Pale Wolf Homebrew: Firearms in Exalted Third Edition
Double-posting because these are pretty much entirely unrelated topics.
Okay, so. I happen to be in a modernesque Ex3 game myself, so I've been homebrewing modern weapons for that. As has been discussed over the past few pages, the flavour is somewhat mutable - you can totally just take a hundred Withering attacks to aim and save the actual shooting for when you're doing a Decisive attack for a more realistic feel, or you can go all John Woo and yeah all those withering attacks have actual bullet being fired.
You're gonna see a lot of new tags here, I used original ones where I could, but modern weapons have a lot of functions that bows don't. They'll be listed first. Design notes in italics.
At present this is only handheld weapons. I'd like to brew up tanks and artillery if only because I want to punch a tank in half, but that's a project for later. This would probably also be applicable to siege weapons as well, since I note War charms specifying the pretraining of people firing siege weapons, but no actual rules for siege weapons for that Charm effect to hook into. @Serafina has a brew of them back on page 450something, I do like some of its ideas at least.
You'll probably notice from the weapons we have in play that this isn't aimed at the 2000s, it's closer to WWII. In particular we're playing in the interwar period (1921), so a lot of these weapons don't actually exist for us, but they were easy enough to balance around the same axis as the preexisting weapon set, and some enterprising Twilight might invent them early. Not in our team though, the universal reaction to Craft was 'man fuck that'.
Without further ado:
Handguns
Pistol: Light Archery Weapon. Tags: Lethal; Archery (Short); One-Handed; Mounted; Concealable; Modern; Handy; Melee (Light)
This is your standard-issue pistol - revolver, semiautomatic, 9mm, .45, etc etc etc, the differences don't really register at Exalted's level of granularity.
Heavy Pistol: Medium Archery Weapon. Tags: Lethal; Archery (Short); One-Handed; Mounted; Concealable; Modern; Recoil; Handy; Melee (Light)
This is for your monstrous hand cannons. The usual Compensator-type guns, Desert Eagle, etc etc etc.
Machine Pistol: Light Archery Weapon. Tags: Lethal; Archery (Short); One-Handed; Mounted; Concealable; Modern; Automatic; Recoil; Handy; Melee (Light)
This is for a lot of the smaller SMGs out there, and the various 'actually autofire' pistols (M-93R; C-96 Schnellfeuer, etc). For most people they're probably going to be autofiring these two-handed, but if you crank your strength you can one-hand it. You can, I can't. The earliest of these hasn't been invented yet for our game.
Rifles
Rifle: Medium Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Melee (Medium)
Here's where the classic WWI/WWII rifles live, before autofire caught on.
Sniper Rifle: Medium Archery Weapon. Tags: Lethal; Archery (Long); Modern
This probably needs no introduction.
Anti-Tank Rifle: Heavy Archery Weapon. Tags: Lethal; Archery (Long); Modern; Recoil
PTRD, PTRS, and all the modern-day anti-materiel rifles.
Shotgun: Medium Archery Weapon. Tags: Lethal; Archery (Short); Modern; Powerful; Melee (Medium)
Automatic Rifles
Submachine Gun: Light Archery Weapon. Tags: Lethal; Archery (Short); Modern; Automatic; Handy; Melee (Light)
Assault Rifle: Light Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Automatic; Melee (Medium)
We're still in 1921 so we don't get any of these. Life is torment.
Machine Rifle: Medium Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Automatic; Recoil; Melee (Medium)
This is for light machine guns, SAWs, and the like. To be entirely honest the Browning Automatic Rifle and the Bren covered like 3/4 of my mental imagery here.
Heavy Weapons
Heavy Machine Gun: Heavy Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Automatic; Brace
This is for the machine guns that absolutely need to be rested on the ground - M2, various stationary machine guns, etc.
Infantry Mortar: Light Archery Weapon. Tags: Lethal; Archery (Long); Blast; Modern; Brace; Slow
This is basically a man-portable artillery piece. It also has indirect fire, but tags of 'bypass cover' and the like are a bit too crude to really handle this. Instead I'd advise using the common-sense limitations mentioned in the cover section - recalculate the cover depending on the angle of attack. So a six-foot wall provides total cover against guns but no cover against a mortar or grenade, whereas a roof provides total cover against a mortar and none against guns.
Grenade: Light Thrown Weapon. Tags: Lethal; Thrown (Short); Blast; Modern
Short-range explosive firepower - practically speaking modern ranged-focus characters probably aren't going to have Thrown too since it's split (saving debates on whether or not it should be, for now), so they'll mostly be using it for the blast radius.
Bazooka: Heavy Archery Weapon. Tags: Lethal; Archery (Medium); Heavy Piercing; Modern; Slow-Decisive
This would optimally cover most early rocket launchers and the like, from the Panzerschrek to early RPGs. Here's where the anti-modern-tank weapons come in - early tanks would be lightly-equipped enough that the anti-tank rifle can work against them, but as WWII wears on you'd start needing Heavy Piercing weapons. We don't have these, unfortunately.
Panzerfaust: Heavy Archery Weapon. Tags: Lethal; Archery (Short); Heavy Piercing; Modern; One-Handed; Slow-Decisive
It's fairly minor but it was evocative enough to stat it up.
Flamethrower: Firewand stats suffice.
It's not exact, but it's close enough, and I didn't really want to bother reinventing the wheel.
Okay, so. I happen to be in a modernesque Ex3 game myself, so I've been homebrewing modern weapons for that. As has been discussed over the past few pages, the flavour is somewhat mutable - you can totally just take a hundred Withering attacks to aim and save the actual shooting for when you're doing a Decisive attack for a more realistic feel, or you can go all John Woo and yeah all those withering attacks have actual bullet being fired.
You're gonna see a lot of new tags here, I used original ones where I could, but modern weapons have a lot of functions that bows don't. They'll be listed first. Design notes in italics.
At present this is only handheld weapons. I'd like to brew up tanks and artillery if only because I want to punch a tank in half, but that's a project for later. This would probably also be applicable to siege weapons as well, since I note War charms specifying the pretraining of people firing siege weapons, but no actual rules for siege weapons for that Charm effect to hook into. @Serafina has a brew of them back on page 450something, I do like some of its ideas at least.
You'll probably notice from the weapons we have in play that this isn't aimed at the 2000s, it's closer to WWII. In particular we're playing in the interwar period (1921), so a lot of these weapons don't actually exist for us, but they were easy enough to balance around the same axis as the preexisting weapon set, and some enterprising Twilight might invent them early. Not in our team though, the universal reaction to Craft was 'man fuck that'.
Without further ado:
Modern: Modern weapons do not add Strength to the wielders' damage roll. Instead, add +4 to the weapon's damage to calculate the raw damage of Withering attacks with a weapon that has the Modern tag.
This is literally just the Crossbow tag refluffed because it felt weird tagging grenades with 'Crossbow'.
Automatic: This weapon, firing numerous times over the course of seconds, is capable of performing Suppression attacks. A Suppression attack costs 1 initiative and reduces the attacker's Defense by 1 until their next turn, but increases a Withering attack's damage by 3. If used to attack a battle group, it adds the battle group's Size to its raw damage.
In function this is pretty close to Melee's Chopping tag - the big thing automatic fire is useful for is providing suppressive fire and making them keep their heads down, which seems to be initiative damage to me. Could also be onslaught.
The other big thing automatic fire is useful for is doing things to lots of dudes at once. That's what the anti-battle group function is for - I did consider ways to do things to multiple 'heroes' at once, but when my best balance points for that were charms I figured it was best to step back from there and just save the 'room broom' function for large quantities of mooks. Significant opponents need to be focused on directly.
Here's where we get into my thoughts about 'area effect' and anti-battlegroup weapons. Serafina had 'double raw damage' on her siege weapons, Death of Obsidian Butterflies had its own mechanic for increasing damage against a battle group, but on their own I wasn't entirely satisfied with them.
They're basically flat. I wanted to emulate the actual effects of proliferation of artillery by turning Size into a disadvantage, making it so that large blocks of dudes tightly compressed together would be highly vulnerable to artillery fire, while small dispersed groups moving as small packets could achieve some level of safety.
In this case we're basically just neutering some of the advantage that comes from 'lots of them' (ie the Size bonus to soak is being countered by the bonus to raw damage). Having lots of guys spread out is at least not a defence when you use wide-area attacks.
Arguably some of that's already implicit - flat buffs to anti-battlegroup attacks do take somewhat longer to shred battle groups, but with each shot they're wrecking a whole lot more guys in larger groups, where the amount of troops wrecked to make a Size 5 battle group drop to Size 4 are enough to make 3-5 Size 3 battle groups, so one could potentially get more juice out of packet movement already, without needing to hit them harder for having more guys in an area.
Still, worth bringing up for mention.
It creates some interesting pressures, actually - a Solar normally wants a single blob of dudes because he can only command so many effectively (delivering an order to a thousand-man blob takes the same amount of actions as a five-man squad), but if large quantities of artillery force him to split his unit into smaller teams, he starts needing to scramble for good lieutenants who can deliver orders to the various subgroups - Dragonblooded, or the 'train lieutenants' charms that came up a few pages ago.
Or just leaving a horde of Size 2-4 Tiger Warrior groups to their own devices. Exactly how subdivided they should be able to get is more a question of etiquette than anything else (nobody wants to run 200 Size 1 squads), but there is some interesting room to play around with 'not just having all your troops in one gigantic blob' in terms of tactics.
Which seems like the sort of thing people who invest in War are here for.
Blast: This weapon creates an environmental hazard that inflicts 1L damage a single time, with a resistance difficulty of 3, against everything within Close range of the primary target, including the primary target itself. If used to attack a battle group, it adds the battle group's Size to its raw damage, and to the damage the battle group suffers from its environmental hazard.
Okay so honestly most of my thoughts about battlegroup killers went above. Blast is for things genuinely optimized at the job of wrecking lots of guys at once. It's useful but not overwhelming against 'heroes' - people with large dice pools for resistance rolls (usually Dex/Dodge) are probably going to be fine, but it remains a threat that they at least have to pay a little attention to, and is highly destructive against cohesive battle groups and tightly-packed forces.
Brace: This weapon must be braced to fire accurately against some appropriate solid surface, and its wielder cannot attack with it on any turn in which they take a movement action.
Here's where bipod mounts and the like come in.
Handy: A Handy weapon is more easily wielded in close quarters and quicker to bring to bear against an enemy, and at Close range, has the same Accuracy as it does at Short range (+4 for mundane weapons, +5 for artifacts).
This is for those extremely close fights where yeah you're basically in melee range - shorter-barrelled guns like pistols are far easier to bring to bear than most ranged weapons. If you're going room-to-room you'd probably want a Handy weapon because you are going to be spending a lot of your time at Short and Close range.
Heavy Piercing: Heavy Piercing weapons are even more specialized in defeating powerful armour than regular Piercing weapons - while not particularly better against the amounts of armour a human being can wear, these weapons are capable of defeating the thickest plates of armour mounted on vehicles. A Heavy Piercing attack costs 1 Initiative to attempt, and ignores half of the target's armoured soak, rounded down. A Heavy Piercing attack can also be made Decisive, costing 3 Initiative (subtracted before making the attack), and ignores half of the target's Hardness. A Heavy Piercing weapon may also use a Piercing attack, as the tag, costing 1 initiative to attempt and ignoring 4 points of soak from armour, if this is better than ignoring half.
This is for killing tanks. The actual 'Heavy' aspect is a little moot on the personal scale - regular Piercing's -4 soak is more than half of the armour soak of anything on the character scale until artifact heavy armour barely edges it out, and sees most of its utility against non-PC soakbeasts, the broad category I envision tanks falling into.
I'd envision them as having some Hardness too - enough to make it take a good chunk of initiative to actually damage them, so that if you're not using anti-tank weapons, you need to build up a fair amount of initiative to do whatever stunts killing the thing entails (ie targeting viewports, trying to get the hatch open, etc etc - or if you're an Exalt it could be reasonable to just fluff cutting the thing in half).
Melee: This weapon, while primarily ranged, can also be used as an effective melee weapon, of the type designated in parenthesis, such as Melee (Light).
Who here likes pistol-whipping? One advantage guns have over bows is that they tend to be pretty solid hunks of metal, making them perfectly serviceable clubs. And spears, if you like bayonets. This is basically just an inversion of the melee weapon Throwing tag - though significantly more informative because that tag really should tell whether the thrown weapon is light/medium/heavy. Are there even any heavy thrown weapons?
Recoil: This weapon is difficult to handle, and requires prodigious strength to fire with anything approaching control - for every point below 5 its wielder's Strength is, they suffer a -1 penalty to all attacks with it. This penalty may be negated by bracing the weapon against an appropriately solid surface, as with the Brace tag, or by firing it with less than its full capabilities (such as forgoing the use of the Automatic tag, or using a one-handed weapon in two hands).
This tag is actually a bit of a stealth-buff. With modern weapons being mostly strength-independent, ranged-combat characters get little use out of Strength, and will always be spending their xp on other things. I'm fine with that as an option, but I would like Strength to have its uses, both for omnitactical battle hydras who want high strength for their melee stuff, and for people who want to play Heavy Weapons Guy. Without this, while Strength 5 peaks higher than the Modern tag in terms of damage, you have to switch back to bows to do that. And while Jack Churchill is a totally viable high-strength modern character I don't think he should be the only one.
So the Recoil tag is there for those weapons that are unreasonable to use (or use in a particular way) for normal people, but theoretically could be with sufficient strength.
Slow-Decisive: This weapon is highly destructive, and explicitly does not actually fire until it is a Decisive attack - Withering attacks are the act of aiming it and otherwise preparing to fire. When it does fire, however, on a Decisive attack, it takes extra time to reload, requiring an action spent to do so, as detailed under the Slow tag.
John Woo aside, even I thought it would get a tad ridiculous if people started firing rocket launchers a trillion times to rack up the opportunity to actually attack the target. With Slow weapons in particular, though, it gets a tad weird to be spending time reloading a weapon you never actually fired. This is basically a very softened version of Slow - while building up initiative you can 'fire' as frequently as you're able, and then reload after the Decisive attack where you actually fire the weapon. This would also serve pretty well with early firearms.
This is literally just the Crossbow tag refluffed because it felt weird tagging grenades with 'Crossbow'.
Automatic: This weapon, firing numerous times over the course of seconds, is capable of performing Suppression attacks. A Suppression attack costs 1 initiative and reduces the attacker's Defense by 1 until their next turn, but increases a Withering attack's damage by 3. If used to attack a battle group, it adds the battle group's Size to its raw damage.
In function this is pretty close to Melee's Chopping tag - the big thing automatic fire is useful for is providing suppressive fire and making them keep their heads down, which seems to be initiative damage to me. Could also be onslaught.
The other big thing automatic fire is useful for is doing things to lots of dudes at once. That's what the anti-battle group function is for - I did consider ways to do things to multiple 'heroes' at once, but when my best balance points for that were charms I figured it was best to step back from there and just save the 'room broom' function for large quantities of mooks. Significant opponents need to be focused on directly.
Here's where we get into my thoughts about 'area effect' and anti-battlegroup weapons. Serafina had 'double raw damage' on her siege weapons, Death of Obsidian Butterflies had its own mechanic for increasing damage against a battle group, but on their own I wasn't entirely satisfied with them.
They're basically flat. I wanted to emulate the actual effects of proliferation of artillery by turning Size into a disadvantage, making it so that large blocks of dudes tightly compressed together would be highly vulnerable to artillery fire, while small dispersed groups moving as small packets could achieve some level of safety.
In this case we're basically just neutering some of the advantage that comes from 'lots of them' (ie the Size bonus to soak is being countered by the bonus to raw damage). Having lots of guys spread out is at least not a defence when you use wide-area attacks.
Arguably some of that's already implicit - flat buffs to anti-battlegroup attacks do take somewhat longer to shred battle groups, but with each shot they're wrecking a whole lot more guys in larger groups, where the amount of troops wrecked to make a Size 5 battle group drop to Size 4 are enough to make 3-5 Size 3 battle groups, so one could potentially get more juice out of packet movement already, without needing to hit them harder for having more guys in an area.
Still, worth bringing up for mention.
It creates some interesting pressures, actually - a Solar normally wants a single blob of dudes because he can only command so many effectively (delivering an order to a thousand-man blob takes the same amount of actions as a five-man squad), but if large quantities of artillery force him to split his unit into smaller teams, he starts needing to scramble for good lieutenants who can deliver orders to the various subgroups - Dragonblooded, or the 'train lieutenants' charms that came up a few pages ago.
Or just leaving a horde of Size 2-4 Tiger Warrior groups to their own devices. Exactly how subdivided they should be able to get is more a question of etiquette than anything else (nobody wants to run 200 Size 1 squads), but there is some interesting room to play around with 'not just having all your troops in one gigantic blob' in terms of tactics.
Which seems like the sort of thing people who invest in War are here for.
Blast: This weapon creates an environmental hazard that inflicts 1L damage a single time, with a resistance difficulty of 3, against everything within Close range of the primary target, including the primary target itself. If used to attack a battle group, it adds the battle group's Size to its raw damage, and to the damage the battle group suffers from its environmental hazard.
Okay so honestly most of my thoughts about battlegroup killers went above. Blast is for things genuinely optimized at the job of wrecking lots of guys at once. It's useful but not overwhelming against 'heroes' - people with large dice pools for resistance rolls (usually Dex/Dodge) are probably going to be fine, but it remains a threat that they at least have to pay a little attention to, and is highly destructive against cohesive battle groups and tightly-packed forces.
Brace: This weapon must be braced to fire accurately against some appropriate solid surface, and its wielder cannot attack with it on any turn in which they take a movement action.
Here's where bipod mounts and the like come in.
Handy: A Handy weapon is more easily wielded in close quarters and quicker to bring to bear against an enemy, and at Close range, has the same Accuracy as it does at Short range (+4 for mundane weapons, +5 for artifacts).
This is for those extremely close fights where yeah you're basically in melee range - shorter-barrelled guns like pistols are far easier to bring to bear than most ranged weapons. If you're going room-to-room you'd probably want a Handy weapon because you are going to be spending a lot of your time at Short and Close range.
Heavy Piercing: Heavy Piercing weapons are even more specialized in defeating powerful armour than regular Piercing weapons - while not particularly better against the amounts of armour a human being can wear, these weapons are capable of defeating the thickest plates of armour mounted on vehicles. A Heavy Piercing attack costs 1 Initiative to attempt, and ignores half of the target's armoured soak, rounded down. A Heavy Piercing attack can also be made Decisive, costing 3 Initiative (subtracted before making the attack), and ignores half of the target's Hardness. A Heavy Piercing weapon may also use a Piercing attack, as the tag, costing 1 initiative to attempt and ignoring 4 points of soak from armour, if this is better than ignoring half.
This is for killing tanks. The actual 'Heavy' aspect is a little moot on the personal scale - regular Piercing's -4 soak is more than half of the armour soak of anything on the character scale until artifact heavy armour barely edges it out, and sees most of its utility against non-PC soakbeasts, the broad category I envision tanks falling into.
I'd envision them as having some Hardness too - enough to make it take a good chunk of initiative to actually damage them, so that if you're not using anti-tank weapons, you need to build up a fair amount of initiative to do whatever stunts killing the thing entails (ie targeting viewports, trying to get the hatch open, etc etc - or if you're an Exalt it could be reasonable to just fluff cutting the thing in half).
Melee: This weapon, while primarily ranged, can also be used as an effective melee weapon, of the type designated in parenthesis, such as Melee (Light).
Who here likes pistol-whipping? One advantage guns have over bows is that they tend to be pretty solid hunks of metal, making them perfectly serviceable clubs. And spears, if you like bayonets. This is basically just an inversion of the melee weapon Throwing tag - though significantly more informative because that tag really should tell whether the thrown weapon is light/medium/heavy. Are there even any heavy thrown weapons?
Recoil: This weapon is difficult to handle, and requires prodigious strength to fire with anything approaching control - for every point below 5 its wielder's Strength is, they suffer a -1 penalty to all attacks with it. This penalty may be negated by bracing the weapon against an appropriately solid surface, as with the Brace tag, or by firing it with less than its full capabilities (such as forgoing the use of the Automatic tag, or using a one-handed weapon in two hands).
This tag is actually a bit of a stealth-buff. With modern weapons being mostly strength-independent, ranged-combat characters get little use out of Strength, and will always be spending their xp on other things. I'm fine with that as an option, but I would like Strength to have its uses, both for omnitactical battle hydras who want high strength for their melee stuff, and for people who want to play Heavy Weapons Guy. Without this, while Strength 5 peaks higher than the Modern tag in terms of damage, you have to switch back to bows to do that. And while Jack Churchill is a totally viable high-strength modern character I don't think he should be the only one.
So the Recoil tag is there for those weapons that are unreasonable to use (or use in a particular way) for normal people, but theoretically could be with sufficient strength.
Slow-Decisive: This weapon is highly destructive, and explicitly does not actually fire until it is a Decisive attack - Withering attacks are the act of aiming it and otherwise preparing to fire. When it does fire, however, on a Decisive attack, it takes extra time to reload, requiring an action spent to do so, as detailed under the Slow tag.
John Woo aside, even I thought it would get a tad ridiculous if people started firing rocket launchers a trillion times to rack up the opportunity to actually attack the target. With Slow weapons in particular, though, it gets a tad weird to be spending time reloading a weapon you never actually fired. This is basically a very softened version of Slow - while building up initiative you can 'fire' as frequently as you're able, and then reload after the Decisive attack where you actually fire the weapon. This would also serve pretty well with early firearms.
Handguns
Pistol: Light Archery Weapon. Tags: Lethal; Archery (Short); One-Handed; Mounted; Concealable; Modern; Handy; Melee (Light)
This is your standard-issue pistol - revolver, semiautomatic, 9mm, .45, etc etc etc, the differences don't really register at Exalted's level of granularity.
Heavy Pistol: Medium Archery Weapon. Tags: Lethal; Archery (Short); One-Handed; Mounted; Concealable; Modern; Recoil; Handy; Melee (Light)
This is for your monstrous hand cannons. The usual Compensator-type guns, Desert Eagle, etc etc etc.
Machine Pistol: Light Archery Weapon. Tags: Lethal; Archery (Short); One-Handed; Mounted; Concealable; Modern; Automatic; Recoil; Handy; Melee (Light)
This is for a lot of the smaller SMGs out there, and the various 'actually autofire' pistols (M-93R; C-96 Schnellfeuer, etc). For most people they're probably going to be autofiring these two-handed, but if you crank your strength you can one-hand it. You can, I can't. The earliest of these hasn't been invented yet for our game.
Rifles
Rifle: Medium Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Melee (Medium)
Here's where the classic WWI/WWII rifles live, before autofire caught on.
Sniper Rifle: Medium Archery Weapon. Tags: Lethal; Archery (Long); Modern
This probably needs no introduction.
Anti-Tank Rifle: Heavy Archery Weapon. Tags: Lethal; Archery (Long); Modern; Recoil
PTRD, PTRS, and all the modern-day anti-materiel rifles.
Shotgun: Medium Archery Weapon. Tags: Lethal; Archery (Short); Modern; Powerful; Melee (Medium)
Automatic Rifles
Submachine Gun: Light Archery Weapon. Tags: Lethal; Archery (Short); Modern; Automatic; Handy; Melee (Light)
Assault Rifle: Light Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Automatic; Melee (Medium)
We're still in 1921 so we don't get any of these. Life is torment.
Machine Rifle: Medium Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Automatic; Recoil; Melee (Medium)
This is for light machine guns, SAWs, and the like. To be entirely honest the Browning Automatic Rifle and the Bren covered like 3/4 of my mental imagery here.
Heavy Weapons
Heavy Machine Gun: Heavy Archery Weapon. Tags: Lethal; Archery (Medium); Modern; Automatic; Brace
This is for the machine guns that absolutely need to be rested on the ground - M2, various stationary machine guns, etc.
Infantry Mortar: Light Archery Weapon. Tags: Lethal; Archery (Long); Blast; Modern; Brace; Slow
This is basically a man-portable artillery piece. It also has indirect fire, but tags of 'bypass cover' and the like are a bit too crude to really handle this. Instead I'd advise using the common-sense limitations mentioned in the cover section - recalculate the cover depending on the angle of attack. So a six-foot wall provides total cover against guns but no cover against a mortar or grenade, whereas a roof provides total cover against a mortar and none against guns.
Grenade: Light Thrown Weapon. Tags: Lethal; Thrown (Short); Blast; Modern
Short-range explosive firepower - practically speaking modern ranged-focus characters probably aren't going to have Thrown too since it's split (saving debates on whether or not it should be, for now), so they'll mostly be using it for the blast radius.
Bazooka: Heavy Archery Weapon. Tags: Lethal; Archery (Medium); Heavy Piercing; Modern; Slow-Decisive
This would optimally cover most early rocket launchers and the like, from the Panzerschrek to early RPGs. Here's where the anti-modern-tank weapons come in - early tanks would be lightly-equipped enough that the anti-tank rifle can work against them, but as WWII wears on you'd start needing Heavy Piercing weapons. We don't have these, unfortunately.
Panzerfaust: Heavy Archery Weapon. Tags: Lethal; Archery (Short); Heavy Piercing; Modern; One-Handed; Slow-Decisive
It's fairly minor but it was evocative enough to stat it up.
Flamethrower: Firewand stats suffice.
It's not exact, but it's close enough, and I didn't really want to bother reinventing the wheel.