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Call of Cthulhu

Compendium

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Ammunition & Weapons

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Ammunition & Weapons

Hand-to-Hand Weapons

Name Skill Damage Base Range Uses per Round Bullets in Gun (Mag) Cost Malfunction
Bow and Arrows Firearms
(Bow)
1D6+half DB 30 yards 1 1 $7 97
Brass Knuckles Fighting
(Brawl)
1D3+1+DB Touch 1 - $1 -
Bullwhip Fighting
(Whip)
1D3+half DB 10 feet 1 - $5 -
Burning Torch Fighting
(Brawl)
1D6+burn Touch 1 = $0.05 -
Blackjack (Cosh, life-preserver) Fighting
(Brawl)
1D8+DB Touch 1 - $2 -
Club, large
(baseball, cricket bat, poker)
Fighting
(Brawl)
1D8+DB Touch 1 - $3 -
Club,small
(nightstick)
Fighting
(Brawl)
1D6+DB Touch 1 - $3 -
Crossbow (i) Firearms
(Bow)
1D8+2 50 yards 1/2 1 $10 96
Garrote*(i) Fighting
(Garrote)
1D6+DB Touch 1 - $0.50 -
Hatchet/Sickle (i) Fighting
(Axe)
1D6+1+DB Touch 1 - $3 -
Knife, Large
(machete, etc.) (i)
Fighting
(Brawl)
1D8+DB Touch 1 - $4 -
Knife,Medium
(carving knife, etc.) (i)
Fighting
(Brawl)
1D4+2+DB Touch 1 - $2 -
Knife, Small
(switchblade, etc.) (i)
Fighting
(Brawl)
1D4+DB Touch 1 - $2 -
Nunchaku Fighting
(Flail)
1D8+DB Touch 1 - $1 -
Rock, Thrown Throw 1D4+half DB STR/
5 yards
1 - - -
Shuriken (i) Throw 1D3+half DB STR/
5 yards
2 One Use $0.50 100
Spear
(cavalry lance)(i)
Fighting
(Spear)
1D8+1 Touch 1 - $25 -
Spear, Thrown (i) Throw 1D8+half DB STR/
5 yards
1 - $1

Handguns (i)*

Name Skill Damage Base Range Uses per Round Bullets in Gun (Mag) Cost Malfunction
.22 Short Automatic Firearms
(handgun)
1D6 10 yards 1 (3) 6 $25 100
.25 Derringer (1B) Firearms
(handgun)
1D6 3 yards 1 1 $12 100
.32 or 7.65mm Revolver Firearms
(handgun)
1D8 15 yards 1 (3) 6 $15 100
.32 or 7.65mm Automatic Firearms
(handgun)
1D8 15 yards 1 (3) 8 $20 99
Model P08 Luger Firearms
(handgun)
1D10 15 yards 1 (3) 8 $75 99
.45 Revolver Firearms
(handgun)
1D10+2 15 yards 1 (3) 6 $30 100
.45 Automatic Firearms
(handgun)
1D10+2 15 yards 1 (3) 7 $40 100

Rifles (i)*

Name Skill Damage Base Range Uses per Round Bullets in Gun (Mag) Cost Malfunction
.22 Bolt-Action Rifle Firearms
(rifle)
1D6+1 30 yards 1 6 $13 99
.30 Lever-Action Carbine Firearms
(rifle)
2D6 50 yards 1 6 $19 98
.45 Martini-Henry Rifle Firearms
(rifle)
1D8+1D6+3 80 yards 1/3 1 $20 100
Col. Moran's Air Rifle Firearms
(rifle)
2D6+1 20 yards 1/3 1 $200 88
.303 Lee-Enfield Firearms
(rifle)
2D6+4 110 yards 1 10 $50 100
.30-06 Bolt-Action Rifle Firearms
(rifle)
2D6+4 110 yards 1 5 $75 100
Elephant Gun (2B) Firearms
(rifle)
3D6+4 100 yards 1 or 2 2 $400 100

Shotguns*

Name Skill Damage Base Range Uses per Round Bullets in Gun (Mag) Cost Malfunction
20-gauge Shotgun (2B) Firearms
(shotgun)
2D6/1D6/1D3 10/20/50 yards 1 or 2 2 $35 100
16-gauge Shotgun (2B) Firearms
(shotgun)
2D6+2/1D6+1/1D4 10/20/50 yards 1 or 2 2 $40 100
12-gauge Shotgun (2B) Firearms
(shotgun)
4D6/2D6/1D6 10/20/50 yards 1 or 2 2 $40 100
12-gauge Shotgun (semi-auto) Firearms
(shotgun)
4D6/2D6/1D6 10/20/50 yards 1 (2) 5 $45 100
12-gauge Shotgun (2B sawed off) Firearms
(shotgun)
4D6/1D6 5/10 yards 1 or 2 2 N/A 100

Submachine Guns (i)

Name Skill Damage Base Range Uses per Round Bullets in Gun (Mag) Cost Malfunction
Bergmann MP181/MP2811 Firearms
(SMG)
1D10 20 yards 1 (2)
or full auto
20/30/32 $1,000 96
Thompson Firearms
(SMG)
1D10+2 20 yards 1 or full auto 20/30/50 $200+ 96

Machine Guns (i)

Name Skill Damage Base Range Uses per Round Bullets in Gun (Mag) Cost Malfunction
Browning Auto Rifle M1918 Firearms
(MG) 2D6+4
90 yards 1 (2) or full auto 20 $800 100
.30 Browning M1917A1 Firearms
(MG)
2D6+4 150 yards Full auto 250 $3,000 96
Bren Gun Firearms
(MG)
2D6+4 110 yards 1 or full auto 30/100 $3,000 96
Mark I Lewis Gun Firearms
(MG)
2D6+4 110 yards Full auto 47/97 $3,000 96
Vickers .303 Machine Gun Firearms
(MG)
2D6+4 110 yards Full auto 250 N/A

Key

Acronyms:

  • (HG): Handgun
  • (R/S): Rifle/Shotgun
  • (SMG): Submachine Gun
  • (MG): Machine Gun

Skill: Skill required to use the weapon.

Damage: Roll the dice indicated to determine weapon’s damage. When an Extreme success is achieved with an attack roll the damage is increased. For the purpose of determining increased damage weapons are divided into two groups: impaling and non-impaling. Non-impaling weapons deliver maximum damage (plus maximum damage bonus if applicable). It is important to note that only those initiating an attack deal greater damage with an Extreme success; any successful attacks made as a result of fighting back do not deal increased damage, even on an Extreme success.

(i): Indicates a weapon category or specific weapon which can impale. On an Extreme level of success an impale has been inflicted: maximum damage (plus maximum damage bonus for melee weapons) and add a damage roll for the weapon. Impales are not applied as a result of fighting back. At very long range, when only an Extreme success will hit the target, an impale only occurs with a critical hit (a roll of "01"). Base Range: Standard distance of weapon’s attack.

Uses per Round: Number of attacks that can be initiated per combat round (does not affect number of times a character may fight back with a melee weapon). Most firearms may fire one bullet without penalty; more bullets 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 automatic fire rules. For shotguns firing twice at the same target, no penalty is taken for the second shot, but if the second shot targets a different opponent, that shot is made with a penalty.

Bullets in Gun (Magazine): There may be multiple options depending on the size of magazine or drum used.

Cost: 1920s prices

Malfunction (Mal): If die roll result equal to or higher than the firing weapon’s malfunction number, the shooter does not merely miss—the weapon does not fire.

+DB: Plus damage bonus, which varies by individual.

Stun: Target may not act for 1D6 rounds (or as the Keeper indicates).

Burn: Target must roll Luck to avoid catching on fire. Take minimum damage on following round. Double this each round until extinguished (providing target is flammable).

Burst/Full Auto: Some automatic weapons can be switched to fire burst or full auto; such firearms are usually unavailable to civilians; prices reflect black-market.

1B, 2B: 1 barrel, 2 barrels.

1/2, 1/3: Can be accurately fired every second or third round.

1 or 2: One or two barrels fireable in same round.

N/A: Generally not commercially available (in auto-fire configuration or at all).

2 yards, 3 yards, etc.: Damage radius of explosion in yards; at up to double the range, the damage is halved. At up to triple the range, the damage is quartered. Beyond that damage is ignored.

Additional Notes

Col. Moran’s Air Rifle: Uses compressed air rather than explosive propellant, achieving relatively silent operation.

Garrote: Requires the victim to make a Fighting Maneuver to escape or suffer 1D6 damage per round. Effective only against human (or similar) opponents.

Handguns: If firing more than one shot per round all rolls are made with one penalty die. Number in brackets denotes maximum number of shots that may be fired in one round.

Rifles: Most rifles except .45 Martini-Henry Rifle and Col. Moran’s Air Rifle fire 1 shot per round. Reloading is what takes the time, not chambering the round. Assault rifles have a fire selector allowing for single shots or 3-round burst or full automatic fire.

Shotguns: Do three levels of damage depending on their range, written as "short range/medium range/long range." Rifles and handguns can impale, however shotguns, which fire a mass of smaller shot, cannot impale (although a shotgun loaded with slugs instead of pellets could impale). This is not so say that shotguns are not deadly; an extreme level of success with a shotgun blast at close range will do 24 damage! Shotgun solid slugs: 10-gauge 1D10+7, 12-gauge 1D10+6, 16-gauge 1D10+5, 20-gauge 1D10+4; base ranges 50 yards. May impale.

Firearm Ammunition

Item Price
.22 Long Rifle (100) 54¢
.22 Hollow Point (100) 53¢
.25 Rimfire (100) $1.34
.32 Special (100) $5.95
.30-06 Gov’t (100) $7.63
.32 Special (100) $5.95
.32-20 Repeater (100) $2.97
.38 Short Round (100) $1.75
.38-55 Repeater (100) $6.60
.44 Hi-Power (100) $4.49
.45 Automatic (100) $4.43
10-Gauge Shell (25) $1.00
10-Gauge Shell (100) $3.91
12-Gauge Shell (25) 93¢
12-Gauge Shell (100) $3.63
16-Gauge Shell (25) 86¢
16-Gauge Shell (100) $3.34
20-Gauge Shell (25) 85¢
20-Gauge Shell (100) $3.30
Extra Magazine $1.90

Melee Weapons

Item Price
Rapier $12.50
Bayonet $3.75
Dagger $2.50
Straight Razor 65¢ to $5.25
Brass Knuckles $1.00
Billy Club (12-inch) $1.98
Horsewhip 60¢
4-Pound Wood Axe $1.95
16-foot Bullwhip $1.75

Illegal Weapons 1920s

Rare or illegal things can be obtained on the black market. Stages for a purchase include finding a seller, negotiating a price, exchanging cash for goods, and getting away safely. Police may intervene, or the seller may try to rob or murder the purchaser.

The following prices are nominal for the 1920s. For fresh military ammunition, if it can be found at all, double the pertinent price below and wait one month.

Item Price
Thompson SMG 1D6 x $50 for one weapon.
.30 Caliber MG 1D100 x $50 for one weapon.
30 Caliber AP Ammo $25 per 500 WWI rounds.
50 Caliber Water-Cooled MG 1D100 x $30 + $300 for one weapon.
.50 Caliber AP Ammo $45 per 500 WWI rounds
60mm Field Mortar 1D6 x $200.
60mm HE Round $2 per round (4D6 3-yard radius, 30% duds).
60mm Illumination Round 100,000 candlepower, 25-second suspension.
75mm Field Gun 1D100 x $100 + $800 per weapon.
Those costing less than $3,000 are accurate at 200 yards or less.
75mm HE or AP Ammunition $10 per WWI round, 50% duds.
Hand Grenade $50 per crate of 24 WWI grenades, 50% duds.

Attributes

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