Common Weapons

Stat Field Key

FieldMeaning
AmmoCaliber / ammunition type
RelReliability. Each “1” when pushing reduces by 1; two or more = weapon jam. Cannot exceed starting value. At 0 the weapon is broken.
ROFRate of Fire. Maximum ammo dice you may add to a single ranged attack.
DamDamage. Each extra success on base dice adds +1.
CritCritical hit threshold. If damage dealt (after armor) meets or exceeds this, a critical injury is triggered.
RangeShort range in 10-meter hexes. Medium = 2×, Long = 4×.
MagMagazine / internal capacity in rounds.
ArmorModifier applied to target’s armor value before penetration. Positive = harder to penetrate; negative = easier.
WtWeight in encumbrance units (1 unit ≈ 3 kg).
PriceBarter value in rounds of small-arms ammunition.

Pistols and Sidearms

WeaponAmmoRelROFDamCritRangeMagArmorWtPriceNotes
Makarov PM9×18521328+21/275Standard Soviet sidearm; P-83 Wanad is the Polish copy (identical stats)
P-83 Wanad9×18521328+21/275Polish domestic copy of the Makarov PM
PSM5.45×18521428+21/475Very compact; issued to KGB/officers for concealed carry
Police Pistol9×195212217+11/2125Generic 9mm police-issue
Combat Pistol9×195212215+11/2100Generic military-grade sidearm (M9 / Beretta equivalent)
M1911A1.45 ACP522327+11/2100Higher damage, lower capacity; found on US personnel
Service Revolver.38 SPL521326+21/275Civilian/police; no magazine to reload
Zip Gunany pistol311311+21/225Improvised; single shot, low reliability

Submachine Guns

Can be fired one-handed at −2 to RANGED COMBAT.

WeaponAmmoRelROFDamCritRangeMagArmorWtPriceNotes
PM-84 Glauberyt9×185413325+21300Standard Polish police/PDW
PM-63 RAK9×185513325+21200Older open-bolt design; common in reserve and paramilitary
PP-19 Bizon9×185513364+21350Helical 64-round mag; issued to KGB/MVD
Vz 61 Skorpion7.65×175613220+21/2200Machine pistol; holsterable. Very high ROF, weak cartridge

Assault Rifles and Battle Rifles

WeaponAmmoRelROFDamCritRangeMagArmorWtPriceNotes
AKM7.62×39542353001300Most common Warsaw Pact rifle; ubiquitous in Poland. PMK-60 adds rifle-grenade adapter.
AK-745.45×39552363001400Lighter recoil; standard Soviet Army issue
Kbk wz. 88 Tantal5.45×39532363001500Polish AK-74 derivative; takes AK-74 mags
KSW 1996 Beryl5.56×45552353001500NATO-caliber Polish rifle; late-war Polish units
Ak 4 / G37.62×51543482002500Battle rifle; heavier and harder-hitting than AK family
FN FAL7.62×51543482002500NATO battle rifle; found on defectors and captured stocks
M16A25.56×45532363001400US 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.

WeaponAmmoRelROFDamCritRangeMagArmorWtPriceNotes
SVD-63 / SWD Dragunov7.62×545233101002500Standard Warsaw Pact designated marksman rifle
SWD-M7.62×545233121002750Modernized Polish version; improved optics/barrel
Bolt-action Rifle7.62×54513410501300Mosin-Nagant proxy; common among partisans, hunters, Riverfolk
M82A1 Barrett.50 M251432010051,000Rare; 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.

WeaponTypeAmmoRelROFDamCritRangeMagArmorWtPriceNotes
RPKLMG7.62×39542367502600Shares ammo with AKM
RPK-74LMG5.45×39552374502750Shares ammo with AK-74
PKMGPMG7.62×5455348100*031,250Primary Soviet GPMG; belt-fed
DShK / DSzKMHMG12.7×10854441550*071,750Must be mounted
NSV / NSWHMG12.7×10856441550*062,000Must 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).

WeaponRelDamCritRangeArmorWtPriceNotes
Hunting Bow5124+11150Silent; good for hunting and sentry removal
Crossbow523401200Higher damage; must be reloaded after each shot
Improvised Bow3132+1110TECH roll + 1 shift of work yields 2D6 arrows from branches
Rock (thrown)5131+21/2Attack with MOBILITY skill

Melee Weapons

All melee weapons: Range 0 (same hex). Attack with CLOSE COMBAT. Each extra success adds +1 damage.

WeaponRelDamCritArmorWtPriceNotes
Knife523+11/45Can also be thrown (RANGED COMBAT; short range 1)
Bayonet523+11/45Adds 1/4 enc to rifle when mounted
Machete534+11/220
Axe / Hatchet533+1130Also useful as a tool
Club524+211Can be improvised
Spiked Bat523+213Lower crit threshold than plain club
Crowbar524+215+1 to TECH rolls for mechanical work
Rifle Butt524+2Same weight as the rifle
Unarmed514+3
Bottle112+31/4Breaks on first hit

Hand Grenades

Fast action to pull pin; slow action to throw (MOBILITY skill). Max range = 3 hexes.

WeaponDamCritBlastRangeArmorWtPriceNotes
Fragmentation (F-1, RGD-5, RGO, RGZ-89)23C3+11/430Soviet F-1, RGD-5, RGO; Polish RGZ-89 — all use these stats
Anti-Tank Grenade63D3−11/450Rare
White Phosphorus (WP)Fire B31/450Fire damage only; does not spread beyond target hex
Smoke GrenadeSmoke31/425Fills hex with dense smoke; breaks line of sight
Improvised Grenade23C2+1125Lower range than mil-spec
Molotov CocktailFire C2115Easy to improvise

Anti-Tank Rocket Launchers

HEAVY WEAPONS skill. Must aim (fast action) then fire (slow action). −2 to hit individual people.

WeaponAmmoRelROFDamCritBlastRangeMagArmorWtPriceNotes
RPG-7V83mm5172C61−12750Most common AT rocket in Poland; reloadable
RPG-76 Komar68mm5163C31−11150Disposable; Polish standard infantry AT
M72A3 LAW66mm5163C31*−11100Disposable
M136 AT484mm5182C51*−12200Disposable; 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).

ExplosiveBlastWtPriceNotes
Plastic Explosive (1/4 unit)D1/425×4 quantity = +1 blast step (max A). Requires detonator.
Dynamite StickD1/225×4 quantity = +1 blast step (max A).
Improvised Explosive (1 unit)D125TECH roll + chemicals. Unstable: two failed rolls = accidental detonation.
Shaped Chargevaries+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).