Weapons and Armour

Common firearms
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• hunting rifle (2-harm far loud)
• magnum (3-harm close reload loud)
• sawed-off (3-harm close reload messy)
• shotgun (3-harm close messy)
• sleeve pistol (2-harm close reload loud)
• smg (2-harm close autofire loud)
Other common weapons
• big knife (2-harm hand)
• crowbar (2-harm hand messy)
• grenades (4-harm hand area reload messy)
• machete (3-harm hand messy)
• many knives (2-harm hand infinite)
• stun gun (s-harm hand reload)
I say .38 and 9mm but of course what I really mean is any revolver
or semiautomatic handgun (respectively). I don’t actually give a
shit about caliber. Also, smg means submachine gun.
I’d just go ahead and let everyone in Apocalypse World have easy
access to any or all of the above. If you feel like making them
buy, 1-barter should cover it. Maybe 2-barter for a smg. I never
make anybody buy a crowbar. Also, the hardholder playbook
says “a few pieces of non-specialized gear or weapons from any
character playbook” — any of these above certainly qualify.
Armor
• fashion worth 1-armor
• armor worth 1-armor
• armor worth 2-armor
ese are all common too.

Fashion and armor worth 1-armor includes motorcycle jackets,
chaps, layers of canvas and leather, armor plates made of plastic
barrels, the like.
2-armor always looks like serious armor. It could be real body
armor left over from the golden age, it could be homemade. Flak
jackets, riot gear, welding masks, breastplates made of layered
stop signs.
Bomb squad suits and the like would be armor worth 3-armor,
if you feel like including such things, but they’d be pretty rare.
Nobody gets them by default.
Distinctive weapons
• antique handgun (2-harm close reload loud valuable)
• hidden knives (2-harm hand infinite)
• ornate dagger (2-harm hand valuable)
• ornate sword (3-harm hand valuable)
• scalpels (3-harm intimate hi-tech)
None of these are more effective than their common counterparts,
so they exist solely to give your characters character.
Operators get a “signature weapon.” It might be one of these
distinctive weapons, or it might be some other weapon made
distinctive and personal.
Firearms to give you pause
• ap ammo (applied) Add ap to all your guns.
• assault rifle (3-harm close loud autofire)
• grenade launcher (4-harm close/far area messy)
• grenade tube (4-harm close area reload messy)
• mg (3-harm close/far autofire messy)
• silenced 9mm (2-harm close hi-tech)
• silenced sniper rifle (3-harm far hi-tech)
A grenade launcher is the kind like a gigantic revolver that lets
you lob off several grenades without reloading. A grenade tube
is either the kind that attaches to your assault rifle or else a
single-shot breach-loading thing like a flare gun for grenades.
MG stands for machine gun, of course, and it means a belt-fed
but luggable thing like an M-60.
Serious stuff. Suitable for organized gangs with plenty of
resources, and for uniquely serious individuals.
Custom firearms
Battlebabes get custom weapons.
Base (choose 1):
• handgun (2-harm close reload loud)
• shotgun (3-harm close reload messy)
• rifle (2-harm far reload loud)
Options (choose 2):
• ornate (valuable)
• antique (
valuable)
• semiautomatic (-reload)
• 3-round burst (close/far)
• automatic (autofire)
• silenced (-loud)
• hi-powered (
1harm)
• ap ammo (ap)
• scoped (
far, or 1harm at far)
• big (
1harm)
Custom hand weapons
Base (choose 1):
• staff (1-harm hand area)
• haft (1-harm hand)
• handle (1-harm hand)
• chain (1-harm hand area)
Options (choose 2):
• ornate (valuable)
• antique (
valuable)
• head (1harm)
• spikes (
1harm)
• blade (1harm)
• long blade* (
2harm)
• heavy blade* (2harm)
• blades* (
2harm)
• hidden (+infinite)
*counts as 2 options
It’s possible to combine options to make head-scratchers, but
that’s on you.

Weapons and Armour

Dogs in the Junkyard Skampaw