto 1d10 x3

Rifles

Range: typically have a range increment of 200 ft. It may vary as much as +/- 25 ft depending on the individual model (however, this is more in-depth than this document is meant to be).

Caliber Also Known As Damage Critical .222 .222 Remington 2d6 x3 .243 .243 Winchester 2d6 x3 .25-20 2d6 x3 .25-36 .26-36 Marlin 2d6 x3 .270 .270 Winchester 2d10 x3 .300 H&H Mag. .300 H&H Magnum 2d12 x3 .30-06 .762.63mm, .30 M2, .30 US, .30 M1906, .30-06 Springfield 2d10 x3 .30-30 .30-30 Winchester 2d10 x3 .30-40 .30-40 Krag 2d10 x3 .303 British .303 Enfield, 7.62x56mm R 2d10 x3 .32-20 2d6 x3 .358 .358 Winchester 2d12 x3 .38-40 2d8 x3 .38-55 .38-55 Ballard, .38-55 Winchester 2d10 x3 .38-72 2d12 x3 .40-60 2d10 x3 .405 .405 Winchester 2d12 x3 .44 Rem. Mag. .44 Remington Magnum 2d12 x3 .444 .444 Marlin 2d12 x3 .44-40 .44-40 WCF, .44-40 Winchester 2d10 x3 .45-60 2d12 x3 .45-70 2d12 x3 .45-75 2d12 x3 .50-70 .50-70 Government 2d12 x3 .50-90 2d12 x3 .50-95 2d12 x3 5.56x45mm 5.56 NATO, .223 Remington 2d6 x3 6.5x50.5mm SR 6.5mm Japanese Arisaka 2d8 x3 6.5x52.5mm 6.5mm Italian 2d8 x3 6.5x53mm 6.5mm Greek 2d8 x3 6.5x54mm R 6.5mm Dutch, 6.5mm Romanian 2d8 x3 6.5x55mm 6.5mm Mauser, 6.5mm Swedish, 6.5mm Krag 2d8 x3 6.5x58mm 6.5mm Portuguese 2d8 x3 7x57mm 7mm Mauser 2d10 x3 7.35x52mm 7.35mm Italian 2d10 x3 7.5x54mm 7.5mm French 2d10 x3 7.5x55.5mm 7.5mm Swiss 2d10 x3 7.62x39mm 7.62mm M1943, 7.62mm Soviet M43 2d6 x3 7.62x45mm 7.62mm Czech M52 2d6 x3 7.62x51mm 7.62mm NATO, .308 Winchester 2d10 x3 7.62x54mm 7.62x54mm R, 7.62 Russian 2d10 x3 7.65x53.5mm 7.65mm Mauser 2d10 x3 7.7x58mm RL 7.7mm Japanese Arisaka 2d10 x3 7.7x58mm SR 7.7mm Japanese Type 92 2d10 x3 7.92x33mm 7.92mm Kurz, 7.92 mm Short 2d6 x3 7.92x57mm 7.92mm Mauser, 8mm Mauser, 8x57mm 2d10 x3 7.92x57mm M88 7.92mm M88 Mauser 2d10 x3 7.92x57mm R 7.92mm Dutch 2d10 x3 8mm Lebel 8x50.5mm R (L) 2d10 x3 8mm Steyr 8x50.5mm R (S) 2d10 x3 8x56mm 8mm Hungarian Mannlicher 2d10 x3 8x58mm R 8mm Danish Krag 2d10 x3 12.7x99mm .50 M2, .50 BMG, .50 Browning Machine Gune 2d12 x4 12.7x108mm .50 Soviet 2d12 x4 14.5mm Soviet 2d12 x4

Shotguns

Range: Shotguns typically have a range increment of 50 ft. It may vary as much as +/- 5 ft depending on the individual model (however, this is more in-depth than this document is meant to be).

Caliber Buckshot Damage Birdshot Damage Slug Damage Critical 10-gauge .3d8/2d8/1d8 3d4/2d4/1d4 2d10 x3 12-gauge 3d6/2d6/1d6 3d3/2d3/1d3 2d10 x4 16-gauge 3d6/2d6/1d6 2d3/2d3/1d3 2d10 x3 20-gauge 2d6/1d6/1d4 2d3/1d3/1d2 2d8 x3 28-gauge 2d4/1d4/1d3 2d2/1d2/1 2d6 x3 .410-gauge 1d8/1d3/1d2 1d4/1/1 1d10 x3

Ammunition

Hollow-Point: Against unarmed targets, increased critical multiplier by 1. Against armored targets halves damage and lowers critical multiplier by 1. Armor-Piercing: Reduce armor bonus by 3, but -2 to damage and critical multiplier is reduced by 1.

Accessories

Bayonet: When affixed: 1d6 damage, 19-20x2. Piercing and slashing; +2.5 lb. Unaffixed: 1d4 damage, 19-20x2. Piercing and slashing; 2.5 lb. Bipod: After bracing for one round, applies a +2 circumstance bonus to attack rolls. Flash Suppressor: Normal Spot DC to see muzzle flash is 10 (0 at night). Spot DC with flash suppressor is 20 (10 at night). Folding and Telescoping Stocks: Reduces the overall length of the weapon (there are no rules for how this might benefit the weapon in the standard rules, but Star Wars Saga allowed weapons with folding stocks to count as pistols for the purposes of proficiency). When folded, applies a -2 circumstance penalty attack rolls. Laser Gunsight: Grants a +4 equipment bonus to attack rolls. A Spot check (DC 15) allows the target or someone within visual range to notice the red/green/colored dot. If successful, this negates the bonus, and instead applies a -2 circumstance penalty to the shot. Does not work in rain, fog, smoke, snow, or similar conditions. Sound Suppressor: The normal Listen DC for gunfire is -10. With a suppressor, the DC is 5. Telescopic Sights: A properly aligned telescopic sight reduces range penalties to -1 per range increment, rather than -2. Low-light and thermal sights allow one to see in darkness, suffering only a -2 penalty for attacks made under such conditions..