Firearms (Specializations)

(Back to Skill List)

 Firearms (Specializations) (varies %) 

Covers all manner of firearms, as well as bows and crossbows. You may spend skill points to purchase any skill specialization. The generic Firearms skill cannot be purchased. Choose specializations appropriate to your investigator's occupation and history.


 * Note: as a combat skill, this cannot be pushed.

 Specializations: 

Bow (15%): use of bows and crossbows, ranging from medieval longbows to modern, high-powered compound bows.

Flamethrower (10%): weapons projecting a stream of ignited flammable liquid or gas. May either be carried by the operator or mounted on a vehicle.

Handgun (20%): use for all pistol-like firearms when firing discrete shots. For machine pistols (MAC-11, Uzi, etc.) in modern games, use the Submachine Gun skill when firing bursts.

Heavy Weapons (10%): use for grenade launchers, anti-tank rockets, etc.

Machine Gun (10%): weapons firing bursts from bipods, tripods, and mounted weapons. If single shots are fired from a bipod, use Rifle skill. The differences between assault rifle, submachine gun, and light machine gun are tenuous today.

Rifle/Shotgun (25%): with this skill any type of rifle (whether lever-action, bolt-action, or semi-automatic rifle) or scatter-gun can be fired. Since the load from a shotgun expands in a spreading pattern, the user's chance to hit does not decrease with range, but the damage dealt does. When an assault rifle fires a single shot (multiple singles) use this skill.

Submachine Gun (15%): use this skill when firing any machine pistol or submachine gun; also for assault rifles set on burst or full automatic fire.


 * Note: Thrown knives use the Throw skill.

Firearms are listed in the Weapons Table.