Call of Cthulhu - Weapons & Artifacts Deck.pdf

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Weapons & Artifacts Deck
How to use the
Weapons and Artifacts Deck
The Keeper can use these cards for quick refer-
enced during a game, or hand them out to play-
ers should their investigators find weapons or
artifacts while searching around, and so on.
When conjuring up a villainous non-play-
er character in the midst of game, pull a card
to ensure they are suitably armed. Likewise, if
using the Curious Characters Deck, pull cards
from this deck to bolster that character’s weap-
ons or to give them an usual artifact.
The cards provide a handy guide to the item’s
statistics, possible uses, and also provides some
background information. Special information is
also included (such an impaling damage, blast
damage, etc.) on each card where appropriate.
Key to Terms
Acronyms:
• (HG): Handgun
• (R/S): Rifle/Shotgun
• (SMG): Submachine Gun
• (MG): Machine Gun
Time Period:
The weapon is available in the
1920s or Modern-day, or both periods.
Skill:
Skill required to use the weapon.
Base Chance:
Standard percentage of success
with weapon (with no training or experience).
Damage:
Roll the dice indicated to determine-
weapon’s damage. DB is damage bonus (add this
to the die result if indicated).
Range:
Standard (base range) distance of weap-
on’s attack.
Uses per Round:
Number of attacks that can
be initiated per combat round. Most handguns
may fire one bullet without penalty; more bul-
lets up to the maximum (shown by the number
in brackets) may be fired, but each shot is taken
with a penalty die. Some weapons have burst or
full auto capability, when using this, use the au-
tomatic fire rules on pages 114–116 of the
Call of
Cthulhu Rulebook.
Bullets in Gun:
Includes standard magazine size.
There may be multiple options depending on the
size of magazine or drum used.
Malfunction:
If die roll result is equal to or high-
er than the firing weapon’s malfunction number,
the shooter does not merely miss—the weapon
does not fire.
Cost:
Split by 1920s / Modern (modern-day pric-
es reflect collectors’ market, 1920s prices do not).
N/A usually means the weapon is illegal or not
available commercially.
© Chaosium Inc 2015
12-Gauge Shotgun
(Pump Action)
1920s/Modern
Skill:
Firearms (Shotgun)
Base Chance:
25%
Buckshot Damage:
4D6/2D6/1D6
Buckshot Range:
10/20/50 yards
Slug Damage:
1D10+6
Slug Range:
50 yards
Uses per Round:
1
Bullets in Gun:
5
Malfunction:
100
Cost:
$45/$100
Special:
Shotguns do three levels of damage de-
pending on their range, written as “short range/
medium range/long range.”
Buckshot cannot Impale (an Extreme success at
short range will do 24 damage). Solid slugs can im-
pale (6 + 1D10 + 16 damage).
American forces used 12-gauge pump-action shot-
guns for close quarters trench fighting in WW1.
12-Gauge Shotgun
© Chaosium Inc 2015
20-Gauge Shotgun
(Double Barrel)
1920s/Modern
Skill:
Firearms (Shotgun)
Base Chance:
25%
Buckshot Damage:
2D6/1D6/1D3
Buckshot Range:
10/20/50 yards
Slug Damage:
1D10+4
Slug Range:
50 yards
Uses per Round:
1 or 2
Bullets in Gun:
2
Malfunction:
100
Cost:
$35/Rare
Special:
Three levels of damage depending on
their range, written as “short range/medium
range/long range.”
Buckshot cannot Impale (an Extreme success at
short range will do 12 damage). Solid slugs can
impale.
The 20-gauge smoothbore shell is often consid-
ered more suitable for hunting game birds as it
causes less damage to the meat. The 20-gauge
comes in a yellow shell; the only color type to be
mandated, allowing it to be easily differentiated
from other gauges.
© Chaosium Inc 2015
20-Gauge Shotgun
.22 Bolt-Action Rifle
1920s/Modern
Skill:
Firearms (Rifle)
Base Chance:
25%
Damage:
1D6+1
Range:
30 yards
Uses per Round:
1
Bullets in Gun:
6
Malfunction:
99
Cost:
$13/$75
Special:
Impales on an Extreme success, hitting a
vital area, damage 7 + 1D6 + 1
If using telescopic sights: Double the ranges to
60 / 120 / 240 yards.
Despite being produced in 1824, bolt-action
rifles did not become prevalent until the Great
War. The combination of reliability, good
accuracy, low cost, and being light weight, the
bolt-action rifle is continues to be the favored
choice for numerous hunters, target shooters,
and snipers.
.22 Bolt-Action Rifle
© Chaosium Inc 2015
.22 Short Automatic
1920s/Modern
Skill:
Firearms (Handgun)
Base Chance:
20%
Damage:
1D6
Range:
10 yards
Uses per Round:
1 (3)
Bullets in Gun:
6
Malfunction:
100
Cost:$25/$190
Special:
Impales on an Extreme success, hitting a
vital area, damage 6 + 1D6.
A perfect weapon for self
defense. Easily concealable,
but very deadly.
.22 Short Automatic
.25 Derringer
1920s/Modern
Skill:
Firearms (Handgun)
Base Chance:
20%
Damage:
1D6
Range:
3 yards
Uses per Round:
1
Bullets in Gun:
1
Malfunction:
100
Cost:
$12/$55
Special:
Impales on an Extreme success, hitting a
vital area, damage 6 + 1D6.
A one shot gun, the derringer was essentially a
pocket pistol frequently favored by women. Often
sold in pairs, with an estimated 15,000 models
being manufactured.
.25 Derringer
© Chaosium Inc 2015
.32 Automatic Pistol
1920s/ Modern
Skill:
Firearms (Handgun)
Base Chance:
20%
Damage:
1D8
Range:
15 yards
Uses per Round:
1 (3)
Bullets in Gun:
8
Malfunction:
99
Cost:
$20/$350
Special:
Impales on an Extreme success, hitting a
vital area, damage 8 + 1D8.
An automatic contains a mechanism that loads
a new bullet once a shot has been fired and also
fires one round with each pull of the trigger.
The energy of one shot reloads the chamber and
ejects the bullet chasing, allowing bullets to be
loaded in magazines rather than by hand.
.32 Automatic Pistol
© Chaosium Inc 2015
.32 Revolver
1920s/Modern
Skill:
Firearms (Handgun)
Base Chance:
20%
Damage:
1D8
Range:
15 yards
Uses per Round:
1 (3)
Bullets in Gun:
6
Malfunction:
100
Cost:
$15/$200
Special:
Impales on an Extreme success, hitting a
vital area, damage 8 + 1D8.
A repeating firearm, early revolvers had six
chambers, hence known as “six-shooters.” The
revolver requires the hammer to be pulled back
by hand before firing each shot, and are often
simpler to operate than automatic pistols and
more reliable, also requiring less maintenance.
.32 Revolver
© Chaosium Inc 2015
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