Gear
Ranged Weapons for Purchase
Municipal Armory (Clovis)
| Weapon | Range | Damage | RoF | Cost | Weight | Shots | Min Str. | Notes |
| Colt Agent (9mm) | 12/24/48 | 2d6 | 1 | 300 | 3 | 17 | n/a | AP1, Semi Auto |
| .38 Special Snub | 10/20/40 | 2d6+1 | 1 | 275 | 3 | 5 | n/a | AP1, Revolver |
| Sawn-off 12g | 5/10/20 | 1-3d6 | 1 | 225 | 6 | 1 | n/a | See Rulebook Notes on Shotguns |
Firearm Accessories
Municipal Armory (Clovis)
Laser Sight – +1 to hero’s Aim roll.
Range: 30
Cost: 250
Suppressor (Handgun and Submachine Guns Only) – The hero’s weapon can be fired and maintain Stealth at a -1 modifier.
Cost: 400
Extended Magazine – Doubles the firearm’s number of shots. Not available for revolvers. The magazines can be kept for use later.
The below costs include the magazine and the ammo to fill it once.
Cost (Small Ammo): 30
Cost (Med Ammo): 75
Cost (Large Ammo): 150
Melee Weapons for Purchase (Not Location Specific)
| Weapon | Damage | Weight | Cost | Notes |
| Knife | Str+d4 | 1 | 5 | n/a |
| Club | Str+d4 | 2 | 3 | n/a |
| Axe | Str+d6 | 5 | 10 | n/a |
| Crowbar | Str+d4 | 4 | 5 | n/a |
| Machete | Str+d6 | 3 | 15 | n/a |
| Sledgehammer | Str+d6 | 15 | 5 | n/a |
Other Weapons
Jumpy Dan’s Explosives Locker (Clovis)
| Weapon | Range | Damage | Cost | Weight | Notes | # Available |
| Molotov Cocktail | 5/10/20 | 2d6 | 30 | 2 | Med Burst Template, One Round AND successful Agility Check to Light, Sets the AoE on Fire along with anyone inside it (See Fire rules on page 104 of the Rulebook) | 6 |
| Dynamite | 5/10/20 | 3d6 | 100 | 3 | Large Burst Template, Can be bundled for damage increase – i.e.: Two sticks of dynamite do 6d6 of damage on a hit. However, only one stick of dynamite can be thrown. | 3 Sticks |
