Higher damage, lower capacity; found on US personnel
Service Revolver
.38 SPL
5
2
1
3
2
6
+2
1/2
75
Civilian/police; no magazine to reload
Zip Gun
any pistol
3
1
1
3
1
1
+2
1/2
25
Improvised; single shot, low reliability
Submachine Guns
Can be fired one-handed at −2 to RANGED COMBAT.
Weapon
Ammo
Rel
ROF
Dam
Crit
Range
Mag
Armor
Wt
Price
Notes
PM-84 Glauberyt
9×18
5
4
1
3
3
25
+2
1
300
Standard Polish police/PDW
PM-63 RAK
9×18
5
5
1
3
3
25
+2
1
200
Older open-bolt design; common in reserve and paramilitary
PP-19 Bizon
9×18
5
5
1
3
3
64
+2
1
350
Helical 64-round mag; issued to KGB/MVD
Vz 61 Skorpion
7.65×17
5
6
1
3
2
20
+2
1/2
200
Machine pistol; holsterable. Very high ROF, weak cartridge
Assault Rifles and Battle Rifles
Weapon
Ammo
Rel
ROF
Dam
Crit
Range
Mag
Armor
Wt
Price
Notes
AKM
7.62×39
5
4
2
3
5
30
0
1
300
Most common Warsaw Pact rifle; ubiquitous in Poland. PMK-60 adds rifle-grenade adapter.
AK-74
5.45×39
5
5
2
3
6
30
0
1
400
Lighter recoil; standard Soviet Army issue
Kbk wz. 88 Tantal
5.45×39
5
3
2
3
6
30
0
1
500
Polish AK-74 derivative; takes AK-74 mags
KSW 1996 Beryl
5.56×45
5
5
2
3
5
30
0
1
500
NATO-caliber Polish rifle; late-war Polish units
Ak 4 / G3
7.62×51
5
4
3
4
8
20
0
2
500
Battle rifle; heavier and harder-hitting than AK family
FN FAL
7.62×51
5
4
3
4
8
20
0
2
500
NATO battle rifle; found on defectors and captured stocks
M16A2
5.56×45
5
3
2
3
6
30
0
1
400
US standard rifle
Sniper and Precision Rifles
Telescopic sights (standard issue): +1 to attack when aiming; +2 with stable platform/bipod. No ammo dice on scoped aimed shots.
Weapon
Ammo
Rel
ROF
Dam
Crit
Range
Mag
Armor
Wt
Price
Notes
SVD-63 / SWD Dragunov
7.62×54
5
2
3
3
10
10
0
2
500
Standard Warsaw Pact designated marksman rifle
SWD-M
7.62×54
5
2
3
3
12
10
0
2
750
Modernized Polish version; improved optics/barrel
Bolt-action Rifle
7.62×54
5
1
3
4
10
5
0
1
300
Mosin-Nagant proxy; common among partisans, hunters, Riverfolk
M82A1 Barrett
.50 M2
5
1
4
3
20
10
0
5
1,000
Rare; effective against light vehicles and equipment
Light and General Purpose Machine Guns
LMGs: −2 if fired while carried. GPMGs: −3 if fired while carried. HMGs: must be mounted.
Weapon
Type
Ammo
Rel
ROF
Dam
Crit
Range
Mag
Armor
Wt
Price
Notes
RPK
LMG
7.62×39
5
4
2
3
6
75
0
2
600
Shares ammo with AKM
RPK-74
LMG
5.45×39
5
5
2
3
7
45
0
2
750
Shares ammo with AK-74
PKM
GPMG
7.62×54
5
5
3
4
8
100*
0
3
1,250
Primary Soviet GPMG; belt-fed
DShK / DSzKM
HMG
12.7×108
5
4
4
4
15
50*
0
7
1,750
Must be mounted
NSV / NSW
HMG
12.7×108
5
6
4
4
15
50*
0
6
2,000
Must be mounted; higher ROF than DShK
*Belt-fed. Ammo belt = 1 encumbrance unit per 100 rounds.
Bows and Primitive Ranged
Bows require a fast action to nock/draw before firing. No ammo dice. Arrows can be retrieved after combat (slow action; MEDICAL AID roll to remove from a living target).
Weapon
Rel
Dam
Crit
Range
Armor
Wt
Price
Notes
Hunting Bow
5
1
2
4
+1
1
150
Silent; good for hunting and sentry removal
Crossbow
5
2
3
4
0
1
200
Higher damage; must be reloaded after each shot
Improvised Bow
3
1
3
2
+1
1
10
TECH roll + 1 shift of work yields 2D6 arrows from branches
Rock (thrown)
5
1
3
1
+2
1/2
—
Attack with MOBILITY skill
Melee Weapons
All melee weapons: Range 0 (same hex). Attack with CLOSE COMBAT. Each extra success adds +1 damage.
Weapon
Rel
Dam
Crit
Armor
Wt
Price
Notes
Knife
5
2
3
+1
1/4
5
Can also be thrown (RANGED COMBAT; short range 1)
Bayonet
5
2
3
+1
1/4
5
Adds 1/4 enc to rifle when mounted
Machete
5
3
4
+1
1/2
20
Axe / Hatchet
5
3
3
+1
1
30
Also useful as a tool
Club
5
2
4
+2
1
1
Can be improvised
Spiked Bat
5
2
3
+2
1
3
Lower crit threshold than plain club
Crowbar
5
2
4
+2
1
5
+1 to TECH rolls for mechanical work
Rifle Butt
5
2
4
+2
—
—
Same weight as the rifle
Unarmed
5
1
4
+3
—
—
Bottle
1
1
2
+3
1/4
—
Breaks on first hit
Hand Grenades
Fast action to pull pin; slow action to throw (MOBILITY skill). Max range = 3 hexes.
Weapon
Dam
Crit
Blast
Range
Armor
Wt
Price
Notes
Fragmentation (F-1, RGD-5, RGO, RGZ-89)
2
3
C
3
+1
1/4
30
Soviet F-1, RGD-5, RGO; Polish RGZ-89 — all use these stats
Anti-Tank Grenade
6
3
D
3
−1
1/4
50
Rare
White Phosphorus (WP)
—
—
Fire B
3
—
1/4
50
Fire damage only; does not spread beyond target hex
Smoke Grenade
—
—
Smoke
3
—
1/4
25
Fills hex with dense smoke; breaks line of sight
Improvised Grenade
2
3
C
2
+1
1
25
Lower range than mil-spec
Molotov Cocktail
—
—
Fire C
2
—
1
15
Easy to improvise
Anti-Tank Rocket Launchers
HEAVY WEAPONS skill. Must aim (fast action) then fire (slow action). −2 to hit individual people.
Weapon
Ammo
Rel
ROF
Dam
Crit
Blast
Range
Mag
Armor
Wt
Price
Notes
RPG-7V
83mm
5
1
7
2
C
6
1
−1
2
750
Most common AT rocket in Poland; reloadable
RPG-76 Komar
68mm
5
1
6
3
C
3
1
−1
1
150
Disposable; Polish standard infantry AT
M72A3 LAW
66mm
5
1
6
3
C
3
1*
−1
1
100
Disposable
M136 AT4
84mm
5
1
8
2
C
5
1*
−1
2
200
Disposable; heavier punch than LAW
*Disposable: single-use, cannot be reloaded.
Explosives
Blast steps: A (strongest) > B > C > D. Decreases one step per hex. Indoor detonations increase one step (max A).
TECH roll + chemicals. Unstable: two failed rolls = accidental detonation.
Shaped Charge
—
varies
—
+1 direct damage; armor mod 0; blast to adjacent targets −1 step. Setting: TECH −2 + 1 spare part.
Rules Reminders
Reliability damage: Each “1” on base or ammo dice when pushing reduces REL by 1. Two or more “1”s after pushing = weapon jam (slow action + skill roll to clear).
Range bands: Short = listed hexes. Medium = 2× short. Long = 4× short. Beyond long = cannot fire.
Armor modifier: Added to the target’s armor rating before damage. Positive favors defender; negative favors penetration.
Ammo consumption: No ammo dice = 1 round consumed. Each ammo die = 1 round consumed per die.
Price currency: All prices in rounds of small-arms ammunition (post-collapse barter standard).