Grant's Zebra Fighting
Player Tools
Reference

Roleplaying Guidelines

The following tables supercedes all gun information in any of the sourcebooks. The new format generalizes each Weapon category by weapon ammo type and provides more accurate and useful information for the Storytellers and Players. Because of the slight deviation from standard White Wolf mechanics, here is a very quick overview of the chart and the mechanics we will use. Each heading in the chart (as well as gun notes), links to Wikipedia for more information.

Firearms Chart:

Weapon: This is a listing by category and bullet caliber. For our purposes, it does not matter if the weapon is a Smith & Wesson or a Colt. As long as it is a .38, it is a .38! Yes, this is generic, but it is a storytelling game, not a ballistics game.
Accuracy: This is the Accuracy modifier. This is the amount of dice you add to your Dex + Firearms roll. Although some weapons are noted for being more accurate than others, we feel that the various bonuses can compensate for this.
Damage: Unless specified, Firearms do Lethal damage by default. This is automatically reduced to Bashing for Vampires. Your damage dice pool is equal to this number plus any remaining successes after your hit has succeeded. This is the difference between bullets grazing and bullets killing.
Actions: This replaces the old Rate category. This is the mechanical limitations of the weapon and represents how many times in a round you can pull the trigger by using Multiple Actions (Dice Splitting) or other speed based powers (such as Rage). Crossbows take 2 automatic actions to reload. Bows take an action to reload until the Archer has 3 dots in Archery, and then can fire 1 per round. Archery 4 allows two shots to be fired per round and Archery 5 permits three. These extra shots assume the arrow is immediately available, such as in a line before the archer.
Ranges: This category is expanded from the old rules. Anything less than or equal to the first number (and not point blank) is a difficulty 6. Anything greater than the first number is difficulty 8. The second number represents the maximum effective range of the weapon. Although the weapon may shoot farther, it isn't accurate. The numbers represent meters as the scale.
Clip: How many bullets or charges the weapon can hold. Many weapons can chamber an additional round.
Conceal: Pocket, Jacket, Trenchcoat, None
Availability: Common represents a normal person can feasibly obtain the weapon legally through proper channels. Controlled generally requires the use of influence, as these weapons are restricted to police or other specialized personnel. Illegal Common weapons (such as unlicensed or hot weapons) would also be considered Controlled. Restricted is generally illegal or military based and always require Storyteller permission and justification. Please note that Availability and Cost have not been changed for Ahadi East Africa yet.
Cost: "In some parts of Africa, a Soviet-designed AK-47 assault rifle, coveted for its simplicity and firepower, can be purchased for as little as $6, or traded for a chicken or sack of grain.(Link)"

Maneuver Chart

The Maneuver Chart is self explanatory and represents standard White Wolf mechanics. Additional information is provided in the Notes section of the Chart.

Ammunition Chart

For specialists, this chart covers some standard and non standard ammunition types. The bonuses and penalties apply to the base weapon type being used. Most of these are restricted or controlled for police or military use only. Many are generally illegal regardless of permits. And let's face it, in Africa, most are going to be impossible to get.

 

Firearms Chart

Revolver Pistols
.38 caliber 4 3 12/40 6 P Common $600
.357 magnum (Colt Python) 5 3 12/50 6 J Common $850
.44 magnum (Colt Anaconda) 6 3 12/50 6 J Common $525
.454 Casull -1 7 2 14/70 6 T Common $1400
Semi-Automatic Pistols
.22 caliber (Walther P22) +1 3 4 10/20 10 P Common $250
.32 ACP (Walther PPK) 4 3 12/40 7 P Common $500
.380 auto (M1934) 4 3 12/40 7 P Common $475
9 mm (Glock 17) (P99) 4 3 12/50 16 P Common $500
10 mm (Colt Delta Elite ) 5 3 12/50 9 J Common $700
.45 caliber (SW 457) 5 3 12/50 7 T Common $500
.50 caliber (Desert Eagle) 6 3 20/70 7 T Common $1400
Machine Pistols -(Max effective range is roughly 25 meters; Generally use burst attack)
9 mm (uzi pistol) 4 3 12/50 15 (20) J Restricted $1400
.32 ACP (standard) (vz61) +1 4 3 12/50 10 (20) J Restricted $1200
9 mm (micro uzi) 4 3 12/50 20 J Restricted $800
.380 ACP (MAC-11) 4 4 12/50 16,32 J Restricted $1200
.45 (Mac-10) 5 3 12/50 30,32 J Restricted $800
Submachine Guns
9 mm (full frame) (H&K MP5) 4 3 50/200 15, 30 T Restricted $750
9 mm (small frame) (Uzi) 4 3 50/200 30,32,40,50 J Restricted $2500
.45 ACP (H&K UMP 45) 5 3 50/100 10,25,30 T Restricted $500
Assault Rifles
5.45mm Russian (AK-74) 8 (tumble) 3 140/500 30 N Restricted $750
7.62mm Russian (AK-47) 7 3 140/300 30/40 N Restricted $125**
5.56 NATO (M16) 7 4 140/550 20/30 N Restricted $940
7.62mm NATO (H&K G3) 8 3 140/500 20 N Restricted $800
Shotguns - (Sawed off -1 to Acc)
12 gauge pump (SPAS-12) 7 2 15/45 5 N/T Common $500
12 gauge auto (Jackhammer) 7 3 15/45 12, 28 N Restricted $800
10 gauge pump action 8 2 15/45 3 N Common $800
Hunting Rifles
Deer Rifle (.30-06) 8 2 300/600 4 N Common $500
Safari Rifle (.460 WM) 9 2 350/750 2 N Common $1300
Sniper Rifles - (Do not forget to include Aiming bonuses below. True Max Range can be 2x)
7.62 NATO (M24/R700) +1 8 2 400/800 5 N Controlled $4000
.300 Win Mag +1 8 3 400/1200 6 N Controlled $4000
7.62 Russian (Dragunov) +1 8 3 400/800 10 N Controlled $1500
.50 caliber (ignore armor) (M95) 9 2 400/1800 11 N Restricted $3000
Machine Guns - (True Max Range can be 3x distance. Generally use burst/auto/strafe)
7.62 mm NATO (M60) 9 4 600/1100 200 N Restricted $2500
5.56 mm NATO (H&K MG4) 8 4 320/1000 30 N Restricted $2400
7.62 mm Russian (PK) 9 4 600/1500 100/250 N Restricted $1000
5.45 mm Russian (RPK-74) 8 4 320/800 30/45 N Restricted $1000
Other Weapons (Bows can shoot farther, but with lighter, specialized distance arrows)
Short Bow (uses Archery) 4 1* 40/100 1 N Common N/A
Long Bow (uses Archery) 5 1* 80/200 1 N Common N/A
Compound Bow (uses Archery) 5 1* 100/250 1 N Common $250
Crossbow 5 1 120/300 1 T/N Common $350
Taser -2 to Victim Pools
5 bashing
2* 5/10 2 P Controlled N/A
Fire Mace (aerosol + lighter) Up to 2 Agg 2 2/5 5 J Common $3
Flare Gun Up to 2 Agg 1 20/40 1 P Common  
Blow Gun     20/50        
Tranquilizer Dart Gun     5/40        

** Cost in Africa

Maneuver Chart

Aiming +1 per round spent
Up to Perception score
Automatic Fire +10 +2 Uses All Ammo; Only roll for one bullet
Cover - To Hit 0/+1/+3 Being behind cover protects you by increasing the difficulty of the attacker,
but it also decreases your ability to accurately return fire.
Cover - To Be Hit +1/+2/+3
Multiple Shots Per Split Dice Up to the Actions of the weapon
Range - Point Blank Base 4 Point Blank is within 2 meters.
The first number on the weapon's range is Standard.
From the first number to the second number is the Max Effective.
Weapons which may have a noted range above that are diff 9.
Some, like the sniper rifles, can have aiming difficulties offset this.
Range - Standard Base 6
Range - Max Effective Base 8
Range - Jab Pistol Base 4 Put the weapon in their gut and pull the trigger. This is a Dex + Brawl Action.
Strafing +10 +2 Uses All Ammo; Only roll for one bullet. Covers a 3 meter arc.
Successes are evenly divided among the targets.
3-Round Burst +2 +1 Uses 3 bullets; Only roll for one bullet.
Can only be used with SMGs, Assault Rifles, and Machine Guns.
Two Weapons Per Split Dice +1 in off hand Ambidextry Merit negates the diff penalty, making it a standard Multiple Action.

Ammunition Chart

Armor Piercing +1 +1 Restricted Available for most weapons. Ignores Armor.
Birdshot -1 Common Used for small game. Shotguns.
Dart Common Rifles, Shotguns, Pistols. For poisons or tranquilizers. Range is reduced per ST.
Flechette 7 Restricted Razor-sharp finned darts.
Available for rifles, SMGs, MGs, Machine Pistols.
Damage is doubled at standard range, but halved above standard.
High Explosive additional
+4 agg
Restricted Rifles, Shotguns, SMGs, Machine Guns
Rubber Bashing Common Available for Most Weapons.
Slug +1 +2 36/90 Common Shotguns only
Subsonic -1 Common Primarily used for noise suppression on sniping rifles. Max Effective Range becomes base diff 9.
Tracers -1 Common Tracers assist targeting and are generally for Machine Guns and Assault Rifles. They make up 10% of the clip.
White Phosphorus
Dragons Breath
Depleted Uranium
Not Allowed on Site