TEXT: 1
  Top Secret / S.I. - Shadows of a Darkened Moon Basic Weapons Listing
  Close Combat Weapons.
   
  This is where my biggest house rule regarding weapons comes in.  Instead of a die value for damage, 
  weapons add to your unarmed close combat damage.
  CCV: Add this number to your skill when attacking
  What I’ve listed here are basic, generic weapons, feel free to arm yourself with specific items that you 
  may find in any print or online catalog that your character can afford to purchase with your starting 
  funds.
  Weapon
  Damage
  CCV
  Cost ($ USD)
  Billy Club / Tonfa
  +2
  10
  35
  Brass Knuckles
  +1
  7
  25
  Foil (Unprotected) (Penetrating)
  +2
  12
  200
  Pocket Knife
  +1
  5
  15+
  Hunting Knife
  +2
  8
  50+
  Spear
  +4
  17
  40+
  Stiletto
  +1
  9
  100+
  Switchblade
  +1
  7
  50+
  Sword
  +3
  15
  200+
  Two Handed Sword
  +4
  15
  250+
  Fireman or Wood Axe
  +4
  15
  125+
  Hatchet
  +3
  10
  50+
  Baseball Bat
  +3
  10
  40+
   
  Fighting Hand to Hand
  When you roll percentile dice in hand-to-hand combat to see if an attack succeeds, look first to see if the number you roll is 
  less than or equal to your skill level. If it isn't, you missed. If it is, you hit. Look at the die you selected as your tens digit - 
  that number tells you the amount of damage your attack did. Now look at the die you selected as the ones digit - that number 
  tells you where you hit.
  Hit Location: The diagram to the right shows a human body with the numbers 0 through 9 on it. Each major body part has 
  a number. The number on your ones digit corresponds to one of the numbered areas on the diagram. Match the ones digit of 
  your roll with a body area on the diagram and that's where your blow landed.
  One final word about hit locations: Every once in a while, the Admin will have to apply common sense to make sure blows 
  and shots hit in logical places. An attacker who hits are 3 (the abdomen) from behind lands a blow to the small of the back, 
  not the stomach; a sharpshooter firing from a target's left might roll a hit to the right leg, but chances are the shot would hit 
  the left leg - the one closest to the attacker. These are strictly judgement calls, and the final word on hit locations belongs to 
  the Administrator.
  
  2
  Top Secret / S.I. - Shadows of a Darkened Moon Basic Weapons Listing
  Fighting With Weapons
  The system used to determine whether your character hits with a weapon is the same as that described for hand-to-hand 
  combat described above. The difference between armed combat and unarmed combat is that weapons generally do more 
  damage than fists, and may do different kinds of damage. In the game, all weapons fall into one of two categories: Blunt 
  Weapons and Penetrating Weapons.
  Blunt Weapons: These are things like brass knuckles, clubs, chair legs, the flats of swords, etc. Blunt weapons have no cutting 
  edge or penetrating tips, meaning they do only “bruise” damage (described in taking damage). Note that it is possible to 
  attack with the flat of a bladed weapon, doing blunt-weapon damage.
  To determine how much damage you do with a blunt weapon, make a skill check. Determine where you hit (the ones digit), 
  then add the damage value of the weapon to your damage die. The amount rolled is subtracted from your target’s total in the 
  are you hit.
  Penetrating Weapons: This category includes all edged and pointed weapons (swords, knives, spears, etc.), and most ranged 
  weapons (crossbow, firearms of all kinds, etc.). These are weapons designed to break the victim’s skin, doing damage to 
  internal organs. Determine hit location as you would for a blunt weapon, check the Weapons Chart to see how much damage 
  your weapon adds to the attack., and see how much damage your blow does. A successful hit from a penetrating weapon does 
  “wound” damage, not bruise damage. The difference between the two will be explained a little bit later.
  Close Combat Weapon Modifiers: Weapons do more damage to bare hands. They also make it easier to hit an opponent by 
  increasing a character’s reach. In the Top Secret/S.I. game, this is represented by a weapon’s Close Combat Value (CCV). The 
  CCV is a number added to a character’s chance to attack or defend with a weapon.
  Effects of Skill on Hit location
  If you’re skilled with a weapon (or as a hand-to-hand fighter) you don’t have to rely on the luck of the dice to determine 
  where you hit your foes. Skilled fighters can aim their blows - the more skilled they are, the more control they have over 
  where they hit.
  To aim a blow, first make a skill check against the appropriate combat skill. If you hit, determine the number of the body area 
  you hit, but don’t figure your damage just yet. First, decide if you want to bump your attack. When you bump a blow or a 
  shot, you “move” it from the randomly-rolled hit location to one of your choosing.
  You can bump a blow a number of body areas equal to your character’s skill level. If your character has a level 4 Pistol skill, 
  you can bump any successful shot up or down 4 numbered areas. A character with a first level skill can bump a shot or blow 
  one area; one with a second level skill can bump two areas; and so on.
  
  3
  Top Secret / S.I. - Shadows of a Darkened Moon Basic Weapons Listing
  Pistols
  While all special forces troops are trained in pistol use, they are often not the weapon of choice due to their limited range and 
  accuracy.
  The columns on the Firearms table are:
  Weapon    
  - The weapon's name and the type of ammunition used.
  Weight (WT)  
  - The weight of the weapon when fully loaded.
  Cost  
  - The cost of the weapon in dollars.
  Damage (Dam)  - The die an attacker rolls to determine how many points of damage a successful attach with the weapon 
  inflicts. The letters "EXP" in this column means a weapon does explosive damage.
  Range  - Each weapon has short, medium, and long range categories, measured in feet. Weapons are effective beyone long 
  range.
  Ammunition (Ammo)    
  - The number of rounds making up a full load. Weapons with more than one number in this 
  column can use a variety of loads.
  Load  
  - This column lists the number of turns needed to reload the weapon. A reload time followed by a letter "q" indicates 
  a quickloader is necessary (for revolvers only); a "b" means the weapon uses a belt; a "c" means the weapon uses a clip; a "d" 
  means the weapon uses a drum.
  Modifiers (Mods)  
  - This number is added to or subtracted from the Initiative roll of any character using the weapon.
  Weapon  
   
   
  Wt  
  Cost($)   
  Dam  
  Range   
  Ammo  Load  
  Mods
  10mm Autoloader 
   
  2 
  1,100 
   
  1d8+1 20/60/180 
  8 
  1c 
  1
  9mm Autoloader   
   
  2 
  1,000 
   
  1d6+1 20/70/160 
  15 
  1c 
  1
  9mm Compact Autoloader  
  1 
  1,250 
   
  1d6 
  10/40/110 
  7 
  1c 
  2
  .45 Autoloader 
   
   
  2 
   900 
   
  1d8 
  20/60/160 
  8 
  1c 
  1
  .357 Magnum Revolver 
   
  2 
   850 
   
  1d8+1 25/75/150 
  6 
  3/1q 
  1
  .38 Revolver 
   
   
  1 
   700 
   
  1d6+1 20/50/110 
  6 
  3/1q 
  1
  .44 Magnum Revolver 
   
  3 
  1,600 
   
  2d6+1 25/80/150 
  6 
  3/1q 
  1
  .22 revolver  
   
   
  1  
  550  
   
  1d6  
  10/50/150  
  6  
  3/1q  
  1
  .22 double-action self-load  
  1  
  600  
   
  1d6  
  15/50/150  
  8  
  1c  
  .22 pocket autoloader  
   
  1  
  650  
   
  1d6  
  20/60/200  
  6  
  1c  
  2
  Shotguns
  Shotguns, long used by hunters and sport shooters. In tight situations, such as house-to-house fighting, the different loads 
  fired by a shotgun give them great flexibility. Possible loads available to non-civilian personnel include buckshot, slugs, 
  armor-piercing, and flechette. However, their lack of target discrimination limits their use to non-hostage situations.
  Listings below are for common sporting pump guns.
  Weapon  
   
   
  Wt  
  Cost($)  Dam  
  Range   
  Ammo  Load  
  Mods
  12 Gauge 
   
   
  12 
  300 
  1d10 
  60/120/250 
  5 
  5 
  ---
  20 Gauge 
   
   
  10 
  250 
  1d8 
  40/80/200 
  5 
  5 
  ---
  .410 Caliber 
   
   
   9 
  225 
  1d6 
  25/50/100 
  5 
  5 
  ---
  
  4
  Top Secret / S.I. - Shadows of a Darkened Moon Basic Weapons Listing
  Hunting Rifles
  Commonly used by hunters and sport shooters. 
  Weapon  
   
   
  Wt  
  Cost($)  Dam  
  Range   
  Ammo  Load  
  Mods
  .22 Semi-Auto Varmint Gun 
  8 
  250 
  1d6+1 150/400/1500 
  8 
  2c 
  ---
  .30-06 Bolt Action 
   
  10 
  900 
  3d4 
  250/900/2500 
  5 
  5 
  ---
  7.62 mm Semi Auto 
   
  8 
  1,100 
  2d4+1 200/600/1800 
  7 
  2c 
  ---
  .444 Lever Action 
   
  10 
  1,500 
  2d8+1 250/1100/2800 
  5 
  5 
  ---
  Other Ranged Weapons
  Weapon  
   
   
  Wt  
  Cost($)  Dam  
  Range   
  Ammo  Load  
  Mods
  Compound Bow  
   
  8 
  450 
  2d4 
  50/150/350 
  1 
  1 
  ---
  Crossbow 
   
   
  10 
  600 
  2d4+1 80/200/400 
  1 
  4 
  ---
  Speargun 
   
   
  3 
  150 
  1d6 
  5/16/32  
  1 
  5 
  ---
  Other Items:
  Feel free to purchase anything you can find online or in a print catalog with the money your character 
  has to start with.
  Make me a list of information about your home, vehicle and what you consider to be reasonable 
  possessions given his skills and profession prior to the beginning of the game.
  It would be useful if the characters are all from somewhere within 100 miles or so of the Dalton/
  Chattanooga area.
  ALL CHARACTERS MUST BE ABLE TO SPEAK ENGLISH!!!!!
  If you want a weapon of a type or caliber not listed above, get the information for it and use something 
  reasonably close to the stats listed here or offer a reasonable suggestion for stats on the weapon.
  I’m not fanatical about the weapon information, so I really don’t care if the above is realistic or not, 
  it is based off the original TSSI numbers with a very small amount of adjustment based on my own 
  preferences.  It should work fine in game.
  
SOURCE: textdata/thevault/Top Secret/EXTRAS/3rd party/Shadows of a Darkened Moon/Top Secret S.I. - Shadows of a Darkened Moon Weapons Listing.pdf