0% found this document useful (0 votes)
175 views

Ops and Tactics Core Rulebook 6th Edition

This version is a bit outdated.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
175 views

Ops and Tactics Core Rulebook 6th Edition

This version is a bit outdated.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 357

TCS-001

Ops and Tactics: Modern Combat Manual


Core Rulebook

Released: December 2011


Revised: July 2019
Distribution Restrictions:
Approved for public use, distribution is unlimited
Centurion City Government
Centurion City Armed Forces, Dept. of Strategy and Tactics
Dedications
To Mom: Thanks for giving me encouragement in whatever I wanted to do.
To Awesome Josh and Ashley, Jay, Sam-The Dragon Lover: Thanks for all the months of fun and lessons about
the world of Tabletop Games.
To /tg/: Couldn’t have done it without the criticisms, advice, suggestions and help.
To /k/: Thanks for all the firearm knowledge. Couldn’t have created the firearms list without you all.
To Alex, for giving me the title, bouncing ideas off of you, and giving me a ton of great ideas. Couldn’t have
done it without you.
To Moose and Craft for their sharp eyes to point out all of the errors that I’ve made, and Craft for his proofreading
abilities.
To Conscript Gary for his voice of reason, and his wizardry with charts, graphs, and images.
To Hospes, for his knowledge on bows, and bow accessories, and the rest of the sup/tg/ crew, for those ideas!
To Boots, for the modifiers for melee so that melee can be more awesome,
To Roland, Archer, and Brandon for their services as playtesters, gun suggesters, and think-tankers,
To all those who have helped with this system in their help to make sure that it was as best as it could be,
And finally to all those that read and enjoy this, and may your games be fun, adventurous, and enjoyable.
Written and designed by Sweet Soul Bro !!H5XdMKmBv5G

Credits
This book and the Ops and Tactics System are made and written under a Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International License.
All information was found using Google from various firearms websites, my own knowledge, and Wikipedia.
The Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. All listed firearms are owned by
their respective companies, trademarks, copyrights and I do not take to claim any ownership of any. Please
don’t sue me, I’m just a fan.
i

Craft (INT) . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Ops & Tactics written and designed by Sweet Soul Bro Demolitions (INT) Trained Only . . . . . . . . . . . . . . 35
!!H5XdMKmBv5G Disable Device (INT) . . . . . . . . . . . . . . . . . . . . 36
This document made by an anonymous editor, edited by Drive (DEX) . . . . . . . . . . . . . . . . . . . . . . . . . 36
Sweet Soul Bro !!H5XdMKmBv5G Knowledge (INT) Trained Only . . . . . . . . . . . . . . 37
v6.30 Complete Linguistics (None) Trained Only . . . . . . . . . . . . . . 38
Edition | Compiled 2019/09/11 05:40:55pm Perception (WIS) . . . . . . . . . . . . . . . . . . . . . . 39
Perform (CHA) . . . . . . . . . . . . . . . . . . . . . . . 40
Pilot (DEX) Trained Only . . . . . . . . . . . . . . . . . . 41
Presence (CHA) . . . . . . . . . . . . . . . . . . . . . . . 42
Ride (DEX) . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Stealth (DEX) . . . . . . . . . . . . . . . . . . . . . . . . 44
Speechcraft (CHA) . . . . . . . . . . . . . . . . . . . . . 44
Contents Technology Use (INT) . . . . .
Treat Injury (WIS) . . . . . . . .
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
46
49

V Feats 51
I The Basics 1 Archery And Crossbow Feats . . . . . . . . . . . . . . . 53
What is Ops and Tactics? . . . . . . . . . . . . . . . . . 3 Archery Specialist . . . . . . . . . . . . . . . . . . 53
Basic Task Resolution System . . . . . . . . . . . . . . . 3 Archery Master . . . . . . . . . . . . . . . . . . . 53
Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . 3 Double Bowman . . . . . . . . . . . . . . . . . . . 53
Creating Ability Scores . . . . . . . . . . . . . . . . . . 4 Armor Feats . . . . . . . . . . . . . . . . . . . . . . . . 53
Improving Ability Scores . . . . . . . . . . . . . . . . . . 5 Heavy Armor Proficiency . . . . . . . . . . . . . . 53
Light Armor Proficiency . . . . . . . . . . . . . . . 53
Medium Armor Proficiency . . . . . . . . . . . . . 53
II Characters 7
Armor Mastery . . . . . . . . . . . . . . . . . . . 53
Creating a Character . . . . . . . . . . . . . . . . . . . 9
Armor Optimization . . . . . . . . . . . . . . . . . 53
Leveling Characters . . . . . . . . . . . . . . . . . . . . 11
Assault Rifle, Carbine Rifle, and SMG Feats . . . . . . . 54
Defining your Character . . . . . . . . . . . . . . . . . . 13
Rifle Specialist . . . . . . . . . . . . . . . . . . . . 54
Compact SMG Gunner . . . . . . . . . . . . . . . 54
III Occupations 15 Rifle Clubber . . . . . . . . . . . . . . . . . . . . . 54
Occupations . . . . . . . . . . . . . . . . . . . . . . . . 17 Rifle Expert . . . . . . . . . . . . . . . . . . . . . . 54
Academic . . . . . . . . . . . . . . . . . . . . . . . 17 Rifle and SMG Reloader . . . . . . . . . . . . . . . 54
Adventurer . . . . . . . . . . . . . . . . . . . . . . 17 Close Combat Rifleman . . . . . . . . . . . . . . . 54
Athlete . . . . . . . . . . . . . . . . . . . . . . . . 17 Axe Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Blue Collar . . . . . . . . . . . . . . . . . . . . . . 17 Axe Martial Arts . . . . . . . . . . . . . . . . . . . 54
Celebrity . . . . . . . . . . . . . . . . . . . . . . . 17 Axe Specialist . . . . . . . . . . . . . . . . . . . . 54
Creative . . . . . . . . . . . . . . . . . . . . . . . . 17 Axe Mastery . . . . . . . . . . . . . . . . . . . . . 54
Criminal . . . . . . . . . . . . . . . . . . . . . . . 18 Automatic Weapons Feats . . . . . . . . . . . . . . . . . 54
Doctor . . . . . . . . . . . . . . . . . . . . . . . . 18 Autofire Proficiency . . . . . . . . . . . . . . . . . 54
Emergency Services . . . . . . . . . . . . . . . . . 18 Autofire Mastery . . . . . . . . . . . . . . . . . . . 54
Entrepreneur . . . . . . . . . . . . . . . . . . . . . 18 Burst Fire Proficiency . . . . . . . . . . . . . . . . 55
Investigative . . . . . . . . . . . . . . . . . . . . . 18 Quickshot . . . . . . . . . . . . . . . . . . . . . . . 55
Law Enforcement . . . . . . . . . . . . . . . . . . 19 Strafe . . . . . . . . . . . . . . . . . . . . . . . . . 55
Military . . . . . . . . . . . . . . . . . . . . . . . . 19 Combat Sword Feats . . . . . . . . . . . . . . . . . . . . 55
Religious . . . . . . . . . . . . . . . . . . . . . . . 19 Sword Martial Arts . . . . . . . . . . . . . . . . . . 55
Rural . . . . . . . . . . . . . . . . . . . . . . . . . 19 Sword Specialist . . . . . . . . . . . . . . . . . . . 55
Security . . . . . . . . . . . . . . . . . . . . . . . . 20 Sword Mastery . . . . . . . . . . . . . . . . . . . . 55
Student . . . . . . . . . . . . . . . . . . . . . . . . 20 Distance Rifle Feats . . . . . . . . . . . . . . . . . . . . 55
Technician . . . . . . . . . . . . . . . . . . . . . . 20 Anti-materiel Rifle Expert . . . . . . . . . . . . . . 55
Unemployed . . . . . . . . . . . . . . . . . . . . . 20 Controlled Shot . . . . . . . . . . . . . . . . . . . 55
White Collar . . . . . . . . . . . . . . . . . . . . . 20 Distance Rifle Specialist . . . . . . . . . . . . . . . 55
Designated Marksman Rifle Expert . . . . . . . . 55
Leading Target . . . . . . . . . . . . . . . . . . . . 55
IV Skills 21 Recoil Management . . . . . . . . . . . . . . . . . 56
Acquiring Skills . . . . . . . . . . . . . . . . . . . . 23 Sniper Rifle Expert . . . . . . . . . . . . . . . . . . 56
Using Skills . . . . . . . . . . . . . . . . . . . . . . 23 Explosive Weapons Feats . . . . . . . . . . . . . . . . . 56
Acrobatics (DEX) . . . . . . . . . . . . . . . . . . . . . . 23 Explosive Weapons Specialist . . . . . . . . . . . 56
Animal Handling (CHA) . . . . . . . . . . . . . . . . . . 24 Explosive Weapons Expert . . . . . . . . . . . . . 56
Athletics (STR) . . . . . . . . . . . . . . . . . . . . . . . . 26 Fencing Sword Feats . . . . . . . . . . . . . . . . . . . . 56
ii

Fencing Martial Arts . . . . . . . . . . . . . . . . . 56 Sharpshooter . . . . . . . . . . . . . . . . . . . . . 61


Fencing Specialist . . . . . . . . . . . . . . . . . . 56 Slamfire Proficiency . . . . . . . . . . . . . . . . . 61
Fencing Mastery . . . . . . . . . . . . . . . . . . . 56 Slamfire Expert . . . . . . . . . . . . . . . . . . . 61
General Combat Feats . . . . . . . . . . . . . . . . . . . 56 Sling Steady . . . . . . . . . . . . . . . . . . . . . 61
Adrenaline Rush . . . . . . . . . . . . . . . . . . . 56 Spotter . . . . . . . . . . . . . . . . . . . . . . . . 61
Blind Sense . . . . . . . . . . . . . . . . . . . . . . 56 Shotgun Feats . . . . . . . . . . . . . . . . . . . . . . . 61
Combat Expertise . . . . . . . . . . . . . . . . . . 56 Shotgun Expert . . . . . . . . . . . . . . . . . . . 61
Danger Sense . . . . . . . . . . . . . . . . . . . . 56 Break Barrel Shotgunner . . . . . . . . . . . . . . 61
Dodge . . . . . . . . . . . . . . . . . . . . . . . . 57 Break Barrel Shotgun Expert . . . . . . . . . . . . 61
Evasion . . . . . . . . . . . . . . . . . . . . . . . . 57 Close Combat Shotgunner . . . . . . . . . . . . . 61
Improved Initiative . . . . . . . . . . . . . . . . . . 57 Shotgun Specialist . . . . . . . . . . . . . . . . . . 61
Mobility . . . . . . . . . . . . . . . . . . . . . . . . 57 Shotgun Reloader . . . . . . . . . . . . . . . . . . 61
Quick Draw Attack . . . . . . . . . . . . . . . . . . 57 Simple Weapon Feats . . . . . . . . . . . . . . . . . . . 61
Second Wind . . . . . . . . . . . . . . . . . . . . . 57 Blunt Specialist . . . . . . . . . . . . . . . . . . . . 61
Tactical Draw . . . . . . . . . . . . . . . . . . . . . 57 Club Expert . . . . . . . . . . . . . . . . . . . . . . 62
Toughness . . . . . . . . . . . . . . . . . . . . . . 57 Club Martial Arts . . . . . . . . . . . . . . . . . . . 62
Weapon Focus . . . . . . . . . . . . . . . . . . . . 57 Hammer Martial Arts . . . . . . . . . . . . . . . . 62
Handgun Feats . . . . . . . . . . . . . . . . . . . . . . . 57 Hammer Expert . . . . . . . . . . . . . . . . . . . 62
Handgun Specialist . . . . . . . . . . . . . . . . . 57 Knife Martial Arts . . . . . . . . . . . . . . . . . . 62
Machine Pistoleer . . . . . . . . . . . . . . . . . . 57 Shield Focus . . . . . . . . . . . . . . . . . . . . . 62
Pistol Expert . . . . . . . . . . . . . . . . . . . . . 57 Shield Warrior . . . . . . . . . . . . . . . . . . . . 62
Revolver Expert . . . . . . . . . . . . . . . . . . . 58 Simple Weapon Specialist . . . . . . . . . . . . . . 62
Skilled Pistol Magazine User . . . . . . . . . . . . 58 Skill and Saving Throw Feats . . . . . . . . . . . . . . . 62
Skilled Speedloader User . . . . . . . . . . . . . . 58 Skill Focus . . . . . . . . . . . . . . . . . . . . . . 62
Handgun Reloader . . . . . . . . . . . . . . . . . . 58 Focused Saving Throw . . . . . . . . . . . . . . . 62
Heavy Melee Weapon Feats . . . . . . . . . . . . . . . 58 Hobbyist . . . . . . . . . . . . . . . . . . . . . . . 62
Heavy Melee Weapon Martial Arts . . . . . . . . 58 Healing Knack . . . . . . . . . . . . . . . . . . . . 62
Heavy Melee Weapon Specialist . . . . . . . . . . 58 Instructor . . . . . . . . . . . . . . . . . . . . . . . 62
Heavy Melee Weapon Mastery . . . . . . . . . . 58 Menacing . . . . . . . . . . . . . . . . . . . . . . . 62
Machine Gun Feats . . . . . . . . . . . . . . . . . . . . . 58 Savant . . . . . . . . . . . . . . . . . . . . . . . . 62
Close Combat Machine Gunner . . . . . . . . . . 58 Spear Feats . . . . . . . . . . . . . . . . . . . . . . . . . 63
General Purpose Machine Gunner . . . . . . . . . 58 Spear Martial Arts . . . . . . . . . . . . . . . . . . 63
Machine Gun Specialist . . . . . . . . . . . . . . . 58 Spear Specialist . . . . . . . . . . . . . . . . . . . 63
Machine Gun Expert . . . . . . . . . . . . . . . . . 58 Spear Mastery . . . . . . . . . . . . . . . . . . . . 63
Machine Gun Reloader . . . . . . . . . . . . . . . 59 Staff Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Melee Combat Feats . . . . . . . . . . . . . . . . . . . . 59 Staff Martial Arts . . . . . . . . . . . . . . . . . . . 63
Cleave . . . . . . . . . . . . . . . . . . . . . . . . 59 Staff Specialist . . . . . . . . . . . . . . . . . . . . 63
Combat Intuition . . . . . . . . . . . . . . . . . . . 59 Staff Mastery . . . . . . . . . . . . . . . . . . . . . 63
Elusive Target . . . . . . . . . . . . . . . . . . . . 59 Thrown Weapon Feats . . . . . . . . . . . . . . . . . . . 63
Evasive Martial Arts . . . . . . . . . . . . . . . . . 59 Brutal Throw . . . . . . . . . . . . . . . . . . . . . 63
Favored Type . . . . . . . . . . . . . . . . . . . . . 59 Grenadier . . . . . . . . . . . . . . . . . . . . . . . 63
Forgiving Damage . . . . . . . . . . . . . . . . . . 59 Power Throw . . . . . . . . . . . . . . . . . . . . . 63
Forceful Strike . . . . . . . . . . . . . . . . . . . . 59 Quick Throw . . . . . . . . . . . . . . . . . . . . . 63
Improved Disarm . . . . . . . . . . . . . . . . . . 59 Two Weapon Fighting Feats . . . . . . . . . . . . . . . . 63
Improved Reflexive Martial Arts . . . . . . . . . . 59 Daishō User . . . . . . . . . . . . . . . . . . . . . 63
Power Attack . . . . . . . . . . . . . . . . . . . . . 59 Daishō Master . . . . . . . . . . . . . . . . . . . . 64
Reflexive Martial Arts . . . . . . . . . . . . . . . . 59 Improved Two-Weapon Melee Fighting . . . . . . 64
Sunder . . . . . . . . . . . . . . . . . . . . . . . . 60 Improved Two-Weapon Ranged Fighting . . . . . . 64
Weapon Finesse . . . . . . . . . . . . . . . . . . . 60 Two Weapon Defense . . . . . . . . . . . . . . . . 64
Ranged Combat Feats . . . . . . . . . . . . . . . . . . . 60 Two Weapon Melee Fighting . . . . . . . . . . . . 64
Dead Aim . . . . . . . . . . . . . . . . . . . . . . . 60 Two Weapon Ranged Fighting . . . . . . . . . . . 64
Double Tap Proficiency . . . . . . . . . . . . . . . 60 Unarmed Combat Feats . . . . . . . . . . . . . . . . . . 64
Failure Drill Master . . . . . . . . . . . . . . . . . 60 Brawl . . . . . . . . . . . . . . . . . . . . . . . . . 64
Fanning Proficiency . . . . . . . . . . . . . . . . . 60 Combat Martial Arts . . . . . . . . . . . . . . . . . 64
Fanning Expert . . . . . . . . . . . . . . . . . . . . 60 Combat Throw . . . . . . . . . . . . . . . . . . . . 64
Far Shot . . . . . . . . . . . . . . . . . . . . . . . 60 Defensive Martial Arts . . . . . . . . . . . . . . . . 64
Marksman Shot . . . . . . . . . . . . . . . . . . . 60 Improved Brawl . . . . . . . . . . . . . . . . . . . 64
Favored Caliber . . . . . . . . . . . . . . . . . . . 60 Improved Combat Martial Arts . . . . . . . . . . . 65
Manual Action Quickshot . . . . . . . . . . . . . . 60 Improved Defensive Martial Arts . . . . . . . . . . 65
Point Blank Shot . . . . . . . . . . . . . . . . . . . 60 Knockout Punch . . . . . . . . . . . . . . . . . . . 65
Precise Shot . . . . . . . . . . . . . . . . . . . . . 61 Pressure Point Strike . . . . . . . . . . . . . . . . . 65
iii

Slam Throw . . . . . . . . . . . . . . . . . . . . . 65 Dazed . . . . . . . . . . . . . . . . . . . . . . . . . 95


Street Fighting . . . . . . . . . . . . . . . . . . . . 65 Dead . . . . . . . . . . . . . . . . . . . . . . . . . 96
Unarmed Combat Specialist . . . . . . . . . . . . 65 Deafened . . . . . . . . . . . . . . . . . . . . . . . 96
Vehicle Feats . . . . . . . . . . . . . . . . . . . . . . . . 65 Disabled . . . . . . . . . . . . . . . . . . . . . . . 96
Aircraft Operations . . . . . . . . . . . . . . . . . 65 Dying . . . . . . . . . . . . . . . . . . . . . . . . . 96
Surface Vehicle Operation . . . . . . . . . . . . . 65 Entangled . . . . . . . . . . . . . . . . . . . . . . . 96
Weapon Proficiency Feats . . . . . . . . . . . . . . . . . 65 Exhausted . . . . . . . . . . . . . . . . . . . . . . 96
Archaic Weapons Proficiency . . . . . . . . . . . . 65 Fatigued . . . . . . . . . . . . . . . . . . . . . . . 96
Exotic Firearms Proficiency . . . . . . . . . . . . . 66 Flat-Footed . . . . . . . . . . . . . . . . . . . . . . 96
Exotic Melee Weapons Proficiency . . . . . . . . . 66 Frightened . . . . . . . . . . . . . . . . . . . . . . 96
Personal Firearms Proficiency . . . . . . . . . . . 66 Grappling . . . . . . . . . . . . . . . . . . . . . . . 96
Explosive Weapons Proficiency . . . . . . . . . . . 66 Helpless . . . . . . . . . . . . . . . . . . . . . . . . 96
Improvised Weapon Proficiency . . . . . . . . . . 66 Inebriated . . . . . . . . . . . . . . . . . . . . . . 96
Invisible . . . . . . . . . . . . . . . . . . . . . . . . 96
Knocked Down . . . . . . . . . . . . . . . . . . . . 96
VI Combat 67 Nauseated . . . . . . . . . . . . . . . . . . . . . . 96
Combat Statistics . . . . . . . . . . . . . . . . . . . . . . 69 Panicked . . . . . . . . . . . . . . . . . . . . . . . 97
Attack Roll . . . . . . . . . . . . . . . . . . . . . . 69 Paralyzed . . . . . . . . . . . . . . . . . . . . . . . 97
Attack Bonus . . . . . . . . . . . . . . . . . . . . . 69 Pinned . . . . . . . . . . . . . . . . . . . . . . . . 97
Damage . . . . . . . . . . . . . . . . . . . . . . . 69 Prone . . . . . . . . . . . . . . . . . . . . . . . . . 97
Critical Strikes . . . . . . . . . . . . . . . . . . . . 70 Rattled . . . . . . . . . . . . . . . . . . . . . . . . 97
Defense (DEF) . . . . . . . . . . . . . . . . . . . . 70 Shaken . . . . . . . . . . . . . . . . . . . . . . . . 97
Touch Attacks . . . . . . . . . . . . . . . . . . . . 70 Sickened . . . . . . . . . . . . . . . . . . . . . . . 97
Injury and Death . . . . . . . . . . . . . . . . . . . . . . 70 Stable . . . . . . . . . . . . . . . . . . . . . . . . . 97
Non-lethal Damage . . . . . . . . . . . . . . . . . 71 Stunned . . . . . . . . . . . . . . . . . . . . . . . . 97
Bleeding . . . . . . . . . . . . . . . . . . . . . . . 71 Unconscious . . . . . . . . . . . . . . . . . . . . . 97
Extremity Damage . . . . . . . . . . . . . . . . . . 71 Unnerved . . . . . . . . . . . . . . . . . . . . . . . 97
Disabled (0 Hit Points) . . . . . . . . . . . . . . . . 71 Environments . . . . . . . . . . . . . . . . . . . . . . . . 97
Dying (−1 to −9 Hit Points) . . . . . . . . . . . . . . 71 Darkness and Light . . . . . . . . . . . . . . . . . 97
Dead (−10 hit points or lower) . . . . . . . . . . . 72 Heat and Cold . . . . . . . . . . . . . . . . . . . . 98
Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Catching on Fire . . . . . . . . . . . . . . . . . . . 99
Natural Healing . . . . . . . . . . . . . . . . . . . 72 Starvation and Thirst . . . . . . . . . . . . . . . . 99
Healing Ability Damage . . . . . . . . . . . . . . . 72 Suffocation and Drowning . . . . . . . . . . . . . 99
Recovering from Extremity Wounds . . . . . . . . 72 Smoke . . . . . . . . . . . . . . . . . . . . . . . . 99
Temporary Hit Points . . . . . . . . . . . . . . . . . . . 72 Strangulation . . . . . . . . . . . . . . . . . . . . . 99
Combat Points . . . . . . . . . . . . . . . . . . . . . . . 72 Falling . . . . . . . . . . . . . . . . . . . . . . . . . 99
Saving Throws . . . . . . . . . . . . . . . . . . . . . . . 72 Falling Objects . . . . . . . . . . . . . . . . . . . . 99
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Poison . . . . . . . . . . . . . . . . . . . . . . . . . 99
Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Disease . . . . . . . . . . . . . . . . . . . . . . . . 100
Actions in Combat . . . . . . . . . . . . . . . . . . . . . 73 Acid . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Attack Actions . . . . . . . . . . . . . . . . . . . . . . . 76 Electricity . . . . . . . . . . . . . . . . . . . . . . . 101
Move Actions . . . . . . . . . . . . . . . . . . . . . . . . 88 Weightless & Microgravity . . . . . . . . . . . . . 101
Speak Action . . . . . . . . . . . . . . . . . . . . . . . . 88 Vehicle Movement and Combat . . . . . . . . . . . . . 101
Miscellaneous Actions . . . . . . . . . . . . . . . . . . . 88 Characters in Vehicles . . . . . . . . . . . . . . . . 101
Use Feat or Skill . . . . . . . . . . . . . . . . . . . 89 Scale . . . . . . . . . . . . . . . . . . . . . . . . . 101
Attacks of Opportunity . . . . . . . . . . . . . . . 89 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . . 101
Extra Effort . . . . . . . . . . . . . . . . . . . . . . 89 Facing and Firing Arcs . . . . . . . . . . . . . . . . 102
Movement and Position . . . . . . . . . . . . . . . . . . 89 Getting Started . . . . . . . . . . . . . . . . . . . . 102
Movement in Darkness . . . . . . . . . . . . . . . 89 Movement Phase . . . . . . . . . . . . . . . . . . 102
Diagonals . . . . . . . . . . . . . . . . . . . . . . 89 Attack Phase . . . . . . . . . . . . . . . . . . . . . 102
Passing Through . . . . . . . . . . . . . . . . . . . 89 Vehicle Speed . . . . . . . . . . . . . . . . . . . . 102
Combat Modifiers . . . . . . . . . . . . . . . . . . 90 Driving a Vehicle . . . . . . . . . . . . . . . . . . . 103
Special Initiative Actions . . . . . . . . . . . . . . 91 Simple Maneuvers . . . . . . . . . . . . . . . . . . 103
Special Attacks . . . . . . . . . . . . . . . . . . . . 92 Stunts . . . . . . . . . . . . . . . . . . . . . . . . . 103
Facing . . . . . . . . . . . . . . . . . . . . . . . . . 94 Terrain . . . . . . . . . . . . . . . . . . . . . . . . 105
Normal Movement . . . . . . . . . . . . . . . . . . 95 Driver Options . . . . . . . . . . . . . . . . . . . . 105
Conditions Summary . . . . . . . . . . . . . . . . . . . 95 Collisions and Ramming . . . . . . . . . . . . . . 105
Ability Damaged . . . . . . . . . . . . . . . . . . . 95 Losing Control . . . . . . . . . . . . . . . . . . . . 106
Ability Drained . . . . . . . . . . . . . . . . . . . . 95 Hide and Seek . . . . . . . . . . . . . . . . . . . . 106
Blinded . . . . . . . . . . . . . . . . . . . . . . . . 95 Fighting from Vehicles . . . . . . . . . . . . . . . . 106
Confused . . . . . . . . . . . . . . . . . . . . . . . 95 Crew Quality . . . . . . . . . . . . . . . . . . . . . 106
iv

Attack Options . . . . . . . . . . . . . . . . . . . . 107 Personal Defense Weapons . . . . . . . . . . . . . 182


Damaging Vehicles . . . . . . . . . . . . . . . . . 107 Modern Personal Defense Weapons . . . 182
Cheap Modern Machine Pistols . . 182
Expensive Modern Machine Pistols 183
VII Equipment 109 Cheap Modern SMGs . . . . . . . 184
Restricted Objects . . . . . . . . . . . . . . . . . . . . . 111 Expensive Modern SMGs . . . . . 185
Purchasing a License . . . . . . . . . . . . . . . . . . . 111 Early Modern PDWs . . . . . . . . . . . . 186
The Black Market . . . . . . . . . . . . . . . . . . . . . 111 Early Modern Machine Pistols . . . 186
New Vs. Used . . . . . . . . . . . . . . . . . . . . . . . 111 Early Modern Sub-Machine Guns . 187
Mastercraft Objects . . . . . . . . . . . . . . . . . . . . 112 Late Industrial PDWs . . . . . . . . . . . . 188
Carrying Capacity . . . . . . . . . . . . . . . . . . . . . 112 Late Industrial Machine Pistols . . 188
Concealed Weapons and Objects . . . . . . . . . . . . 112 Late Industrial Sub-Machine Guns 188
Waistband Carry . . . . . . . . . . . . . . . . . . . 112 Rifles . . . . . . . . . . . . . . . . . . . . . . . . . 189
Stealth Checks . . . . . . . . . . . . . . . . . . . . 112 Modern Carbines . . . . . . . . . . . . . . 189
Concealment . . . . . . . . . . . . . . . . . . . . . 112 Cheap Modern Carbines . . . . . . 189
Spotting Concealed Objects . . . . . . . . . . . . 112 Mid-range Modern Carbines . . . 191
Spotting Concealable Armor . . . . . . . . . . . . 112 Expensive Modern Carbines . . . . 193
Living in Luxury . . . . . . . . . . . . . . . . . . . . . . 112 Modern Assault, Battle, and Target Rifles . 195
General Equipment . . . . . . . . . . . . . . . . . . . . 113 Cheap Modern Assault, Battle, and
Bags and Boxes . . . . . . . . . . . . . . . . . . . 113 Target Rifles . . . . . . 195
Clothing . . . . . . . . . . . . . . . . . . . . . . . . 114 Mid-range Modern Assault, Battle,
Eyewear . . . . . . . . . . . . . . . . . . . . . . . 115 and Target Rifles . . . 197
MOLLE . . . . . . . . . . . . . . . . . . . . . . . . 115 Expensive Modern Assault, Battle,
General Kits . . . . . . . . . . . . . . . . . . . . . 118 and Target Rifles . . . 200
Specialty Kits . . . . . . . . . . . . . . . . . . . . . 120 Designated Marksman Rifles . . . . . . . 202
Computers and Consumer Electronics . . . . . . . 121 Cheap Modern Designated Marks-
Weapon Accessories . . . . . . . . . . . . . . . . 123 man Rifles . . . . . . . 202
Survival, Security and Professional Gear . . . . . 126 Expensive Modern Designated
Food, Drink, and Recreational Equipment . . . . . 130 Marksman Rifles . . . 203
Pharmaceutical Drugs, Medical supplies and Poisons 132 Bolt Action and Sniper Rifles . . . . . . . . 205
Narcotics . . . . . . . . . . . . . . . . . . . . . . . 134 Cheap Modern Bolt Action and
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Sniper Rifles . . . . . . 205
Light Armor . . . . . . . . . . . . . . . . . . . . . 135 Expensive Modern Bolt Action and
Medium Armor . . . . . . . . . . . . . . . . . . . 136 Sniper Rifles . . . . . . 206
Heavy Armor . . . . . . . . . . . . . . . . . . . . 136 Modern Anti-Materiel Rifles . . . . . . . . 207
Armor Plates . . . . . . . . . . . . . . . . . . . . . 138 Early Modern Rifles . . . . . . . . . . . . . 208
Helmets . . . . . . . . . . . . . . . . . . . . . . . . 138 Early Modern Battle Rifles . . . . . 208
Armor Upgrades . . . . . . . . . . . . . . . . . . . 138 Early Modern Sniper Rifles . . . . 209
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Early Modern Anti-Materiel Rifles . 210
Melee Weapons . . . . . . . . . . . . . . . . . . . 139 Late Industrial Rifles . . . . . . . . . . . . 210
Ranged Weapons . . . . . . . . . . . . . . . . . . 145 Industrial Carbines and Long Rifles . . . . 212
Firearms . . . . . . . . . . . . . . . . . . . 145 Shotguns . . . . . . . . . . . . . . . . . . . . . . . 214
Firearms Tables . . . . . . . . . . . . . . . . . . . 145 Modern Sporting Shotguns . . . . . . . . 214
Handguns . . . . . . . . . . . . . . . . . . . . . . 147 Cheap Modern Sporting Shotguns 214
Modern Handguns . . . . . . . . . . . . . 148 Mid-range Modern Sporting Shotguns 215
Modern Holdout Handguns . . . . 148 Expensive Modern Sporting Shotguns 217
Modern Backup Handguns . . . . 151 Modern Combat Shotguns . . . . . . . . . 218
Modern Full Size Handguns . . . . 161 Cheap Modern Combat Shotguns 218
Modern Target Handguns and Expensive Modern Combat Shotguns 219
Hunting Handguns . . 172 Late Industrial Shotguns . . . . . . . . . . 222
Early Modern Handguns . . . . . . . . . . 176 Industrial Shotguns . . . . . . . . . . . . . 222
Early Modern Holdout Handguns . 176 Machine Guns . . . . . . . . . . . . . . . . . . . . 223
Early Modern Backup Handguns . 176 Modern Light Machine Guns . . . . . . . . 223
Early Modern Full Size Handguns . 177 Modern General Purpose Machine Guns . 225
Late Industrial Handguns . . . . . . . . . . 177 Early Modern Machine Guns . . . . . . . 226
Late Industrial Holdout Handguns 177 Early Modern General Purpose
Late Industrial Backup Handguns . 178 Machine Guns . . . . 226
Late Industrial Full Size Handguns 179 Late Industrial Machine Guns . . . . . . . 227
Industrial Handguns . . . . . . . . . . . . 180 Grenade Launchers, Rocket Launchers, and Mortars228
Industrial Holdout Handguns . . . 180 Modern Underbarrel Grenade Launchers 228
Industrial Full Size Handguns . . . 181 Modern Stand Alone Grenade Launchers 229
v

Modern Rocket Launchers . . . . . . . . . 229 Hornet’s Nest . . . . . . . . . . . . . . . . 277


Modern Mortars . . . . . . . . . . . . . . 230 Taser . . . . . . . . . . . . . . . . . . . . . 277
Modern Rifle Grenades . . . . . . . . . . . 230 Airburst . . . . . . . . . . . . . . . . . . . 277
Early Modern Rocket Launchers . . . . . . 230 Thermobaric . . . . . . . . . . . . . . . . 277
Gunsmithing . . . . . . . . . . . . . . . . . . . . . 231 Grapnel . . . . . . . . . . . . . . . . . . . 277
Non-ballistic Ranged Weapons . . . . . . . . . . . 247 Rocket Launcher Ammunition Types . . . . . . . . 277
Bows and Crossbows . . . . . . . . . . . . 247 High Explosive Anti Tank (HEAT) . . . . . . 277
Flamethrower and Flamer . . . . . . . . . 247 High Explosive Dual Purpose (HEDP) . . . 277
Chemical Irritants . . . . . . . . . . . . . . 247 Fragmentation . . . . . . . . . . . . . . . 277
Spear Gun . . . . . . . . . . . . . . . . . . 247 Thermobaric . . . . . . . . . . . . . . . . 277
Taser . . . . . . . . . . . . . . . . . . . . . 247 Mortar Ammunition Types . . . . . . . . . . . . . 277
Tranquilizer Gun . . . . . . . . . . . . . . 247 High Explosive (HE) . . . . . . . . . . . . . 277
Paintball Marker . . . . . . . . . . . . . . 248 Smoke . . . . . . . . . . . . . . . . . . . . 277
Less Lethal Launcher . . . . . . . . . . . . 248 Airburst . . . . . . . . . . . . . . . . . . . 277
Ballistic Knife . . . . . . . . . . . . . . . . 248 Ammunition Modifications and Reloading . . . . . 277
Slingshot . . . . . . . . . . . . . . . . . . . 248 Reloading . . . . . . . . . . . . . . . . . . 279
Bullwhip . . . . . . . . . . . . . . . . . . . 249 Reloading Supplies . . . . . . . . . . . . . 279
Thrown Weapons . . . . . . . . . . . . . . . . . . 250 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Bolas . . . . . . . . . . . . . . . . . . . . . 250 Standard Car Classifications . . . . . . . . . . . . 281
Boomerangs . . . . . . . . . . . . . . . . 250 Toy Car . . . . . . . . . . . . . . . . . . . 281
Brick . . . . . . . . . . . . . . . . . . . . . 250 Microcar . . . . . . . . . . . . . . . . . . . 281
Javelin . . . . . . . . . . . . . . . . . . . . 250 Compact Car . . . . . . . . . . . . . . . . 281
Throwing Axe . . . . . . . . . . . . . . . . 251 Mid-Sized Car . . . . . . . . . . . . . . . . 281
Throwing Knives/Stars . . . . . . . . . . . 251 Entry Level Luxury Car . . . . . . . . . . . 282
Giant Throwing Star . . . . . . . . . . . . 251 Full-Size Car . . . . . . . . . . . . . . . . . 282
Explosives . . . . . . . . . . . . . . . . . . . . . . 251 Full-Size Luxury Car . . . . . . . . . . . . 282
Explosives and Splash Weapons . . . . . 251 Sports Car Classifications . . . . . . . . . . . . . . 282
Blast Radius . . . . . . . . . . . . . . . . . 251 Grand Tourer Car . . . . . . . . . . . . . . 282
Grenades . . . . . . . . . . . . . . . . . . 251 Supercar . . . . . . . . . . . . . . . . . . . 282
Pre-made Charges . . . . . . . . . . . . . 253 Muscle Cars . . . . . . . . . . . . . . . . . 282
Raw Explosive Material . . . . . . . . . . . 255 Standard Van Classifications . . . . . . . . . . . . 282
Detonators . . . . . . . . . . . . . . . . . . 255 Multi-Purpose Vehicle . . . . . . . . . . . 282
Weapon Upgrades . . . . . . . . . . . . . . . . . . . . . 257 Cargo Van . . . . . . . . . . . . . . . . . . 282
Melee Weapon Upgrades . . . . . . . . . . . . . . 257 Passenger Van . . . . . . . . . . . . . . . 282
Ranged Weapon Upgrades . . . . . . . . . . . . . 258 Standard Truck Classifications . . . . . . . . . . . 282
Barrel Upgrades . . . . . . . . . . . . . . 258 Mini Pickup Truck . . . . . . . . . . . . . . 282
Optics and Sights Upgrades . . . . . . . . 260 Mid-Sized Pickup Truck . . . . . . . . . . . 282
Ergonomics and Aesthetic Upgrades . . . 262 Full-Sized Pickup Truck . . . . . . . . . . . 282
Firing Mode Upgrades . . . . . . . . . . . 265 Heavy Duty Pickup Truck . . . . . . . . . 282
Internal Upgrades . . . . . . . . . . . . . . 265 Standard SUV Classifications . . . . . . . . . . . . 283
Tactical Upgrades . . . . . . . . . . . . . . 266 Mini SUV . . . . . . . . . . . . . . . . . . . 283
Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . 269 Compact SUV . . . . . . . . . . . . . . . . 283
.68 Paintball Ammunition . . . . . . . . . . . . . . 269 Mid-sized SUV . . . . . . . . . . . . . . . . 283
18mm Less Lethal . . . . . . . . . . . . . . . . . . 269 Full-Sized SUV . . . . . . . . . . . . . . . . 283
Crossbow Bolt Heads and Arrowheads . . . . . . 269 Standard Motorcycle Classifications . . . . . . . . 283
Cased Ammunition . . . . . . . . . . . . . . . . . 270 Standard Motorcycle . . . . . . . . . . . . 283
Cased Ammunition Categories . . . . . . . 271 Cruiser Motorcycle . . . . . . . . . . . . . 283
Cased Ammunition Types . . . . . . . . . 273 Sport Motorcycle . . . . . . . . . . . . . . 283
Shell Ammunition . . . . . . . . . . . . . . . . . . 274 Touring Motorcycle . . . . . . . . . . . . . 283
Shell Ammunition Categories . . . . . . . 274 Dual Sport Motorcycle . . . . . . . . . . . 283
Shell Ammunition Types . . . . . . . . . . 275 Enduro Motorcycle . . . . . . . . . . . . . 283
Grenade Ammunition Types . . . . . . . . . . . . 276 ATV . . . . . . . . . . . . . . . . . . . . . . 283
Fragmentation . . . . . . . . . . . . . . . 276 Scooter . . . . . . . . . . . . . . . . . . . 283
High Explosive (HE) . . . . . . . . . . . . . 276 Standard Rotary Aircraft . . . . . . . . . . . . . . 283
High Explosive Dual Purpose (HEDP) . . . 276 Utility Helicopter . . . . . . . . . . . . . . 283
Tear Gas . . . . . . . . . . . . . . . . . . . 276 Gunship Helicopter . . . . . . . . . . . . . 284
Smoke . . . . . . . . . . . . . . . . . . . . 276 Transport Helicopter . . . . . . . . . . . . 284
Beehive . . . . . . . . . . . . . . . . . . . 276 Standard Fixed Wing Aircraft . . . . . . . . . . . . 284
Foam Slug . . . . . . . . . . . . . . . . . . 276 Standard Prop Aircraft . . . . . . . . . . . 284
Buckshot . . . . . . . . . . . . . . . . . . . 276 Military Prop Aircraft . . . . . . . . . . . . 284
Flare . . . . . . . . . . . . . . . . . . . . . 277 Standard Jet Aircraft . . . . . . . . . . . . 284
vi

Military Jet Aircraft . . . . . . . . . . . . . 284 Death Crime . . . . . . . . . . . . . . . . . 290


Other Vehicles . . . . . . . . . . . . . . . . . . . . 284 Medical Services . . . . . . . . . . . . . . . . . . . 290
Moving Truck . . . . . . . . . . . . . . . . 284 Long-Term Care . . . . . . . . . . . . . . . 290
Bus . . . . . . . . . . . . . . . . . . . . . . 284 Restore Hit Points . . . . . . . . . . . . . . 290
Armored Truck . . . . . . . . . . . . . . . 284
Surgery . . . . . . . . . . . . . . . . . . . 290
Tow Truck . . . . . . . . . . . . . . . . . . 284
Golf Cart . . . . . . . . . . . . . . . . . . . 284 Treat Poison/Disease . . . . . . . . . . . . 290
Semi Trailer Truck . . . . . . . . . . . . . 284
RV . . . . . . . . . . . . . . . . . . . . . . 284
Military and Police Vehicles . . . . . . . . . . . . . 284 VIII Game Mastering 293
Armored Personnel Carriers . . . . . . . . 285 The Role of the Game Master . . . . . . . . . . . . . . . 295
Infantry Fighting Vehicle . . . . . . . . . . 285 Craft a Story . . . . . . . . . . . . . . . . . . . . . 295
Main Battle Tank . . . . . . . . . . . . . . 285
Create the world . . . . . . . . . . . . . . . . . . . 295
Multi-Use Vehicle . . . . . . . . . . . . . . 285
Other Transportation . . . . . . . . . . . . . . . . 285 Adjudicate the Game . . . . . . . . . . . . . . . . 295
Horses . . . . . . . . . . . . . . . . . . . . 285 Frequently Asked Questions and Examples of Play . . 295
Tripod . . . . . . . . . . . . . . . . . . . . 285 Frequently Asked Questions . . . . . . . . . . . . 295
Vehicle Upgrades . . . . . . . . . . . . . . . . . . 285 Combat Examples . . . . . . . . . . . . . . . . . . 296
Paint Job (Body) . . . . . . . . . . . . . . . 285 NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
Convertible (Body) . . . . . . . . . . . . . 285 Ordinaries . . . . . . . . . . . . . . . . . . . . . . 298
Service Kit (Body) . . . . . . . . . . . . . . 285
Occupational Equipment and Resources . . . . . . . . . 299
Police Kit (Body) . . . . . . . . . . . . . . . 285
All Occupations . . . . . . . . . . . . . . . . . . . 303
Racing Kit (Body) . . . . . . . . . . . . . . 286
Sidecar Kit (Body) . . . . . . . . . . . . . . 286 Snipers . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Light Armor Kit (Body) . . . . . . . . . . . 286 What is a Sniper? . . . . . . . . . . . . . . . . . . 303
Heavy Armor Kit (Body) . . . . . . . . . . 286 Sniper Basics . . . . . . . . . . . . . . . . . . . . . 303
Weapon Pintle Upgrade (Body) . . . . . . 286 Playing a Sniper and GMing for a Sniper . . . . . 304
Internal Hardpoint Upgrade (Body) . . . . 286 Setting Prices . . . . . . . . . . . . . . . . . . . . . . . . 304
External Hardpoint Upgrade (Body) . . . . 286 Salary . . . . . . . . . . . . . . . . . . . . . . . . 304
Standard Tires (Wheel) . . . . . . . . . . . 286
Encounter Goals . . . . . . . . . . . . . . . . . . . . . . 304
Racing Tires (Wheel) . . . . . . . . . . . . 286
Battle Value . . . . . . . . . . . . . . . . . . . . . 304
Snow and Ice Tires (Wheel) . . . . . . . . 286
All Terrain Tires (Wheel) . . . . . . . . . . 286 Determining Encounter Levels . . . . . . . . . . . 304
Run-Flat Upgrade (Wheel) . . . . . . . . . 286 Hostile Environments . . . . . . . . . . . . . . . . 305
Racing Brakes (Wheel) . . . . . . . . . . . 286 Calculating XP Gain . . . . . . . . . . . . . . . . . 305
Turbocharger Kit (Powertrain) . . . . . . . 286 Firearms Manufacturers . . . . . . . . . . . . . . . . . . 306
Nitrous Oxide Kit (Powertrain) . . . . . . . 286 Firearm Functionality . . . . . . . . . . . . . . . . . . . 311
Standard Transmission (Drivetrain) . . . . 287 Weapons in Use . . . . . . . . . . . . . . . . . . . . . . 324
Sprint Transmission (Drivetrain) . . . . . . 287
Long Distance Transmission (Drivetrain) . 287
Racing Transmission (Drivetrain) . . . . . . 287
All Wheel Drive Transmission (Drivetrain) . 287 IX Variant Rules 331
Improved Suspension (Drivetrain) . . . . . 287 Ultra Lethality . . . . . . . . . . . . . . . . . . . . . . . 333
Lifestyle and Services . . . . . . . . . . . . . . . . . . . 287 Uses for this rule . . . . . . . . . . . . . . . . . . 333
Housing . . . . . . . . . . . . . . . . . . . . . . . . 287 Fast Damage . . . . . . . . . . . . . . . . . . . . . . . . 333
Small Apartment . . . . . . . . . . . . . . 287 Custom Occupations . . . . . . . . . . . . . . . . . . . . 333
Large Apartment . . . . . . . . . . . . . . 287
Gridless Combat . . . . . . . . . . . . . . . . . . . . . . 333
Small House . . . . . . . . . . . . . . . . . 289
Medium House . . . . . . . . . . . . . . . 289 Overpenetration and Missed Shots . . . . . . . . . . . . 333
Large House . . . . . . . . . . . . . . . . . 289 Missing the intended target . . . . . . . . . . . . . 333
Small Mansion . . . . . . . . . . . . . . . 289 Overpenetrating a target . . . . . . . . . . . . . . 334
Large Mansion . . . . . . . . . . . . . . . 289 Uses for this rule . . . . . . . . . . . . . . . . . . 336
Transportation . . . . . . . . . . . . . . . . . . . . 289 Generic Firearms . . . . . . . . . . . . . . . . . . . . . . 336
Auto Repair . . . . . . . . . . . . . . . . . . . . . . 290 Race Construction . . . . . . . . . . . . . . . . . . . . . 339
Gunsmithing, Blacksmithing and Engineering Race Building . . . . . . . . . . . . . . . . . . . . . 339
Services . . . . . . . . . . . . . . . . . . . 290
Fuel Consumption Vehicle Rules . . . . . . . . . . . . . 342
Bail Bonds and Legal Services . . . . . . . . . . . 290
Legal Services . . . . . . . . . . . . . . . 290 Vehicle Upgrades . . . . . . . . . . . . . . . . . . 344
Civil Crime . . . . . . . . . . . . . . . . . . 290 Efficiency Increase(Fuel System) . . . . . 344
Property Crime . . . . . . . . . . . . . . . 290 Fuel Requirement Decrease(Fuel System) . 344
Assault Crime . . . . . . . . . . . . . . . . 290 Plasma Engine(Fuel System) . . . . . . . . 344
vii

52 Object Size and Defense . . . . . . . . . . . . . . 92


53 Object Hardness and HP . . . . . . . . . . . . . . 92
54 Substance Hardness . . . . . . . . . . . . . . . . . 92
55 Light Sources . . . . . . . . . . . . . . . . . . . . . 97
56 Falling Objects . . . . . . . . . . . . . . . . . . . . 100

List of Tables 58
57
Acid Damage . . . . . . . . . . . . . . . . . . . .
Disease . . . . . . . . . . . . . . . . . . . . . . . .
100
101
59 Electricity Damage . . . . . . . . . . . . . . . . . 102
60 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . . 102
61 Vehicle Speed . . . . . . . . . . . . . . . . . . . . 102
1 Ability Modifiers . . . . . . . . . . . . . . . . . . . 3 62 Avoid Hazard TN . . . . . . . . . . . . . . . . . . . 103
2 Point Buy . . . . . . . . . . . . . . . . . . . . . . . 4 63 Bootleg Turn TN . . . . . . . . . . . . . . . . . . . 104
3 Character Option Points . . . . . . . . . . . . . . . 9 64 Vehicle Jump TN . . . . . . . . . . . . . . . . . . . 104
4 Carry Capacity & Different Sizes . . . . . . . . . . 11 65 Sideswipe . . . . . . . . . . . . . . . . . . . . . . 104
5 Experience Point Cost . . . . . . . . . . . . . . . . 12 66 Collision Damage . . . . . . . . . . . . . . . . . . 105
6 Aging Effects . . . . . . . . . . . . . . . . . . . . . 13 67 Collision Direction . . . . . . . . . . . . . . . . . . 105
7 Athletics, Swim TN . . . . . . . . . . . . . . . . . . 26 68 Occupant Collision Damage . . . . . . . . . . . . 105
8 Athletics, Climb TN . . . . . . . . . . . . . . . . . . 26 69 Vehicle Spin . . . . . . . . . . . . . . . . . . . . . 106
9 Craft (Chemical), Acids & Bases . . . . . . . . . . 28 70 Crew Quality . . . . . . . . . . . . . . . . . . . . . 106
10 Craft (Chemical), Explosives . . . . . . . . . . . . 28 71 Equipment, Licenses . . . . . . . . . . . . . . . . . 111
11 Craft (Chemical), Poisons . . . . . . . . . . . . . . 29 72 The Black Market . . . . . . . . . . . . . . . . . . 111
12 Craft (Electronics), Repairs . . . . . . . . . . . . . 29 73 Concealing Weapons & Objects . . . . . . . . . . 112
13 Craft (Mechanical), Repairs . . . . . . . . . . . . . 30 74 Equipment, Bags & Boxes . . . . . . . . . . . . . . 113
14 Craft (Mechanical), Performing Upgrades . . . . . 30 75 Equipment, Clothing . . . . . . . . . . . . . . . . . 115
15 Craft (Pharmaceutical), Antibacterial/Antiviral . . . 31 76 Equipment, Eyewear . . . . . . . . . . . . . . . . 115
16 Craft (Pharmaceutical), Painkillers . . . . . . . . . 31 77 Equipment, MOLLE . . . . . . . . . . . . . . . . . 117
17 Craft (Pharmaceutical), Hemostat . . . . . . . . . 31 78 Equipment, General Kits . . . . . . . . . . . . . . . 118
18 Craft (Pharmaceutical), Antiseptic . . . . . . . . . 31 79 Equipment, General Kits . . . . . . . . . . . . . . . 118
19 Craft (Pharmaceutical), Antidote . . . . . . . . . . 31 80 Equipment, General Kits . . . . . . . . . . . . . . . 118
20 Craft (Structural), Simple Melee Weapon Crafting . 32 81 Equipment, General Kits . . . . . . . . . . . . . . . 119
21 Craft (Structural), Melee and Thrown Weapon Crafting 33 82 Equipment, General Kits . . . . . . . . . . . . . . . 119
22 Craft (Visual Art) Results . . . . . . . . . . . . . . . 34 83 Equipment, General Kits . . . . . . . . . . . . . . . 119
23 Craft (Visual Art), Forgery . . . . . . . . . . . . . . 34 84 Equipment, General Kits . . . . . . . . . . . . . . . 119
24 Craft (Writing), Results . . . . . . . . . . . . . . . . 35 85 Equipment, General Kits . . . . . . . . . . . . . . . 119
25 Knowledge Check TN . . . . . . . . . . . . . . . . 37 86 Equipment, General Kits . . . . . . . . . . . . . . . 120
26 Perception TN . . . . . . . . . . . . . . . . . . . . 39 87 Equipment, Specialty Kits . . . . . . . . . . . . . . 121
27 Perception TN Modifiers . . . . . . . . . . . . . . . 39 88 Equipment, Computer Hardware . . . . . . . . . . 122
28 Perform Check Results . . . . . . . . . . . . . . . 40 89 Equipment, Computer Software . . . . . . . . . . 123
29 Presence, Disguise Modifiers . . . . . . . . . . . . 42 90 Equipment, Consumer Electronics . . . . . . . . . 123
30 Presence, Viewer’s Familiarity . . . . . . . . . . . 42 91 Combat Sheath . . . . . . . . . . . . . . . . . . . 124
31 Presence, Terrify . . . . . . . . . . . . . . . . . . . 42 92 Equipment, Linked Ammunition Box . . . . . . . . 125
32 Presence, Intimidate . . . . . . . . . . . . . . . . . 42 93 Equipment, Stripper Clips . . . . . . . . . . . . . . 126
33 Speechcraft, Lie Modifiers . . . . . . . . . . . . . 44 94 Equipment, Weapon Accessories . . . . . . . . . . 126
34 Speechcraft, Diplomacy TN and Modifiers . . . . 45 95 Equipment, Survival, Security, & Professional Gear 128
35 Speechcraft, Intimidate . . . . . . . . . . . . . . . 45 96 Equipment, Survival, Security, & Professional
36 Technology Use, Systems TN and Time . . . . . . 48 Gear(Cont.) . . . . . . . . . . . . . . . . . . . . . . 129
37 Size Modifier to Defense . . . . . . . . . . . . . . 70 97 Equipment, Food & Drink . . . . . . . . . . . . . . 132
38 Provoking Attacks of Opportunity . . . . . . . . . 75 98 Equipment, Pharmaceuticals, Antibacterial/Antiviral 132
39 Ranged Attack Actions . . . . . . . . . . . . . . . 76 99 Equipment, Pharmaceuticals, Painkillers . . . . . . 132
40 Melee Attack Actions . . . . . . . . . . . . . . . . 76 100 Equipment, Pharmaceuticals, Hemostat . . . . . . 132
41 Recoil Penalty, Amount of Dice . . . . . . . . . . . 78 101 Equipment, Pharmaceuticals, Antiseptics . . . . . 133
42 Recoil Penalty, Die Type . . . . . . . . . . . . . . . 78 102 Equipment, Pharmaceuticals, Antidote . . . . . . . 133
43 Miss Locations . . . . . . . . . . . . . . . . . . . . 82 103 Equipment, Pharmaceutical Equipment . . . . . . 133
44 Explosive Extremity Damage Hit Location . . . . . 83 104 Equipment, Poisons . . . . . . . . . . . . . . . . . 133
45 Grapple Modifier . . . . . . . . . . . . . . . . . . . 86 105 Cannabis Potency . . . . . . . . . . . . . . . . . . 134
46 Two-Weapon Fighting Penalties . . . . . . . . . . . 87 106 Equipment, Narcotics . . . . . . . . . . . . . . . . 134
47 Move Actions . . . . . . . . . . . . . . . . . . . . . 88 107 Equipment, Armor . . . . . . . . . . . . . . . . . . 137
48 Attack Roll Modifiers . . . . . . . . . . . . . . . . . 90 108 Equipment, Armor Plates . . . . . . . . . . . . . . 138
49 Defense Modifiers . . . . . . . . . . . . . . . . . . 90 109 Equipment, Armor, Helmets . . . . . . . . . . . . . 138
50 Concealment . . . . . . . . . . . . . . . . . . . . . 90 110 Equipment, Armor Upgrades . . . . . . . . . . . . 138
51 Cover . . . . . . . . . . . . . . . . . . . . . . . . . 91 111 Pistol Whip Damage . . . . . . . . . . . . . . . . . 140
viii

112 Simple Melee Weapons . . . . . . . . . . . . . . . 140 172 Midrange Modern Assault, Battle, and Target Rifles,
113 Archaic Melee Weapons . . . . . . . . . . . . . . 142 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 198
114 Exotic Melee Weapons . . . . . . . . . . . . . . . 144 173 Midrange Modern Assault, Battle, and Target Rifles,
115 Error Range Natural Attack Rolls . . . . . . . . . . 145 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 199
116 Cheap Modern Holdout Handguns . . . . . . . . . 148 174 Expensive Modern Assault, Battle, and Target Rifles 200
117 Mid-range Modern Holdout Handguns . . . . . . 149 175 Expensive Modern Assault, Battle, and Target Rifles,
118 Expensive Modern Holdout Handguns . . . . . . . 150 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 201
119 Cheap Modern Backup Handguns . . . . . . . . . 151 176 Cheap Modern Designated Marksman Rifles . . . 202
120 Cheap Modern Backup Handguns, Cont. . . . . . 152 177 Expensive Modern Designated Marksman Rifles . 203
121 Mid-Range Modern Backup Handguns . . . . . . 153 178 Expensive Modern Designated Marksman Rifles,
122 Mid-Range Modern Backup Handguns, Cont . . . 154 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 204
123 Mid-Range Modern Backup Handguns, Cont . . . 155 179 Cheap Modern Bolt Action and Sniper Rifles . . . 205
124 Mid-Range Modern Backup Handguns, Cont . . . 156 180 Cheap Modern Bolt Action and Sniper Rifles, Cont 206
125 Mid-Range Modern Backup Handguns, Cont . . . 157 181 Expensive Modern Bolt Action and Sniper Rifles . 206
126 Expensive Modern Backup Handguns . . . . . . . 158 182 Expensive Modern Bolt Action and Sniper Rifles, Cont207
127 Expensive Modern Backup Handguns, Cont . . . 159 183 Modern Anti-Materiel Rifles . . . . . . . . . . . . . 207
128 Expensive Modern Backup Handguns, Cont . . . 160 184 Early Modern Battle Rifles . . . . . . . . . . . . . 208
129 Cheap Modern Full Size Handguns . . . . . . . . 161 185 Early Modern Battle Rifles, Cont . . . . . . . . . . 209
130 Cheap Modern Full Size Handguns, Cont . . . . . 162 186 Early Modern Sniper Rifles . . . . . . . . . . . . . 209
131 Mid-range Modern Full Size Handguns . . . . . . 163 187 Early Modern Anti-Materiel Rifles . . . . . . . . . 210
132 Mid-range Modern Full Size Handguns, Cont . . . 164 188 Late Industrial Battle Rifles . . . . . . . . . . . . . 210
133 Mid-range Modern Full Size Handguns, Cont . . . 165 189 Late Industrial Battle Rifles, Cont . . . . . . . . . . 211
134 Mid-range Modern Full Size Handguns, Cont . . . 166 190 Industrial Carbines and Long Rifles . . . . . . . . 212
191 Industrial Carbines and Long Rifles, Cont . . . . . 213
135 Expensive Modern Full Size Handguns . . . . . . 167
192 Cheap Modern Sporting Shotguns . . . . . . . . . 214
136 Expensive Modern Full Size Handguns, Cont . . . 168
193 Midrange Modern Sporting Shotguns . . . . . . . 215
137 Expensive Modern Full Size Handguns, Cont . . . 169
194 Mid-range Modern Sporting Shotguns, Cont . . . 216
138 Expensive Modern Full Size Handguns, Cont . . . 170
195 Expensive Modern Sporting Shotguns . . . . . . . 217
139 Expensive Modern Full Size Handguns, Cont . . . 171
196 Cheap Modern Combat Shotguns . . . . . . . . . 218
140 Cheap Modern Target & Hunting Handguns . . . 172
197 Cheap Modern Combat Shotguns, Cont . . . . . . 219
141 Midrange Modern Target & Hunting Handguns . . 173
198 Expensive Modern Combat Shotguns . . . . . . . 219
142 Expensive Modern Target & Hunting Handguns . 174
199 Expensive Modern Combat Shotguns, Cont . . . . 220
143 Expensive Modern Target & Hunting Handguns, Cont 175
200 Expensive Modern Combat Shotguns, Cont . . . . 221
144 Expensive Modern Target & Hunting Handguns, Cont 176
201 Late Industrial Shotguns . . . . . . . . . . . . . . . 222
145 Early Modern Holdout Handguns . . . . . . . . . 176
202 Industrial Shotguns . . . . . . . . . . . . . . . . . 222
146 Early Modern Backup Handguns . . . . . . . . . . 176 203 Modern Light Machine Guns . . . . . . . . . . . . 223
147 Early Modern Full Size Handguns . . . . . . . . . 177 204 Modern Light Machine Guns, Cont . . . . . . . . . 224
148 Late Industrial Holdout Handguns . . . . . . . . . 177 205 Modern General Purpose Machine Guns . . . . . 225
149 Late Industrial Backup Handguns . . . . . . . . . 178 206 Early Modern Light Machine Guns . . . . . . . . . 226
150 Late Industrial Full Size Handguns . . . . . . . . . 179 207 Early Modern General Purpose Machine Guns . . 226
151 Industrial Holdout Handguns . . . . . . . . . . . . 180 208 Late Industrial Machine Guns . . . . . . . . . . . . 227
152 Industrial Full Size Handguns . . . . . . . . . . . . 181 209 Modern Underbarrel Grenade Launchers . . . . . 228
153 Cheap Modern Machine Pistols . . . . . . . . . . 182 210 Modern Standalone Grenade Launchers . . . . . 229
154 Expensive Modern Machine Pistols . . . . . . . . 183 211 Modern Rocket Launchers . . . . . . . . . . . . . 229
155 Cheap Modern Sub-Machine Guns . . . . . . . . 184 212 Modern Mortars . . . . . . . . . . . . . . . . . . . 230
156 Expensive Modern Sub-Machine Guns . . . . . . 185 213 Modern Rifle Grenades . . . . . . . . . . . . . . . 230
157 Expensive Modern Sub-Machine Guns, Cont . . . 186 214 Early Modern Rocket Launchers . . . . . . . . . . 230
158 Early Modern Machine Pistols . . . . . . . . . . . 186 215 Gunsmithing - Holdout Handgun . . . . . . . . . . 231
159 Early Modern Sub-machine Guns . . . . . . . . . 187 216 Gunsmithing - Backup Handgun . . . . . . . . . . 232
160 Early Modern Sub-machine Guns, Cont . . . . . . 188 217 Gunsmithing - Full-size Handgun . . . . . . . . . . 232
161 Late Industrial Machine Pistols . . . . . . . . . . . 188 218 Gunsmithing - Target or Hunting Handgun . . . . 233
162 Late Industrial Sub-Machine Guns . . . . . . . . . 188 219 Gunsmithing - Machine Pistol . . . . . . . . . . . . 233
163 Cheap Modern Carbines . . . . . . . . . . . . . . 189 220 Gunsmithing - Sub-Machine Gun . . . . . . . . . . 234
164 Cheap Modern Carbines, Cont . . . . . . . . . . . 190 221 Gunsmithing - Carbine . . . . . . . . . . . . . . . 235
165 Mid-range Modern Carbines . . . . . . . . . . . . 191 222 Gunsmithing - Assault, Battle, or Target Rifle . . . 236
166 Mid-range Modern Carbines, Cont . . . . . . . . . 192 223 Gunsmithing - Designated Marksman Rifle . . . . 236
167 Expensive Modern Carbines . . . . . . . . . . . . 193 224 Gunsmithing - Bolt Action or Sniper Rifle . . . . . 236
168 Expensive Modern Carbines, Cont . . . . . . . . . 194 225 Gunsmithing - Anti-Materiel Rifle . . . . . . . . . . 237
169 Cheap Modern Assault, Battle, and Target Rifles . 195 226 Gunsmithing - Sporting Shotgun . . . . . . . . . . 238
170 Cheap Modern Assault, Battle, and Target Rifles, Cont196 227 Gunsmithing - Combat Shotgun . . . . . . . . . . 239
171 Midrange Modern Assault, Battle, and Target Rifles 197 228 Gunsmithing - Light Machine Gun . . . . . . . . . 239
ix

229 Gunsmithing - General Purpose Machine Gun . . 239 270 Equipment, Grenade Ammunition . . . . . . . . . 278
230 Gunsmithing - Underbarrel Grenade Launcher . . 240 271 Equipment, Rocket Ammunition . . . . . . . . . . 278
231 Gunsmithing - Standalone Grenade Launcher . . 240 272 Equipment, Mortar Ammunition . . . . . . . . . . 278
232 Craft (Mechanical), Matchlocks & Flintlocks . . . . 241 273 Equipment, Ammunition Modifications . . . . . . . 279
233 AR15 Lower Receivers . . . . . . . . . . . . . . . . 243 274 Craft (Mechanical), Ammunition Reloading . . . . 279
234 AR15 Upper Receivers . . . . . . . . . . . . . . . . 244 275 Equipment, Reloading Supplies . . . . . . . . . . . 281
235 AR15 Upper Receivers(Cont.) . . . . . . . . . . . . 245 279 Equipment, Vehicle Upgrades . . . . . . . . . . . . 287
236 AR15 Upper Receivers(Cont.) . . . . . . . . . . . . 246 276 Equipment, Vehicles . . . . . . . . . . . . . . . . . 288
237 Equipment, Bows . . . . . . . . . . . . . . . . . . 248 277 Equipment, Vehicles (cont.) . . . . . . . . . . . . . 289
238 Equipment, Crossbows . . . . . . . . . . . . . . . 248 278 Equipment, Vehicle Weapons . . . . . . . . . . . . 289
239 Equipment, Non-Ballistic Ranged Weapons . . . . 250 280 Lifestyle . . . . . . . . . . . . . . . . . . . . . . . 290
241 Explosive Extremity Damage Hit Location . . . . . 251 281 Services . . . . . . . . . . . . . . . . . . . . . . . 291
240 Equipment, Thrown Weapons . . . . . . . . . . . . 252 282 Encounter Level . . . . . . . . . . . . . . . . . . . 304
242 Equipment, Grenades . . . . . . . . . . . . . . . . 254 283 Occupational Option Points . . . . . . . . . . . . . 333
243 Weapons - Pre-made charges . . . . . . . . . . . 254 284 Rimfire Ammunition . . . . . . . . . . . . . . . . . 334
245 Equipment, Explosive Detonators . . . . . . . . . 255 285 Light Rimless Ammunition . . . . . . . . . . . . . . 334
244 Equipment, Raw Explosive Material . . . . . . . . 256
286 Intermediate Rimless Ammunition . . . . . . . . . 334
246 Melee Weapon Upgrades . . . . . . . . . . . . . . 257
287 Heavy Rimless Ammunition . . . . . . . . . . . . . 334
247 Barrel Upgrades . . . . . . . . . . . . . . . . . . . 260
288 Light Rimmed Ammunition . . . . . . . . . . . . . 334
248 Optics Upgrades . . . . . . . . . . . . . . . . . . . 262
289 Heavy Rimmed Ammunition . . . . . . . . . . . . 335
249 Ergonomics and Aesthetics Upgrades . . . . . . . 264
290 Light Rifle Ammunition . . . . . . . . . . . . . . . 335
250 Firing Mode Upgrades . . . . . . . . . . . . . . . 265
291 Intermediate Rifle Ammunition . . . . . . . . . . . 335
251 Internal Upgrades . . . . . . . . . . . . . . . . . . 266
292 Heavy Rifle Ammunition . . . . . . . . . . . . . . 335
252 Tactical Upgrades . . . . . . . . . . . . . . . . . . 268
253 Equipment, Ammunition . . . . . . . . . . . . . . . 269 293 Super Heavy Rifle Ammunition . . . . . . . . . . . 335
254 Equipment, .68 Paintball Ammunition . . . . . . . 269 294 Caseless Ammunition . . . . . . . . . . . . . . . . 335
255 Equipment, 18mm Less Lethal Ammunition . . . . 269 295 Black Powder . . . . . . . . . . . . . . . . . . . . 335
256 Equipment, Bolt & Arrowheads . . . . . . . . . . . 269 296 Light Shotshell Ammunition . . . . . . . . . . . . . 336
257 Rimfire Ammunition . . . . . . . . . . . . . . . . . 271 297 Intermediate Shotshell Ammunition . . . . . . . . 336
258 Light Rimless Ammunition . . . . . . . . . . . . . . 271 298 Heavy Shotshell Ammunition . . . . . . . . . . . . 336
259 Intermediate Rimless Ammunition . . . . . . . . . 271 299 Firearms . . . . . . . . . . . . . . . . . . . . . . . 338
260 Heavy Rimless Ammunition . . . . . . . . . . . . . 271 300 Poison Ability . . . . . . . . . . . . . . . . . . . . . 340
261 Light Rimmed Ammunition . . . . . . . . . . . . . 271 301 Racial Abilities . . . . . . . . . . . . . . . . . . . . 341
262 Heavy Rimmed Ammunition . . . . . . . . . . . . 272 302 Racial Handicaps . . . . . . . . . . . . . . . . . . 342
263 Light Rifle Ammunition . . . . . . . . . . . . . . . 272 303 Vehicle Fuel Efficiency, Requirements and Tank Sizes343
264 Intermediate Rifle Ammunition . . . . . . . . . . . 272 304 Vehicle Fuel Efficiency, Requirements and Tank
265 Heavy Rifle Ammunition . . . . . . . . . . . . . . 272 Sizes, Cont . . . . . . . . . . . . . . . . . . . . . . 344
266 Superheavy Rifle Ammunition . . . . . . . . . . . 272 305 Tank sizes . . . . . . . . . . . . . . . . . . . . . . 344
267 Light Shotshell Ammunition . . . . . . . . . . . . . 274 306 Fuel Cost . . . . . . . . . . . . . . . . . . . . . . . 344
268 Intermediate Shotshell Ammunition . . . . . . . . 274 307 Fuel Efficiency Ratings . . . . . . . . . . . . . . . . 344
269 Heavy Shotshell Ammunition . . . . . . . . . . . . 274 308 Equipment, Vehicle Upgrades . . . . . . . . . . . . 344
1

Chapter I

The Basics
3

What is Ops and Tactics? Ability Modifiers


Each ability has a modifier, which is calculated using this formula
Ops and Tactics is a tabletop roleplaying game focused
(Ability ÷ 2) − 5, rounded down
around believable combat encounters, with an emphasis on
This is the number you add or subtract from a die roll when
modern weapons and equipment. Combat is in-depth and allows
your character tries to do something related to that ability.
for more fluid sequences of actions based around a system where
players spend chunks of time every round to build their turns Score Mod Score Mod Score Mod
out of individual actions, packing each round with more choices
3 −4 8-9 −1 14-15 +2
and activity. Taking inspirations from video games such as classic
4-5 −3 10-11 +0 16-17 +3
XCOM, Metal Gear Solid, and Jagged Alliance, and films such as
6-7 −2 12-13 +1 18 +4
John Wick, Heat and The Town, each round is also more dangerous
as a result a single bullet in the right place can end a fight as soon
Table 1: Ability Modifiers
as it starts. A very extensive equipment and firearm list, with gun
capabilities modeled after their real-world abilities lets you stat up
and run just about any combatant you can think of. Batons, tasers, Ability Focus
anachronistic melee weapons like swords and flamethrowers, and
hundreds guns ranging from the wild west to the standard-issue When a character assigns ability scores and determines
of today and more make it possible, and spoil you for choice. their ability modifiers, they then assign the ability modifier
If that’s not enough, the crafting rules allow for an industrious for STR into FOC & POW and DEX into MRK & AGL, equal
character to fabricate entirely new firearms from scratch, from to the total ability modifier for that ability.
simple zipguns to elaborate custom race guns, and even make
their own customized ammunition to go along with their fabricated Example: A modifier of +2 could be divided into
firearms. Ops and Tactics is focused on modern combat, and is +2/+0, +1/+1, or +0/+2
suited for running games set in a world similar to our own with
an emphasis on combat and action.

Strength (STR)
Basic Task Resolution System
Strength measures your character’s muscle and physical power.
These rules assume a standardized system for determining the Strength also limits the amount of equipment your character
success or failure of any given task. That system is can carry and determines the Recoil Modifier for the character.
3d6+Modifiers vs. Target Number Strength is split into two aspects,
The Modifiers and TN are determined by the type of task. If the • Focus (FOC), which represents a character’s hand-eye
result equals or exceeds the TN, the test is successful. Any other coordination with a melee weapon.
result is a failure. A “natural 18” or “natural 3” on the roll is not
an automatic success or failure unless the rules state otherwise. • Power (POW), which is the actual strength of the character.

You use your character’s STR score to determine


Rounding Fractions • Recoil Reduction (STR SCORE - 10)
If you end up with a fractional amount, round down unless • Carrying Capacity (STR SCORE * 3 lbs)
stated otherwise. Certain rolls have a minimum of 1.
You apply your character’s STR modifier to

Multiplying • The skill that has STR as its key ability: Athletics.

Sometimes a special rule will make you multiply a number or a • Strength checks (for breaking down doors and the like).
die roll. As long as you’re applying a single multiplier, multiply the You apply your character’s FOC modifier to
number normally. When two or more multipliers apply, multiply
the number sequentially into a single multiplier. • Melee attack rolls.
You apply your character’s POW modifier to
Damage and Saving Throws • Damage rolls when using a melee weapon or a thrown
Unless otherwise noted, damage and conditional status effects weapon.
can not be avoided with a Saving Throw.

Ability Scores
The ability scores are the six scores that are the core of your
character. They affect everything else about your character.
4

Dexterity (DEX) Charisma (CHA)


Dexterity measures hand-eye coordination, agility, reflexes, Charisma represents a character’s force of personality,
and balance. Dexterity is split into two aspects, persuasiveness, personal magnetism, ability to lead, and physical
attractiveness. This ability represents actual strength of personality,
• Marksmanship (MRK), which represents a character’s hand- not merely how one is perceived by others in a social setting. You
eye coordination with a ranged weapon. apply your character’s Charisma modifier to
• Agility (AGL), which represents the character’s overall ability • The skills that have CHA as their key ability: Animal Handling,
to move, dodge and avoid attacks and other hazards. Perform, Presence, and Speechcraft.
You apply your character’s Dexterity modifier to

• The skills that have DEX as their key ability: Acrobatics, Creating Ability Scores
Drive, Pilot, and Ride.
3d6 Simply roll 3d6 and take the sum of the rolls.
You apply your character’s MRK modifier to
4d6 Roll 4d6, drop the lowest die, and then take the sum of the
• Ranged attack rolls. rolls.
You apply your character’s AGL modifier to
Point Buy The GM assigns a set number of points that the
• Defense Score. characters may use to purchase each separate ability score. The
average being 30 points. Each ability starts at 8 for free and then
• Reflex Saving Throws.
you must spend points to increase the ability score. No ability
• Initiative Score. score may be increased above 18 using this method.

Score Point Cost Score Point Cost


Constitution (CON) 9 1 14 6
Constitution represents your character’s health and stamina. 10 2 15 8
A character’s CHP and XHP are determined by their Constitution 11 3 16 10
score and modifier respectively. If either value changes, the CHP 12 4 17 13
or XHP are increased or decreased accordingly. You apply your 13 5 18 16
character’s Constitution modifier to
Table 2: Point Buy
• Determining CHP and XHP.

• Fortitude Saving Throws Grid Draw a 3×3 grid. Label the columns as STR, DEX, CON, and
the rows as INT, WIS, CHA. Use the 4d6 method, re-rolling any
ones, to generate nine scores and fill in the grid. Then for each
Intelligence (INT) ability, choose one score from the corresponding row or column.
Intelligence represents how well your character learns and Once you’ve picked a cell, you can’t use it again.
reasons. Intelligence is important for any character who wants
to have a wide assortment of skills. You apply your character’s Array The GM assigns a set array of 6 scores, and the players
Intelligence modifier to choose which score to assign to each attribute.

• The number of skill points a character gets at first level and


each level thereafter.

• The skills that have INT as their key ability: Craft,


Demolitions, Disable Device, Knowledge, and Technology
Use.

Wisdom (WIS)
Wisdom represents a character’s willpower, common sense,
perception, and intuition. While INT represents one’s ability to
analyze information, WIS represents being in tune with and aware
of one’s surroundings. If you want your character to have acute
senses, put a high score in WIS. You apply your character’s WIS
modifier to

• Will Saving Throws

• The skills that have WIS as their key ability: Perception and
Treat Injury.
5

Improving Ability Scores number of points selected. No ability score may be increased
higher than 26 using this method. A character must maintain
A character’s ability scores can change in a multitude of these upgrades with regular practice, by taking at least two hours
ways, from poisons and diseases to training. A character may out of each week to practice and keep their skills up.
also improve their ability score by practicing the ability. In order
for a character to improve an ability they must practice it for one Example: A character increasing a score from 12 to 13 will
week per ability point they wish to improve, plus one additional take 3 weeks. Two weeks because 12-10=2, and 1 week to
week per point that the score you are attempting to improve is increase by one.
above 10. After they have practiced the number of weeks they
wish to study or practice for, their ability score goes up by the Common ways to practice to improve ability scores include

Strength Intelligence
• Weight training • Studying academic subjects
• Anaerobic gym exercise
• Studying debates, logic, and reasoning
• Melee weapon practice
Dexterity Wisdom

• Yoga and stretching • Situational awareness training


• Gymnastics • Meditation
• Marksmanship practice
Charisma
Constitution
• Cardiovascular training • Practice debating, arguing, and talking

• Aerobic gym exercise • Practice persuading, intimidating, and beguiling


6
7

Chapter II

Characters
9

Creating a Character Step 3: Character Option Points


This is a step by step instructions for rolling a character After setting your ability scores and occupation, the next step is
to set the Character Option points. Character option points should
be selected according to the character’s specifications, and how
Step 1: Ability Scores the player wishes to play or focus on the character. When playing
The first step is to acquire ability scores. This can be done in a a character that starts at a level higher than 1, it is best to do
manner of ways, depending on how your GM decides to give the character option points level by level. Each character gains 4
you scores. After acquiring your 6 ability scores, set your ability Character Option Points for the first level.
scores. When setting ability scores, be sure to set your Strength Cost Benefit
ability focuses; Power and Focus, and Dexterity ability focuses;
Marksmanship and Agility. After these are filled out, calculate the 1 COP +1 Base Save Bonus in one area
Core HP of the character. (Max twice per lvl, per save)
1 COP +3 additional Skill Points
1 COP +1 additional XHP
Ability Focuses
When a character assigns ability scores and determines their Table 3: Character Option Points
ability modifiers, they then assign the ability modifier for STR into
FOC & POW and DEX into MRK & AGL, equal to the total ability Base Save Bonus
modifier for that ability.
Base save bonuses are the basic ability for a character to resist
Example: A modifier of +2 could be divided into +2/+0, one of three kinds of sudden effects. Reflex is the measurement of
+1/+1, or +0/+2. A modifier of -2 could be divided into moving and avoiding things, and is influenced by Agility. Fortitude
-2/+0, -1/-1, or +0/-2 is the measurement of physical resistance, and is influenced by
Constitution, and Will is the measurement of mental resistance,
and is influenced by Wisdom. A character can purchase no more
than two base save bonuses per save type.
Step 2: Occupations The Starting Reflex Saving Throw formula is: (AGI MODIFIER
Occupations represent the current line of work that the character + COP Increase + MISCELLANEOUS MODIFIERS)
is in, at least before or at the beginning of the campaign. The Starting Fortitude Saving Throw formula is: (CON
Occupations govern the starting wealth points, bi-weekly wealth MODIFIER + COP Increase + MISCELLANEOUS MOD-
points, and any additional skills or feats that are granted by that IFIERS)
occupation. Occupations are listed in Chapter 3. The Starting Will Saving Throw formula is: (WIS MODIFIER
Occupations are not supposed to be a hard representation of + COP Increase + MISCELLANEOUS MODIFIERS)
actual job titles, rather a general field of study or group of jobs
that the character is involved in. When creating a character, try to Skill Points
think of a specific job your character has, and try to place it in
Skill points are how a character is measured in the various skills in
one of the categories that you, and the GM best feel would fit.
Ops and Tactics; the more skillpoints you have, the more skillpoints
you can spend. When rolling a character for level 1, this increase
Occupational Skills in skill points is multiplied by 5. There is no limit on the amount
Many occupations grant skills. The number in parenthesis of purchase a character can spend on these points.
denote how many skills a character gets from their occupation. The Starting Skill Point formula is: ((3 + INT MODIFIER +
Occupational skills are selected before the primary selected skills, COP Increase) X 5)
called focused skills. If they select a skill that they have already
chosen as a occupational skill, they gain a +1. Every level, they Extended Hit Points (XHP)
gain a +1 in the occupational selected skills as well.
XHP is a measure of a character’s ability to turn a direct hit into a
graze or a glancing blow with less serious consequences. When
Occupational Feats rolling a character for level 1, this increase in XHP is included
Select occupations grant feats. These feats are extra feats beyond in the formula. The Starting XHP formula is: ((3 + CON
what the character’s race, and level grant. These feats are selected MODIFIER + COP Increase) X 2)
before the standard feats that a character gets.
Step 4: Skills
Occupational Wealth and Equipment
After COP points have been spent, and the ability scores are
All occupations give wealth, both starting and bi-weekly wealth. assigned, the next step of the character is to select 7 skills from
This wealth is meant to represent any assets and disposable the list of skills available as focused skills. A focused skill is a
income that the character has, after things like bills, payments, skill that a character has focused in, and a character can spend
mortgages and taxes are paid. skill points on these skills at the rate of 1 skill point per rank. A
Plenty of occupations also issue equipment as a part of their character can select any 7 skills, but they receive all of the Magic,
daily duties. Be sure to talk to your Game Master on any specific Invoking, and Psionic Skills, Linguistics, Knowledge (Pop Culture)
changes they may want to make involving issued equipment. and Knowledge (Streetwise) as focused skills. Any skill that is not
10

selected or not a part of the skills that are automatically granted as Agility Modifier If a character’s agility is high, they are
focused skills are considered non-focused skills, and a character particularly adept at dodging blows or gunfire. If a character’s
can spend skill points on those skills at the rate of 2 skill points agility is low, they are particularly inept at it. Characters apply
per rank. their AGL modifier to defense. Sometimes a character can’t use
The Starting Skill Point formula is: ((3 + INT MODIFIER + their DEX bonus, this is what is what is called being “Flat-Footed”.
COP Increase) X 5)
The Maximum Skill Point ranks for focused skills is: (Level + Equipment Bonus Armor provides Damage Reduction to
4) anyone who wears it, but a character who is proficient in the
The Maximum Skill Point ranks for unfocused skills is: ((Level use of a certain type of armor receives the bonus to DEF. This
+ 4) ÷ 2) bonus represents the armor’s ability to protect the character from
blows. Sometimes a character can’t use their equipment bonus to
Defense, this is what is called “Touch Defense”. If an attack will
Step 5: Feats damage the character just by touching them, that character can’t
add their equipment bonus.
A character gains 2 feats per level, plus any feats they receive
per their race.
Size Modifier The bigger an opponent is, the easier it is to
hit in combat. The smaller it is, the harder it is to hit. Since this
Step 6: Character Statistics same modifier applies to attack rolls a creature doesn’t have a
hard time attacking another creature of the same size.
After feats are selected, a character then fills out the rest of their
values, such as Defense, Mental Limit, Combat Points, and attacks.
Movement Modifier When a combatant moves during
combat, they become harder to hit. For every 10 feet beyond the
Base Attack Bonus first 20 feet a character moves they gain a +1 bonus to their DEF
until their next turn, to a maximum of +15 DEF.
Base attack bonus is the basic fighting ability of the character. It is
a base bonus that applies to all attacks that the character makes.
Miscellaneous Modifiers Other factors can add to a
Base attack bonus starts at +1 at level 1.
character’s DEF, such as Feats, or dodge bonuses. Some feats give
a bonus to a character’s DEF. Some other DEF bonuses represent
Attack Bonuses actively avoiding blows. These bonuses are called dodge bonuses.
Any situation that denies a character their AGL modifier also
Attack bonuses fall into two categories: Ranged and Melee. Ranged denies their dodge bonuses.
attack bonuses are governed by the base attack bonus of the
character, their Marksmanship modifier, and any miscellaneous
Saving Throws
bonuses. Melee attack bonuses are governed by the attack bonus
of the character, their Focus modifier, and any miscellaneous Saving Throws are used to avoid or prevent status changes or
bonuses. damage. Fortitude is governed by the Fortitude Base Save Bonus,
The Starting Melee Attack formula is: (FOC MODIFIER + the character’s Constitution modifier, and any miscellaneous
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS) modifiers. Reflex is governed by the Reflex Base Save Bonus,
The Starting Ranged Attack formula is: (MARK MODIFIER + the character’s Agility modifier, and any miscellaneous modifiers.
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS) Will is governed by the Will Base Save Bonus, the character’s
Wisdom modifier, and any miscellaneous modifiers.
The Starting Reflex Saving Throw formula is: (AGI MODIFIER
Combat Points + COP Increase + MISCELLANEOUS MODIFIERS)
The Starting Fortitude Saving Throw formula is: (CON
Combat Points are a representation of how many actions a
MODIFIER + COP Increase + MISCELLANEOUS MOD-
character can perform in a single turn. In Ops and Tactics, every
IFIERS)
action in combat has a Combat Point value, and a character can
The Starting Will Saving Throw formula is: (WIS MODIFIER
perform as many actions, in any order, as they have Combat Points
+ COP Increase + MISCELLANEOUS MODIFIERS)
for. The value for Combat Points is effected by the character’s
race, so be sure to verify that you are using the correct calculation.
A character has 15 Combat Points, or the Racial Combat Point Core Hit Points (CHP)
value.
The CHP formula is: CON SCORE + 2 or the Racial Core Hit
Point formula.
Defense
Extended Hit Points (XHP)
A character’s Defense represents how hard it is for opponents
to land a solid, damaging blow on the character. It is the attack XHP is a measure of a character’s ability to turn a direct hit into
roll result that an opponent needs to exceed to hit the character. a graze or a glancing blow with less serious consequences. XHP
A character’s DEF is equal to: 10 + AGL Mod + Equipment goes up with level, giving high-level characters more ability to
bonus + Size Mod + Movement + Misc Mod shrug off attacks. Most types of damage reduce XHP.
11

The Starting XHP formula is: ((3 + CON MODIFIER + COP Size Bipedal Quadruped
Increase) X 2) Fine .125 .25
Diminutive .25 .50
Recoil Reduction Tiny .50 .75
Small .75 1
Recoil reduction is the stat that determines how recoil affects you Medium 1 1.5
as a character. When performing various firearm attacks, they Large 2 3
may have what is called the “Recoil Penalty”, which is governed Huge 4 6
by the Caliber Recoil Penalty of the caliber that the character
Gargantuan 8 16
is firing. This is negated firstly by the Recoil Reduction Statistic
Colossal 16 24
that the character has, then any bonuses, and finally their attack
bonus. It is possible for the Recoil Reduction to be negative, adding Table 4: Carry Capacity & Different Sizes
penalties to recoil.
The formula for Recoil Reduction is: STR SCORE - 10
Mental Limit
Carry Capacity A character’s carrying capacity depends Mental Limit is a representation of a character’s mental capacity
directly on the character’s STR score. The formula for calculating to use Magic, Psionics, and Incantations. The value for Mental
the amount of pounds a character can carry is: (STR SCORE * Limit can be effected by the character’s race, so be sure to verify
3 lbs) that you are using the correct calculation. In games without Magic,
Psionics, or Incantations, Mental Limit should not be calculated.
Medium Load A character is medium encumbered when they The formula for the Mental Limit is:
are carrying over their total carrying capacity but less than ((6+WIS mod)×Character Level)+30 or the Racial Men-
twice their carrying capacity. A medium encumbered character tal Limit formula.
performs as if their AGL modifier were no higher than +3. In
addition, the character takes a −3 encumbrance penalty on attack Step 7: Miscellaneous Character information
rolls and checks involving the following skills: Acrobatics, Athletics,
and Stealth. This encumbrance penalty stacks with any armor This step includes anything that may or may not affect the
penalty that may also apply. A medium encumbered character character. Things such as descriptions, age, job history, likes
spends 2 Combat Points per 5’ to move. and dislikes, and other things that flesh out the character.

Heavy Load A character is heavily encumbered when they are


carrying over twice their total carrying capacity but less than three
Leveling Characters
times their carrying capacity. A heavily encumbered character This is a step by step instructions for increasing a character’s level.
performs as if their AGL modifier were no higher than +1. In When playing a game that starts at a level higher than level 1, it
addition, the character takes a −6 encumbrance penalty on attack is highly recommended that you level the character a single level
rolls and checks involving the following skills: Acrobatics, Athletics, at a time, going through the normal leveling procedures for each
and Stealth. This encumbrance penalty stacks with any armor level.
penalty that may also apply. A heavily encumbered character
spends 3 Combat Points per 5’ to move. No character can move or
perform any other actions while carrying more than their heavy Step 1: Character Option Points
load.
After setting your ability scores, the next step is to set the
Character Option points. Character option points should be
Lifting and Dragging A character can lift their carrying capacity selected according to the character’s specifications, and how the
load over their head. A character can lift up to six times their player wishes to play or focus on the character. When playing
carrying capacity off the ground, but they can only stagger a character that starts at a level higher than 1, it is best to do
around with it. While overloaded in this way, the character loses the character option points level by level. Each character gains 4
any AGL bonus to DEF and can only move 5’ per round (for 12 Character Option Points per level.
Combat Points). A character can generally push or drag along the
ground up to ten times their carrying capacity load. Favorable
conditions (smooth ground, dragging a slick object) can double Step 2: Skills
these numbers, and bad circumstances (broken ground, pushing After COP points have been spent, a character adds ranks to
an object that snags) can reduce them. their focused and unfocused skills. A focused skill is a skill that a
character has focused in, and a character can spend skill points
Bigger and Smaller Creatures The Carry Capacity on these skills at the rate of 1 skill point per rank. Any skill that
formula is for Medium bipedal creatures. Larger and Smaller is not selected or not a part of the skills that are automatically
bipedal creatures can carry more or less depending on their size granted as focused skills are considered non-focused skills, and
category. Quadrupeds, such as horses can carry heavier loads a character can spend skill points on those skills at the rate of 2
in general. Multiply the Carry Capacity amounts by the number skill points per rank.
given on the following table to determine the creature’s actual The Skill Point formula is: (3 + INT MODIFIER + COP
carrying capacity, rounded up. Increase)
12

The Maximum Skill Point ranks for focused skills is: (Level + Experience Points
4)
Level EXP Required to Reach Level
The Maximum Skill Point ranks for unfocused skills is: ((Level
+ 4) ÷ 2) 1 0
2 500
3 2,000
4 4,500
Step 3: Occupational Upgrades
5 8,000
Occupations represent the current line of work that the character 6 12,500
is in, at least before or at the beginning of the campaign. 7 18,000
Occupations govern the starting wealth points, bi-weekly wealth 8 24,500
points, and any additional skills or feats that are granted by that 9 32,000
occupation. 10 40,500
11+ ((Targeted level - 1) × (Targeted level - 1)) × 500

Occupational Skills Table 5: Experience Point Cost

Every level, they gain a +1 in the occupational selected skills. Characters always start at 0 Experience Points, regardless of
what level they start at. After every level, a character’s Experience
Points return to 0, and they have to build up to the next level.
Any Experience Points left over from leveling are applied to the
Step 4: Feats character after they return to zero, rolling over from the last level.
A character gains 2 feats per level, plus any feats they receive
per their race.

Step 5: Character Statistics


After feats are selected, a character then fills out the rest of their
values, such as Mental limit and attacks.

Base Attack Bonus

Base attack Bonus is the basic fighting ability of the character. It is


a base bonus that applies to all attacks that the character makes.
Base attack bonus increases every level by +1.

Mental Limit

Mental limit is a representation of a character’s mental capacity to


use Magic, Psionics, and Incantations. The value for mental limit
can be effected by the character’s race, so be sure to verify that
you are using the correct calculation. In games without Magic,
Psionics, or Incantations, mental limit should not be calculated.
The formula is recalculated as your new total when leveling.
The formula for the Mental Limit is:
((6+WIS mod)×Character Level)+30 or the Racial Men-
tal Limit formula.

Extended Hit Points (XHP)

XHP are a measure of a character’s ability to turn a direct hit into


a graze or a glancing blow with no serious consequences. XHP
goes up with level, giving high-level characters more ability to
shrug off attacks. Most types of damage reduce XHP. This increase
is added to the current XHP the character has.
The XHP formula is: (3 + CON MODIFIER + COP In-
crease)
13

Defining your Character on the overall appearance of your character. You can also denote
any specific or unique markings on the character, such as tattoos,
Name A name helps you define your character’s background scars, moles, and freckles.
and ethnic origin. The name may fit your character’s abilities or
it may be dramatically different. A character’s name also proves
clues to his age and heritage. Character Level Examples

Age As the character ages, their physical ability scores decrease Below are some examples of various analogs to levels in
and their mental ability scores increase as detailed on the following Ops and Tactics. This is by no means an exhaustive list.
table. The GM can decide what age brackets are suitable for each Level 1-2 Lightly Skilled Combatants (Rookie Police
category, depending on the race of the character. Officers, Rank Private to Private First Class in Armed Forces)
Level 3-5 Moderately Skilled Combatants (Veteran Police
Age Category Ability Adjustments Officers and Field Training Officers, Rank Corporal to
Child −3 to STR and CON; −1 to DEX, INT, WIS and CHA Sergeant First Class in Armed Forces)
Young adult Original Scores Level 6-7 Very Skilled Combatants (S.W.A.T. Team Police
Adult Original Scores Officers, Rank Master Sergeant to Sergeant Major in Armed
Middle age –2 to STR, DEX, and CON; +2 to INT, WIS and CHA Forces, Special Forces Groups)
Old −3 to STR, DEX, and CON; +3 to INT, WIS and CHA Level 8-10 Highly Skilled Combatants (Black Ops Groups,
Venerable −4 to STR, DEX, and CON; +4 to INT, WIS and CHA John Wick, Solid Snake, Big Boss, Tequila Yuen, Vincent,
Barry Burton, Leon Kennedy, Nicholas J. Fury, Rally
Table 6: Aging Effects Vincent)
Level 11+ Extremely Skilled Combatants (Tier 1 Operator
Height and Weight When choosing your character’s height and Groups, Bean Bandit)
weight, try and keep his ability scores in mind, and what they say
14
15

Chapter III

Occupations
17

Starting Occupation Job Change Requirements An Athletics, Acrobatics, Drive, Pilot,


or Ride skill modifier of +15 or greater.
A character may hold other jobs as their career unfolds, but Skills (2) Athletics, Acrobatics, Demolitions, Disable Device, Drive,
the benefits of a starting occupation are only applied once, at Knowledge (Arcane Lore, Streetwise, or Technology), Pilot, Ride,
the time of character creation. Many starting occupations have Stealth, or Treat Injury
initial requirements that the character must meet to qualify for Occupational Feats (1) Archaic Weapon Proficiency (Any), Brawl,
the occupation. If a character is selecting their first occupation Personal Firearms Proficiency, or Exotic Weapon Proficiency.
they only need to meet the initial requirements, not the hiring Starting Wealth Points 8d4 (Average 20)
requirements. Each occupation provides a number of additional Biweekly Wealth Points 4d4 (Average 10)
permanent focused skills that the character can select from a list
of choices. Once selected, a permanent focused skill is always
Athlete
considered to be a focused skill for the character. If the skill
selected is already a focused skill for the character, they also gain Athletes include amateur athletes or Olympic quality and
a +1 bonus for that skill. professional athletes of all types, including gymnasts, weight
Every level, a character also receives an additional +1 in the trainers, wrestlers, boxers, martial artists, swimmers, skaters and
selected skill(s) they choose with their occupation. those who engage in any type of competitive sports.
Some starting occupations provide a bonus feat. A character Starting Requirements DEX or STR 13, Age 14+
still must meet any prerequisites for these bonus Feats. Job Change Requirements An Athletics, Acrobatics, or Drive skill
Finally, a starting occupation determines how many Wealth modifier of +15 or greater.
Points a character receives at start, and what their biweekly salary Skills (1) Athletics, Acrobatics, or Drive
is. The Wealth Points that are received to start with and biweekly Occupational Feats (1) Combat Martial Arts, Evasive Martial Arts,
are considered surplus for whatever a character may need. Their Defensive Martial Arts, Brawl, Dodge, Skill Focus(Athletics), or Skill
housing, basic food, and clothing needs are taken care of. Focus(Acrobatics)
Choose one occupation from the available selections and Starting Wealth Points (2d4+3)×10 (Average 80)
apply the benefits to the character as noted in the occupation’s Biweekly Wealth Points (1d4+3)×10 (Average 55)
description.
Blue Collar
Changing Occupations Blue collar occupations include factory workers, food service
A character will rarely keep one job their entire life. When jobs, construction, service industry jobs, taxi drivers, postal
changing jobs, the character first loses their current job, and workers and any other jobs that are usually not considered to be
becomes unemployed for at least two weeks, relinquishing their desk jobs.
old salary. Then, if a character meets the requirements to enter Starting Requirements Age 18+
their new job, they enter it, and pick from the skills listed, and Job Change Requirements An Animal Handling, Drive, or Ride
receive the new job’s biweekly salary from now on. They do not skill modifier of +15 or greater, or a Craft (Mechanical, Structural,
select any of the bonus feats for the job, when entering it. They Chemical, or Electronic) skill modifier of +10 or greater.
must meet both the starting requirements, and the job change Skills (2) Animal Handling, Craft (Mechanical, Structural, Chemical
requirements, in order to qualify for the job. or Electronics), Drive, or Ride.
Starting Wealth Points (1d4+3)×10 (Average 55)
Biweekly Wealth Points 11d4 (Average 28)
Occupations
Celebrity
Academic
A celebrity is anyone who has been thrust into the spotlight of
Academics include librarians, archaeologists, scholars, profes- the public eye. Actors, entertainers of all types, newscasters, radio
sors, teachers, and other educated professionals. and television personalities and more fall under celebrity.
Starting Requirements Age 23+ Starting Requirements Age 15+
Job Change Requirements A Knowledge (Any), Craft (Writing), or Job Change Requirements A Craft (Visual Art or Writing) or
Technology Use skill modifier of +15 or greater, or at least two Perform (Any) skill modifier of +10 or greater and 300 WP which
points in two Linguistics languages. must be paid out for expenses.
Skills (2) Craft (Writing), Knowledge (Any), Linguistics or Skills (1) Craft (Visual art or Writing) or Perform (Any).
Technology Use. Starting Wealth Points 12d4×10 (Average 300)
Starting Wealth Points 4d4×10 (Average 100) Biweekly Wealth Points 6d4×10 (Average 150)
Biweekly Wealth Points 2d4×10 (Average 50)
Creative
Adventurer
The creative occupation covers artists of all types of people
Adventurers include professional daredevils, big game hunters, who turn their creative spark into a career. Illustrators, copywriters,
relic hunters, explorers, extreme sports enthusiasts, field scientists, cartoonists, graphic artists, novelists, columnists, actors, sculptors,
thrill-seekers and others called to face danger for a variety of game designers, musicians, screenwriters, photographers and web
reasons. designers all fall under this occupation.
Starting Requirements Age 15+ Starting Requirements Age 15+
18

Job Change Requirements A Craft (Visual Art or Writing) or Equipment Notes


Perform (Any) skill modifier of +18 or greater or a Technology
Use or Knowledge (Arcane Lore or Art) of +15 or greater. Firefighters and Rescue Workers are issued a Turnout coat,
Skills (2) Craft (Visual art or Writing), Knowledge (Arcane Lore or and Paramedics/EMS and EMTs are issued a Standard
Art), Perform (any), or Technology Use. First Aid Kit, but can also be issued a full “Red Bag” (See
Occupational Feats (1) Skill Focus (Visual Arts), Skill Focus GM Notes). All emergency services receive the Restricted
(Writing), Skill Focus (Perform(Any)), or Skill Focus (Knowledge) license for all medical related equipment.
Starting Wealth Points 1d4×10 (Average 25)
Biweekly Wealth Points 5d4 (Average 13)
Entrepreneur
Criminal Entrepreneurs are business owners, obsessed about being their
own boss. They believe in themselves, have confidence, and the
Criminals include con artists, burglars, thieves, crime family ability to acquire funds to fuel their money-making ventures.
soldiers, pirates, gang members, bank robbers, hit men, drug Starting Requirements Age 18+
dealers and other types of career criminals. Job Change Requirements A Knowledge (Business, Civics or
Starting Requirements Age 15+ Technology) skill modifier of +15 or greater and 200 WP which
Job Change Requirements None must be paid out for various start up costs.
Skills (2) Craft (Pharmaceutical or Chemical), Disable Device, Skills (2) Knowledge (Business, Civics or Technology), or
Knowledge (Streetwise), Presence, or Stealth. Speechcraft.
Occupational Feats (1) Personal Firearms Proficiency, Simple Starting Wealth Points 10d4×10 (Average 250)
Weapon Specialist, or Brawl Biweekly Wealth Points 5d4×10 (Average 125)
Starting Wealth Points (1d4+1)×10 (Average 35)
Biweekly Wealth Points 7d4 (Average 17) Investigative
There are a number of jobs that fit within this occupation, includ-
Doctor ing investigative reporters, photojournalists, private investigators,
police detectives, criminologists, federal agents, criminal profilers,
A doctor can be a Physician (General Practitioner or Specialist), espionage agents, and any others who use their skills to gather
a Surgeon, a Psychiatrist or Psychologist, or a Pharmacist. information and analyze clues.
Starting Requirements Age 25+ Starting Requirements Age 23+
Job Change Requirements A Craft (Pharmaceutical), Knowledge Job Change Requirements A Craft (Visual Art or Writing) or a
(Behavioral Sciences or Earth and Life Sciences), or Treat Injury Knowledge (Streetwise) skill modifier of +15 or greater and a
skill modifier of +18 or greater. Perception skill modifier of +15 or greater.
Skills (2) Craft (Pharmaceutical), Knowledge (Behavioral Sciences Skills (2) Craft (Visual Art or writing), Knowledge (Streetwise),
or Earth and Life Sciences), or Treat Injury Perception, Presence, Speechcraft or Technology Use
Occupational Feats (1) Skill Focus (Knowledge) or Skill Focus Occupational Feats (1) Skill Focus (Perception), Skill Focus
(Craft(Pharmaceutical)) (Presence), or Light Armor Proficiency
Starting Wealth Points 8d4×10 (Average 200) Starting Wealth Points (2d4+2)×10 (Average 60)
Biweekly Wealth Points 4d4×10 (Average 100) Biweekly Wealth Points (1d4+2)×10 (Average 30)
Equipment Notes Doctors receive the Restricted license for all Equipment Notes
medical related equipment.
Federal agents and police detectives are issued the badge
of their respective departments, a backup or full-sized
Emergency Services semi-automatic handgun in either 9x19mm, .38 Special,
.357 Magnum, .357 Sig, .40 S&W, or .45 ACP that costs
Rescue workers, firefighters, paramedics, hazardous material 30 WP or less, a pair of steel handcuffs, and a tactical
handlers and emergency medical technicians all fall under this holster. They may take the WP given to them, and add
category. their own money, and purchase a more expensive firearm,
Starting Requirements Age 18+ as long as it meets the caliber requirements. The WP
Job Change Requirements An Acrobatics or Athletics skill allocated for the issued firearm is for the firearm and
modifier of +10 or greater, a Treat Injury skill modifier of +10 extra magazines or speedloaders only, and does not
or greater and a Drive, Knowledge (Earth and Life sciences or cover any upgrades. JHP ammunition is provided for
Technology) or Ride skill modifier of +10 or greater. this firearm by the department. Federal agents or police
Skills (2) Acrobatics, Athletics, Drive, Knowledge (Earth and Life detectives will only be issued a handgun if they have
Sciences or Technology), Ride, or Treat Injury the Personal Firearms Proficiency feat. Federal agents,
Occupational Feats (1) Skill Focus (Treat Injury) or Skill Focus police detectives, and other Law Enforcement related jobs
(Technology Use) receive the Military and Police license for firearms and
Starting Wealth Points (1d4+1)×10 (Average 30) other job-related equipment.
Biweekly Wealth Points 6d4 (Average 15)
19

Law Enforcement Religious


Law enforcement personnel include uniformed state police, Ordained clergy of all persuasions, as well as theological
deputy sheriffs, state troopers, S.W.A.T. members, and military scholars and experts on religious studies fall within the scope
police. of this occupation.
Starting Requirements Age 20+ Starting Requirements Age 23+
Job Change Requirements None
Job Change Requirements An Athletics or Acrobatics skill
Skills (2) Knowledge (Arcane Lore, Behavioral Sciences, History,
modifier of +10 or greater, a Knowledge (Civics) skill modifier
or Theology and Philosophy), or Perception.
of +10 or greater, a Drive skill modifier of +10 or greater, and
Occupational Feats (1) Focused Saving Throw (Will) or Skill Focus
a Knowledge (Streetwise) or Perception skill modifier of +10 or
(Knowledge(Any))
greater.
Starting Wealth Points 2d4×10 (Average 50)
Skills (2) Demolitions, Drive, Knowledge (Civics, Earth and Life Biweekly Wealth Points 1d4×10 (Average 25)
Sciences, or Streetwise), Perception, or Presence.
Occupational Feats (1) Brawl, Evasive Martial Arts, or Light Armor
Proficiency
Rural
Starting Wealth Points (1d4+3)×10 (Average 55) Farm workers, hunters, and others who make a living in rural
Biweekly Wealth Points 11d4 (Average 28) communities fall under this category.
Starting Requirements Age 15+
Equipment Notes Job Change Requirements An Athletics or Acrobatics skill
modifier of +10 or greater and an Animal Handling or Ride skill
Police officers, state troopers, deputy sheriffs, and S.W.A.T. modifier of +12 or greater
members: see Investigative equipment notes. Skills (2) Athletics, Acrobatics, Knowledge (Survival), Animal
Handling, or Ride.
Occupational Feats (1) Personal Firearms Proficiency, Archaic
Standard Issue Vs. Player’s Choice Weapon Proficiency (Any), or Brawl.
Starting Wealth Points 8d4 (Average 20)
Choosing a sidearm can be an arduous choice. There are Biweekly Wealth Points 4d4 (Average 10)
many things to be considered, such as caliber, capacity,
and upgrade points, as well as cost. A good alternative to
this to have the GM select a firearm as a standard issue
sidearm for the police force. This guarantees uniformity
in magazines, spare parts, and ammunition, as well as
familiarity. Popular firearms include the Glock 17, Glock
19, Glock 22, Glock 23, Beretta 92FS, Smith and Wesson
M&P, Sig-Sauer P320, and Springfield Armory GI 1911A1.

Military
Military covers any of the branches of the armed forces,
including the Army, Navy, Air Force, Marines, National Guard
and the Coast Guard, as well as the various elite training units.
Starting Requirements Age 18+
Job Change Requirements An Athletics or Acrobatics skill
modifier of +10 or greater.
Skills (2) Acrobatics, Athletics, Drive, Demolitions, Pilot, Knowledge
(Tactics or Survival), Perception, or Stealth
Occupational Feats (1) Brawl, Combat Martial Arts, Evasive
Martial Arts, Light Armor Proficiency, Personal Fire Arms
Proficiency, or Weapon Focus.
Starting Wealth Points (1d4+1)×10 (Average 35)
Biweekly Wealth Points 6d4 (Average 15)
Equipment Notes Military personnel are issued Fatigues of their
branch, as well as a dress uniform. If a character is on active
duty in a combat area or on assignment, the equipment for a
character in the military profession is based on what branch, type
of classification, and country they belong to. While on active duty
in a combat area or on assignment military personnel have the
Military and Police license.
20

Security Technology, Physical Sciences, or Earth and Life Sciences) or


Technology Use skill modifier of +16 or greater.
Security includes private armed security, private military
Skills (2) Craft (Chemical, Electronics, Mechanical, or Structural),
contractors, bodyguards, and armored car drivers, or anyone
Knowledge (Behavioral Sciences, Technology, Physical Sciences,
who is paid money to protect an object, person, or location.
or Earth and Life Sciences), or Technology Use.
Starting Requirements Age 21+
Starting Wealth Points (3d4+1)×10 (Average 85)
Job Change Requirements An Athletics or Acrobatics skill
Biweekly Wealth Points 16d4 (Average 40)
modifier of +10 or greater and a Knowledge (Streetwise) or
Perception skill modifier of +10 or greater.
Skills (2) Drive, Knowledge (Streetwise, Survival, or Tactics), Unemployed
Perception, or Presence.
This occupation is a placeholder for when someone is between
Occupational Feats (1) Brawl, Combat Martial Arts, or Simple
jobs, those not old enough to have a job, or those that do not have
Weapon Specialist.
a fully steady job. People working with temp services, vagabonds
Starting Wealth Points 2d4×10 (Average 50)
and panhandlers, children, and those that scrape by doing odd
Biweekly Wealth Points 1d4×10 (Average 25)
jobs all fall into this category.
Starting Requirements None
Student Job Change Requirements None
A student can be in high school, college, or graduate school. If Skills (1) Any.
you select this starting occupation, you must also pick an area of Occupational Feats (1) Any.
study and the skills that go along with it. Starting Wealth Points 2d4 (Average 5)
Starting Requirements Age 15+ Biweekly Wealth Points 1d4 (Average 3)
Job Change Requirements None
Skills (3) Craft (Visual Arts, Writing, Chemical, Electronics, White Collar
Mechanical, or Structural), Knowledge (Art, Arcane Lore, Behavioral
Sciences, Business, Civics, History, Technology, Physical Sciences, Office workers and desk jockeys, lawyers, accountants,
or Earth and Life Sciences), or Perform (Any) insurance agents, bank personnel, financial advisers, tax preparers,
Starting Wealth Points 6d4 (Average 15) clerks, sales personnel, real estate agents and a variety of middle
Biweekly Wealth Points 3d4 (Average 8) management all fall within the scope of this occupation.
Starting Requirements Age 23+
Job Change Requirements A Knowledge (Art, Business, Civics,
Technician
History, or Technology) or Technology Use skill modifier of +15 or
Scientists and engineers of all types fit within the scope of this greater.
occupation. Skills (2) Knowledge (Art, Business, Civics, History, or Technology),
Starting Requirements Age 23+ Presence, Speechcraft, or Technology Use.
Job Change Requirements A Craft (Chemical, Electronics, Starting Wealth Points 6d4×10 (Average 150)
Mechanical, or Structural), Knowledge (Behavioral Sciences, Biweekly Wealth Points 3d4×10 (Average 75)
21

Chapter IV

Skills
23

Skills represent a wide variety of abilities, and a character making the check gets a +1 bonus. For every full success beyond
gets better at them as their ability score increases, or as they gain the original, the original character gains an additional +1 bonus.
levels.
Example: If the assist TN is 4 and the assisting character
rolls a 12, the original character gains a +3 bonus on the
Acquiring Skills
check from the assistance.
At each level, a character gets skill points that are used to
buy skills. How much COP a character spends and INT modifier
determine the number of points received. If the character buys a
focused skill, they get 1 rank in the skill for each skill point spent. Acrobatics (DEX)
If the character buys a unfocused skill, they get ½ rank per skill
point. The rules assume that a character can always find a way This skill allows a character to keep their balance while
to learn any skill. However, the GM may impose limits depending traversing narrow or treacherous surfaces. The character can also
on the circumstances. dive, flip, jump, and roll to overcome obstacles and twist their
body to escape.
If you take damage while using Acrobatics, you must
Using Skills immediately make another Acrobatics check at the same TN
To make a skill check, roll 3d6+skill modifier to avoid falling or being knocked prone.
The skill modifier is equal to the sum of the skill ranks, ability In addition, you can move through a threatened square
modifier, and any miscellaneous modifiers. without provoking an AoO from an enemy by using Acrobatics.
When moving in this way, you move at 1 Combat Point per 5’. You
• Skill Ranks A character’s rank in a skill is based on the cannot use Acrobatics to move past foes if your Combat Point cost
number of skill points the character has invested in the skill. is increased due to carrying a medium or heavy load or wearing
Some skills may be used even if the character has no ranks medium or heavy armor. The TNs listed are used to avoid an
in the skill; doing this is known as making an untrained skill AoO due to movement. This TN increases by 2 for each additional
check. When making a skill check, a character adds the opponent avoided in 1 round.
skill’s rank to the roll as part of the skill modifier. Ranks You can also use the Acrobatics skill to make jumps or to
indicate how much training or experience a character has soften a fall. The base TN to make a jump is equal to the horizontal
with a given skill. distance to be crossed or four times the vertical height. These
TNs double if you do not have at least 10 feet of space to get a
• Ability Modifier The ability modifier used in the skill check running start. The only Acrobatics modifiers that apply are those
is the modifier for the skill’s key ability (the ability associated concerning the surface you are jumping from. If you fail this check
with the skill’s use). The key ability of a skill is noted in its by 4 or less, you can attempt a Reflex Saving Throw [TN15] to grab
description. hold of the other side after having missed the jump. If you fail the
• Miscellaneous Modifiers Miscellaneous modifiers include Reflex Saving Throw, you fail to make the jump completely and
bonuses provided by feats, and penalties such as the ones fall (or land prone, in the case of a vertical jump). For a running
associated with the non-proficient use of armor, among jump, the result of your Acrobatics check indicates the distance
others. traveled in the jump (and if the check fails, the distance at which
you actually land and fall prone). Halve this result for a standing
long jump to determine where you land.
Opposed Checks You can also use the Acrobatics skill to slip out of bonds and
Some skill checks are opposed checks. They are made against escape from grapples.
a randomized number, usually another character’s skill check
result.
For ties on opposed checks, the character with the higher key
ability score wins. If those scores are the same, roll again.

Taking 10
When your character is not being threatened or distracted, you
may choose to take 10. Instead of rolling for the skill check,
calculate the result as if you had rolled a 10. For many routine
tasks, taking 10 makes them automatically successful. Distractions
or threats (such as combat) make it impossible for a character to
take 10.

Assisting
A character can assist another character in their skill checks
when applicable. To assist a character, the TN of the task is
divided by 4, and the assisting character rolls their skill check in
the applicable skill. If the character succeeds, the original character
24

Use TN Animal Handling (CHA)


Move through a threatened area 10 + Opponent’s
BAB The character is trained at working with animals and can
Move through an enemy’s space 15 + Opponent’s teach them tricks, get them to follow your simple commands, or
BAB even domesticate them.
Rope/Bindings 10 + Binder’s BAB
Grapple 10 + Grappler’s
BAB + FOC Handle an Animal
Surface Width TN This task involves commanding an animal to perform a task
> 3’ wide 01 or trick that it knows. If the animal is wounded or has taken any
1-3’ wide 51 non-lethal damage or ability score damage, the TN increases by
7-11” wide 10 2. If your check succeeds, the animal performs the task or trick
2-6” wide 20 on its next action. The TN for handling an animal is TN of the
< 2” wide 25 known trick − 5.
Acrobatics TN Modifiers
Slightly obstructed (gravel, sand) +5 Push an Animal
Severely obstructed (cavern, rubble) +10
Slightly slippery (wet) +5 To push an animal means to get it to perform a task or trick
Severely slippery (icy) +10 that it doesn’t know but is physically capable of performing. This
Slightly sloped (less than 45°) +5 category also covers making an animal perform a forced march
Severely sloped (45° or more) +10 or forcing it to hustle for more than 1 hour between sleep cycles.
Slightly unsteady (boat in rough +5 If the animal is wounded or has taken any non-lethal damage
water) or ability score damage, the TN increases by 2. If your check
Moderately unsteady (boat in a +10 succeeds, the animal performs the task or trick on its next action.
storm)
Severely unsteady (earthquake) +15
Teach an Animal a Trick
Move at normal CP cost on narrow +52
or uneven surfaces You can teach an animal a specific trick with 1 week of work and
a successful Animal Handling check against the indicated TN. An
1 No Acrobatics check is needed to move across these surfaces unless animal with an INT score of 1 can learn a maximum of four tricks,
the modifiers to the surface increase the TN to 10 or higher.
while an animal with an INT score of 2 can learn a maximum of
2 This does not apply to checks made to jump.
eight tricks. Possible tricks (and their associated TNs) include, but
are not necessarily limited to, the following:
Try Again?
Varies. If the situation permits, you may make additional Attack [TN20] The animal attacks apparent enemies. You may
checks, as long as you’re not being actively opposed. If the TN to point to a particular creature that you wish the animal to attack,
escape from rope or bindings is higher than 18 + your Acrobatics and it will comply if able. Normally, an animal will attack only
skill bonus, you can’t escape from the bonds using Acrobatics. sentient, mystical beast, giants, or other animals. Teaching an
animal to attack all creatures (including such unnatural creatures
Time as undead and aberrations) counts as two tricks.
Making an Acrobatics check to escape from bindings requires
1 minute of work. Escaping from a grapple or pin costs 6 Combat Come [TN15] The animal comes to you, even if it normally
Points. All other Acrobatics check are made as part of another would not do so.
action or as a reaction to a situation.

Defend [TN20] The animal defends you (or is ready to defend


you if no threat is present), even without any command being
given. Alternatively, you can command the animal to defend
another specific character.

Down [TN15] The animal breaks off from combat or otherwise


backs down. An animal that doesn’t know this trick continues to
fight until it must flee (due to injury, a fear effect, or the like) or
its opponent is defeated.

Fetch [TN15] The animal goes and retrieves an item or object. If


you do not point out a specific item, the animal fetches a random
object.
25

Guard [TN20] The animal stays in place and prevents others Hunting [TN20] An animal trained for hunting knows the tricks
from approaching. The animal attacks any creature that steps attack, down, fetch, heel, seek, and track. Training an animal for
within 20’ of the object the animal is guarding, that has not been hunting takes 6 weeks.
authorized by the command giver to approach.
Performance [TN15] An animal trained for performance knows
Heel [TN15] The animal follows you closely, even to places the tricks come, fetch, heel, perform, and stay. Training an animal
where it normally wouldn’t go. for performance takes 5 weeks.

Perform [TN15] The animal performs a variety of simple tricks, Riding [TN15] An animal trained to bear a rider knows the tricks
such as sitting up, rolling over, roaring or barking, and so on. come, heel, and stay. Training an animal for riding takes 3 weeks.

Seek [TN15] The animal moves into an area and looks around Rear a Wild Animal
for anything that is obviously alive or animate.
To rear an animal means to raise a wild creature from infancy
so that it becomes domesticated. A handler can rear as many as
Stay [TN15] The animal stays in place, waiting for you to return. three creatures of the same kind at once.
It does not challenge other creatures that come by, though it still A successfully domesticated animal can be taught tricks at the
defends itself if it needs to. same time it is being raised or it can be taught as a domesticated
animal later.
Track [TN20] The animal tracks the scent presented to it. This
requires the animal to have the scent ability. Try Again?
Yes, except for rearing an animal.
Work [TN15] The animal pulls or pushes a medium or heavy
load.
Time
Train an Animal for a General Purpose Varies. Handling an animal costs 6 Combat Points, while pushing
an animal is 12 Combat Points. For tasks with specific time frames
Rather than teaching an animal individual tricks, you can simply noted above, you must spend half this time (at the rate of 3 hours
train it for a general purpose. Essentially, an animal’s purpose per day per animal being handled) working toward completion
represents a preselected set of known tricks that fit into a common of the task before you attempt the Animal Handling check. If
scheme, such as guarding or heavy labor. The animal must meet the check fails, your attempt to teach, rear, or train the animal
all the normal prerequisites for all tricks included in the training fails and you need not complete the teaching, rearing, or training
package. If the package includes more than three tricks, the time. If the check succeeds, you must invest the remainder of the
animal must have an INT score of 2 or higher. time to complete the teaching, rearing, or training. If the time is
An animal can be trained for only one general purpose, though interrupted or the task is not followed through to completion, the
if the creature is capable of learning additional tricks (above attempt to teach, rear, or train the animal automatically fails.
and beyond those included in its general purpose), it may do
so. Training an animal for a purpose requires fewer checks than
teaching individual tricks does, but no less time.

Combat Training [TN20] An animal trained to bear a rider into


combat knows the tricks attack, come, defend, down, guard, and
heel. Training an animal for combat riding takes 6 weeks. You
may also upgrade an animal trained for riding to one trained for
combat by spending 3 weeks and making a successful Animal
Handling check [TN20]. The new general purpose and tricks
completely replace the animal’s previous purpose and any tricks
it once knew. Suitable mounts are trained in this way.

Fighting [TN20] An animal trained to engage in combat knows


the tricks attack, down, and stay. Training an animal for fighting
takes 3 weeks.

Guarding [TN20] An animal trained to guard knows the tricks


attack, defend, down, and guard. Training an animal for guarding
takes 4 weeks.

Heavy Labor [TN15] An animal trained for heavy labor knows


the tricks come and work. Training an animal for heavy labor
takes 2 weeks.
26

Athletics (STR) Catch Yourself When Falling

The character is skilled at scaling vertical surfaces and knows It is practically impossible to catch yourself on a wall while
how to swim, even in stormy water. falling, yet if you wish to attempt such a difficult task, you can
make an Athletic check [TN(20+wall TN)] to do so. It is much easier
to catch yourself on a slope with a Athletic check [TN(10+slope
Swimming TN)].
Make an Athletics check once per round while you are in the
water. Success means you may swim at 5’ per 3 Combat Points.
Catch a Falling Character While Climbing
If you fail by 4 or less, you make no progress. If you fail by 5 or
more, you go underwater. If someone climbing above or adjacent to you falls, you can
If you are underwater, either because you failed an Athletics attempt to catch the falling character if they are within your
check or because you are swimming underwater intentionally, reach. Doing so requires a successful melee touch attack against
you must hold your breath. You can hold your breath for a the falling character (though they can voluntarily forgo any DEX
number of rounds equal to twice your CON score, but only if you bonus to DEF if desired). If you hit, you must immediately make a
spend less than 4 Combat Points during your turn. If you spend Athletics check [TN(10+wall TN)]. Success indicates that you catch
more than 4 Combat Points, that round counts as you having been the falling character, but his total weight, including equipment,
underwater for 2 turns. After this period of time you must make cannot exceed your heavy load limit or you lose your grip and
a CON check [TN10] to continue holding your breath. For every fall. If you fail the Athletics check by 4 or less, you fail to stop the
round you pass this check the TN is increased by 1. If this check character’s fall but don’t lose your grip on the wall. If you fail it
is failed, the character begins to drown. The TN for the check by 5 or more, you fail to stop the character’s fall and lose your
depends on the water, as given on the table below. grip on the wall as well.
Each hour that you swim, you must make an Athletics check
[TN20] or take 1d6 points of non-lethal damage from fatigue.
Special
Swim TN
Calm Water 10 Creatures that are adapted to swimming can swim through
Rough Water 15 water without making Athletics checks. The creature gains a +8
Stormy Water 201 racial bonus on any Athletics check to perform a special action
or avoid a hazard. The creature can always choose to take 10
1 You can’t take 10 on a Swim check in stormy water, even if you aren’t on an Athletics check, even if distracted or endangered when
otherwise being threatened or distracted. swimming. You can use a rope to haul a character upward (or
lower a character) through sheer strength. You can lift double
Table 7: Athletics, Swim TN
your maximum load in this manner.

Climbing Climbing TN
With a successful Athletics check, you can advance up, down, A slope too steep to walk up, or a knotted rope with 0
or across a slope, wall, or other steep incline (or even across a a wall to brace against
ceiling, provided it has handholds) at 5’ per 4 Combat Points. A A rope with a wall to brace against, or a knotted rope 5
slope is considered to be any incline at an angle measuring less Surface with ledges to hold on to and stand on 10
than 60°; a wall is any incline at an angle measuring 60° or more. Any surface with adequate handholds and footholds 15
The TN of the check depends on the conditions of the climb. (natural or artificial)
Compare the task with those on the Athletics table to determine An uneven surface with narrow handholds and 20
an appropriate TN. An Athletics check that fails by 4 or less means footholds
that you make no progress, and one that fails by 5 or more means A rough surface 25
that you fall from whatever height you have already attained. An overhang or ceiling with handholds only 30
You need both hands free to climb, but you may cling to a A perfectly smooth, flat vertical (or inverted) surface —
wall with one hand while you fire a gun or take some other action Climb TN Modifiers1
that requires only one hand. While climbing, you can’t move to Climbing a location where you can brace against two −10
avoid a blow, so you lose your DEX bonus to DEF (if any). Anytime opposite walls
you take damage while climbing, make an Athletics check against Climbing a corner where you can brace against −5
the TN of the slope or wall. Failure means you fall from your perpendicular walls
current height and sustain the appropriate falling damage. Surface is slippery +5

Creating Handholds and Footholds Table 8: Athletics, Climb TN


You can make your own handholds and footholds by pounding
pitons into a wall. Doing so takes 1 minute per piton, and one 1 These modifiers are cumulative; use all that apply.
piton is needed per 5’ of distance. As with any surface that offers
handholds and footholds, a wall with pitons in it has a TN of 15. Try Again?
In the same way, a climber with a hand axe or similar implement
can cut handholds in an ice wall. Yes, if the situation permits.
27

Time
A successful Athletics check allows you to swim at 3 Combat
Points per 5’ and climb at 4 Combat Points per 5’. Each movement
that includes any climbing requires a separate Athletics check.
Catching yourself or another falling character doesn’t take any
Combat Points.
28

Craft (INT) fails by 5 or more, the explosive compound detonates as it is


being made, dealing half of its intended damage to the builder
You are skilled at making various objects and substances. and anyone else in the blast radius.
This skill encompasses several categories, each of them If the Craft check succeeds, the final product is a unit of the
treated as a separate skill: Chemical, Electronics, Mechanical, intended explosive. An explosive compound does not include
Pharmaceutical, Structural, Visual Arts, and Writing. a fuse or detonator. Connecting a fuse or detonator requires a
Craft skills are specifically focused on creating objects. To Demolitions check.
use a Craft skill effectively, a character must have a kit or some
other set of basic tools. The WP cost of this equipment varies Item Cost Craft Time Yield
according to the particular Craft skill. TN
To use Craft, first decide what the character is trying to make ANFO 1 10 1 hour 100 lbs
and consult the category descriptions below. If the character has Black Powder 1 15 15 minutes 5 lbs
enough WP to purchase the raw materials, make the Craft check Dynamite 1 20 4 hours 4.5 lbs
against the given TN for the object in question. If the character Nitroglycerin 2 15 3 hours 1 lbs
fails the check, they do not make the object, and the raw materials Plastic Explosives 1 25 1 day 1 lbs
are wasted (unless otherwise noted). Tannerite 3 8 15 minutes 5 lbs
Generally, a character may take 10, when using a Craft skill Thermite 1 9 5 minutes 8 lbs
to construct an object. A character may take 10 on a repair TNT 5 25 1 day 1 lbs
check or accomplish a jury-rig repair. Multiple attempts may be
attempted, stacking on the previous attempt, each time using the Table 10: Craft (Chemical), Explosives
same amount of raw materials each time, taking the same amount
of time and adding each subsequent roll together, until the TN is Poisonous Substances
achieved or the character chooses to stop.
The character may try as many times as they like, as long Solid poisons are usually ingested. Liquid poisons are most
as they can afford the raw materials cost for each attempt. effective when injected directly into the bloodstream. Gaseous
poisons must be inhaled to be effective. The table summarizes
the characteristics of various poisons.
Craft (Chemical) Trained Only If the Craft check succeeds, the final product is a synthesized
This skill allows a character to mix chemicals to create acids, solid or liquid poison stored in a bottle (containing 5 doses) or a
bases, explosives, and poisonous substances. gas stored in a pressurized cylinder. When released, the gas is
A character without a chemistry kit takes a −6 penalty on Craft sufficient to fill a 10’-radius area and takes 1 round to fill the area.
(Chemical) checks.
Craft TN The TN of the Craft check to create the given quantity
Acids and Bases of acid/base, explosive, or poison.

Acids are corrosive substances that react with metals and Time The amount of time required for the Craft check.
carbonates. Bases can be thought of as the chemical opposites of
acids, that neutralize acids but are not as strong as acids. A base
Raw Material Wealth Point Cost The WP cost represents the
of a certain type counteracts an acid of the same or less potent
cost of the raw materials to craft the desired poison. A bottle holds
type. A character may use Craft (Pharmaceutical) instead of Craft
four doses, while a cylinder holds enough gas to fill a 10’-radius
(Chemical) when creating acids or bases.
area.
Item Cost Craft Time Yield
TN Save TN The Target Number of the Fortitude Saving Throw to
halve the effects of the poison, rounded up.
Mild Acid 2 15 15 minutes 32 units
Mild Base 2 10 15 minutes 32 units
Potent Acid 4 20 20 minutes 16 units Primary Damage The damage a character takes immediately
Potent Base 4 15 20 minutes 16 units upon failing their Fortitude Saving Throw. This damage is halved
Concentrated Acid 8 30 30 minutes 8 units upon a successful Fortitude Saving Throw.
Concentrated Base 8 25 30 minutes 8 units
Secondary Damage The damage a character takes after 30
Table 9: Craft (Chemical), Acids & Bases seconds of being exposed to the poison if the character fails
a second Fortitude Saving Throw. This damage is halved upon
Explosives a successful Fortitude Saving Throw, rounded up. Ability score
damage is temporary, unless marked with an asterisk, in which
Building an explosive from scratch is dangerous. If the Craft case the damage is a permanent ability drain. Multiple entries
(Chemical) check fails, the raw materials are wasted. If the check notate that this is checked every 30 seconds.
29

Poisons Material Type Save Craft Damage Restr Time


Cost TN TN Primary / Secondary
Arsenic 4 Solid 15 24 1d4 STR / 2d4 CON R 4 hours
Atropine (2) 1 Liquid 13 14 1d6 DEX / 1d6 STR R 1 hour
Blue Vitriol (2) 1 Liquid 12 9 1d2 CON / 1d4 CON R 1 hour
Chloral hydrate 10 Solid 15 28 1d6 DEX / Unconscious 1d3 hours R 8 hours
Cyanide 27 Liquid 16 30 1d6 CON / 2d6 CON/ 2d6 CON M&P 15 hours
Cyanogen 10 Gas 19 28 1d4 DEX / 1d6 CON/ 1d6 CON M&P 8 hours
DDT 5 Gas 17 20 1d2 STR / 1d4 STR I 4 hours
Lead Arsenate (gas) 2 Gas 12 17 1d2 STR / 1d4 CON R 2 hours
Lead Arsenate (solid) 2 Solid 12 18 1d2 STR / 1d4 CON R 2 hours
Mustard gas 3 Gas 17 26 1d4 CON / 2d4 CON/ 2d4 CON/ M&P 8 hours
2d4 CON/ 2d4 CON
Paris green (gas) 5 Gas 14 20 1d2 CON / 1d4 CON/ 1d4 CON None 4 hours
Paris green (solid) 5 Solid 14 24 1d2 CON / 1d4 CON/ 1d4 CON None 4 hours
Sarin 25 Gas 18 30 1d4 CON / 2d4 CON/ 2d4 CON I 15 hours
Strychnine 5 Liquid 19 23 1d3 DEX / 2d4 CON/ 2d4 CON R 4 hours
Tear gas 5 Gas 15 21 Both—Blinded and Stunned 2d4 R 4 hours
rounds
Tranquilizer 2 Liquid 15 24 1d6 DEX / Unconscious 1d4 hours R 6 hours
VX 125 Gas/Solid 30 42 1d6 CON / 2d6 CON / 2d6 CON / I 2 days
2d6 CON / 2d6 CON

Table 11: Craft (Chemical), Poisons

Craft (Electronics) The TN for these items is 30, the WP cost for a complex device
will not exceed 500, and the time taken to build it will not exceed
This skill allows a character to build electronic equipment from 60 hours.
scratch, such as audio and video equipment, timers and listening
devices, or radios and communication devices. When building an
electronic device from scratch, the character describes the kind
Repairing
of device they want to construct; then the GM decides whether
the device fits the definition of a simple, moderate, complex, or Most Repair checks are made to fix complex or advanced
advanced device compared to current technology. electronic devices. The TN is set by the GM. In general, simple
A character without an electronics tool kit takes a −6 penalty repairs have a TN of 10 to 15 and require no more than a few
on Craft (Electronics) checks. minutes to accomplish. More complex repair work has a TN
of 20 or higher and can require an hour or more to complete.
Simple Making repairs also involves a monetary cost when spare parts
or new components are needed, represented by either buying
This category includes items such as clocks, timers, simple
or procuring them. If the GM decides this isn’t necessary for the
circuits, single mode detonators, and other simple electronics. The
type of repair the character is attempting, then the parts are not
TN for these items is 15, the WP cost for a simple device will not
required.
exceed 4, and the time taken to build it will not exceed 2 hours.
A character can choose to attempt to jury-rig, or make
temporary repairs. Doing this reduces the Repair check TN by 5,
Moderate and allows the character to make the checks for 12 Combat Points.
This category includes items such as electronic locks, radios, However, a jury-rigged repair can only fix a single problem with
televisions, and remote controls. The TN for these items is 20, the a check, and the temporary repair only lasts until the end of the
WP cost for a moderate device will not exceed 20, and the time current scene or encounter. The jury-rigged object must be fully
taken to build it will not exceed 12 hours. repaired thereafter.
A character can also jury-rig and jump-start an electronic device.
Complex The TN for this is at least 15 and it can be higher depending on
the presence of security devices.
This category includes items such as computers, cell phones,
GPS equipment, and camcorders. The TN for these items is 25,
the WP cost for a complex device will not exceed 25, and the time Repair Task Example Cost Repair TN Time
taken to build it will not exceed 24 hours. Simple 1 10 1 min.
Moderate 3 15 10 min.
Advanced Complex 6 20 1 hour
Advanced 12 25 10 hours
This category includes items such as server towers, the wiring
system for a automobile, and the electrical system for a robot. Table 12: Craft (Electronics), Repairs
30

Craft (Mechanical) A character can also jury-rig and hot-wire a car or jump-start
an engine. The TN for this is at least 15, and it can be higher
This skill allows a character to build mechanical devices from depending on the presence of security devices.
scratch, including engines and engine parts, weapons, and other
gadgets. When building a mechanical device from scratch, the Repair Task Example Cost Repair TN Time
character describes the kind of device they want to construct,
Simple 1 10 1 minutes
then the GM decides whether the device fits the definition of a
Moderate 3 15 10 minutes
simple, moderate, complex, or advanced device compared to
Complex 6 20 1 hour
current technology.
Advanced 12 25 10 hours

Simple Table 13: Craft (Mechanical), Repairs


This category includes items such as simple mechanical
components, single mode detonators, and simple tools. The TN for Performing Upgrades
these items is 15, the WP cost for a simple device will not exceed A character may perform their own upgrades for their weapons,
4, and the time taken to build it will not exceed 2 hours. saving on the cost of sending the weapons out for service and
This category can also be used to combine two firearm magazines in the case of more illegal upgrades, attracting the attention of
into one larger magazine, adding the capacity of the magazines police.
together. Any firearm that uses this magazine has a -6 to Stealth.
Classification Upgrade Time Craft TN
Cost
Moderate
15 + 5 per barrel
This category includes items such as mechanical locks, Barrel upgrade already
components for an engine, Single/Double shot and Bolt action 50% 100%
Upgrades performed on
firearms, and complex tools. The TN for these items is 20, the WP the firearm
cost for a moderate device will not exceed 11, and the time taken Optics
to build it will not exceed 12 hours. 80% 100% 10
Upgrades
Ergonomics 13 + 5 per frame
Complex and upgrade already
50% 80%
Aesthetics performed on
This category includes items such as car engines, and Upgrades the firearm
Lever/Pump/Single action firearms. The TN for these items is 17 + 10 per firing
25, the WP cost for a complex device will not exceed 25, and the mode upgrade
time taken to build it will not exceed 24 hours. Firing Mode
30% 100% already
Upgrades
performed on
Advanced the firearm
40 for Precision
This category includes items such as jet engines, complete Upgrade and
automobiles, and Semi-automatic, Automatic, and select-fire Internal
60% 100% Clockwork action
firearms. The TN for these items is 30, the WP cost for a complex Upgrades
20 for all other
device will not exceed 500, and the time taken to build it will not upgrades
exceed 60 hours. Tactical
50% 100% 15
Upgrades
Repairing
Table 14: Craft (Mechanical), Performing Upgrades
Most repair checks are made to fix complex or advanced
mechanical devices. The TN is set by the GM. In general, simple Special
repairs have a TN of 10 to 15 and require no more than a few
minutes to accomplish. More complex repair work has a TN A character without a mechanics tool kit takes a −6 penalty on
of 20 or higher and can require an hour or more to complete. Craft (Mechanical) checks.
Making repairs also involves a monetary cost when spare parts
or new components are needed, represented by either buying
or procuring them. If the GM decides this isn’t necessary for the
type of repair the character is attempting, then the parts are not
required.
A character can choose to attempt to jury-rig, or make
temporary repairs. Doing this reduces the repair check TN by 5,
and allows the character to make the checks for 12 Combat Points.
However, a jury-rigged repair can only fix a single problem with
a check, and the temporary repair only lasts until the end of the
current scene or encounter. The jury-rigged object must be fully
repaired thereafter.
31

Craft (Pharmaceutical) Trained Only Name Mat Cost Craft TN Effect


Weak Antiseptics 1 8 +1 bonus
This skill allows a character to compound medicinal drugs to
Standard Antiseptics 3 14 +3 bonus
aid in recovery from treatable illnesses, and aid in recovering
Strong Antiseptics 6 18 +5 bonus
health.
Concentrated Antiseptics 12 25 +8 bonus

Antibacterial/Antiviral These are medicines that help combat Table 18: Craft (Pharmaceutical), Antiseptic
disease. An antibacterial/antiviral drug gives a bonus on Fortitude
Saving Throws made to resist the effects of a disease. The amount Antidote Antidotes are substances that are used to counteract
listed is for five doses. poison. A specific antidote is used for a specific poison, and the
character must figure out what kind of poison was used by using
Material Cost Craft TN Effect Knowledge (Earth and Life Sciences) [TN22]. The amount listed is
3 15 +1 to Fort Save for disease for a single dose.
6 20 +2 to Fort Save for disease
9 25 +3 to Fort Save for disease
12 30 +4 to Fort Save for disease Name Material Cost Base Craft TN
15 35 +5 to Fort Save for disease Antidote Poison’s WP cost + 8 Craft TN of poison + 5
18 40 +6 to Fort Save for disease
21 45 +7 to Fort Save for disease Table 19: Craft (Pharmaceutical), Antidote

Table 15: Craft (Pharmaceutical), Antibacterial/Antiviral Special


A character without a chemistry kit takes a −6 penalty on Craft
Analgesics/Painkillers These medicines allow a character to (Pharmaceutical) checks.
ignore pain and continue fighting, but only for a limited time.
When the effects wear off, the healing effect of the painkillers go
with it. Painkillers can only be given to a character with at least 1
XHP. A player who has 0 or less CHP has suffered serious injuries
and must receive medical attention, and can not use painkillers.
Painkillers only affect XHP. Painkillers can be crafted to last longer,
heal more XHP, or both. Each upgrade increases the raw material
WP cost by 3. The amount listed is for one dose.

Name Base Craft TN Length Strength


Painkillers 10 +4 TN and +3 +2 TN and +2
WP per 1d3 WP per 1d4
hours XHP
restoration

Table 16: Craft (Pharmaceutical), Painkillers

Hemostat Medicine These medicines promote the clotting of


blood. They reduce the bleed damage based on the level of the
hemostat.
Hemostats can be crafted to last longer, heal more bleed
damage, or both. Each upgrade increases the raw material WP
cost by 2. The amount listed is for five doses.

Name Base Craft TN Length Strength


Hemostat 12 +2 TN and +2 +1 TN and +2
WP per 1d4 WP per bleed
hours decrease

Table 17: Craft (Pharmaceutical), Hemostat

Antiseptic Medicine Antiseptics are substances that are applied


to destroy microorganisms that are living on objects. These
medicines give a bonus to all Treat Injury checks when used.
The amount listed is for four doses.
32

Craft (Structural) Weapon Craft TN Mat Cost Time


Simple Melee Weapons
This skill allows a character to build wooden, concrete, or metal Brass Knuckles 13 1 1 day
structures from scratch, including bookcases, desks, walls, houses, Push Blade/Punch 16 1 1 day
and so forth, and includes handyman skills like plumbing, house Dagger
painting, drywall, laying cement, and building cabinets, as well
Field Knife 17 1 3 days
as craft and repair armor and the structural integrity of vehicles.
Survival Knife 15 1 2 days
When building a structural device from scratch, the character
Pocket Knife 12 1 2 days
describes the kind of device they want to construct, then the
Escape Knife 9 1 1 day
GM decides whether the device fits the definition of a simple,
Light Club 8 1 3 hours
moderate, complex, or advanced device based on the difficulty.
Medium Club 9 1 3 Hours
Heavy Club 10 1 3 hours
Simple Tool Hammer 14 2 1 day
Sledgehammer 16 2 1 day
This category includes items such as bookshelves, chairs, small Sap 13 2 4 hours
tables, and Simple Melee Weapons*. The TN for these items is 15, Riot Shield 15 4 2 hours
the WP cost for a simple device will not exceed 4, and the time Entry Shield 18 11 10 hours
taken to build it will not exceed 2 hours.
Table 20: Craft (Structural), Simple Melee Weapon Crafting

Moderate

This category includes items such as decks, small boats, sheds,


and Archaic Melee Weapons*. The TN for these items is 20, the
WP cost for a moderate device will not exceed 20, and the time
taken to build it will not exceed 12 hours.

Complex

This category includes items such as bunkers, armories, and


some Exotic Melee Weapons*. The TN for these items is 25, the
WP cost for a complex device will not exceed 25, and the time
taken to build it will not exceed 60 hours.

Advanced

This category includes houses of all types. The TN for these


items is 30, the WP cost for a complex device will not exceed 500,
and the time taken to build it will not exceed 600 hours.
*The Craft TN for a melee weapon fluctuates with the complexity
of the melee weapon.

Weaponsmithing

Weaponsmithing is the process of repairing, building, designing


and modifying melee and thrown weapons. It encompasses
both woodworking and metalworking to create functional, strong
weapons.

Crafting a brand new melee weapon When crafting a new


weapon, a character must first pick what current category the
weapon would fit into, as well as the type of weapon. Variations
on a weapon can quickly change a weapon’s category and type.
Crafting a melee weapon has the advantage of losing the
improvised weapon penalties, including the error range for
breaking.
The time listed when crafting the weapons is the average,
different factors can change the time required.
33

Weapon Craft TN Mat Cost Time to damage and the Combat Point cost for any action involving
Archaic Melee Weapons the weapon is reduced by 1 for the intended user. Anyone who is
Battle-axe 20 3 4 days not the weapon’s intended user uses the weapon as if it were a
Broadaxe 18 2 3 days normal weapon. When crafting a personalized weapon, the TN
Hand Axe 16 1 2 days for the weapon is increased by 10, the raw material WP cost is
Shortsword 15 1 5 days increased by 4× and the time is doubled. A personalized weapon
Bastard sword 18 4 1 week must be named either by the intended user or by the crafter, if
Broadsword 23 3 1 week the intended user does not give a name.
Longsword 26 5 5 days
Rapier 28 4 1 week Performing Upgrades A weaponsmith may perform his own
Sabre 27 4 1 week upgrades to weapons, at half the cost of a normal upgrade. The
Cutlass 25 5 1 week TN to perform any melee weapon upgrade is 17 and it takes the
Parrying Dagger 19 1 5 days normal amount of time to perform the upgrade.
Long Staff 14 2 1 day
Quarterstaff 13 1 1 day Extra Upgrade Slots and Built-in Upgrades A weapon may
Short Staff 12 1 1 day be crafted with extra slots for melee weapon upgrades. This
Long Spear 16 2 1 day increases the TN by 5 per upgrade slot, the WP cost is doubled
Short Spear 14 2 1 day and the time increases by a day. A weapon may also be crafted
Light Mace 25 3 6 days with the upgrades already built in, taking up the slot that would
Heavy Mace 28 4 6 days normally take when upgrading it as normal. The upgrade costs
Light Pick 30 5 5 days the same amount as it would to normally upgrade but only takes
Heavy Pick 34 8 5 days half the time, and the TN to craft the weapon is +1 per upgrade.
Halberd 21 7 2 days
Exotic Melee Weapons Repairing Damaged Armor and Vehicles
Weighted Chain 26 4 1 day A character can use Craft (Structural) to repair used armor and
Whip Chain 28 5 1 day vehicles.
Great Sword 32 5 2 weeks Repairing damage to a vehicle takes a full hour of work, a
Garrote 12 1 1 hour mechanical tool kit, a garage or some other suitable facility, and
Flail 26 5 3 days 5 WP of raw materials. Without the tool kit, a character takes a −6
Kama 21 3 2 days penalty on their Craft check. At the end of the hour, make a Craft
Khepesh 22 11 1 week (Structural) check [TN20]. Success restores 2d6 HP. If damage
Kukri 27 3 1 week remains, the character may continue to make repairs for as many
Maquahuitl 8 9 4 hours hours as it takes to restore all of the vehicle’s hit points, provided
Nunchaku 15 1 2 hours they have enough money for the raw materials.
Sai/Jitte 14 3 3 days Repairing damage to armor takes 30 minutes of work, a
Three Section Staff 21 2 9 hours mechanical tool kit, and 2 WP of raw materials. Without the
Thrown weapons and Non-ballistic Ranged weapons tool kit, a character takes a −6 penalty on their Craft check. At
Ballistic Knife 28 10 3 hours the end of the half hour, make a Craft (Structural) check [TN20].
Slingshot 9 1 15 minutes Success restores 1d4+2 armor points. If damage remains, the
Whip 15 3 2 days character may continue to make repairs for as many minutes as
Throwing 11 1 2 days it takes to restore all of the armors armor points.
Knives/Stars (4)
Giant Throwing Star 13 1 2 days Special
Throwing Axe 18 1 1 day
A character without a construction tool kit takes a −6 penalty
Bolas 15 3 6 hours
on Craft (Structural) checks.
Javelin 22 1 1 day
Compound bow 25 3 per size 5 days
Recurve Bow 20 4 per size 4 days
Brick (5) 2 1 1 CP
Boomerang 18 1 1 hour

Table 21: Craft (Structural), Melee and Thrown Weapon Crafting

Personalized Weapons A personalized weapon is a weapon


built from the ground up for a particular individual, based on
the user’s preference, size, and other specifications. A character
may craft a personalized weapon for anyone at their request,
but the user must be proficient in the weapon in order to gain
the benefit. A personalized weapon grants a +4 to attack, a +1
34

Craft (Visual Art) Document Type Modifier Time Taken


Simple (Business Card, +0 10 minutes
This skill allows a character to create paintings or drawings,
Name Tag, Typed
take photographs, use a video camera, or in some other way
Letter)
create a work of visual art. When attempting to create a work of
visual art, the character simply makes a Craft (Visual Art) check, Moderate (Letterhead, −2 20 minutes
the result of which determines the quality of the work. Unless the Business Form)
effort is particularly elaborate or the character must acquire an Complex (Stock −4 1 hour
expensive piece of equipment, the basic components have a WP Certificate, Driver’s
cost of 4. License)
Creating a work of visual art requires at least 12 Combat Points, Difficult (Passport) −8 4 hours
but usually takes an hour, a day, or more, depending on the scope Impossible (Military/Law −15 1 day
of the project. Enforcement ID)
Modifier
Skill Check Result Effort Achieved Familiarity
Document includes −4
0-9 Untalented Amateur specific insignia or
10-19 Talented Amateur signature
20-24 Professional Forger is unfamiliar −4
25-30 Expert with document
31+ Master Forger is slightly +0
familiar with document
Table 22: Craft (Visual Art) Results
Forger is very familiar +4
The character can also use Craft (Visual Art) to create false with document
documents. The complexity of the document, the character’s Forger has experience +6
degree of familiarity with it, and whether the character needs to in type of document
reproduce the signature or handwriting of a specific individual, Modifier
Forgery Check Modifier
provide modifiers to the Craft check.
Type of document −4
The Craft (Visual Art) skill is also used to detect someone else’s
unknown to examiner
forgery. The result of the original Craft (Visual Art) check that
Type of document −2
created the document is opposed by a Craft check by the person
somewhat known to
who examines the document to check its authenticity. If the
examiner
examiner’s check result is equal to or higher than the original
Type of document well +0
check, the document is determined to be fraudulent. The examiner
known to examiner
gains bonuses or penalties on their check. A character can not
Examiner only casually −2
try again since the forger isn’t sure of the quality of the original
reviews the document
forgery.
Document is put +4
through additional tests

Table 23: Craft (Visual Art), Forgery

Special
To forge documents and detect forgeries, one must be able to
read and write the language in question.
A character can take 10 when making a Forgery check.
A character without a forgery kit takes a −6 penalty on
Forgery checks to create a document, and a character without
an authentication kit takes a −6 on Forgery checks to detect a
forgery.
35

Craft (Writing) damage dealt by exploiting vulnerabilities in the structure’s


construction. The GM makes the check (so that the character
This skill allows a character to create short stories, novels,
doesn’t know exactly how well they have done). On a result of
scripts and screenplays, newspaper articles and columns, and
15 or higher, the explosive deals double damage to the structure
similar works of writing. When creating a work of writing, the
against which it is placed. On a result of 25 or higher, it deals triple
player simply makes a Craft (Writing) check, the result of which
damage to the structure. In all cases, it deals normal damage to
determines the quality of the work. The WP cost is negligible.
all other targets within its blast radius.
Creating a work of writing requires at least 1 hour, but usually
takes a day, a week, or more, depending on the scope of the
project. Disarm Explosive Device
Disarming an explosive that has been set to go off requires a
Skill Check Result Effort Achieved
Demolitions check. The check is usually TN10, unless the person
0-9 Untalented Amateur who set the detonator chose a higher disarm TN. If the character
10-19 Talented Amateur fails the check, they do not disarm the explosive. If the character
20-24 Professional fails by more than 5, the explosive goes off.
25-30 Expert
31+ Master Special
Table 24: Craft (Writing), Results A character can take 10 when using the Demolitions skill.
A character without a demolitions kit takes a −6 penalty on
Demolitions checks.
Demolitions (INT) Trained Only
Try again?
The character is trained in arming, planting, and preparing
an explosive device for detonation. If time permits and the explosive has not gone off, yes.

Check Time

Setting a simple explosive to blow up at a certain spot doesn’t Setting a detonator costs 10 Combat Points. Placing an explosive
require a check, but connecting and setting a detonator does. device takes 1 minute, possibly longer depending on the scope of
Also, placing an explosive for maximum effect against a structure the job.
calls for a check, as does disarming an explosive device.

Set Detonator
Most explosives require a detonator to go off. Connecting a
detonator to an explosive requires a Demolitions check [TN10].
Failure means that the explosive fails to go off as planned. Failure
by 10 or more means the explosive goes off as the detonator is
being installed.
A character can make an explosive difficult to disarm. To do so,
the character chooses the disarm TN before making their check
to set the detonator (it must be higher than 10). The character’s
TN to set the detonator is equal to the disarm TN.

Create Pre-made Explosives


This skill also includes creating pre-made explosives from raw
explosive materials and detonators. The character chooses the
type of detonators they wish to use for the explosive, as well as
any pre-set weights, or timing required. A character may have
an explosive with more than one kind of detonator, but each
detonator after the 1st one increases the Demolitions Check by +6.
The character then selects the type of explosive they wish to use.
The TN is [Explosive TN + Detonator Modifier]. Failure means the
supplies are wasted. Failure by 10 or more means the explosive
goes off immediately.

Place Explosive Device


Carefully placing an explosive against a fixed structure (a
stationary, unattended inanimate object) can maximize the
36

Disable Device (INT) Sabotage Device


The character is skilled at disarming security devices and A character can sabotage a mechanical or electrical device,
opening locks. In addition, this skill lets you sabotage simple such as a firearm, a piece of electrical equipment, or a tool. The
mechanical devices, such as locks, and firearms. skill check is made to see how well the sabotage attempt is made
versus Perception checks, and the Disable Device check sets the
TN for the repair check.
Open Lock
A character can pick conventional locks, finesse combination Special
locks, and bypass electronic locks. The character must have a A character can take 10 when using the Disable Device skill.
lockpicking kit (for a mechanical lock) or an electronics kit (for an
electronic lock). The TN depends on the quality of the lock.
Try again?
Cheap Locks [TN20] Examples of cheap locks include briefcase If the character does not succeed on the first attempt, they can
locks, combination locks, and weak padlocks. continue their attempt, taking another minute to attempt, so as
long as they are not interrupted. They can make another attempt,
Average Locks [TN25] Examples of average locks include home adding the value of the first attempt to the current attempt. They
deadbolt locks, standard padlocks, keypad locks, and RFID locks. can do this as long as they have time to perform the check.

Time
High Quality Locks [TN30] Examples of high quality locks
include business deadbolt locks, high quality padlocks, and Opening a lock and disabling a device takes 1 minute per
encrypted card readers. attempt. Sabotaging a device takes 1 minute per attempt.

High Security Locks [TN35] Examples of high security locks


include bank branch vaults, and biometric locks. Drive (DEX)
The character is trained how to drive in unusual circumstances,
Ultra-High Security Locks [TN50] Examples of ultra-high such as inclement weather, or during a dramatic situation, such
security locks include bank headquarters vault, or locks to a as being chased, or attempting to reach a location quickly. A
government high security area. character does not need any ranks in drive in order to drive a
civilian car, truck, or motorcycle. When driving, the character can
Disable Security Device attempt simple maneuvers or stunts.

A character can disable a security device, such as an electric


Special
fence, motion sensors, or security cameras. The character must
be able to reach the actual device. If the device is monitored, the A character can take 10 when driving.
fact that the character attempted to disable it will probably be There is no penalty for operating a general-purpose motor
noticed. When disabling a monitored device, the character can vehicle. Other types of motor vehicles (heavy wheeled, powerboat,
prevent their tampering from being noticed. Doing so requires 10 sailboat, ship, and tracked) require the corresponding Surface
minutes and an electrical kit, and increases the TN of the check Vehicle Operation feat, or the character takes a −4 penalty on
by +5. Drive checks.

Cheap Device [TN21] Examples of cheap security devices Try Again?


include home door alarms, barbed wire, and improvised alarms
Most driving checks have consequences for failure that make
such as noisemakers or tripwires.
trying again impossible.

Average Device [TN25] Examples of average security devices


Time
include store security cameras, razor wire, and simple motion
detectors. A Drive check costs 6 Combat Points.

High Quality Devices [TN30] Examples of high security


devices include infrared security cameras, advanced motion
detectors, and electric fences.

High Security Devices [TN40] Examples of high security


devices include alarms to a bank vault, land mines, and glass
sensors.

Ultra-high Security Devices [TN50] Examples of ultrahigh


security devices include military motion detectors.
37

Knowledge (INT) Trained Only • Earth and Life Sciences Understand the workings of
biological and geometrical sciences such as organic
This skill allows a character to be knowledgeable in a chemistry, pharmacology, genetics, geology, paleontology,
particular area of lore. biology, and botany.
A character makes a Knowledge check to see if the character
knows something. When trying to determine what Knowledge – Earth and life sciences can give a synergy bonus to
skill a particular question or field of expertise falls under, use a the Craft (Pharmaceutical or Alchemy) or Treat Injury
broad interpretation of the existing categories. When answering skill. The character must select one specific skill to
a question, the TN for answering within the character’s field of receive the bonus in.
study varies by the difficulty of the question asked. • History Events, personalities, and cultures of the past.
Knowledge checks can also be used to create opportunities Archaeology and antiquities. Know and recite historical
that would otherwise not exist, if the character was not events and their influence on the present.
knowledgeable in the area.
– History gives a synergy bonus to the Craft (Writing)
Question/Opportunity TN skill.
Question/Opportunity TN
Very Easy 5
Hard 25 • Physical Sciences Astronomy, chemistry, mathematics,
Easy 10
Very Hard 30 physics, and engineering. Understand the workings of
Basic 15
Nearly Impossible 40 physical sciences and the behavior of the universe.
Difficult 20
– Physical sciences can give a synergy bonus to a Craft
Table 25: Knowledge Check TN (Mechanical, Structural, Chemical, or Electronics) skill.
The fourteen Knowledge categories and the topics each one The character must select one specific skill to receive
encompasses are as follows: the bonus in.

• Arcane Lore Astrology, numerology, the occult, magic, • Popular Culture Popular music and personalities, genres
the supernatural, and similar topics. Understand the of films and books, urban legends, comics, science fiction,
behaviors of magic and supernatural beings, as well as and gaming, among others. Recognize pop culture trends.
informational tidbits on anything involving Magic, Psionics, – Popular Culture can give a synergy bonus to a Perform
and Incantations. (Any), or Craft (Visual art or Writing) skill. The character
– Arcane lore can give a synergy bonus to a Spellschool must select one specific skill to receive the bonus in.
(Any), Psionic (Any), or Incantions (Any) skill. The • Streetwise Street and urban culture, local underworld
character must select one specific skill to receive the personalities and events. Identify commonly used weapons
bonus in. and signatures.
• Art Fine arts and graphic arts, including art history and – Streetwise can give a synergy bonus to the Disable
artistic techniques, as well as literary works. Antiques, Device or Drive skill. The character must select one
modern art, photography, and performance art forms such specific skill to receive the bonus in.
as music and dance, among others.
• Survival Rural culture, farming, and wilderness survival
– Art can give a synergy bonus to a Perform (Any), or knowledge. Identify commonly used weapons, edible plants,
Craft (Visual art or Writing) skill. The character must as well as knowledge for traps, snares, lures and general
select one specific skill to receive the bonus in. hunting and fishing knowledge.
• Behavioral Sciences Psychology, sociology, and criminol- – Survival can give a synergy bonus to the Handle
ogy. Understand the personal thoughts and feelings of Animal or Ride skill. The character must select one
people, their behaviors due to multiple factors and explain specific skill to receive the bonus in.
the reasoning for their actions.
• Tactics Techniques and strategies for disposing and
– Behavioral sciences can give a synergy bonus to the maneuvering forces in combat. Know the historic and
Presence, or Speechcraft skill. The character must modern use of military tactics, identify weapons, and their
select one specific skill to receive the bonus in. intended uses and applications.
• Business Business procedures, investment strategies, and – Tactics can give a synergy bonus to the Stealth or
corporate structures. Bureaucratic procedures and how to Demolitions skill. The character must select one
navigate them. Understand business concepts, procedures, specific skill to receive the bonus in.
terms, and best practices, as well as all of the exploitative
loopholes in business. • Technology Current developments in cutting-edge devices,
as well as the background necessary to identify various
• Civics Law, legislation, litigation, and legal rights and technological devices. Understand the inter-workings of
obligations. Political and governmental institutions and various technologies, their uses, protocols, and functions.
processes. Understand the basic workings of all types of
governments and laws, how to navigate the legal system, – Technology gives a synergy bonus to the Technology
and serve as a lawyer. Use skill.
38

• Theology and Philosophy The study of religious faith, Linguistics (None) Trained Only
practice, and experience as well as liberal arts, ethics, and
philosophical concepts. Understand theological lore and This skill allows a character to speak, read, and write a
logically achievable epistemological concepts. language. The Linguistics skill doesn’t work like a standard skill.

– Theology and Philosophy gives a synergy bonus to • A character automatically knows how to read and write their
the Craft (Writing) skill. native language; the character does not need ranks to do
so.
Synergies • To read, write and speak a language costs 1 rank.
A Synergy is a representation of knowledge that can aid • A character never makes Linguistics checks. A character
someone in completing a task. When a character puts ranks either knows how to read and write a specific language or
in any knowledge skill, they can choose the skill that they wish for doesn’t.
the synergy to go to immediately. For every +4 total skill modifier
the character has in that knowledge skill, and they have at least • A character may choose any language, modern or ancient.
1 rank in that knowledge skill, they receive a +1 miscellaneous The GM may rule that a character can’t learn a specific
bonus to the selected skill. language due to the circumstances of the campaign.

Multiple Synergies Language Groups


A character can have multiple synergies for a single skill. When There are thousands of languages to choose from when a
this is the case, you simply add all of the synergy bonuses and character buys ranks in Linguistics. A few are listed here, sorted
add them to the selected skill. into their general language groups. A language’s group doesn’t
matter when a character is buying ranks in Linguistics. This list is
Special by no means exhaustive—there are many more language groups
and most groups contain more languages than those listed here.
An untrained Knowledge check is simply an INT check. Without
actual training, a character only knows common knowledge about • Greek
a given subject.
A character can take 10 when making a Knowledge check. • Gaelic

• Chinese Cantonese, Mandarin,


Try Again?
• Germanic English, German
No. The check represents what a character knows and thinking
about a topic a second time doesn’t let the character know • Indic Hindi, Punjabi
something they never knew in the first place.
• Pashto
Time • Japanese
A Knowledge check can be a reaction, but otherwise costs 12 • Korean
Combat Points.
• Romantic French, Italian, Latin*, Portuguese, Spanish

• Semitic Arabic, Hebrew


• Slavic Czech, Polish, Russian
• Turkish

*This is an ancient language. In the modern world it is spoken only


by scholars, or in some cases by small populations in isolated
corners of the world.
39

Perception (WIS) engine for TNs involving hearing, and an overpowering stench
covering the area for TNs involving scent.
This skill allows a character to notice fine details and alert
them to danger. Perception covers all five senses, including sight, Special
hearing, touch, taste, and smell.
Perception has a number of uses, the most common of which Creatures with the scent special quality have a +8 bonus on
is an opposed check versus an opponent’s Stealth check to notice Perception checks made to detect a scent.
the opponent and avoid being surprised. If you are successful,
you notice the opponent and can react accordingly. If you fail, Try Again
your opponent can take a variety of actions, including sneaking
past you and attacking you. Yes. You can try to sense something you missed the first time,
Perception is also used to notice fine details in the so long as the stimulus is still present.
environment. The TN to notice such details varies depending
upon distance, the environment, and how noticeable the detail is. Time
The following table gives a number of guidelines.
Most Perception checks are reactive, made in response to
observable stimulus. Intentionally searching for stimulus costs 6
Perception TN Combat Points.
Gunfire −40
Hear the sound of battle −20
Notice the stench of rotting garbage −15
Detect the smell of smoke 0
Hear the details of a conversation 0
Notice a visible creature 0
Determine if food is spoiled 5
Hear the sound of footsteps 10
Hear a gun being loaded and/or cocked 10
Hear the details of a whispered conversation 15
Find the average concealed door 15
Hear the sound of a key being turned in a lock 20
Notice a typical secret compartment or a 20
simple trap
Opposed by
Notice a pickpocket
Stealth
Opposed by
Notice a creature using Stealth
Stealth

Table 26: Perception TN

Perception Modifiers TN
+3 per 10
Distance to the source, object, or creature
feet
Through a closed door +5
+10 per foot
Through a wall
of thickness
Favorable conditions −2
Unfavorable conditions +5
Terrible conditions +10
Creature making the check is distracted +5
Creature making the check is asleep +10
Creature or object is camouflaged +15

Table 27: Perception TN Modifiers


Favorable and unfavorable conditions depend upon the sense
being used to make the check. For example, bright light might
increase the TN of checks involving sight, while torchlight or
moonlight might give a penalty. Background noise might reduce a
TN involving hearing, while competing odors might penalize any
TN involving scent.
Terrible conditions are like unfavorable conditions, but more
extreme. For example, candlelight for TNs involving sight, a roaring
40

Perform (CHA) Special


A character can take 10 when making a Perform check.
The character is skilled in a form of entertainment. This
A character without an appropriate instrument automatically
skill encompasses several categories, each of them treated as a
fails any Perform (Keyboard), Perform (Percussion), Perform
separate skill. These categories are identified and defined below.
(Stringed), or Perform (Wind) check they attempt. At the GM’s
The number of Perform categories is purposefully kept finite.
discretion, impromptu instruments may be employed, but the
When trying to determine what Perform skill a particular type of
performer must take a −6 penalty on the check because their
performance falls under, use a broad interpretation of the existing
equipment, although usable, is inappropriate for the skill.
categories.

Try Again?
Check
Not for the same performance and audience.
The character is accomplished in some type of artistic
expression and knows how to put on a performance. The character Time
can impress audiences with their talent and skill. The quality of
the character’s performance depends on their check result. A Perform check usually requires at least several minutes to an
The eight Perform categories and the qualities each one hour or more.
encompasses are as follows:

• Act The character is capable of performing drama, comedy,


or action-oriented roles with some level of skill.

• Dance The character is capable of performing rhythmic


and patterned bodily movements to music.

• Keyboards The character is a musician gifted with a talent


for playing keyboard musical instruments, such as piano,
organ, and synthesizer.

• Percussion Instruments The character is a musician gifted


with a talent for playing percussion musical instruments,
such as drums, cymbals, triangle, xylophone, and
tambourine.

• Sing The character is a musician gifted with a talent for


producing musical tones with their voice.

• Stand-up The character is capable of performing a stand-


up routine before an audience.

• Stringed Instruments The character is a musician gifted


with a talent for playing stringed musical instruments, such
as banjo, guitar, harp, lute, sitar, and violin.

• Wind Instruments The character is a musician gifted with


a talent for playing wind musical instruments, such as flute,
bugle, trumpet, tuba, bagpipes, and trombone.

Skill Check Effort Achieved Audience Reaction


Result
10 Amateur performance Audience may appreciate
your performance, but isn’t
impressed
15 Routine performance Audience enjoys your
performance, but it isn’t
exceptional
20 Great performance Audience highly impressed
25 Memorable performance Audience enthusiastic
30 Masterful performance Audience awed

Table 28: Perform Check Results


41

Pilot (DEX) Trained Only


This skill allows a character to successfully pilot aircraft of
various types.
Typical piloting tasks don’t require checks. Checks are
required during combat, for special maneuvers, in other extreme
circumstances, or when the pilot wants to attempt something
outside the normal parameters of the vehicle. When flying, the
character can attempt simple maneuvers and stunts (actions in
which the pilot attempts to do something complex very quickly or
in a limited space). Each vehicle’s description includes a maneuver
modifier that applies to Pilot checks made by the operator of the
vehicle.

Normal
A pilot can fly attack helicopters and military prop aircraft but
can not use any of the weapons or countermeasures.

Special
A character can take 10 when making a Pilot check.
There is no penalty for operating a general-purpose fixed-wing
aircraft. Other types of aircraft (heavy aircraft, attack helicopters,
and attack planes) require the corresponding Aircraft Operation
feat, or else the character takes a −4 penalty on Pilot checks.

Time
A Pilot check costs 6 Combat Points.

Try again?
Most Pilot checks have consequences for failure that make
trying again impossible.
42

Presence (CHA) If successful, all targets within range are considered Shaken for
1d6 rounds.
The character is skilled at threatening and persuading others, The effect ends immediately if the target is attacked. The
and changing their appearance. character cannot take 10 on this check.

Disguise Intimidate
You can also use Presence to disguise your appearance. Your
Finally, the Presence skill can be used to frighten your opponents
Presence check result determines how good the disguise is, and it
or to get them to act in a way that benefits you. This skill includes
is opposed by others’ Perception check results. If you don’t draw
displays of prowess.
any attention to yourself, others do not get to make Perception
You can use Presence to force an opponent to act friendly
checks. If you come to the attention of people who are suspicious
toward you for 1d6×10 minutes with a successful check.
(such as a security guard who is observing people), it can be
The TN of this check is equal to 10 + the target’s level + the
assumed that such observers are taking 10 on their Perception
target’s WIS modifier + Miscellaneous modifiers.
checks.
You get only one Presence check per use of the skill, even if
several people are making Perception checks against it. Intimidation Modifiers
The Disguise check is made secretly, so that you can’t be sure PC’s are Armed +5
how good the result is. Target is Armed −5
The effectiveness of your disguise depends in part on how PC’s possess visible authority of a higher +10
much you’re attempting to change your appearance, and any power
behavior associated with it. (police, FBI, CIA, crime family, etc.)
Target possesses authority of a higher power −10
Disguise Check Modifiers
Minor details only +5 Table 32: Presence, Intimidate
Disguised as different gender −5
Disguised as different race −10 If successful, the opponent will
Disguised as different age category −5
• Give you information you desire.
Table 29: Presence, Disguise Modifiers
• Take actions that do not endanger it.
If you are impersonating a particular individual, those who know
what that person looks like get a bonus on their Perception checks • Offer other limited assistance.
according to the table below. Furthermore, they are automatically
considered to be suspicious of you, so opposed checks are always After the intimidate expires, the target treats you as unfriendly
called for. and may report you to local authorities. If you fail this check
by 5 or more, the target attempts to deceive you or otherwise
Familiarity Bonus hinder your activities. The Speechcraft skill may also be used for
Recognizes on sight +6 intimidation.
Friends or associates +8
Close friends +10 Special
Intimate +15
A character without a disguise kit takes a −6 penalty on Presence
Table 30: Presence, Viewer’s Familiarity checks to disguise themselves.

Terrify Time
You can also use Presence to scare hostile targets in combat. To influence a creature’s attitude takes 1 minute of continuous
The targets must be within 60’ of the character. interaction. To change an opponent’s attitude by intimidating
The TN of this check is equal to 10 + the target’s level + the them requires 1 minute of conversation. Making a request of a
target’s WIS modifier + Miscellaneous modifiers. creature takes 1 or more rounds of interaction, depending upon
the complexity of the request. Disguising oneself requires 1d4×10
Terrify Modifiers minutes of preparation. Terrifying takes 8 Combat Points.
PC’s are Armed +5
Target is Armed −5
Try again?
PC’s possess visible authority of a higher +10
power You may try to redo a failed disguise, but once others know
(police, FBI, CIA, crime family, etc.) that a disguise was attempted they’ll be more suspicious. You
Target possesses authority of a higher power −10 can attempt to intimidate or terrify an opponent again, but each
additional check increases the TN by +5. This increase resets after
Table 31: Presence, Terrify one hour has passed.
43

Ride (DEX) Time

The character is skilled at riding mounts, usually a horse, but Ride costs 6 Combat Points, except when otherwise noted for
possibly something more exotic, like an elephant or camel. the special tasks listed above.
Typical riding actions don’t require checks. You can saddle,
mount, ride, and dismount from a mount without a problem. The
following tasks do require checks. If you attempt to ride a creature
that is ill suited as a mount, you take a −5 penalty on your Ride
checks. In addition, attempting trick riding or commanding the
animal to perform an unusual technique also requires a check.

Guide with Knees [TN5] The character can react instantly to


guide their mount with their knees so that the character can use
both hands in combat or to perform some other action. Make the
check at the start of the character’s round. If the character fails,
they can only use one hand this round because the character
needs to use the other to control their mount.

Stay in Saddle [TN5] The character can react instantly to try


to avoid falling when their mount rears or bolts unexpectedly or
when the character takes damage.

Fight while Mounted [TN20] While in combat, the character


can attempt to control a mount that is not trained in combat riding.
If the character succeeds they use only 6 Combat Points and the
character can use their remaining Combat Points to do something
else. If the character fails, they can do nothing else that round. If
the character fails by more than 5, they lose control of the animal.
For animals trained in combat riding, the character does not
need to make this check. Instead, the character can use 6 Combat
Points to have the animal perform a trick (commonly, to attack).
The character can use the rest of their Combat Points normally.

Cover [TN15] The character can react instantly to drop down


and hang alongside their mount, using it as ½ cover. The character
can’t attack while using their mount as cover. If the character fails,
they don’t get the cover benefit.

Soft Fall [TN15] The character reacts instantly when they fall
off a mount, such as when it is killed or when it falls, to try to
avoid taking damage. If the character fails, they take 1d6 points
of fall damage.

Leap [TN15] The character can get their mount to leap obstacles
as part of its movement. Use the character’s Ride modifier or the
mount’s Athletics modifier (whichever is lower) when the mount
makes its Athletics check. The character makes a TN15 Ride check
to stay on the mount when it leaps.

Fast Mount or Dismount [TN20]; armor penalty applies The


character can mount or dismount by using 2 Combat Points. If the
character fails the check mounting or dismounting costs 6 Combat
Points. A character can’t attempt a fast mount or dismount unless
they can perform the mount or dismount by spending 6 Combat
Points this round, should the check fail.

Special
If the character is riding bareback (Without a saddle), they take
a −5 penalty on Ride checks.
A character can take 10 when making a Ride check.
44

Stealth (DEX) Speechcraft (CHA)


The character is skilled at avoiding detection, allowing them
to slip past foes or strike from an unseen position, and pick pockets, The character is skilled at detecting falsehoods and true
draw hidden weapons, and take a variety of actions without being intentions, threaten and persuade others, solve arguments, and
noticed. This skill covers hiding and moving silently. gather valuable information from people.

Movement
Your Stealth check is opposed by the Perception check of anyone Lying
who might notice you. You can move at 2 Combat Points per 5’ and
still use Stealth at no penalty. When moving at normal Combat
Point cost, you take a −5 penalty. It is impossible to use Stealth With a successful Speechcraft check, you can convince your
while attacking. If people are observing you using any of their opponent that what you are saying is true. Speechcraft checks to
senses (typically sight) you can’t use Stealth. lie are modified depending upon the plausibility of the lie. The TN
for lying is [TN20 + Modifiers].

Pocketing an item
A Stealth check [TN10] lets you palm a coin-sized, unattended Lie Modifier
object. Performing a minor feat of legerdemain, such as making
a coin disappear, is also TN10 unless an observer is determined The target wants to believe −5
to note where the item went. you, and the lie is plausible
When you use this skill under close observation, your skill check to them
is opposed by the observer’s Perception check. The observer’s The lie is believable +0
success doesn’t prevent you from performing the action, just from The lie is unlikely +5
doing it unnoticed. The lie is far-fetched +15
The lie is impossible +25
The target is drunk or −5
Conceal impaired
You can hide a small object (including a Medium or smaller You possess convincing up to −10
weapon) on your body. Your Stealth check is opposed by the proof
Perception check of anyone observing you or of anyone frisking
you. In the latter case, the searcher gains a +4 bonus on the Table 33: Speechcraft, Lie Modifiers
Perception check, since it is generally easier to find such an object
than to hide it. Heavy or baggy clothing (such as an overcoat)
grants you a +2 bonus on the check.
Drawing a hidden weapon is dependent on how it is holstered Secret message
or sheathed, but doesn’t provoke an AoO.
You can use the Speechcraft skill to pass a hidden message
Pickpocket to another character without others understanding your true
If you try to take something from a creature, you must make meaning. This check is TN15 for simple messages and TN20 for
a Stealth check [TN20]. The opponent makes a Perception check complex messages. If you are successful, the target automatically
to detect the attempt, opposed by the Stealth check result you understands you, assuming you are speaking in a language that
achieved when you tried to grab the item. An opponent who it understands. If your check fails by 5 or more, you deliver
succeeds on this check notices the attempt, regardless of whether the wrong message. Other creatures that hear the message can
you got the item. You cannot use this skill to take an object from decipher the message by succeeding at an opposed Speechcraft
another creature during combat if the creature is aware of your check against your Speechcraft result.
presence.
You can use Presence to allow you to use Stealth. A successful
Presence check can give you the momentary diversion you need
to attempt a Stealth check while people are aware of you. Diplomacy

Time You can also use this skill to persuade others to agree with
Normally, you make a Stealth check to hide or move silently as your arguments, to resolve differences, and to gather valuable
part of movement, but the Combat Point cost to move is doubled. information or rumors from people. This skill is also used to
Using Stealth to hide or move silently immediately after a ranged negotiate conflicts by using the proper etiquette and manners
attack costs 6 Combat Points. Any Stealth check to conceal, or suitable to the problem.
take an object costs 5 Combat Points. However, you may perform You can change the initial attitudes of non-player characters with
this Stealth check for 2 Combat Points by taking a −10 penalty on a successful check. The TN of this check depends on the creature’s
the check. starting attitude toward you, adjusted by its CHA modifier.
45

Starting Attitude Diplomacy TN considered Stunned, and receive a -4 to all Perception checks for
Hostile 30 + character’s 1d3 rounds. The effect ends immediately if the target is attacked.
CHA modifier The character cannot take 10 on this check.
Unfriendly 25 + character’s
CHA modifier
Indifferent 20 Bolster
Friendly 15 You can also use this skill to restore the morale of those who
Helpful 5 can hear you. All friendly targets within 50’ of the character, who
Diplomacy Modifiers have a have an INT score above 2, and are able to see, hear, and
Give simple advice or directions −5 understand the character are affected. To bolster, the character
Give detailed advice +0 makes a Speechcraft check [TN18]. If they succeed, all friendly
Give simple aid +0 and neutral targets that are shaken, rattled, stunned, unnerved,
Reveal an unimportant secret +5 dazed, frightened, or panicked return to normal. The character
Give lengthy or complicated aid +5 cannot take 10 on this check.
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in Intimidate
+15 or more
punishment
Finally, the Speechcraft skill can be used to frighten your
Table 34: Speechcraft, Diplomacy TN and Modifiers opponents or to get them to act in a way that benefits you.
You can use Speechcraft to force an opponent to act friendly
If you succeed, the character’s attitude toward you is improved toward you for 1d6×10 minutes with a successful check.
by one step. For every 5 by which your check result exceeds The TN of this check is equal to 10 + the target’s level + the
the TN, the character’s attitude toward you increases by one target’s WIS modifier + Miscellaneous modifiers.
additional step. A creature’s attitude cannot be shifted more than
two steps up in this way, although the GM can override this rule in Intimidation Modifiers
some situations. If you fail the check by 4 or less, the character’s
PC’s are Armed +5
attitude toward you is unchanged. If you fail by 5 or more, the
Target is Armed −5
character’s attitude toward you is decreased by one step.
If a creature’s attitude toward you is at least indifferent, you can PC’s possess visible authority of a higher +10
make requests of the creature. This is an additional Speechcraft power
check, using the creature’s current attitude to determine the base (police, FBI, CIA, crime family, etc.)
TN, with one of the following modifiers. Once a creature’s attitude Target possesses authority of a higher power −10
has shifted to helpful, the creature gives in to most requests without
Table 35: Speechcraft, Intimidate
a check, unless the request is against its nature or puts it in serious
peril. Some requests automatically fail if the request goes against
the creature’s values or its nature, subject to GM discretion. If successful, the opponent will

• Give you information you desire.


Confuse
You can also use this skill to utterly puzzle all targets through • Take actions that do not endanger it.
the use of words and bearings. All hostile targets within 50’ of
the character, who have a have an INT score above 2, and are • Offer other limited assistance.
able to see, hear, and understand the character are affected. To
confuse, the character makes a Speechcraft check [TN18]. If they After the intimidate expires, the target treats you as unfriendly
succeed, the target can try to resist by making a Will Saving Throw and may report you to local authorities. If you fail this check
[TN (10 + 1 for every 1 point the character succeeded over the by 5 or more, the target attempts to deceive you or otherwise
Confuse TN]. If the targets fail, they are considered Confused for hinder your activities. The Presence skill may also be used for
1d6 rounds. The effect ends immediately if the target is attacked. intimidation.
The character cannot take 10 on this check.
Time
Captivate
Attempting to deceive someone takes at least 1 round, but can
You can also use this skill to captivate targets through sheer possibly take longer if the lie is elaborate (as determined by
force of personality, a winning smile, and fast talking. All targets the GM on a case-by-case basis). Delivering a secret message
within 50’ of the character, who have a have an INT score above generally takes twice as long as the message would otherwise
2, and are able to see, hear, and understand the character are take to relay. To influence a creature’s attitude takes 1 minute of
affected. To captivate, the character makes a Speechcraft check continuous interaction. Making a request of a creature takes 1 or
[TN14]. If they succeed, the target can try to resist by making more rounds of interaction, depending upon the complexity of
a Will Saving Throw [TN (10 + 1 for every 1 point the character the request. Confusing, Captivating, and Bolstering targets takes 8
succeeded over the Captivate TN]. If the targets fail, they are Combat Points.
46

Try again? Access the Site

If you fail to deceive someone, any further checks made to There are two ways to do this: physically or remotely.
deceive them are made at a −10 penalty and may be impossible
(GM discretion). Secret messages can be relayed again if the first Physical Access A character gains access to a computer or
attempt fails. You cannot use Speechcraft to influence a given other device connected to the site at close range. If the site being
creature’s attitude more than once in a 24 hour period. If a hacked is not connected to the internet, this is probably the only
request is refused, the result does not change with additional way a character can access it. A variety of skill checks may be
checks, although other requests might be made. You can attempt required depending on the methods used to gain access.
to Intimidate, Confuse, or Captivate an opponent again, but each
additional check increases the TN by 5.You can attempt to bolster
Remote Access Reaching a site over medium or long range
again, but each additional check increases the TN by 2 This
requires two Technology Use checks. The first check [TN10] is
increase resets after one hour has passed.
needed to find the Site remotely. The second check has a TN
determined by the Site’s Security.

Technology Use (INT) Locate What You’re Looking For


Your character is skilled at using computers and technology Once a character has access to a site, they can begin attempting
to bypass security systems, destroy and create programs. to access the contents of the individual devices that form the site.
Most normal computer operations don’t require a Technology In a site that contains a desktop computer and a security camera,
Use check. However, searching an unfamiliar network for for instance, the character may try to access the footage data
a particular file, writing computer programs, altering existing stored in the computer’s digital storage device, or they might
programs to perform differently (better or worse), and breaking attempt to shut down the camera or point it at the wall. Time
through computer security are all relatively difficult and require spent on these actions does not need to be contiguous−a character
skill checks. A character without a computer (either a notebook may begin searching for a device, spending three Combat Points
or desktop) cannot use Technology Use. out of the total 18 CP required, draw a pistol and fire it with the
remainder of their CP for the round, and resume their access
attempt on the following round.
Accessing Devices
Accessing a computer or network without permission is known Finding Data
as hacking. When a character hacks, they attempt to invade a
Site. a Site is a virtual location that contains one or more Devices, To find the Device a character wants in an unfamiliar Site, the
which may each contain Data, Software Modules, and Actions. A character makes a Technology Use check. The TN for this check
Site can be as small as a single computer or a motion-activated is determined by the Security of the Site, and the time required
light, or as large as a corporate network connecting computers is determined by the Access Range and the Site’s Complexity.
and digital storage devices all over the world—The important Finding public information does not require this task. A character
thing is that access to a Site connects the user to everything within does not have to repeat this task to attempt to access the contents
it. Some Sites can be accessed via the internet; others are not of an already-found Device.
connected to any outside network and can only be tapped into by
a user who physically accesses a Device connected to the Site. Defeat File Security
Every site is overseen by a system administrator—the person After finding what they’re after, the character makes a
in charge of the site, and who maintains its security. Often, the Technology Use check to defeat any security present and gain
system administrator is the only person with access to all of a control of the targeted Data, Software Module, or Action. The TN
site’s functions and data. A site can have more than one system for this check is determined by the Security of the Site and the File
administrator; large sites have a system administrator on duty at Security of the specific Data, Software module, or Action they’re
all times. A character is the system administrator of their own targeting. The time required is determined by the Access Range
devices. and the Site’s Complexity.
When a character hacks into a site, the visit is called a session. If the check is failed by 5 or more, the security system
Once a character stops accessing the site, the session is over. The immediately alerts the administrator that there has been an
character can go back to the site in the future; when they do, it unauthorized entry. An alerted administrator may attempt to
is a new session. Several steps are required to hack into a site. identify the character or cut off the character’s access to the
All Sites have a Security rating and a Complexity rating, which system.
describe how difficult they are to hack into and how lengthy a If the character beats the TN by 10 or more when attempting to
process it is. defeat the data security of a Device, the character automatically
gains access to all of that Device’s contents.
Covering Tracks
Use What You’ve Accessed
This step is optional. By making a Technology Use check [TN20],
a character can alter their identifying information. This imposes a Once a character has found a Device in the network and
−5 penalty on any attempt made to identify the character if their defeated the security of some of its contents, they can make use of
activity is detected. that access. Defeating the security of a desktop computer would
47

allow the character to transfer files to or from its digital storage they can defend the site against intruders. If the site alerts the
devices, for example, and accessing the lock of a computerized character to an intruder, the character can attempt to cut off the
door would allow the character to lock or unlock it as they please. intruder’s access (end the intruder’s session), regain control of
hacked devices, or identify the intruder.
Operate Remote Device If a Device has Actions that the To cut off access, make an opposed Technology Use check
character has gained access to, they can activate them without against the intruder. If the character succeeds, the intruder’s
needing to make a Technology Use check. The time required session is ended. The intruder might be able to defeat the
depends on the unmodified Access Range. character’s security and access their site again, but the intruder
will have to start the hacking process all over. The time required
Data Transfer If a Device has Storage that the character has to attempt cutting off access is determined by the site complexity
gained access to, they can transfer files between that storage and access range.
and storage attached to their own device. The time required to One surefire way to prevent further access is to simply shut the
initialize the transfer depends on the unmodified Access Range. site down. With a single computer, that’s often no big deal- but
The time required for the transfer to complete, which does not on a large site with many computers, or computers controlling
require the character’s active participation, depends on the size functions that can’t be interrupted, it may be time-consuming or
of the Data being transferred and the Access Range. even impossible. Shutting a site down takes at least a number of
rounds equal to the site complexity.
Degrade Programming A character can destroy or alter To identify the intruder, make an opposed Technology Use
applications on a Device they have access to, making use of that check against the intruder. If the character succeeds, they learn
Device or Software Module harder or impossible. The TN for the the Site from which the intruder is operating. If it is a single
attempt depends on what the character tries to do. Crashing computer, the character learns the name of the computer’s owner.
a Device or Software Module simply shuts it down. Its user Identifying the intruder requires 1 minute, and automatically fails
may restart it without making a skill check (however, restarting if the intruder ends their session before that time has elapsed.
takes 1 minute). Destroying programming makes the Device or
Software Module unusable until the programming is repaired. Write Program
Damaging programming imposes a -4 penalty on all Technology
Use checks made with the Device or Software Module, and A character can create a software module to help them perform
requires a Technology Use check equal to the TN to damage hacking tasks. These modules take the same amount of storage
the programming to notice. and RAM as normal software modules, and provide the same
A character can degrade the programming of multiple devices bonus depending on their variety
or software modules at a single site; doing so adds a +2 to the The TN to write a Lite Hacking Module is 15, and the time
TN for each additional target. required is 1 hour.
Fixing degraded programming requires 1 hour and a Technology The TN to write a Standard Hacking Module is 20, and the time
Use check against a TN equal to the TN for degrading it +5. required is 2 hours.
The TN to write a Full-featured Hacking Module is 25, and the
time required is 4 hours.
Defend Security
Using a Hacking Module increases the time taken for tasks by
If the character is the system administrator for a site (which the base time from the access range multiplied by the RAM of all
may be as simple as being the owner of a notebook computer), used modules.
48

Site Security TN
Minimum 15
Average 20
Exceptional 30
Maximum 35
File Security TN
None (Routine Functions, such as
passcodes or payroll records) −5
Standard (Passive Actions, such as
cameras and locks) +0
Secure (Active Functions, such as
motion detectors and alarms) +5
Critical (Vital Functions, such as
resetting parameters) +10
Data Transfer
Access Range Base Time Rate
5 Storage per
Close (Adjacent to device) 6 CP round
Medium (Within 15 miles of the 1 Storage per
device) 12 CP round
Long (Further than 15 miles from 1 Storage per
the device) 1 Minute minute
Site Complexity Time Multiplier
Single device 1x
Small security system 3x
Large office network 10x
Massive corporate network 30x
Program Degradation Scope TN Time
Crash Computer 19 1 minute
Destroy programming 23 10 minutes
Damage programming 35 10 minutes

Table 36: Technology Use, Systems TN and Time

Special
A character can take 10 when using the Technology Use skill.

Time
Technology Use checks take different amounts of time based on the task at hand, the complexity of the site, the range at which a
site is accessed, and the use of any hacking modules. Please refer to the specific task and table: “Technology use, Systems TN and
Time”, to calculate these.
49

Treat Injury (WIS)


The character knows how to use first aid kits to restore health, treat poison, and stabilize characters.

Long Term Care [TN20] With a first aid kit this check allows a patient to restore CHP, XHP, and Ability Points at an advanced rate,
3HP/3AP extra per full day of rest. A new check is required each day. You can tend to as many patients as you have ranks. The
patient must spend all their time resting and the user must dedicate 30 minutes of care per day per patient.

Restore Hit Points [TN20] With a first aid kit you can restore 1d4 CHP or XHP to a character. XHP is always restored first. This may
be done only once per day per character. This costs 12 Combat Points.

Stop Bleeding [TN10] With a first aid kit or applicable supplies you can stop a character from bleeding. This removes 2 bleed dice.
For every 4 points the character achieves beyond the TN, they heal an additional bleed dice. This costs 8 Combat Points.

Revive a Dazed, Stunned, or Unconscious Character [TN17] With a first aid kit you can remove the Dazed, Stunned, or Unconscious
condition from a character. You can’t revive a character that is at −1 or lower CHP without stabilizing them first. This costs 8 Combat
Points.

Stabilize Dying Character [TN15] With a first aid kit you can tend to a dying character. The character stops losing HP. This costs 8
Combat Points. Unlike the other actions, this action cannot be performed without a first aid kit.

Surgery [TN25] With a surgery kit you can conduct field surgery, allowing you to realign broken bones, remove bullets or shrapnel,
and stitch up grievous wounds. Surgery restores 1d6 CHP or XHP per 2 skill modifiers the character has in Treat Injury, heals all
extremity damage, and removes all bleed damage. XHP is always restored first. Undergoing surgery causes fatigue for 24 hours,
minus 2 hours for every point above the TN the surgeon achieves. Surgery requires 1d4 hours plus one hour for each point the
character’s CHP has fallen below 0.

Treat Poison [TN15] With a first aid kit, you make a check when a poisoned character makes a Fortitude Saving Throw against a
poison’s secondary effect. If you succeed, you add your Treat Injury rank as a bonus to their Fortitude Saving Throw. This costs 8
Combat Points.

Try Again?
Yes for restoring HP, reviving Dazed, Stunned, or Unconscious characters, stabilizing dying characters, stop bleeding and surgery.
No for all other uses of the skill.

Time
Treat Injury checks take different amounts of time based on the task at hand.
50
51

Chapter V

Feats
53

Feat Name Tutoring


Prerequisites A minimum ability score, another feat or feats, a Time 1 day
minimum BAB, and/or the minimum ranks in a skill that a character Benefit Can gain up to +3 to Defense when wearing heavy
must have to acquire this feat. This entry is absent if a feat has armor
no prerequisites. A character can take a feat at the same level at
which they gain all the prerequisites. A character can’t use a feat
if the character has lost a prerequisite.
Benefit What the feat enables a character to do. Light Armor Proficiency
Normal What a character who does not have this feat is limited
to or restricted from doing. If there is no particular drawback to Benefit When the character wears light armor, they can add
not possessing the feat, this entry is absent. the armor’s equipment bonus to their DEF, and the armor’s skill
Special Additional facts about the feat. penalty only applies to the following skills: Acrobatics, Athletics,
and Stealth.
Tutoring Normal A character who wears armor with which they are not
proficient only receives the Damage Reduction bonus, and suffers
This variant rule introduces the ability for a character the armor’s skill penalty on the listed skill checks.
with proficiency to teach a character without the very
basics of using the specified weapon or armor, thereby Tutoring
mitigating some of the penalties that come with not having
the necessary proficiency. Listed is how long it takes to Time 1 day
tutor a character and the bonuses they provide to the Benefit Can gain up to +1 to Defense when wearing light
character who is being tutored. armor

Medium Armor Proficiency


Archery And Crossbow Feats
Benefit When the character wears medium armor, they can add
the armor’s equipment bonus to their DEF, and the armor’s skill
Archery Specialist
penalty only applies to the following skills: Acrobatics, Athletics,
Prerequisites Archaic Weapon Proficiency (Bows) and Stealth.
Benefit When firing a bow, crossbow, or speargun the Combat Normal A character who wears armor with which they are not
Point cost is 2 less. proficient only receives the Damage Reduction bonus, and suffers
the armor’s skill penalty on the listed skill checks.
Tutoring
Archery Master
Prerequisites Archaic Weapons Proficiency (Bows), Archery Time 1 day
Specialist Benefit Can gain up to +2 to Defense when wearing
Benefit Reloading a crossbow or bow costs 0 Combat Points. medium armor

Double Bowman
Armor Mastery
Prerequisites Archaic Weapon Proficiency (Bows)
Benefit When already making an attack with a bow, the Prerequisites Light Armor Proficiency, Medium Armor Profi-
character may fire a second arrow at the same target with a ciency, or Heavy Armor Proficiency, and Armor Optimization
−4 penalty to attack. If the attack is successful, it deals +2 damage Benefit The character reduces the Combat Points penalty by
die to that target . half rounded up, and receives a +1 to the maximum AGL limit for
armor they are proficient in. They also receive a +5 to the AP
score of the armor they are wearing. This bonus only applies
while the character is wearing the armor and the character is
Armor Feats proficient in that armor, and once he removes the armor, the
armor loses this bonus.
Heavy Armor Proficiency
Benefit When the character wears heavy armor, they can add Armor Optimization
the armor’s equipment bonus to their DEF, and the armor’s skill
penalty only applies to the following skills: Acrobatics, Athletics, Prerequisites Light Armor Proficiency, Medium Armor Profi-
and Stealth. ciency, or Heavy Armor Proficiency
Normal A character who wears armor with which they are not Benefit When the character wears their selected level of armor
proficient only receives the Damage Reduction bonus and suffers they are proficient in, they gain a +1 to the DEF equipment bonus,
the armor’s skill penalty on the listed skill checks. and reduce the armor penalty by 1.
54

Assault Rifle, Carbine Rifle, and SMG Feats Close Combat Rifleman
Prerequisites Personal Firearms Proficiency, Rifle Specialist
Rifle Specialist Benefit When targeting an adjacent opponent with an assault,
Prerequisites Personal Firearms Proficiency battle, or target rifle the character takes no ranged attack penalties,
Benefit When firing an assault, battle, carbine, or target rifle, and when using a carbine as a melee weapon the Combat Point
or sub-machine gun the Combat Point cost is 1 less, and character cost is reduced by 1.
receives a +1 to all attacks. Normal When using an assault, battle, or target rifle against
an adjacent opponent, the character takes a −6 penalty on all
ranged attacks.
Compact SMG Gunner
Prerequisites Personal Firearms Proficiency, Rifle Specialist Axe Feats
Benefit When firing a sub-machine gun with a folded folding
stock or a pistol grip, the character does not take any penalties Axe Martial Arts
to their attack from the stock.
Normal A character without this feat has the range increment Prerequisites Archaic Weapon Proficiency (Axes)
penalty doubled for all attacks with a folded folding stock or a Benefit When wielding a battle-axe, broadaxe, or hand axe,
pistol grip. the character gains +1 damage die.

Rifle Clubber Axe Specialist


Prerequisites Personal Firearms Proficiency, Rifle Specialist Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial
Benefit When executing a buttstroke attack with an assault, Arts
battle, carbine, or target rifle the character’s damage is 1d8+POW Benefit When wielding a battle-axe, broadaxe, or hand axe, the
modifier lethal damage. character gains an additional +1 damage die, and the character
Normal Buttstroke attacks have a damage of 1d6+POW modifier gains a +2 bonus to all attacks.
damage.
Axe Mastery
Rifle Expert Choose battle-axe, broadaxe, or hand axe.
Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial
Prerequisites Personal Firearms Proficiency, Rifle Specialist
Arts, Axe Specialist
Benefit When firing an assault, battle, carbine, or target rifle,
Benefit When wielding the chosen weapon, the character gains
or sub-machine gun the Combat Point cost is 1 less, when clearing
an additional +1 damage die, and the character may treat any
a jammed assault, battle, carbine, or target rifle, or sub-machine
damage as bludgeoning as well, for the purpose of getting around
gun the Combat Point cost is 10 less, and when attempting to repair
armor.
an assault, battle, carbine, or target rifle, or sub-machine gun the
Special A character may take this feat up to three times. Each
character receives a +6 bonus. Also, when a character with this
time a character takes the feat, they select a different weapon.
feat reduces a creature to 0 CHP or less with an assault, battle,
carbine, or target rifle, the character immediately gains 5 Combat
Points that can be used for attacks or reloading. The Combat
Points that are given must be used on attacks or reloading only,
Automatic Weapons Feats
and only attacks with the same rifle that reduced the creature to
0 CHP must be used. A character can only receive these Combat
Autofire Proficiency
Points once per turn. The character may not move any distance Prerequisites Personal Firearms Proficiency
and if the bonus Combat Points are not used immediately after Benefit The character’s Total Recoil Penalty is reduced by 4
the attack, the character loses them. Also, a character receives when performing autofire attacks, by 1 when performing bump
+2 damage dice when performing an autofire, burst fire, sprayfire, fire attacks, and by 3 when performing sweepfire and sprayfire
or sweepfire attack with a sub-machine gun. attacks. This reduction is calculated after the Attack Recoil Penalty
and the Caliber Recoil Penalty.
Rifle and SMG Reloader
Autofire Mastery
Prerequisites Personal Firearms Proficiency
Benefit Reloading any rifle or sub-machine gun with a Prerequisites Personal Firearm Proficiency, Autofire Proficiency,
magazine or full stripper clip costs 2 Combat Points. Reloading Burst Fire Proficiency
any rifle or sub-machine gun from loose rounds or refilling a Benefit When performing autofire attacks, the Recoil Penalty
magazine or stripper clip costs 1 Combat Points per round loaded. is calculated as CRP−5. When performing sweeping fire attacks,
Refilling a magazine with a stripper clip costs 1 Combat Points per the Recoil Penalty is calculated as CRP−8. When performing any
clip. Once per round, the character may reload a single round burst fire attacks, the Recoil Penalty is calculated as CRP−1 for two
into a bolt action or sniper rifle for no Combat Points, ejecting the round burst, and CRP−2 for all others. When performing sprayfire
chambered round on the ground. attacks, the Recoil Penalty is calculated as CRP−8.
55

Normal Sprayfire and sweeping fire have a recoil penalty of Special A character may take this feat up to four times. Each
CRP−10, autofire has a recoil penalty of CRP−7, and burst fire has time a character takes the feat, they select a different weapon.
a recoil penalty of either CRP−2 or CRP−4. Normal 16-18 are automatic hits without this feat.

Burst Fire Proficiency


Prerequisites Personal Firearms Proficiency, Autofire Profi-
Distance Rifle Feats
ciency
Benefit The character’s Total Recoil Penalty is reduced by 2 Anti-materiel Rifle Expert
when performing burst fire attacks. This reduction is calculated Prerequisites Personal Firearms Proficiency, Distance Rifle
after the Attack Recoil Penalty and the Caliber Recoil Penalty. Specialist, Recoil Management
Benefit When firing an anti-materiel rifle with a magnified optic,
Quickshot the Combat Point cost is 3 less, when clearing a jammed anti-
materiel rifle, the Combat Point cost is 10 less, and when attempting
Prerequisites Personal Firearms Proficiency, Autofire Profi-
to repair an anti-materiel rifle, the character gains a +6 bonus.
ciency
Also, when firing an anti-materiel rifle with a magnified optic, the
Benefit The character can treat an automatic-only weapon as
recoil penalty is reduced by ½.
if it has a semi-automatic rate of fire.
Normal Automatic weapons can only be used to make burstfire,
suppressive fire, and autofire attacks. Controlled Shot

Strafe Prerequisites Personal Firearms Proficiency, Distance Rifle


Specialist
Prerequisites Personal Firearms Proficiency, Autofire Profi- Benefit Once per round, when making a single shot attack with
ciency a bolt action or sniper rifle, the character gains a +8 bonus to
Benefit When making an autofire attack, the character can attack. This attack must be the only attack the character makes
choose an area of any four 5’ squares as long as they are this round.
connected. The character gains a +2 attack bonus when Special This feat can also be used with the bonuses from the
performing sweepfire attacks. Dead Aim, and Marksman Shot.
Normal An autofire attack can only be used on a 10’ by 10’
area.
Special A character can only strafe a weapon with autofire, not Distance Rifle Specialist
bumpfire.
Prerequisites Personal Firearms Proficiency
Benefit When firing an anti-materiel, bolt action, designated
Combat Sword Feats marksman rifle, or sniper rifle, the Combat Point cost is 1 less and
the character receives a +1 to all attacks.
Sword Martial Arts
Prerequisites Archaic Weapon Proficiency (Combat Swords) Designated Marksman Rifle Expert
Benefit When wielding a shortsword, bastard sword,
broadsword, or longsword the size class can be considered to be Prerequisites Personal Firearms Proficiency, Distance Rifle
one less. Specialist, Leading Target
Special When calculating the POW damage bonus, use the Benefit When firing a designated marksman rifle with a
original size of the weapon. Medium sized weapons can be used magnified optic, the Combat Point cost is 2 less. When clearing
one handed. a jammed designated marksman rifle the Combat Point cost is 9
less, and when attempting to repair a designated marksman rifle
Sword Specialist the character receives a +6 bonus. Also, when a character with
this feat reduces a creature to 0 CHP or less with a designated
Prerequisites Archaic Weapon Proficiency (Combat Swords), marksman rifle with a magnified optic, the character does not
Sword Martial Arts have to spend any Combat Points to sight in a new target.
Benefit When wielding a shortsword, bastard sword,
broadsword, or longsword the character gains +1 damage die.
Leading Target
Sword Mastery Prerequisites Personal Firearms Proficiency, Distance Rifle
Choose shortsword, bastard sword, broadsword, or Specialist
longsword. Benefit When attacking with a bolt action rifle, anti-materiel
Prerequisites Archaic Weapon Proficiency (Combat Swords), rifle, or designated marksman rifle, a character may ignore the
Sword Martial Arts, Sword Specialist target’s DEF bonuses due to movement.
Benefit When wielding the chosen weapon the Critical Threat Special All other defense bonuses due to armor, Agility, and
range is 12-18 and any natural roll of a 15-18 is an automatic hit. size still apply unless otherwise noted.
56

Recoil Management Fencing Specialist


Prerequisites Personal Firearms Proficiency, Distance Rifle Prerequisites Archaic Weapon Proficiency (Fencing Swords),
Specialist Fencing Martial Arts
Benefit When firing an anti-materiel rifle or designated Benefit When wielding a sabre, cutlass, rapier, or parrying
marksman rifle with a deployed bipod, a character may brace dagger, the character receives a +4 bonus to all Disarm attempts
the rifle for an additional +2 bonus to all attacks. and a +4 bonus to all Sunder attempts. The character can also
Special Bracing costs no Combat Points. increase the Combat Point cost of an attack with made with a
sabre, cutlass, rapier or parrying dagger by 2 Combat Points and
make a touch attack with the weapon.
Sniper Rifle Expert Normal Fencing swords can only make normal attacks.

Prerequisites Personal Firearms Proficiency, Distance Rifle


Fencing Mastery
Specialist
Benefit When firing a bolt action or sniper rifle with a magnified Choose Sabre, Cutlass, or Rapier.
optic, the Combat Point cost is reduced by 4. When attempting Prerequisites Archaic Weapon Proficiency (Fencing Swords),
to repair a bolt action or sniper rifle, the character receives a +6 Fencing Martial Arts, Fencing Specialist
bonus. Also, a character with this feat can increase or decrease Benefit When wielding the chosen weapon, the Critical Threat
their range increment by 100’ when using a bolt action or sniper range for the selected weapon is 12-18, and any natural roll of a
rifle with a magnified optic. This change is after any equipment, 15-18 is an automatic hit. The character can also make a touch
racial abilities, or feats that increase or decrease range. attack with the chosen weapon for no additional Combat Points.
Special A character may take this feat multiple times. Each time
a character takes the feat, they select a different weapon.
Explosive Weapons Feats Normal 16-18 are automatic hits without this feat.

Explosive Weapons Specialist General Combat Feats


Prerequisites Personal Firearms Proficiency, Explosive Weapons
Proficiency Adrenaline Rush
Benefit When firing a grenade launcher, rocket launcher, or Prerequisites Toughness, CON 13
mortar the Combat Point cost is 1 less. Benefit Once per hour, the character may gain extra CHP equal
to their CON score / 2 for 5 rounds.
Special When the effect ends, and the character would be dying
Explosive Weapons Expert if the hit points were removed, the character instead drops to 0
CHP, in stabilized condition.
Prerequisites Personal Firearms Proficiency, Explosive Weapons
Proficiency, Explosive Weapon Specialist
Benefit When firing a grenade launcher, rocket launcher, or Blind Sense
mortar, the Combat Point cost is 1 less. Reloading a grenade Benefit In melee combat, every time the character misses
launcher or rocket launcher with a filled box magazine costs 2 because of concealment, the character can re-roll the miss chance
Combat Points. Reloading a grenade launcher or rocket launcher roll once to see if they actually hit. The character takes only ½
that uses linked ammunition with a new link costs 3 Combat the usual penalties for being unable to see. Darkness does not
Points. Reloading a grenade launcher or rocket launcher from decrease the character’s Combat Point cost to move.
loose rounds, or refilling a box magazine costs 1 Combat Points
per round loaded.
Combat Expertise
Prerequisites BAB +2
Fencing Sword Feats Benefit On your turn, before making any attack rolls, the
character can choose to subtract a number from your attack roll
Fencing Martial Arts and add the same number to your defense score. This penalty
may not exceed the character’s BAB. The penalty on attack rolls
Prerequisites Archaic Weapon Proficiency (Fencing Swords) and the bonus on defense score applies until your next turn. The
Benefit When wielding a sabre, cutlass, rapier, or parrying bonus to the character’s defense is a dodge bonus.
dagger, the character receives a +2 bonus against all Disarm
attempts to disarm the wielder and a +1 bonus against all Sunder
Danger Sense
attempts against their weapon. The character also gains a +2
attack bonus to all called shot attacks against arms and legs made Prerequisites Improved Initiative
when attacking with a sabre, cutlass, rapier, or parrying dagger Benefit Before combat starts, the character may reroll an
and the Critical Threat range for any of these weapons is 13-18. Initiative check the character have just made. The character
Normal The Critical Threat range for a sabre, cutlass, rapier, or uses the better of your two rolls. The character must decide to
parrying dagger is 14-18. reroll before the first round starts.
57

Dodge Special This feat may be taken multiple times. Each time it is
taken, it applies to a different weapon model. Weapons that are
Prerequisites AGL +1
of similar build, such as full-sized 1911s and revolvers of similar
Benefit During the character’s action, the character designates
caliber and capacity, may interchange this feat at the discretion
an opponent and receives a +3 dodge bonus to DEF against any
of the GM.
subsequent attacks from that opponent. The character can select
a new opponent on their action.
Special A condition that makes the character lose their AGL Toughness
bonus to defense also makes the character lose dodge bonuses.
Benefit The character gains +4 XHP and +2 CHP.
Special A character may take this feat multiple times. Each
Evasion time the character takes this feat they receive the same bonuses.
Prerequisites AGL +1
Benefit When making a Reflex Saving Throw, the character Weapon Focus
takes ¼ damage with a successful Saving Throw. This feat may
only be used when wearing no armor, light armor, or medium Choose a specific weapon. A character can choose unarmed
armor. strike or grapple for your weapon for purposes of this feat.
Normal Successful Reflex Saving Throws reduce damage by ½. Prerequisites Proficient with weapon
Benefit The character gains a +3 bonus on all attack rolls they
make using the selected weapon.
Improved Initiative Special A character may take this feat multiple times. Each time
Benefit The character gains a +3 circumstance bonus on the character takes the feat, the character must select a different
Initiative checks. weapon. Weapons that are of similar build, such as full sized 1911s
and revolvers of similar caliber and capacity, may interchange
this feat at the discretion of the GM.
Mobility
Prerequisites AGL +1, Dodge
Benefit The character no longer provokes AoO when moving Handgun Feats
out of a threatened square.
Normal Characters provoke AoO when moving out of a Handgun Specialist
threatened square.
Prerequisites Personal Firearms Proficiency
Benefit When firing a holdout, backup, full-size, or target
Quick Draw Attack handgun or a machine pistol, the Combat Point cost is 1 less,
Prerequisites Tactical Draw (selected weapon), Proficient with and the character gains a +1 to all attacks.
weapon
Benefit A character may draw a model of weapon from a Machine Pistoleer
holster or sheath and immediately make a single attack for 4
Combat Points. The weapon used must be the same model that Prerequisites Personal Firearms Proficiency, Handgun Specialist
the character has a Tactical Draw feat for. This may only be done Benefit Once per turn, the character can perform a burst fire,
once per combat encounter. sprayfire or sweepfire attack with a handgun with full auto or
Special Any feats or equipment that reduce the Combat Point burst fire firing modes or a machine pistol for half their normal
cost for a single attack or for drawing a weapon also reduce the Combat Point cost, rounded up.
Combat Point cost for this attack. The weapon must be in a holster
or a sheath. Pistol Expert
Prerequisites Personal Firearms Proficiency, Handgun Special-
Second Wind
ist, Handgun Reloader, Skilled Pistol Magazine User
Prerequisites Toughness Benefit When firing a holdout, backup, full-size, or target
Benefit Once per hour, the character can restore a number of handgun that uses magazines or has an internal magazine, or
XHP equal to his CON score. machine pistol, the Combat Point cost is 2 less. When clearing a
jammed holdout, backup, full-size, or target handgun that uses
Tactical Draw magazines, or machine pistol, the Combat Point cost is 9 less.
When attempting to repair a holdout, backup, full-size, or target
Prerequisites Proficient with weapon handgun that uses magazines, or a machine pistol, the character
Benefit Choose a specific model of weapon. The character can receives a +6 bonus. Also, a character can perform a 3 round
draw that model of weapon from a holster or sheath for 1 Combat burst fire attack with any holdout, backup, full-size, or target
Points and from Waistband carry for 3 Combat Points, and holster handgun that uses magazines once per turn. This can be done
it for 1 Combat Points. even without the burst fire or full auto upgrade, and uses the same
Normal A character can draw a weapon from a holster or rules, and effects as a 3 round burst. Also, a character receives
sheath for 3 Combat Points and from Waistband carry for 6 +2 damage dice when performing an autofire, burst fire, sprayfire,
Combat Points, and holster a weapon for 4 Combat Points. or sweepfire attack with a machine pistol.
58

Revolver Expert Heavy Melee Weapon Mastery


Prerequisites Personal Firearms Proficiency, Handgun Special- Choose Light Mace, Heavy Mace, Light Pick, or Heavy Pick.
ist, Handgun Reloader, Skilled Speedloader User Prerequisites Archaic Weapon Proficiency (Mace) or Archaic
Benefit When firing a holdout, backup, full-size, or target Weapon Proficiency (Pick), Heavy Melee Weapon Martial Arts,
handgun that has a cylinder the Combat Point cost is reduced Heavy Melee Weapon Specialist
by 3. When attempting a potshot attack with a holdout, backup,
Benefit When wielding the selected weapon, the Critical Threat
full-size, or target handgun that has a cylinder the penalty is
range for the selected weapon is 12-18, and any natural roll of a
lowered to a −4, and when attempting to repair a holdout, backup,
15-18 is an automatic hit. Also, the selected weapon ignores up to
full-size, or target handgun that has a cylinder the character
3 points of Damage Reduction.
receives a +6 bonus. Also, when a character with this feat reduces
a creature to 0 CHP or less with a holdout, backup, full-size, or Special A character may take this feat up to four times. Each
target handgun that has a cylinder, the character immediately time a character takes the feat, they select a different weapon.
reloads the handgun that they were using against that creature, Normal 16-18 are automatic hits without this feat.
to full capacity, for free. This reload can be with any rounds the
character has on their person, regardless of their location, as long
as they are compatible with the handgun. This can be done only Machine Gun Feats
once per turn.
Close Combat Machine Gunner
Skilled Pistol Magazine User
Prerequisites Personal Firearms Proficiency, Machine Gun
Prerequisites Personal Firearms Proficiency, Handgun Reloader, Specialist, General Purpose Machine Gunner
Handgun Specialist
Benefit When targeting an adjacent opponent with an LMG or
Benefit Once per turn a character can reload a holdout, backup, GPMG the character takes no ranged attack penalties.
full-size, or target pistol with a magazine for no Combat Points.
Normal When using a machine gun against an adjacent
opponent, the character takes a −6 penalty on all ranged attacks.
Skilled Speedloader User
Prerequisites Personal Firearms Proficiency, Handgun Reloader,
Handgun Specialist General Purpose Machine Gunner
Benefit Once per turn a character can reload a holdout, backup, Prerequisites Personal Firearm Proficiency, Machine Gun
full-size, or target handgun that has a cylinder with a speedloader Specialist
for no Combat Points.
Benefit The character can fire any GPMG without penalty.
Normal Characters without this feat take a −4 penalty to attacks
Handgun Reloader made with GPMGs.
Prerequisites Personal Firearms Proficiency
Benefit Reloading any handgun or machine pistol with a
magazine or speedloader costs 2 Combat Points. Reloading any Machine Gun Specialist
handgun from loose rounds or refilling a magazine or speedloader
Prerequisites Personal Firearms Proficiency
costs 1 Combat Points per round loaded.
Benefit When firing or reloading a LMG or GPMG the Combat
Point cost is 1 less, and when firing a LMG or GPMG, the Reflex
Heavy Melee Weapon Feats Saving Throw TN for Autofire is increased to [TN20].

Heavy Melee Weapon Martial Arts


Machine Gun Expert
Prerequisites Archaic Weapon Proficiency (Mace) or Archaic
Weapon Proficiency (Pick) Prerequisites Personal Firearms Proficiency, Machine Gun
Benefit When wielding a light mace, heavy mace, light pick, or Specialist, General Purpose Machine Gunner, Close Combat
heavy pick, the character receives +1 damage die of bludgeoning Machine Gunner, Machine Gun Reloader
damage. Benefit When clearing a jammed LMG or GPMG the Combat
Point cost is 7 less, when attempting to repair a LMG or GPMG the
Heavy Melee Weapon Specialist character receives a +2 bonus, and the Recoil Penalty is reduced by
2. Also, when firing a LMG or GPMG, the character can immediately
Prerequisites Archaic Weapon Proficiency (Mace) or Archaic perform a suppressive fire attack without having made an autofire
Weapons Proficiency (Pick), Heavy Melee Weapon Martial Arts attack prior to the suppressive fire attack. The character spends
Martial Arts the same Combat Point cost that it would take to start an autofire
Benefit When wielding a light mace, heavy mace, light pick, or attack, but the attack is instead a suppressive fire attack, for the
heavy pick, the character receives +1 damage die when Sundering first attack. All subsequent attacks are normal suppressive fire
an object, and when attacking a target with armor that defends attacks, and follow the same rules as suppressive fire. Lastly, the
against the damage given, the AP loss for armor is doubled. character can shift the area suppressed at 5’ per 1 Combat Point.
59

Machine Gun Reloader Special A character may take this feat multiple times. Each
time the character takes the feat, they select a different type of
Prerequisites Personal Firearms Proficiency, Machine Gun damage.
Specialist, General Purpose Machine Gunner
Benefit Reloading an LMG with a magazine costs 2 Combat
Points. Reloading an LMG or GPMG that uses linked ammunition
Forgiving Damage
with a new link costs 3 Combat Points. Refilling a magazine costs
1 Combat Points per round loaded. Refilling a magazine with a Choose Piercing, Slashing, Bludgeoning, or Unarmed
stripper clip costs 2 Combat Points per clip. damage.
Benefit When attacked with the selected damage, the character
gains a +2 Dodge AGL bonus against all attacks with this damage.
Melee Combat Feats Special A character may take this feat multiple times. Each
time the character takes the feat, they select a different type of
Cleave damage.
Prerequisites Power Attack
Benefit Once per round, if the character reduces a creature
to 0 CHP or less, the character may immediately make a melee Forceful Strike
attack against another creature within reach for no Combat Points.
The character may move up to 10’ before making this extra attack, Benefit When the character calculates melee damage or uses
but the character must have enough Combat Points to move this a small or smaller melee weapon two-handed, they add 1½× their
distance, and the character must move directly towards another POW modifier to the damage. When wielding medium or larger
enemy creature to take this attack. The extra attack is with the melee weapon two-handed, they add 2× their POW modifier.
same weapon as the attack that dropped the previous creature. Normal Using a weapon two-handed only grants a 1½× POW
modifier, and using a small or smaller melee weapon two-handed
grants a 1× POW modifier.
Combat Intuition
Prerequisites Archaic Weapon Proficiency (any), Combat
Martial Arts, or Exotic Melee Weapons Proficiency Improved Disarm
Benefit When engaged in melee combat with an enemy the
character made a successful melee attack on during the current Prerequisites Combat Expertise
round, the character gains a +3 melee attack bonus to the current Benefit The character does not provoke an AoO when the
round, when attacking that enemy. character attempts to Disarm an opponent, nor does the opponent
Special This bonus only applies to the last enemy the character get a chance to Disarm the character.
attacked successfully.

Improved Reflexive Martial Arts


Elusive Target
Prerequisites Reflexive Martial Arts
Prerequisites AGL +2, Evasive Martial Arts
Benefit When fighting an opponent or multiple opponents in Benefit In melee combat, if an opponent attacks and misses
melee, other opponents attempting to target the character with the character, the character may immediately make a free Disarm
ranged attacks take a −2 penalty. This penalty is in addition to or Trip attack against them, at a −4 attack penalty. This attack
the normal −4 penalty for firing into melee, making the penalty does not provoke an AoO.
to target to character −6.
Special An opponent with the Precise Shot feat has the penalty
lessened to −4 when targeting the character. Power Attack
Benefit On the character’s turn, before making any attacks,
Evasive Martial Arts the character may choose to take a penalty on all melee attack
rolls and add the same number multiplied by 2 as a bonus to all
Benefit The character gains a +2 Dodge bonus to AGL against melee damage rolls. This number may not exceed the character’s
melee attacks. BAB. The penalty on attacks and bonus on damage applies until
Special A condition that makes the character lose their AGL the character’s next turn.
bonus to defense also makes the character lose Dodge bonuses.

Favored Type Reflexive Martial Arts


Choose Bludgeoning, Piercing, Unarmed, or Slashing Benefit In melee combat if an opponent attacks and hits the
damage. character, the character may immediately make a free standard
Benefit The character gains a +3 damage bonus on all melee unarmed attack against them at a −4 penalty. This attack is taken
attack rolls they make using a weapon with the chosen type of after the character struck takes their damage. This attack does
damage. not provoke an AoO.
60

Sunder Fanning Proficiency


Prerequisites FOC +1, Power Attack Benefit The character’s Total Recoil Penalty is reduced by 2
Benefit When the character strikes an object held or carried by when performing fanning attacks. This reduction is calculated
an opponent, such as a weapon, the character does not provoke after the Attack Recoil Penalty and the Caliber Recoil Penalty.
an AoO. The character gains a +4 bonus on any attack roll made
to attack an object held or carried by another character. The
character deals double normal damage to objects, whether they
Fanning Expert
are held or carried or not. Prerequisites Fanning Proficiency
Normal A character without this feat incurs an AoO when they Benefit When performing fanning attacks, the Recoil Penalty is
strike at an object held or carried by another character. calculated as CRP for two-round fan, and CRP−1 for three-round
fan. The character may also make a single fanning attack for 0
Combat Point Cost per turn. This attack must be taken before the
Weapon Finesse character’s turn ends.
Choose a small or smaller melee weapon. A character may
choose unarmed strike as a weapon for the purposes of this feat. Far Shot
Prerequisites Proficient with weapon
Benefit With the selected melee weapon, the character may Benefit When the character uses a firearm, paintball marker,
use their MRK modifier instead of their FOC modifier on attack bow, or crossbow, its range increment increases by 1½, rounded
rolls. up to the nearest 5’.
Special A character may take this feat multiple times. Each Special For the purpose of weapons with telescopic sights, a
time the character takes the feat, the character must select a character can choose to use the original range increment for the
different weapon. There are special weapons that can take benefit purpose of avoiding the 1st range increment penalty.
from this feat. They are indicated in their description.
Marksman Shot
Ranged Combat Feats Prerequisites Far Shot, Dead Aim
Benefit The circumstance bonus from Dead Aim may be stacked
Dead Aim each round the character spends aiming, up to a maximum of
five rounds. Each round spent aiming beyond the first round also
Prerequisites Far Shot grants a +3 attack bonus instead of a +2.
Benefit Before making a ranged attack, the character may
spend 7 Combat Points to line up their shot. This grants the
character a +2 circumstance bonus on their next attack roll. The
Favored Caliber
attack must be a single shot attack. Any other attack besides Choose a specific caliber. Crossbow bolts, arrows, spear gun
a single shot does not gain the bonuses for this attack, and spears, .68 caliber paintball rounds, 18mm less lethal rounds, and
the character loses the benefit of aiming. If the character takes taser cartridges may be selected for purposes of this feat.
damage or is effected by a status effect before they attack, the Prerequisites Proficient with weapon that fires selected caliber
character loses the benefit of aiming. All movement costs are Benefit The character gains a +1 attack bonus on all ranged
doubled if the character uses the benefits of this feat, until they attack rolls they make using a weapon firing the selected caliber.
either forgo the bonus to attack, or perform any attack. The effect When using the caliber, the CRP is multiplied by 0.5, rounded up.
does not stack between rounds.
Special A character may take this feat multiple times. Each
time the character takes the feat, they select a different caliber.
Double Tap Proficiency
Benefit The character’s Total Recoil Penalty is reduced by 2
Manual Action Quickshot
when performing double tap attacks. This reduction is calculated Prerequisites Personal Firearms Proficiency
after the Attack Recoil Penalty and the Caliber Recoil Penalty.. Benefit When using a lever action or pump action firearm, a
character can perform double tap attacks with the firearm.
Normal Lever action and pump action firearms can only
Failure Drill Master perform single shot and potshot attacks.
Prerequisites Double Tap Proficiency
Benefit Up to twice per round, when a character executes a Point Blank Shot
successful double tap attack, they can make a single shot attack
for 0 Combat Points. Normal penalties and bonuses apply for Benefit The character gains a +2 bonus on attack rolls with
this attack. This attack takes an additional round of ammunition ranged weapons against opponents within 30 feet, and when
beyond the two rounds used for double tap, and can not be performing a potshot attack with any weapon without a stock, or
performed if the firearm does not have it to use. This attack must with an integral or folding stock in the folded position within 30
be taken before the character’s turn ends. feet, the Combat Point cost is 1 less.
61

Precise Shot Break Barrel Shotgunner


Prerequisites Point Blank Shot Prerequisites Personal Firearms Proficiency, Shotgun Specialist
Benefit The character can shoot or throw ranged weapons at Benefit When firing a single shot shotgun or double-barrel OxU
an opponent engaged in melee without penalty. or SxS shotgun, the character receives a +3 to attack.
Normal A character takes a −4 penalty when using a ranged
weapon to attack an opponent who is engaged in melee combat. Break Barrel Shotgun Expert
Prerequisites Personal Firearms Proficiency, Shotgun Specialist,
Sharpshooter Break Barrel Shotgunner,
Benefit When firing a single shot shotgun or double-barrel
Prerequisites Point Blank Shot, Precise Shot OxU or SxS shotgun with a single shot attack the Combat Point
Benefit Your target only receives half of the bonus to DEF due cost is 4 less, and when firing a single or double-barrel shotgun
to cover. This feat has no effect against foes with no cover or with a doublefire attack, the Combat Point cost is 3 less, and
total cover. when attempting to repair a single or double-barrel shotgun, the
Normal Cover gives the full bonus to defense depending on character receives a +6 bonus. Also, when a character with this
how much cover the target currently has. feat reduces a creature to 0 CHP or less with a single or double-
barrel shotgun, the character immediately gains 5 Combat Points
that can be used for attacks or reloading. The Combat Points that
Slamfire Proficiency are given must be used on attacks or reloading only, and only
attacks with the same shotgun that reduced the creature to 0 CHP
Benefit The character’s Total Recoil Penalty is reduced by 3
must be used. A character can only receive these Combat Points
when performing slamfire attacks. This reduction is calculated
once per turn The character may not move any distance and
after the Attack Recoil Penalty and the Caliber Recoil Penalty.
if the bonus Combat Points are not used immediately after the
attack, the character loses them.
Slamfire Expert
Close Combat Shotgunner
Prerequisites Slamfire Proficiency
Benefit When performing slamfire attacks, the Recoil Penalty is Prerequisites Personal Firearms Proficiency, Shotgun Specialist
calculated as CRP−1 for two-round slamfire, and CRP−2 for three- Benefit When targeting an adjacent opponent with any shotgun
round slamfire. The character may also make a single slamfire the character takes no ranged attack penalties, and when firing a
attack for 0 Combat Point Cost per turn. This attack must be taken shotgun with a folded folding stock or a pistol grip, the character
before the character’s turn ends. does not take any penalties to their attack from the stock.
Normal When using most shotguns against an adjacent
opponent, the character takes a −6 penalty on all ranged attacks.
Sling Steady A character without this feat has the range increment penalty
doubled for all attacks with a folded folding stock or a pistol grip.
Prerequisites Personal Firearms Proficiency
Benefit When using a weapon with a sling attached the
character gains a +2 to all ranged attacks using that weapon. Shotgun Specialist
Prerequisites Personal Firearms Proficiency
Spotter Benefit When firing a shotgun the Combat Point cost is reduced
by 1 and the character gains a +1 to all attacks.
Prerequisites Far Shot
Benefit The character may sight in a target using a telescopic Shotgun Reloader
sight for 3 Combat Points.
Prerequisites Personal Firearms Proficiency
Benefit Reloading any shotgun with a magazine costs 2 Combat
Points. Reloading any shotgun from loose rounds or refilling a
Shotgun Feats magazine costs 1 Combat Points per round loaded. Once per turn,
a character may load a shell directly into the barrel of a semi-
Shotgun Expert automatic, pump, bolt, or lever action shotgun for no Combat
Prerequisites Personal Firearms Proficiency, Shotgun Specialist Points, ejecting the chambered round on the ground.
Benefit When firing a bolt, pump, lever, semi- or fully automatic
shotgun, the Combat Point cost is 1 less, when clearing a jammed
bolt, pump, lever, semi- or fully automatic shotgun the Combat
Simple Weapon Feats
Point cost is 11 less, there is no Combat Point cost to cycle a bolt,
Blunt Specialist
pump, or lever action shotgun, and when attempting to repair a
bolt, pump, lever, semi- or fully automatic shotgun the character Prerequisites Simple Weapon Specialist (Light Club, Medium
receives a +6 bonus. Also, when performing a potshot attack with Club, Heavy Club, Tool Hammer or Sledgehammer)
a semi- or fully automatic, bolt, pump or lever action shotgun, the Benefit When wielding a light club, medium club, heavy club,
character gains a +4 attack bonus. tool hammer, or sledgehammer, the Critical Threat range is 14-18.
62

Normal The Critical Threat range for a light club, medium club, Skill and Saving Throw Feats
heavy club, tool hammer, or sledgehammer is 16-18.
Skill Focus
Club Expert Benefit Select a skill. If the character does not have the selected
skill as a focused skill, they gain it as one, and have a +2 bonus
Prerequisites Simple Weapon Specialist (Light Club, Medium to all checks involving that skill. If the character already has the
Club or Heavy Club), Blunt Specialist selected skill as a focused skill, they gain a +4 bonus to all checks
Benefit When wielding the club chosen from the Simple Weapon involving that skill instead.
Specialist feat, the Critical Threat range for the selected weapon Special When selecting Craft skills, Perform skills, or Knowledge
is 13-18. skills, a single specific skill is selected. This feat can be taken
multiple times. Each time it is taken, it applies to a different skill.
Club Martial Arts
Prerequisites Simple Weapon Specialist (Light Club, Medium Focused Saving Throw
Club or Heavy Club), Blunt Specialist Benefit Select Fortitude, Will, or Reflex The character gains a
Benefit When wielding the club chosen from the Simple Weapon +4 bonus on the selected Saving Throw.
Specialist feat, the character gains a +2 attack bonus to all attacks. Special This feat can be taken multiple times. Each time it is
taken, it applies to a different Saving Throw.
Hammer Martial Arts
Hobbyist
Prerequisites Simple Weapon Specialist (Tool hammer or
Sledgehammer), Blunt Specialist Benefit A character may select any two unfocused skills. They
Benefit When wielding the hammer chosen from the Simple are now considered focused skills.
Weapon Specialist feat, the Critical Threat range is 13-18. Special The character may take this feat multiple times,
selecting two different unfocused skills each time.
Hammer Expert
Healing Knack
Prerequisites Simple Weapon Specialist (Tool hammer or
Sledgehammer), Blunt Specialist, Hammer Martial Arts Prerequisites Treat Injury 5 Ranks
Benefit When wielding the hammer chosen from the Simple Benefit The character does not require a first aid kit to stop
Weapon Specialist feat, the Critical Threat range is 12-18. bleeding, stabilize a dying character or to revive a dazed, stunned
or unconscious character.

Knife Martial Arts


Instructor
Prerequisites Simple Weapon Specialist (Field Knife, Survival
Knife, Pocket Knife, or Escape Knife) Prerequisites Any Skill 1 Rank
Benefit When wielding the knife chosen from the Simple Benefit The character may instruct any other character when
Weapon Specialist feat, a character receives +1 damage die. they attempt to use a skill, as long as they possess at least one
rank in the skill they are instructing in. The instructed character
gets a bonus equal to ¼ of the instructor’s modifier to the skill.
Shield Focus
Prerequisites Simple Weapon Specialist (Any Shield) Menacing
Benefit When wielding a shield the Critical Threat range is 15-18.
Prerequisites CON 13
Benefit The character may add their CON modifier on Presence
Shield Warrior checks to intimidate.

Prerequisites STR 13, Archaic Weapon Proficiency (Any), Simple


Weapon Specialist (Any Shield), Shield Focus Savant
Benefit When using a shield in melee combat, a character gains Choose a focused skill.
a +3 equipment bonus to DEF.
Prerequisites Known Skill (Any) 1 Rank.
Benefit The character gains a bonus equal to their Character
Simple Weapon Specialist Level for that skill immediately. This feat may be taken multiple
times, each time selecting a different skill. When the character
Choose a simple melee weapon gains a level, they also receive a +1 miscellaneous bonus to the
Benefit When attacking with the chosen weapon the Combat chosen skill.
Point cost to attack is reduced by 1. Special A character may take this feat multiple times. Each
Special A character may take this feat multiple times. Each time a character takes the feat, they select a different focused
time a character takes the feat, they select a different weapon. skill.
63

Spear Feats Benefit When wielding the chosen weapon, the Critical Threat
range is 12-18 and any natural roll of a 15-18 is an automatic hit.
Spear Martial Arts Additionally, a character can attack up to two targets within their
range for the combat point cost of one attack.
Prerequisites Archaic Weapon Proficiency (Spears)
Special A character may take this feat up to three times. Each
Benefit When wielding a halberd, long spear, rifle bayonet, or
time a character takes the feat, they select a different weapon.
short spear the Critical Threat range is 14-18.
Normal The Critical Threat range for a halberd, long spear, rifle Normal 16-18 are automatic hits without this feat.
bayonet, or short spear is 16-18.

Spear Specialist Thrown Weapon Feats


Prerequisites Archaic Weapon Proficiency (Spears), Spear
Brutal Throw
Martial Arts
Benefit When wielding a halberd, long spear, rifle bayonet, or Benefit The character may add your POW modifier (instead
short spear, the character gains an additional 5 feet of reach with of your MRK modifier) to attack rolls with thrown weapons. Also,
the weapon and can strike adjacent foes with the weapon. Also, when the character throws a weapon, its range increment is
when wielding a halberd, long spear, rifle bayonet, or short spear doubled.
every square that the spear can attack has a doubled movement Normal A character attacking with thrown weapons adds his
Combat Point cost for any hostile creatures. This effect does not MRK modifiers to the attack roll.
stack.

Spear Mastery Grenadier


Choose halberd, long spear, rifle bayonet, or short spear. Benefit The character gains a +3 attack bonus on all attacks
Prerequisites Archaic Weapon Proficiency (Spears), Spear made using a thrown explosive or splash weapon.
Martial Arts, Spear Specialist
Benefit When wielding the chosen weapon the Critical Threat
range is 12-18 and any natural roll of a 15-18 is an automatic hit. Power Throw
Also, when wielding the chosen weapon, every square that the
chosen weapon can attack has a tripled movement Combat Point Prerequisites Pow +1, Brutal Throw
cost for any hostile creatures. This effect does not stack. Benefit On the character’s turn, before making any attacks,
Special A character may take this feat up to three times. Each the character may choose to take a penalty on all thrown
time a character takes the feat, they select a different weapon. weapon attack rolls and add the same number as a bonus to all
The Combat Point cost increase replaces any original effect. thrown weapon damage rolls. This number may not exceed the
Normal 16-18 are automatic hits without this feat. character’s BAB. The penalty on attacks and bonus on damage
applies until the character’s next turn.
Staff Feats
Staff Martial Arts Quick Throw
Prerequisites Archaic Weapon Proficiency (Staffs) Prerequisites Brutal Throw
Benefit When wielding a long, quarter, or short staff the Critical Benefit The character can throw thrown weapons, grenades,
Threat range is 14-18. and other objects for 3 Combat Points. When a character throws
Normal The Critical Threat range for a long, quarter, or short for this reduced cost, the range increment is reduced by 5’.
staff is 16-18. Normal Throwing a weapon, grenade, or object costs 5 Combat
Points.
Staff Specialist
Prerequisites Archaic Weapon Proficiency (Staffs), Staff Martial
Arts Two Weapon Fighting Feats
Benefit When wielding a long, quarter, or short staff as a
double weapon, the character does not have to pay the additional Daishō User
+1 Combat Point Cost when fighting with two weapons. Additionally,
the offhand is treated as a light weapon. Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two
Normal Attacking with two weapons Weapon Melee Fighting
Benefit A character may wield a weapon they are proficient
with in their primary hand and a small or smaller weapon in their
Staff Mastery off hand. When wielding two weapons in this manner, the primary
Choose long staff, quarter staff, or short staff. weapon has a +2 attack bonus.
Prerequisites Archaic Weapon Proficiency (Staffs), Staff Martial Special The benefits of the Two Weapons Melee Fighting Feat
Arts, Staff Specialist apply when using this feat.
64

Daishō Master Unarmed Combat Feats


Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two Brawl
Weapon Melee Fighting, Two Weapon Defense, Improved Two
Weapon Melee Fighting, Daishō User Benefit When making an unarmed attack, the character
Benefit A character may wield a weapon they are proficient receives a +1 bonus on attack rolls, and the character deals non-
with in their primary hand and a small or smaller weapon in their lethal damage equal to 1d6+POW modifier.
off hand. Both weapons receive a +3 attack bonus when they are Normal Unarmed attacks normally deal non-lethal damage
wielded in this manner. equal to 1d3+POW modifier.
Special The benefits of the Improved Two Weapon Melee Special Characters with natural melee weapons can use this feat
Fighting feat apply when using this feat. to increase their natural melee weapon’s damage by one damage
dice instead, but the character still deals non-lethal damage only,
unless modified by another feat.
Improved Two-Weapon Melee Fighting
Prerequisites STR 13, Two-Weapon Melee Fighting Combat Martial Arts
Benefit The character’s penalties for fighting with two melee Benefit With an unarmed strike, the character deals lethal or
weapons are reduced by 4 for the primary hand and 8 for the non-lethal damage (character’s choice) equal to 1d4+POW. The
off hand. character’s unarmed attacks count as armed, which means that
Special If the character has the Two Weapon Ranged Fighting opponents do not get AoO when the character attacks them
feat, they can mix both Ranged and Melee weapons. unarmed. The character may make AoO against opponents who
provoke such attacks. Any feat that increases unarmed attack
damage can be used for lethal or non-lethal attacks. The character
Improved Two-Weapon Ranged Fighting also does not take a −4 attack penalty when performing lethal
unarmed strikes.
Prerequisites DEX 13, Two-Weapon Ranged Fighting, Proficient Normal A character deals only 1d3 points of non-lethal damage.
with weapon Choosing to perform lethal damage imparts a −4 attack penalty.
Benefit The character’s penalties for fighting with two ranged Unarmed attacks normally provoke AoO and unarmed combatants
weapons are reduced by 2 for the primary hand and 6 for the cannot normally make AoO.
off hand. Special This feat allows a character with a natural melee
Special If the character has the Two Weapon Melee Fighting weapon to apply any increases of unarmed non-lethal damage
feat, they can mix both Ranged and Melee weapons. to their natural melee weapon’s damage instead.

Two Weapon Defense Combat Throw


Prerequisites Evasive Martial Arts
Prerequisites STR 13, Two Weapon Melee Fighting
Benefit The character gains a +3 bonus on opposed STR and
Benefit When wielding a double weapon or two weapons (not DEX checks any time the character attempts Trip or Grapple
including unarmed strikes), the character gain a +1 equipment attacks, or when the character tries to avoid a Trip or Grapple
bonus to DEF. attack made against him or her.

Two Weapon Melee Fighting Defensive Martial Arts


Prerequisites STR 13 Prerequisites CON 13
Benefit The character’s penalties for fighting with two melee Benefit The character gains 2/Unarmed Strike DR and
weapons are reduced by 2 for the primary hand and 6 for the 1/Bludgeoning DR.
off hand.
Special If the character has the Two Weapon Ranged Fighting Improved Brawl
feat, they can mix both Ranged and Melee weapons.
Prerequisites Brawl
Benefit When making an unarmed attack, the character
Two Weapon Ranged Fighting receives a +2 bonus on their attack roll, and the character deals
non-lethal damage equal to 2d6+POW.
Prerequisites DEX 13, Proficient with weapon Normal Unarmed attacks normally deal non-lethal damage
Benefit The character’s penalties for fighting with two ranged equal to 1d3+POW.
weapons are reduced by 1 for the primary hand and 3 for the off Special Characters with natural melee weapons can use this
hand. feat to increase their natural melee weapon damage by two
Special If the character has the Two Weapon Melee feat, they damage dice, but the character still deals non-lethal damage only,
can mix both Ranged and Melee weapons. unless modified by another feat.
65

Improved Combat Martial Arts Vehicle Feats


Prerequisites Combat Martial Arts
Aircraft Operations
Benefit The character’s unarmed strike Critical Threat range
improves to 15-18. Select a class of aircraft (heavy aircraft, attack helicopters, or
Normal A character’s unarmed strike Critical Threat range is attack planes). The character is proficient at operating that class
16-18 without this feat. of aircraft.
The heavy aircraft class includes jumbo passenger airplanes,
large cargo planes, heavy bombers, and any other aircraft with
Improved Defensive Martial Arts three or more engines or jet engines.
Prerequisites CON 13, Defensive Martial Arts Attack helicopters include any helicopter with weapons.
Benefit The character gains 4/Unarmed Strike DR and Attack planes include military fighter and ground attack
1/Bludgeoning DR. planes.
Special This DR is added to the original feat. Prerequisites Pilot 5+
Benefit The character takes no penalty on Pilot checks or attack
rolls made when operating an aircraft of the selected class.
Knockout Punch Normal Characters without this feat take a −4 penalty on Pilot
checks made to operate an aircraft that falls in any of these
Prerequisites Brawl
classes, and on attacks made with aircraft weapons. There is no
Benefit A character can spend 12 Combat Points to make a penalty when the character operates a general purpose aircraft.
single unarmed melee attack with a −2 penalty. If this attack is Special The character may gain this feat multiple times. Each
successful the character gains +4 damage dice. After the attack is time the character takes the feat, the character selects a different
made the character is considered Flat-Footed for a single round. class of aircraft.
This damage is non-lethal damage.
Special Even if the character has the ability to treat unarmed
damage as lethal damage, the damage from a knockout punch is Surface Vehicle Operation
always non-lethal.
Select a class of surface vehicle (heavy wheeled, boats, or
tracked). The character is proficient at operating that class of
Pressure Point Strike vehicle.
Heavy wheeled class includes all kinds of semi-trucks and
Prerequisites Combat Martial Arts tractor-trailers, as well as wheeled construction vehicles (such
Benefit When performing an unarmed strike, a character may as earth movers) and wheeled armored vehicles (such as some
use their AGL modifier for damage instead of their POW Modifier. armored personnel carriers).
Boats are engine-powered water vessels designed for
Slam Throw operation by a single person and usually no more than 100
feet in length.
Prerequisites Evasive Martial Arts, Combat Throw Tracked vehicles include bulldozers and tanks and other
Benefit A successful trip attempt by the character deals military vehicles.
1d3+POW non-lethal damage to the target. Prerequisites Drive 5+
Special If a character that has any feats that turn non-lethal Benefit The character takes no penalty on Drive checks or
damage into lethal or increase the damage that unarmed attacks attack rolls made when operating a surface vehicle of the selected
cause, these increase the damage done by this feat. class.
Normal Characters without this feat take a −4 penalty on Drive
checks made to operate a surface vehicle that falls under any of
Street Fighting these classes, and to attacks made with vehicle weapons. There
Prerequisites Brawl is no penalty for operating a general-purpose surface vehicle.
Benefit Once per round, if the character makes a successful Special A character may take this feat up to five times. Each
melee attack with an unarmed strike or a small or smaller weapon, time the character takes the feat, they select a different class of
the character deals an extra 2 damage dice of lethal or non-lethal surface vehicle.
damage. This damage dice is the same size and type as the one
used for the weapon used.
Weapon Proficiency Feats
Unarmed Combat Specialist Archaic Weapons Proficiency
Prerequisites Brawl Choose a weapon group from the following list: bows, combat
Benefit When making an unarmed called shot attack, the swords, fencing swords, axes, staffs, spears, picks, or maces.
character receives a +4 competence bonus on their attack rolls, Benefit The character makes attack rolls with the weapon
and can cause extremity damage with unarmed attacks. normally.
Normal Unarmed called shot attacks fall under normal called Normal A character who uses a weapon without being proficient
shot rules, and the penalties that are associated with them. with it takes a −4 penalty on attack rolls.
66

Special A character may take this feat up to eight times. Each Normal Characters without this feat take a −4 penalty on attack
time a character takes the feat, they select a different weapon rolls made with personal firearms, and may not use attack bonuses
group. given by firearm upgrades.
Tutoring Special The character with this feat can use black powder
firearms without penalty, but cannot reload them.
Categories Bows, Combat Swords, Fencing Swords, Axes,
Staves, Spears, Picks, and Maces Tutoring
Time 1 day
Benefit Attack penalty is reduced to −2 Time 1 day
Benefit Can reload firearms and attack penalty is reduced
to −3

Exotic Firearms Proficiency


Choose either Cannons, Rifle Grenades or Flamethrowers.
Prerequisites Personal Firearms Proficiency, Autofire Profi- Explosive Weapons Proficiency
ciency
Benefit The character makes attack rolls with the weapon Prerequisites Personal Firearms Proficiency
normally. Benefit When using a grenade launcher, rocket launcher, or
Normal A character who uses a weapon without being proficient mortar the character makes attack rolls with the weapon normally.
with it takes a −4 penalty on attack rolls. Normal A character who uses a weapon without being proficient
Special A character may take this feat up to two times. Each with it takes a −4 penalty on attack rolls.
time a character takes the feat, they select a different weapon
group. The flamethrower or flamer can not be used without this
feat.
Improvised Weapon Proficiency
Exotic Melee Weapons Proficiency Prerequisites Proficient with weapon
Choose any two exotic melee weapons. Benefit The character is considered proficient with all
Benefit When using a chosen exotic weapon, the character improvised weapons that the character would not be proficient with
makes attack rolls with the weapon normally. under normal means. The GM decides which improvised weapon
Normal A character who uses a weapon without being proficient fits into which category. Also, the chance for an improvised
with it takes a −4 penalty to attack. weapon to break is reduced to 20%.
Special A character may take this feat multiple times. Each
time the character takes the feat, they select two different exotic Example: Someone with Archaic Weapon Proficiency (Axes)
melee weapons. might be able to pick up a camp axe and use it as a hand
axe with no penalty.
Personal Firearms Proficiency
Benefit The character can fire any personal firearm without Normal Without this feat, a character takes a −2 non-proficient
penalty and may use the attack bonuses a firearm receives from penalty with all improvised weapons. Improvised weapons have
upgrades. a 50% chance of breaking.
67

Chapter VI

Combat
69

Combat is played out in rounds. In each round everyone acts Range Increment and the Range Penalty
in turn in a regular cycle. Combat usually runs in the following
way: The range penalty for a ranged weapon depends on what
1. The GM determines which characters are aware of their weapon the character is using and how far away the target is. All
opponents at the start of the battle. If some but not all of the ranged weapons and thrown weapons have a range increment.
combatants are aware of their opponents, a surprise round Any attack from a distance of less than one range increment
happens before regular rounds begin. The combatants who is not penalized for range. However, each full range increment
are aware of their opponents can act in the surprise round, causes a cumulative −2 penalty on the attack roll. When a weapon
so they roll for Initiative. In Initiative order (highest to lowest), uses shotgun shells, the range increment affects both its attack
combatants who started the battle aware of their opponents roll and its damage roll, providing a cumulative −2 penalty for
each spend half of their Combat Points. Combatants who each. A thrown weapon has a maximum range of five range
were unaware don’t get to act in the surprise round. If no increments. Ranged weapons that fire projectiles can shoot up to
one or everyone starts the battle aware, there is no surprise ten increments.
round.
2. Combatants who have not yet rolled Initiative do so. All
combatants are now ready to begin their first regular round. Damage
3. Combatants act in Initiative order. When a character hits with a weapon they deal damage
4. When everyone has had a turn, the combatant with the according to the type of weapon. Effects that modify weapon
highest Initiative acts again, and steps 2 and 3 repeat until damage also apply to unarmed strikes and the natural physical
combat ends. attack forms of creatures. Damage is deducted from the target’s
current HP.
Weapons with multiple damages that appear with a slash
Combat Statistics provide the listed damages at the same time. Weapons with
multiple damage without the slash can apply one of the damages,
This section summarizes the fundamental combat statistics.
at the discretion of the attacker. The type of damage must be
declared before the attack.
Attack Roll
An attack roll represents a character’s attempts to strike an
opponent on the character’s turn in a round. When a character Minimum Weapon Damage
makes an attack roll, they roll 3d6 and add their attack bonus.
If the result beats the target’s DEF, the character hits and deals If penalties to damage would bring the damage result below
damage. Many modifiers can affect the attack roll. 1, a hit still deals 1 point of damage. Sufficient DR can, however,
A natural 3 on the attack roll is always a miss. A natural 16-18 is reduce the amount of damage taken by the target hit, to zero.
always a hit and is also always a critical threat (a possible critical
strike) unless stated otherwise. If the character is not proficient
in the weapon they are attacking with, that character takes a −4
Strength Bonus
penalty on the attack roll.
When a character hits with a melee weapon or thrown weapon,
Attack Bonus add their POW modifier to the damage.
A character’s attack bonus with a melee weapon is When a character deals damage with a weapon in their off
BAB + FOC modifier + Size modifier hand, add only ½ of the character’s POW modifier.
A character’s attack bonus with a ranged weapon is
BAB + MRK modifier + Size modifier − Range penalty
Wielding a Weapon Two-Handed Medium or smaller sized
Focus and Marksmanship Modifier weapons can be used with one hand. Large or larger sized
Focus in STR helps a character swing a weapon harder and weapons require two hands to use.
faster, so a character’s FOC modifier applies to melee attack rolls. A small or smaller sized weapon is easier to use in a character’s
Marksmanship in DEX measures coordination and steadiness, off-hand.
so a character’s MRK modifier applies when the character attacks When a character deals damage with a weapon that they are
with a ranged weapon. wielding two-handed, add 1½ times the character’s POW modifier.

Size Modifier
Creature size categories are defined differently from the size Multiplying Damage
categories for weapons and other objects. Since this size modifier
applies to Defense against a melee weapon attack or a ranged Sometimes damage is multiplied by some factor. In this case,
weapon attack, two creatures of the same size strike each other roll the damage (with all modifiers) and multiply the damage by
normally. Creature sizes are compatible with vehicle sizes. the multiplier.
70

Critical Strikes Size Modifier


When a character makes an attack roll and receives a natural The bigger an opponent is, the easier it is to hit in combat.
16-18, the character hits regardless of the target’s DEF and the The smaller it is, the harder it is to hit. Since this same modifier
character has scored a critical strike. applies to attack rolls a creature doesn’t have a hard time attacking
A critical strike immediately targets a character’s CHP, regardless another creature of the same size.
of whether they have any XHP remaining. If a character has no
XHP remaining, then the damage done by the attack is multiplied Size Size Modifier
by 1.5, rounded up. A critical strike is scored when you roll
Colossal −8
within your critical threat range and are able to successfully hit
Gargantuan −4
the character. Some weapons have an expanded critical threat
Huge −2
range, making a critical strike more likely. However, even with
Large −1
these weapons, only an 16-18 is an automatic hit unless otherwise
Medium +0
noted. Objects (including vehicles) and some types of creatures
Small +1
are immune to critical strikes. A 16-18 is always a successful hit,
Tiny +2
but does not affect the CHP unless it is a critical strike. All firearms
Diminutive +4
have a critical range of 16-18. Critical strikes ignore any armor
Fine +8
that the character is wearing.
Table 37: Size Modifier to Defense
Defense (DEF)
A character’s Defense represents how hard it is for opponents Movement Modifier
to land a solid, damaging blow on the character. It is the attack
roll result that an opponent needs to exceed to hit the character. When a combatant moves during combat, they become harder
The average unarmored civilian has a DEF of 10. A character’s to hit. For every 10 feet beyond the first 20 feet a character
DEF is equal to moves they gain a +1 bonus to their DEF until their next turn, to a
10+AGL+Equipment bonus+Size+Movement+Misc maximum of +15 DEF.

Agility Modifier(AGL) Miscellaneous Modifiers


If a character’s agility is high, they are particularly adept at Other factors can add to a character’s DEF.
dodging blows or gunfire. If a character’s agility is low, they are
particularly inept at it. Characters apply their AGL modifier to DEF.
Sometimes a character can’t use their AGL Modifier. If a character Feats Some feats give a bonus to a character’s DEF.
can’t react to a blow, that character can’t use their AGL bonus to
Defense.
Natural Armor Some creatures have natural armor which
usually consists of scales, fur, or layers of thick muscle.
Equipment Bonus
Armor provides Damage Reduction to anyone who wears it,
but a character who is proficient in the use of a certain type Dodge Bonuses Some other DEF bonuses represent actively
of armor receives the bonus to DEF. This bonus represents the avoiding blows. These bonuses are called dodge bonuses. Any
armor’s ability to protect the character from blows. Sometimes a situation that denies a character their AGL modifier also denies
character can’t use their equipment bonus to Defense. If an attack their dodge bonuses.
will damage the character just by touching them, that character
can’t add their equipment bonus.
Touch Attacks
Some attacks disregard armor. In these cases, the attacker
makes a touch attack roll (either a ranged touch attack roll or a
melee touch attack roll). The attacker makes their attack roll as
normal, but a character’s DEF does not include any equipment
or armor bonus. Any other modifiers such as AGL, Size, and
Movement apply normally.

Injury and Death


There are two types of HP, Core and Extended. CHP measures
how much true physical damage a character can take and XHP
measures a character’s ability to turn a more serious hit into a
graze or glancing blow. A character’s XHP are always deducted
first unless a character is affected by a critical strike.
71

Non-lethal Damage • If the character is hit in the hand they take a −12 penalty to
any skill or ability check using that hand and cannot use
Non-lethal damage is dealt by unarmed attacks and some weapons in that hand.
weapons. Melee weapons that deal lethal damage can be wielded
so as to deal non-lethal damage, but the attacker takes a −4 • If the character is hit in the leg the Combat Point cost to
penalty on attack rolls for trying to deal non-lethal damage move is doubled.
instead of lethal damage. A ranged weapon that deals lethal
damage can’t be made to deal non-lethal damage (unless it is – If both legs are hit they drop prone, can only spend
used as an improvised melee weapon). enough Combat Points to move 5’ every round, and
Non-lethal damage affects the target’s XHP only. If the non- cannot pick themselves up, but can otherwise spend
lethal damage equals or exceeds the XHP score, the target must Combat Points as normal.
make a Fortitude Saving Throw [TN15]. If the target succeeds on
the Saving Throw, the target is dazed for 1 round and they fall to • If the character is hit in the foot the Combat Point cost to
1 XHP. If the target fails, they are knocked unconscious for 1d4+1 move is tripled.
rounds.
– If both feet are hit they drop prone, can only spend
If the non-lethal damage from a single hit equals or exceeds
enough Combat Points to move 5’ every round, and
half or more of the target’s current CHP, the target must make a
cannot pick themselves up, but can otherwise spend
Fortitude Saving Throw [TN18]. If the target fails the Saving Throw,
Combat Points as normal.
they are stunned for 1d4 rounds and drop any held weapon.
• If a character is hit in the head and is not wearing a helmet
Bleeding that protects against the damage, the attack is automatically
considered to be a critical strike and they are stunned for
When a character takes more than 3 points of slashing, piercing, 1d3 rounds.
or ballistic damage to CHP or XHP in a single attack, and they
are not wearing armor to stop the type of damage, they are now These penalties and damage stay until the character undergoes
bleeding. When a character is bleeding, they lose HP at the rate successful surgery and receives at least two weeks of long term
of 1d3 per 3 points of applicable damage taken per attack. Bleed care.
damage will stack with any bleed damage the character already
has. Disabled (0 Hit Points)
Example: A character already has 1d3 bleed damage and When a character’s current CHP drop to exactly 0 the character
takes another 5 damage, they now bleed 2d3 per round. is disabled. The character is not unconscious, but they are close to
it. The character can only spend 5 Combat Points. If the character
attacks or perform any other action the GM deems as strenuous,
Bleed damage is accounted for after the player has finished the character takes 1 point of CHP damage after completing the
their turn. In order to stop bleeding, they must receive first aid act. Unless the activity increased the character’s CHP the character
(Treat Injury check [TN10]). is now at −1 CHP and is dying. Healing that raises the character
Bleeding does not stop if a character is considered disabled, or above 0 CHP makes them fully functional again, just as if the
dying. character had never been reduced to 0 or lower. A character can
also become disabled when recovering from dying. In this case
Embedding it is a step up along the road to recovery and the character can
have fewer than 0 CHP.
Objects that can be embedded cause a rather nasty wound.
Any weapon that causes bleed damage from a ranged attack and Dying (−1 to −9 Hit Points)
can be embedded gains +1 bleed dice for that attack.
When a character’s current CHP drop below 0, the character is
Example: A character is hit with a throwing knife (which dying. A dying character has a current CHP total between −1 and
can be embedded) to his CHP for 3 damage. They bleed −9.
2d3 per round instead of 1d3. A dying character immediately falls unconscious and can take
no actions.
A dying character still takes bleed damage at the end of their
turn.
Extremity Damage
Recovering without Help
If a character is hit anywhere during a called shot attack with a
piercing, bludgeoning, slashing, plasma, concussive, or ballistic Each round a dying character makes a Fortitude Saving Throw
weapon and that weapon does more than 3 points of damage [TN20]. If the Saving Throw fails the character is still considered
to that extremity, then the character takes extremity damage. A dying and must make another Saving Throw on their turn the next
character can both bleed and take extremity damage. round.
If the Saving Throw succeeds the character becomes stable. A
• If the character is hit in the arm they take a −6 penalty to stable character regains consciousness, becoming disabled. The
any skill or ability check using that arm. character’s current CHP total remains where it is unless otherwise
72

affected, however, even though it is negative. If the Saving Throw Healing Ability Damage
fails the character remains unconscious. A dying character still
Ability damage returns at the rate of 1 point per evening of
takes bleed damage at the end of their turn.
rest (8 hours of sleep). A character undergoing complete bed rest
An unaided stable, conscious character who has negative CHP
(doing nothing for an entire day) recovers 2 points instead.
(and is disabled) doesn’t heal naturally. Instead, the character
makes a Fortitude Saving Throw [TN20] each day to start
recovering HP naturally that day; if the Saving Throw fails, they Recovering from Extremity Wounds
lose 1 CHP. Once an unaided character starts recovering HP
When a character is hit in the extremity, they lose all ability
naturally the character is no longer in danger of losing additional
to use that extremity successfully. A character recovering from
CHP (even if their current CHP total is still negative).
extremity damage without surgery needs at least two weeks of
long term care to be partially functional. For every two weeks
Recovering with Help beyond the initial two weeks of care the character recovers 2 HP
A dying character can be made stable with a Treat Injury check that were lost by being hit in an extremity.
[TN15]. If successful, the character becomes disabled. Even while
disabled the character recovers HP naturally and they can return
to normal activity when their CHP goes above 0. Temporary Hit Points
Certain effects can give a character temporary HP. When a
Dead (−10 hit points or lower) character gains temporary HP make a note of their current HP
before adding the temporary HP. When the temporary HP goes
When a character’s current CHP drop to −10 or lower they are
away, the character’s HP drop to that score. If the character’s HP
dead. A character can also die if their CON is reduced to 0. Dead
are already below that score, all the temporary HP have already
characters can perform no actions, have 0 Combat Points, and
been lost and the character’s HP total does not drop. When
may take no actions.
temporary HP are lost, they can’t be restored as real HP can be,
Massive Damages and the "Chunky Salsa" rule even with medical treatment.
CON Increases & Current HP
There are times where rolling damage would be
completely superfluous and pointless due to the number An increase in a character’s CON score, even a temporary
of damage dice rolled. At the discretion of the GM, If any one, can give the character more CHP and XHP but
character or creature would be damaged by an attack these are not temporary HP. They can be restored
or action that has 1.5x or more damage dice than the through normal healing. When a character’s CON
character has both CHP and XHP combined, the GM can goes back to normal after a temporary increase or is
immediately reduce this character or creature’s XHP and permanently reduced the character’s full normal HP go
CHP to 0. If a GM does want to apply bleed damage in down accordingly.
this case, treat each damage dice as if it rolled the lowest
possible value per dice. Also, if any character or creature
would be damaged by an attack or action that has more
than 2x damage dice than the character or creature has Combat Points
in both CHP and XHP combined, the GM can immediately
consider this character dead. Bleed damage is usually A character’s Combat Point score determines how many
unnecessary in this case, but can be applied in the same actions a character can perform during their turn. A character
manner as stated before. If an object or vehicle would can perform as many actions as they have Combat Points. Any
be damaged by an attack or action that has more than Combat Points left over do not cycle over between rounds. Every
2x damage dice than the object or vehicle has in HP, the character has 15 Combat Points to spend per round.
GM can immediately consider the object destroyed, and
blown to pieces.
Saving Throws
Generally, when a character is subject to an unusual attack,
Healing they receive a Saving Throw to avoid or reduce the effect. A
Saving Throw is a 3d6 roll plus a bonus based on the character’s
After taking damage, a character can recover HP through level (the character’s Base Save Bonus) and an ability modifier. A
natural healing (over the course of days) or through medical natural 3 on a Saving Throw is always a failure. A natural 18 is
technology (somewhat faster). In any case, a character can’t always a success. A character’s Saving Throw bonus is:
regain HP past their full normal total. A character’s CHP heal first BSB+Ability modifier+Misc. modifiers
and then their XHP. The TN for a Saving Throw is determined by the attack itself.

Natural Healing
A character recovers 1 HP per level per evening of rest (8 hours
of sleep). A character undergoing complete bed rest (doing nothing
for an entire day) recovers 2 HP per level instead.
73

Saving Throw Types Initiative Checks


The three kinds of Saving Throws are: At the start of a battle, each combatant makes a single Initiative
check. An initiative check is a DEX check. Each character applies
Fortitude Saving Throw These Saving Throws measure a their AGL modifier to the roll, plus any other modifiers. The GM
character’s ability to stand up to massive physical punishment finds out what order characters are acting in, counting down from
or attacks against their vitality and health such as poison and highest result to lowest, and each character acts in turn. On all
paralysis. Apply a character’s CON modifier to their Fortitude following rounds the characters act in the same order unless a
Saving Throws. character takes an action that results in their Initiative changing
(see Special Initiative Actions). If two or more combatants have
Reflex Saving Throw These Saving Throws test a character’s the same Initiative check result, the combatants who are tied go
ability to dodge massive attacks such as explosions or car wrecks. in order of total Initiative modifier (including DEX modifier and
Often, when damage is inevitable, a character receives a Reflex Improved Initiative bonus, if applicable). If there is still a tie, the
Saving Throw to take only half damage. Apply the character’s character with the highest DEX goes first. If there is still a tie, the
AGL modifier to their Reflex Saving Throw. characters who tie reroll for the position.

Will Saving Throw These Saving Throws reflect a character’s


resistance to mental influence and domination effects. Apply the
Surprise
character’s WIS modifier to their Will Saving Throw.
When a combat starts, if a character was not aware of his
enemies and they were aware of the character, that character
Initiative is surprised. Likewise, a character can surprise their enemies
if the character knows about them before they’re aware of the
Each combatant can do something every round. The character.
combatants’ Initiative checks, from highest to lowest, determine If some but not all of the combatants are aware of their
the order in which they act, from first to last. If characters enter a opponents, a surprise round happens before regular rounds begin.
battle after it has begun, they roll Initiative at that time and act The combatants who are aware of the opponents can act in
whenever their turn comes up in the existing order. the surprise round, so they roll for Initiative. In Initiative order
(highest to lowest) combatants who started the battle aware of
Initiative Wagering their opponents each can spend half of their Combat Points during
the surprise round. If no one or everyone is surprised, the surprise
Before the battle starts, a character can choose to wager their round does not occur.
Combat Points and gain an Attack Penalty for a temporary bonus to
their initiative checks. The character can wager as many Combat
Points as they have, as long as they have 8 Combat Points after
Unaware Combatants
the wager. The character may only wager one amount of Combat Combatants who are unaware at the start of battle do not get
Points and Attack Penalty for one bonus modifier. A character to act in the surprise round. Unaware combatants are Flat-Footed.
must declare that they are wagering before they perform their Because of this, they lose any AGI bonus to Defense.
initiative check and the amount they are wagering for the initiative
bonus. If they do not, then they are unable to wager. Below is a
chart with the total wager cost and the bonuses to initiative. Actions in Combat
Initiative Wager Cost
Bonus The fundamental actions of moving and attacking cover most
Modifier of what a character wants to do in a battle. They are described
here.
+1 -1 CP and -1
Atk penalty
+2 -3 CP and -3 The Combat Round
Atk penalty
Each round represents 6 seconds in the game world. A round is
+3 -6 CP and -6
an opportunity for each character involved in a combat to take an
Atk penalty
action. Anything that a person could reasonably do in 6 seconds,
+4 -10 CP and
a character can do in 1 round. Each round’s activity begins with
-10 Atk
the character with the highest Initiative result and then proceeds, in
penalty
order from there. Each round of a combat uses the same Initiative
+5 -15 CP and
order. When a character’s turn comes up in the Initiative sequence
-15 Atk
that character use their Combat Points to perform actions. For
penalty
exceptions, see AoO and Special Initiative Actions. For almost all
After the 1st round is complete, these penalties are removed, purposes there is no special meaning to the beginning or end of
and the character may attack without this penalty and their a round. A round can be a segment of game time starting with
Combat Points return to normal, unless some other status effect the first character to act and ending with the last, but it usually
has modified them. Characters joining a battle already in progress means a span of time from a certain round to the same Initiative
can not initiative wager. number in the next round. Effects that last a certain number of
74

rounds end just before the same Initiative count that they began Attack Action An attack action is an action where a character
on. attacks something. During a combat round, a character can make
as many attacks as they have Combat Points to spend. A character
Combat Points can physically move some distance before or after performing
an attack action.
Combat Points are a measurement of how much a character
can do in a single round. A character may spend as many Combat
Points as they possess, but once they spend all of their Combat
Move Action A move action is an action where a character
Points their turn is over.
moves in some way. This includes running and walking, drawing
or stowing a weapon or other object, standing up, sitting down,
Action Types or picking up or manipulating an object.
The three types of actions are attack, move, and speak actions.
In a normal round, a character can perform as many actions as
they’d like, as long as they have enough Combat Points for all of Speak Action A speak action allows a character to convey
their actions. In some situations (such as in the surprise round) a information in the form of words to those around him. A character
character may be limited to a certain amount of Combat Points can say 15 words during this action and it is usually spoken all
they can spend. the while he performs his actions.
75

Attack Actions AoO1


Attack (melee) Maybe
Attack (ranged) Yes6
Attack (unarmed) Yes
Attack (aid another) No
Escape a grapple No
Ready (triggers an attack action) No
Attack a weapon Yes
Attack an object Maybe2
Call a Shot No
Coup de Grâce Yes

Move Actions AoO1


Move actual distance Yes
Use a piece of equipment No
Retrieve a stored object from a MOLLE Yes
pouch
Climb No
Climb, accelerated No
Crawl No
Draw a weapon from a holster or No
sheath3
Holster a weapon Yes
Move a heavy object Yes
Open a door No
Pick up an object Yes
Reload Yes
Stand up from prone, sitting, or kneeling Yes
Swim No
Use a skill that requires movement Usually
Make a dying character stable Yes
Withdraw No
Reaction No

Speak Action AoO1


Speak No

Action Type Varies AoO1


Disarm4 Yes
Grapple4 Yes
Trip an opponent4 No
Use a feat5 Varies

No Action AoO1
Delay No
Ready No

1 Regardless of the action, if a character moves out of a threatened square, the character usually provokes an AoO. This column indicates whether
the action itself, not moving, provokes an AoO.
2 If the object is being held, carried, or worn by a creature, yes. If not, no.
3 If the character has the Two-Weapon Melee Fighting or Two-Weapon Ranged Fighting feat, they can draw two light or one-handed weapons in the
Combat Point cost it would normally take to draw one.
4 These attack forms substitute for a melee attack, not an action. As melee attacks they can be used in a normal melee attack, or even as an AoO.
5 The description of a feat defines its effect.
6 The AoO happens after the original attack has been complete.

Table 38: Provoking Attacks of Opportunity


76

Attack Actions Ranged Attacks


With a ranged weapon, a character can shoot or throw at any
Action CP Cost target that is within the ranged weapon’s maximum range and
Fire a Slingshot 6 in line of sight. A target is in line of sight if there are no solid
Fire a Crossbow or Speargun 5 obstructions between the character and the target. The maximum
Fire a Bow, Light Pull 5 range for a thrown weapon is five range increments. For weapons
Fire a Bow, Medium Pull 6 that fire projectiles, it is ten range increments.
Fire a Bow, Heavy Pull 7
Shooting or Throwing into a Melee
Fire a Flamethrower or Flamer 8
Spray Chemical Irritants 4 If a character shoots or throws a ranged weapon at a target
Fire Taser 6 that is engaged in melee with an ally, the character takes
Fire Ballistic Knife 4 a −4 penalty on their attack roll because the character has
Swing Whip 3 to aim carefully to avoid hitting the ally. Two characters
Fire Mortar 12 are engaged in melee if they are enemies and they are
Throw a thrown/splash weapon or grenade 5 adjacent to one another. An unconscious or otherwise
Single Shot, Diminutive to Small firearm 7 immobilized character is not considered engaged unless
Single Shot, Medium to Huge firearm 8 they are actually being attacked. If the target is so big
Single Shot, Gargantuan and larger firearms 9 that part of it is 10’ or farther from the nearest ally the
No-miss Shot 12 character can avoid the −4 penalty even if it is engaged
Double Fire 6 in melee with an ally.
Autofire 6
Potshot 4
Ranged weapons and Telescopic Sights
Double Tap 6
Burst Fire 5 Attaching a telescopic sight to a weapon changes how
Bump Fire 5 attacks are made. To use a telescopic sight, a character
Suppressive Fire 5 must spend 6 Combat Points acquiring their target. If the
Sweepfire 4 character changes targets or otherwise loses sight of the
Sprayfire 4 target, they must reacquire the target to gain the benefit
Fanning, Two Round 5 of the scope. Any character attempting to attack a target
Fanning, Three Round 6 within the weapon’s first range increment suffers a −4
Slamfire, Two Round 5 penalty to their attack roll.
Slamfire, Three Round 6

Table 39: Ranged Attack Actions


Bows
A bow can be pulled back and readied in three different
strengths,
Action CP Cost
Standard Melee Attack, Diminutive to Small 3 • Light Pull Light pulls have −1 damage die and the range is
Weapons reduced by 5’.
Standard Melee Attack, Medium to Large 4
Weapons • Medium Pull Medium pulls have no bonuses or penalties
to damage.
Standard Melee Attack, Huge and larger 5
Weapons • Heavy Pull Heavy pulls have +1 damage die and the range
Trip Attack 8 is increased by 10’.
Knockout Blow 12
Disarm Attack 9
Coup de Grâce 12
Melee Attack Modifiers
Fighting Defensively +1
Light Attack −1
Heavy Attack +2
Full Attack +7
Aggressive Attack +2
Thrust Attack +1
Swipe Attack +1
Other Attack Actions
Reaction 7

Table 40: Melee Attack Actions


77

Firearms Self Loading Each pull of the trigger reloads the firearm. It is
synonymous with semi-automatic, and self-loading firearms are
The most basic form of attack with a firearm is a single shot.
considered semi-automatic firearms.
One attack is one pull of the trigger and fires one bullet at one
target. The Personal Firearms Proficiency feat allows a character
to make this sort of attack without penalty. If a character isn’t
proficient in personal firearms they take a −4 penalty on attacks
with that type of weapon. A multi-shot attack is any attack that
fires more than one round or shell. As with all forms of ranged Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
weapons, attacking with a firearm while within a threatened square variants. 2RB Stands for 2 round burst, which allows the firearm
provokes an AoO. All firearms deal ballistic damage and have a to perform 2 round burst fire attacks, and 3RB stands for 3 round
critical threat range of 16-18 unless otherwise noted. burst, which allows the firearm to perform 3 round burst fire
attacks.
SA Single Action requires the hammer to be pulled back before
firing again. Single action firearms that take box magazines or
have internal magazines are considered semi-automatic firearms.
All Single Action firearms gain a +1 attack bonus on all single shot
and potshot attacks. Single Action firearms with cylinders cost +1 Auto Stands for fully automatic where the firearm will continue
Combat Points when performing a single shot attack. to fire as long as the trigger is pressed down. The firearm can
perform autofire, suppressive fire, sweepfire, sprayfire, or burst
DA/SA Double Action/Single Action where the first shot is a fire attacks. Slow autofire means the weapon has a slow rate of
heavy double action pull and the second is a crisp single action fire. Slow autofire fires less rounds per second, giving a more
pull. DA/SA firearms are considered semi-automatic firearms. All controllable rate of fire. Slow autofire can perform single shot
single shot attacks after the first gain a +1 attack bonus. The first
attacks or potshot attacks. Medium autofire has a standard rate
shot has no bonus or penalty, but the hammer may be cocked of fire. It has no penalties or bonuses to its attacks. Fast autofire
back for 1 Combat Points, giving a +1 attack bonus for the first fires more rounds per second, putting more bullets downrange.
shot. It has a -2 attack penalty to all autofire, suppressive fire, burst
fire, sweepfire, and sprayfire attacks, but gains +1 dice damage
DA Double Action is similar to DA/SA but every shot is a heavy on all autofire, suppressive fire, burst fire, sweepfire and sprayfire
double action pull. Double Action firearms are considered semi- attacks.
automatic firearms. The hammer is exposed and can be cocked S Slow / M Medium / F Fast
back for 1 Combat Points, gaining a +1 attack bonus on single shot
attacks.

DAO Double Action Only is similar to DA but the hammer can


not be cocked back. Double Action Only firearms are considered Single The firearm can only hold a single round and must be
semi-automatic firearms. reloaded after every shot. Single shot firearms can perform single
shot and potshot attacks.
PA Preset Action, the action is at half-cock giving a light trigger
pull. Preset Action firearms are considered semi-automatic
firearms. All single shot attacks have a +1 attack bonus.

Lever Action The firearm has a lever that must be worked after
Double The firearm has two triggers that can be depressed at
each shot. Attacks cost +3 Combat Points when firing from a prone
the same time, to perform a double-fire attack, or one at a time
position, but −1 Combat Points when performing single shot attacks.
to perform two single attacks, such as single shot or potshots.
Lever action firearms can perform single shot and potshot attacks.

Pump Action The firearm has a pump on the forearm that is


worked back and forth to cycle a new round. Pump action firearms
can perform single shot and potshot attacks.
OB The bolt locks back and slams forward with every pull of
Slam A subset of pump action. Firearms with this have no the trigger. Open bolt firearms have a −2 attack penalty for single
disconnect and will discharge if pumped while the trigger is held shot attacks, a −1 penalty for all multi-shot attacks and -1 Combat
down. Point when reloading. They can’t have a round chambered and
can’t be cycled without firing a round.
Bolt Action The firearm has a bolt that must be worked after
each shot, expending the empty round and reloading a new round.
All single shot attacks have a +1 attack bonus, but cost +1 Combat
Point. Bolt action firearms can perform single shot and potshot
attacks. CB The bolt is closed on a full chamber.
78

Recoil Penalty Multiple and Alternate Types of Ammunition and Damage


Often a character will have two or more different types
Multishot attacks have an attack penalty based on the
of ammunition in a single magazine or gun out of personal
caliber’s damage. For every +2 or −2 to damage a caliber
preference or necessity. The error range from ammunition only
has, it has a −1 or +1 added to its recoil penalty.
applies when it is the ammunition you’re firing. As a general rule
the last round put into the magazine or firearm is the first out.
Example: 10mm Auto FMJ does 2d6+4 damage and
For the purpose of damage and damage dice increases and
has a recoil penalty of −4. Two from the number
decreases, the damage that possesses the most damage dice is
of dice, one for each +2 damage, and zero from
the one that is modified. In the case of a tie, the non-ballistic
the die size.
damage is the one that is modified. All damage dice are counted
for the purpose of determining how many dice to use.
Damage Penalty Damage Penalty
Example: 5.7x28mm AP does 2d4-1 ballistic damage and
1d −1 7d −9
2d4 piercing damage. If you were to perform a 3, 4, 5
2d −2 8d −10
or 6 round burst fire attack using this caliber, the attack
3d −4 9d −12
would gain +3 piercing damage dice.
4d −5 10d −15
5d −6 11d −16
6d −8 12d −18 Some fire modes can increase the amount of damage dice that
are given. When calculating this, the current base damage dice
Table 41: Recoil Penalty, Amount of Dice for the caliber, including any modifiers from ammunition types,
are used to calculate. These damage dice are added onto the
Damage Penalty Damage Penalty base damage the caliber has, and not included in any calculations
for when calculating bonuses to damage or damage dice from
None/d1 +5 d6 +0
ammunition.
d2 +3 d8 −1
d3 +2 d10 −2
d4 +1 d12 −3

Table 42: Recoil Penalty, Die Type

When calculating recoil penalties, a character uses


(Strength Score - 10) to add or subtract from the
caliber recoil penalty, before coming up with the final
penalty. Regardless of circumstances the maximum value
for the recoil penalty is +0.

Close Combat & Firearms

Firearms are anything but close ranged weapons,


they’re designed with range, and the benefits that come
with it, in mind. Because of this, many firearms are
unwieldy to use in close quarters. A character takes a −6
penalty on all ranged attacks against an adjacent creature
when any of the below situations are met:

• Shotguns
– Any non sawn-off barrel and any stock that
isn’t a pistol grip, or folded folding stock.
• Assault, Battle, Target, Sniper, Anti-Materiel, Or
Designated Marksman Rifles
– Any stock that isn’t a pistol grip, or folded
folding stock.
• Machine Guns

– Any
• Rocket Launchers and Grenade Launchers
– Any
79

Single Shot No-Miss Shot


A single shot is the firing of a weapon at center mass of a A no-miss shot is an attack where the character places the
target. On most sentient, upright creatures, this is the chest area.barrel of the firearm against the target so that the muzzle is
If a ranged weapon has a semi-automatic or single rate of fire it directly in front of the item to be shot, and then pulls the trigger.
may be used to single shot. With firearms, the size of the firearm When performing a no-miss shot against a target, the defending
affects how many Combat Points it takes to perform a single shot character gets an AoO. If this AoO is successful the no-miss shot
attack. The Combat Point cost for single shot attacks can not be is thwarted and the attacker wastes the Combat Points spent on
reduced below 1 Combat Point cost. the attack, but the firearm is not fired. If the AoO is unsuccessful
• Diminutive to Small sized Firearms 7 Combat Points the character can roll damage. A character must be adjacent to
the target in order to perform a no-miss shot.
• Medium to Huge sized Firearms 8 Combat Points When a character wishes to use a called shot action in
conjunction with the no-miss shot attack, the defending character
• Gargantuan and Larger sized 9 Combat Points
gains an attack roll bonus equal to the penalty of the called shot
Upgrades, such as stocks, can affect the Combat Point cost of when they perform their AoO.
a single shot attack. In addition to stocks, the type of action of
the firearm can have effects on the Combat Point cost of a single
Double-fire
shot attack.
• Single Action (SA) All single action firearms gain a +1 If a ranged weapon has two barrels that can be fired
attack bonus on all single shot and potshot attacks. Single simultaneously the weapon can be used for double-fire. The
action firearms with cylinders cost +1 Combat Point when firearm is fired as if it were a single shot and if the attack succeeds,
performing a single shot attack. the character rolls the damage twice. Double-fire uses 2 rounds
of ammunition and can only be used if the weapon has 2 rounds
• Double Action/Single Action (DA/SA) All single shot of ammunition in it. Double-fire can also be used for underbarrel
attacks with double action/single action firearms after the grenade launchers, mounted tasers and underbarrel firearms.
first attack gain a +1 attack bonus. The first shot has no When double-firing using them, there is a −4 to the attack roll for
bonus or penalty, but the hammer may be cocked back for each weapon and each attack is rolled separately.
1 Combat Point, giving a +1 attack bonus for the first shot.
• Double Action (DA) Double action firearms can have their Autofire
hammer cocked back for 1 Combat Point, gaining a +1 attack
bonus on single shot attacks. Autofiring is firing a loosely controlled burst of automatic fire at
a specific area from an automatic weapon. If a ranged weapon
• Preset Action (PA) All single shot attacks with a preset action has an automatic rate of fire a character may set it on autofire.
have a +1 attack bonus. Autofire affects an area and everyone and all objects in it, not a
specific creature or object. The character targets a 10’ by 10’ area
• Lever Action Attacks with a lever action cost 3 Combat
and makes an attack roll; the targeted area has an effective DEF
Points more when firing from a prone position, but 1 Combat
of 10. The recoil penalty for autofire is the CRP−7. If the attack
Point less when performing single shot attacks.
succeeds, every creature within the affected area must make a
• Bolt Action All single shot attacks with a bolt action have a Reflex Saving Throw [TN15]. If they succeed they take half of the
+1 attack bonus, but cost 1 Combat Point more. weapon’s damage. Autofire uses a number of rounds dependent
on the rate of fire of the gun. Slow ROF consumes 8 rounds,
• Open Bolt Open bolt firearms have a −2 attack penalty Medium ROF consumes 10 rounds, and Fast ROF consumes 12
for single shot attacks, a −1 attack penalty for all multi-shot rounds and can only be used if the weapon has enough rounds in
attacks, and cost 1 Combat Point less when reloading. They it. Fast ROF gains +1 damage dice and a -2 attack penalty when
can’t have a round chambered and can’t be cycled without attacking. Autofire can not perform called shot attacks.
firing a round.
• Telescopic Sights Telescopic sights require 6 Combat Points Bump Fire Bump firing a firearm is using the recoil of a semi-
to acquire the sight before they can fire. automatic firearm in order to simulate automatic fire. The recoil
penalty for bump fire is the CRP−8. In all other respects, bump
Potshot firing is the same as autofire using Medium ROF.
A potshot is the firing a single shot of a weapon in the general
direction of the intended target without careful aim. If a ranged Suppressive Fire Suppressive fire is firing a tight controlled
weapon has a semi-automatic or single rate of fire it may be burst of automatic fire at a specific area for an extended period
used to potshot. The character targets a specific creature and of time from an automatic weapon. If a ranged weapon has an
makes an attack roll with a −6 penalty. If the attack is successful automatic rate of fire, a character may use it for suppressive fire.
the character may roll the standard damage. Using this attack To suppressive fire, the character makes an autofire attack as
fires a single round or shell and can only be done if the weapon normal. If the attack succeeds they can elect to continue firing in
has at least one in it. Potshots, for the purpose of feats, attacks, that specific area, beginning their suppressive fire. Any creature
and other effects, are considered single shot attacks. The Combat that starts their turn in or enters the area immediately takes the
Point cost for potshot attacks can not be reduced below 1 Combat weapon’s damage for every 5’ square they move through that is
Point cost. Potshot can not perform called shot attacks. currently being suppressed. Every creature that starts their turn in
80

or steps within the affected area must make a Will Saving Throw weapon has two or three rounds or shells in it. Slow ROF is not
[TN18]. If they succeed they are Shaken for 1d3 rounds. If they able to burst fire. Burst fire can not perform called shot attacks.
fail they are Rattled for 1d3 rounds. The character performing
suppressive fire can shift the area suppressed at 5’ per 3 Combat • 2 Round Burst For damage with two or less dice the
Points and it takes 9 Combat Points to either sustain the suppressive character gains +1 die. For three or more dice the character
fire or end it. Suppressive fire uses a number of rounds dependent gains +2 dice plus 1 extra die for every three dice beyond
on the rate of fire of the gun. Slow ROF consumes 8 rounds, the first three.
Medium ROF consumes 10 rounds, and Fast ROF consumes 12 • 3 or 5 Round Burst For damage with two or less dice the
rounds and can only be used if the weapon has enough rounds character gains +2 dice. For three or more dice the character
in it for two consecutive uses of an autofire attack. When giving gains +3 dice plus 1 extra die for every three dice beyond
suppressive fire to an area, a character is considered flat footed. the first three.
Fast ROF gains +1 damage dice and a -2 attack penalty when
attacking. Suppressive fire can not perform called shot attacks. • 6 Round Burst For damage with two or less dice the
character gains +3 dice and a -2 attack penalty. For three
Sweeping Fire or more dice the character gains +4 dice plus 1 extra die
for every three dice beyond the first three, and a -2 attack
Sweeping fire is firing a loosely controlled burst of automatic fire penalty.
in a 90° arc from an automatic weapon. If a ranged weapon has
an automatic rate of fire a character may use it to sweeping fire. Ammunition that increases or decreases total damage dice should
The character fires in a cone, with the total length of the cone be calculated before calculating the damage of the weapon for
being the ½ range increment of the weapon, rounded down to the purpose of how many damage dice the weapon has.
the nearest 5’ up to 40’ total. The recoil penalty for sweepfire
is the CRP−10. If the attack succeeds against any targets caught Double Tap
in the arc the character may roll their damage as normal on all Double tapping is quickly firing two bullets from a semi
characters hit. Sweeping fire uses a number of rounds dependent automatic weapon at a specific target. If a ranged weapon has
on the rate of fire of the gun. Slow ROF consumes 12 rounds, a semi-automatic rate of fire it may be used to double tap. The
Medium ROF consumes 15 rounds, and Fast ROF consumes 18 character targets a specific creature and makes an attack roll.
rounds and can only be used if the weapon has enough rounds The recoil penalty for a double tap is the CRP−3. If the attack is
in it. Fast ROF gains +1 damage die and a -2 attack penalty when successful the character gains extra damage dice based on the
attacking. Sweeping fire can not perform called shot attacks. amount of damage dice they roll originally. For damage with two
or less dice the character gains +1 die. For three or more dice
Sprayfire the character gains +2 dice, plus 1 extra die for every three dice
beyond the first three. The dice are always the same type as used
Sprayfiring is firing a loosely controlled burst of automatic fire at
in the original damage. Using this attack fires two bullets or shells
a specific target, from an automatic weapon. If a ranged weapon
and can only be done if the weapon has two bullets or shells in
has an automatic rate of fire, a character may use it to sprayfire.
it. Ammunition that increases or decreases damage dice should
The character targets a specific creature. The recoil penalty for
be included when calculating the damage of the weapon for the
sprayfire is the CRP−10. If the attack succeeds, the character gains
purpose of how many damage dice the weapon has. Double tap
+4 damage dice for the attack. Sprayfire uses a number of rounds
can not perform called shot attacks.
dependent on the rate of fire of the gun. Slow ROF consumes 8
rounds, Medium ROF consumes 10 rounds, and Fast ROF consumes
12 rounds and can only be used if the weapon has enough rounds Fanning
in it. Fast ROF gains +1 damage dice and a -2 attack penalty when Fanning is a revolver shooting technique in which one hand
attacking. Sprayfire can not perform called shot attacks. holds the trigger and the other hits the hammer repeatedly. This
turns the cylinder and hits the firing pin, in that order, allowing
Burst Fire for rapid fire of a single action weapon. If a revolver has a single
action rate of fire it can be used to perform a fanning attack. The
Burst fire is firing a small burst of bullets at a specific target. If character targets a specific creature, declares if they’re going to
a ranged weapon has an automatic rate of fire a character may use two or three bullets or shells, and makes an attack roll. The
use it to burst fire. The character targets a specific creature and recoil penalty for a two-round fan is the CRP−2. The recoil penalty
makes an attack roll. The recoil penalty for a two-round burst for a three-round fan is the CRP−4. If the attack is successful
is the CRP−2. The recoil penalty for a burst with three or more the character may roll their damage with extra damage dice
rounds is the CRP−4. If the attack succeeds the character may roll depending on the damage of the round and how many rounds
their damage with extra damage dice depending on how many they fired. The dice are always the same type as used in the
damage dice were rolled originally and the type of burst fire. original damage. Using this attack fires two or three bullets or
The dice are always the same type as used in the original shells and can only be done if the weapon has two or three bullets
damage. Burst fire uses a number of rounds dependent on the or shells in it. Fanning can not perform called shot attacks.
rate of fire of the gun. Medium ROF consumes 5 rounds, and Fast
ROF consumes 6 rounds and can only be used if the weapon has • 2 Round Fan For damage with two or less dice the character
enough rounds in it. However, if the firearm has a 2 or 3 round gains +1 die. For three or more dice the character gains +2
burst setting, firing a burst expends two or three rounds or shells dice plus 1 extra die for every three dice beyond the first
instead of the ROF round requirements and can be used if the three.
81

• 3 Round Fan For damage with two or less dice the character Aimed Grenade Launchers and Rocket Launchers
gains +2 dice. For three or more dice the character gains
+3 dice plus 1 extra die for every three dice beyond the first Grenade launchers, shotguns using explosive shells, and
three. rocket launchers can be used to attack a specific 5’ square
just like thrown grenades or they can be used to target
a specific target. The square has an effective DEF of 10.
Ammunition that increases or decreases total damage dice should If a specific target is targeted the defense of the target
be calculated before calculating the damage of the weapon for will be used and the attacker takes a −2 to their attack
the purpose of how many damage dice the weapon has. roll. If the target is hit it takes 1d6 Bludgeoning damage
as well as any damage the grenade or rocket does. If the
target is missed by a grenade the grenade continues for a
single range increment in the direction it was fired until it
either reaches the single range increment or collides with
an object. If the target is missed with a rocket the rocket
Slamfire continues for three range increments in the direction it
was fired or until it collides with an object. When either of
A slamfire is a premature discharge of a firearm that occurs these happen the grenade or rocket explodes as normal.
as a round is being loaded into the chamber. Any weapon that All targets beyond the intended target get a Reflex Saving
has the slamfire rate of fire can perform a slamfire attack. The Throw [TN16] to dodge the grenade and a Reflex Saving
character targets a specific creature, declares if they’re going to Throw [TN40] to dodge the rocket. If the target fails the
use two or three bullets or shells, and makes an attack roll. The Reflex Saving Throw they are hit with the grenade or
recoil penalty for a two-round slamfire is the CRP−4. The recoil rocket.
penalty for a three-round slamfire is the CRP−5. If the attack is
successful, the character may roll their damage with extra dice
depending on the damage of the round and how many rounds
they fired. The dice are always the same type as used in the
original damage. Using this attack fires two or three bullets or
shells and can only be done if the weapon has two or three bullets
Splash Weapons
or shells in it. Slamfire can not perform called shot attacks.

A splash weapon is a ranged weapon that breaks apart on


impact, splashing or scattering its contents over its target and
• 2 Round Slamfire For damage with two or less dice the
nearby creatures or objects. Most splash weapons consist of
character gains +1 die. For three or more dice the character
liquids in breakable containers. To attack with a splash weapon,
gains +2 dice plus 1 extra die for every three dice beyond
make a ranged touch attack against the target. Thrown splash
the first three.
weapons require no weapon proficiency. A hit deals damage to
the target twice and splash damage to all other creatures within 5’
of the target. A character can instead target a specific 5’ square,
including a square occupied by a creature. Use the rules for
• 3 Round Slamfire For damage with two or less dice the thrown explosives. However, if a character targets a square, all
character gains +2 dice. For three or more dice the character creatures within 5’ are dealt the splash damage. If the character
gains +3 dice plus 1 extra die for every three dice beyond misses the target (whether aiming at a creature or a square)
the first three. check to see where the weapon lands using the rules for thrown
explosives. After determining where the object landed, it deals
splash damage to all creatures within 5’.
Ammunition that increases or decreases total damage dice should
be calculated before calculating the damage of the weapon for
the purpose of how many damage dice the weapon has.
Thrown Explosives

An attack with a thrown explosive is a ranged attack made


against a specific 5’ square. Throwing the explosive is an attack
Grenades and Explosives action. If the square is within one range increment (thrown
weapons have a range increment of 10’), you do not need to
An explosive is a weapon that effects all creatures and objects make an attack roll. If the target square is more than one range
within its blast radius by means of shrapnel, heat, or massive increment away make an attack roll. The square has an effective
concussion when detonated. Its effect is broad enough that it can DEF of 10. Thrown explosives require no weapon proficiency. If
hurt characters just by going off close to them. Some explosives, the attack succeeds the explosive lands in the targeted square. If
such as grenades, can be thrown and explode when they land. the character misses the target the explosive lands in a square
Others are planted with fuses or timers and go off after a preset nearby in a random direction. Roll a d12 and consult the diagram
amount of time elapses. below to determine where the explosive lands.
82

1 6 2

11

5 12 Target 10 7

4 8 3

Table 43: Miss Locations

After the explosive’s landing point is determined, it deals its


damage to all targets within the blast radius of the weapon.
Wounding Radius for Explosives

Explosives often reach out past their original blast radius


and are still effective. This is called the wounding radius,
and is 5’ outside of the blast radius per 10’. Any target
caught in the wounding radius must make a Reflex Saving
Throw [TN15 (+1 per 10’ of blast radius)] or take full damage.
If the character passes the Reflex Saving Throw, they take
half of the damage of the explosive. Only explosives that
cause damage can have a wounding radius. Any target
caught in the wounding radius of an explosive that can
knock a creature prone must make a Fortitude Saving
Throw [TN16 (+1 per 10’ of blast radius)] or be knocked
prone.

Cooking off Grenades

Grenades normally take 1 turn to detonate after they are


thrown, but a character can cook off a grenade instead.
A character can spend the Combat Points it would take to
throw a grenade to instead hold it at the ready, throwing
it at the very beginning of their next turn. Regardless of
if they throw the grenade or not, it still goes off where
it is. A character can not perform any other actions but
movement while they are cooking off a grenade.
83

Blast Radius
The blast radius shows the range of squares that an explosive affects. To determine the area affected by a blast or cone, treat the
effect as “moving” from the targeted square following the same rules as characters for diagonal movement, with the first square
counting for the first 5’ of that “movement”. Below are references for both cones and blast radius.

Explosives and Extremity damage Mortars


An attack with a mortar is a ranged attack made against a
Unlike aimed weapons, explosives generally hit multiple
specific 5’ square. A character can also target a square occupied
areas of a character. If a character is caught in an explosive
by a creature. If the square is within the first range increment
blast, the GM rolls a d% to determine the locations the
the mortar takes 5 rounds to land. Every range increment after
character is hit. The d% is rolled for every damage die that
the first reduces the rounds it takes to land by 1 to a minimum of
is given by the explosive to a maximum of 10. Regardless
1. The square has an effective DEF of 10. If the attack succeeds
of the rolls, the character is always hit in the chest. Do not
the shell lands in the targeted square. If the character misses the
reroll if the character is hit in the same place more than
target the shell lands in a square nearby in a random direction.
once.
Consult Table: Miss Locations. Mortars have a maximum range
Location D% roll increment of 5.
Chest 1-10
Left Arm and Hand 11-32 Melee Attacks
Right Arm and Hand 33-54
Left Leg and Foot 55-76 With a normal melee weapon, a character can strike any
enemy within 5’. Enemies within 5’ are considered adjacent to the
Right Leg and Foot 77-98
character. The Combat Point cost for attacking with a weapon is
Head 99-100
dependent on the size of the weapon.
Table 44: Explosive Extremity Damage Hit Location
Trip
When calculating Extremity damage, treat the damage
from the explosive as if it hit the determined locations of A character can try to trip an opponent or otherwise knock
a character at the exact same time. The damage amount him or her down as an unarmed melee attack. A character can
is not multiplied by the amount of locations hit. only trip an opponent who is one size category larger than the
character, the same size, or smaller.
84

Making a Trip Attack Make an unarmed melee touch attack Attack of Opportunity If the target’s AoO inflicts any damage,
against the target. If the attack succeeds, make a STR check the attempt to grab the object automatically fails.
opposed by the target’s AGL check or STR check (whichever has
the higher modifier). If the attacker and the target are different Modifiers If the object is well secured or otherwise difficult to
sizes, the larger combatant receives a bonus on the STR check grab from the target, the target receives a +4 bonus. On the other
of +4 per difference in size category. The target receives a +4 hand, if the object is poorly secured or otherwise easy to snatch
stability bonus on their check if they have more than two legs or or cut away, the attacker gets a +4 bonus.
is otherwise exceptionally stable. If the attacker wins, they trip
the target. If the attacker loses, the target may immediately react
Failed Attempts Failing an attempt to grab an object doesn’t
and make a STR check opposed by the character’s AGL check or
allow the target to attempt to disarm the character.
STR check to try to trip the character. A tripped target is prone.

Fighting Defensively
Tripping with a Weapon Some weapons, such as the chain
and the whip, can be used to make trip attacks. If the character is A character can choose to fight defensively while making a
tripped during their own trip attempt the character can drop the melee attack. If the character does so they take a −4 penalty on
weapon to avoid being tripped. their attack in a round to gain a +2 dodge bonus to DEF against
all melee attacks in the same round.

Disarm
Light Attack
As a melee attack, a character may attempt to disarm their
A character can choose to attack lightly when making a melee
opponent without injury. If the character does so with a weapon
attack, sacrificing hitting power for speed. If the character does
they knock the opponent’s weapon out of their hands and to the
so they reduce the Combat Point cost by 1 and take a −3 damage
ground. If the character attempting to disarm is unarmed, the
penalty on the attack.
character will end up with the weapon in their hand. If a character
is attempting to disarm the wielder of a melee weapon, follow the
steps outlined here. Disarming the wielder of a ranged weapon is Heavy Attack
slightly different. A character can choose to attack heavily, throwing more of their
weight behind an attack. If the character does so they increase
Step One The attacker provokes an AoO from the target they the Combat Point cost by 2 and gains a 1 additional damage die
are trying to disarm. to the attack.

Full Attack
Step Two The attacker and the target make opposed attack
rolls with their respective weapons. If the weapons are different A character can choose to full attack, throwing nearly all of their
sizes, the combatant with the larger weapon receives a bonus on weight behind an attack. If the character does so, they increase
the attack roll of +4 per difference in size category. If the target the Combat Point cost by +7. This attack provokes an AoO against
is using a weapon in two hands they get an additional +4 bonus. all enemies within range and grants 2 additional damage dice
Also, if the combatants are different sizes the larger combatant and a +4 bonus to damage.
receives a bonus on the attack roll of +4 per difference in size
category. Aggressive Attack
A character can choose to attack aggressively, where their
Step Three If the attacker beats the target’s attack roll the primary goal is to force the character to move instead of cause
target is disarmed. If the attacker attempted the disarm action damage. If the attack is successful the struck character must move
unarmed, they have the weapon now. If the attacker was armed, to any adjacent space of their choosing that is not adjacent to
the target’s weapon is on the ground at the target’s feet. If the their attacker. Moving like this does not provoke any AoO. The
attacker fails the disarm attempt the target may immediately react attack also suffers a −2 attack penalty.
and attempt to disarm the character with the same sort of opposed
melee attack roll. The opponent’s attempt does not provoke an
AoO from the character. If the opponent fails to disarm, the Thrust Attack
attacker does not get a free disarm attempt against the opponent. A character can choose to make a thrusting attack with a
slashing weapon. When a character thrusts with a weapon, the
Ranged Weapons To disarm an opponent wielding a ranged weapon deals piercing damage instead of slashing damage but
weapon the character follows the same rules as disarming takes a −2 damage penalty to the attack. Only swords and knives
someone of a melee weapon, but if the character fails the target may use this attack.
does not get to make a disarm attempt against them.
Swipe Attack
Grabbing Objects A character can also use disarm to snatch A character can choose to make a swiping attack with a piercing
away an object worn by a target. Doing this works the same as a weapon. When a character swipes with a weapon, the weapon
disarm attempt (see above), except for the following. deals slashing damage instead of piercing damage but takes a
85

−2 damage penalty to the attack. Only spears, rapiers and knives Any reasonable precaution taken by a target including stationing
may use this attack. bodyguards, placing their back to a wall, or being able to make
Perception checks also precludes catching that target unaware
Reaction and helpless.

A reaction is an action where a character prepares for an


oncoming melee attack. A character has the choice of Parrying, Regular Attack A helpless defender has an effective DEF of
Bracing, Stumbling, or Predicting an enemy’s melee attack. The 5 + their size modifier. If a character is attacking with a ranged
character declares which reaction they will prepare, and against weapon and is not adjacent to the target, the character can attack
which enemy. After they declare what kind of reaction and against as normal and gain a +2 bonus on the attack roll. If the character
which enemy, their turn immediately ends, and they are unable is attacking with a melee weapon, or with a ranged weapon from
to make any more actions for that turn. If they are attacked by an adjacent square, the character can attack as normal.
the selected enemy’s melee attack, they roll a Saving Throw that
corresponds with the action. The TN is Opposing Attack Roll − 5.
Coup de Grâce A character can use a melee weapon to
deliver a coup de grâce to a helpless foe. A character can also
Parry Parrying is a reaction where a character uses their use a ranged weapon provided that they are adjacent to the target.
weapons or their body to glance off a blow. On a successful The character automatically hits and scores a critical strike. If the
Reflex Saving Throw the character is granted a +1 to their DEF, per defender survives the damage they still must make a Fortitude
Reflex Saving Throw Result/2, rounded down. The bonus lasts for Saving Throw [TN10 + damage dealt] or die. Delivering a coup
all melee attacks until the next turn. de grâce provokes AoO from threatening foes because it involves
focused concentration and methodical action. A character can’t
Brace Bracing is a reaction where a character prepares for deliver a coup de grâce against a creature that is immune to
the oncoming strike. On a successful Fortitude Saving Throw critical strikes.
the character is granted Damage Reduction to a single type of
damage of their choice, equal to 1 per Fortitude Saving Throw
Score/2, rounded down. The bonus lasts for all melee attacks until Knockout Blow
the next turn.
A character can make an unarmed attack or use a melee
weapon that deals non-lethal damage to deliver a knockout blow
Predict Predicting is a reaction where a character anticipates to a helpless foe. A character can also use a melee weapon that
an attack and follows through by striking back quickly. On a deals lethal damage but the character takes a −4 penalty on any
successful Will Saving Throw the character gains one AoO against attempt to deal non-lethal damage with the weapon. The target
the attacking opponent per two attacks the opponent attempts has an effective DEF of 5 + their size modifier. If the character
immediately after the opponent is done attacking. hits, the target immediately loses all of their XHP due to a non-
lethal attack. Delivering a knockout blow provokes an AoO from
Stumble Stumbling is a reaction where a character uses a threatening foes because it involves focused concentration and
shield or a weapon, to destabilize an attacker and cause them to methodical action. A character can’t deliver a knockout blow
lose footing. On a successful Reflex Saving Throw, the character against a creature that is immune to critical strikes.
knocks the opposing attacking opponent to a kneeling position
if they are standing, or to a prone position if they are kneeling.
A character can choose which attack on which they stumble, but Grapple
can only attempt to stumble once per round.
Grappling means wrestling and struggling hand-to-hand. There
are three stages to grappling: grabbing, holding, and pinning.
Unarmed Attacks
Striking for damage with punches, kicks, and head butts is Grabbing Normally a grab is just the first step to starting a
much like attacking with a melee weapon except that an unarmed grapple. If the character grabs an opponent but fails to go on
attack deals non-lethal damage and unarmed strikes use touch to hold him or her the character doesn’t actually start a grapple.
attack defense, instead of normal defense. Unarmed strikes count However, sometimes all a character wants to do is grab the target.
as small melee weapons for purposes of two-weapon attack
penalties and so on. An unarmed attack is considered an attack
made with a small weapon. Holding Once a character has established a hold they are
involved in a grapple. From a hold a character can attempt a
Helpless Defenders number of actions, including damaging the opponent or pinning
the opponent.
A helpless foe, who is bound, sleeping, unconscious, or
otherwise at the attacker’s mercy is an easy target. A character can
sometimes approach a target who is unaware of their presence, Grapple Checks When a character is involved in a grapple
get adjacent to the target, and treat them as helpless. If the target they will need to make opposed grapple checks against an
is in combat or some other tense situation and therefore in a state opponent, often repeatedly. A grapple check is something like a
of acute awareness and readiness or if the target can use their melee attack roll. A character’s attack bonus on a grapple check:
AGL bonus to DEF then that target can’t be considered unaware. BAB + FOC modifier + AGL modifier + Grapple modifier
86

Grapple Modifier A creature’s size works in its favor when Pin Make an opposed grapple check; if the character succeeds,
grappling if that creature is Large or larger in size. Conversely, a both characters are now prone. The opponent takes a −4 defense
creature of Small or smaller size is at a disadvantage because of its penalty for all attacks; however, the opponent is not considered
size when grappling. Instead of using a creature’s size modifier on helpless. A pinned character can’t take any action except to
a grapple check (as would be done for a melee or ranged attack attempt to escape from the pin. A character can’t pin any creature
roll), use the appropriate grapple modifier from Table: Grapple more than two size categories larger than itself.
modifier.
Escape from Grapple Make an opposed grapple check. If the
Size (Example) Grapple Modifier
character succeeds, they can escape the grapple. If more than one
Colossal (blue whale [90’ long]) +16 opponent is grappling the character, the grapple check result has
Gargantuan (gray whale [40’ long]) +12 to beat all their individual check results to escape. Opponents don’t
Huge (elephant) +8 have to try to hold a character if they don’t want to. Alternatively,
Large (lion) +4 the character can make an Acrobatics check opposed by the
Medium-size (person) +0 opponent’s grapple check to escape from the grapple. This is an
Small (German shepherd) −4 attack action that the character may only attempt once per round.
Tiny (housecat) −8
Diminutive (rat) −12 Escape from Pin Make an opposed grapple check. If the
Fine (horsefly) −16 character succeeds, they can escape from being pinned, and
are no longer being grappled. Opponents don’t have to try to
Table 45: Grapple Modifier
keep the character pinned if they don’t want to. The character
is considered prone. Alternatively, a character can make an
Starting a Grapple To start a grapple a character first needs Acrobatics check opposed by the opponent’s grapple check to
to grab and hold their target. Attempting to start a grapple is the escape from the pin. This is an attack action that the character
equivalent of making an unarmed melee attack. Follow these may only attempt once per round.
steps:
Draw a Small or smaller Weapon or Object A character can
Step 1: Attack of Opportunity and Grab A character provokes draw a small or smaller weapon or object for the normal Combat
an AoO from the target they are trying to grapple. Regardless of Point cost.
if the AoO is successful or not, proceed to step 2.
Attack with a Small or smaller Weapon or use a Small or
Step 2: Hold Make an opposed grapple check. If the character smaller Object A character can attack with a Small or smaller
succeeds, he has started the grapple. If the character loses he weapon while grappling but not while pinned. A character can’t
fails to start the grapple. attack with two weapons while grappling. A character can also use
small or smaller objects against a character they are grappling
Step 3: Execute an action Once the grapple has been against, which requires an opposed grapple check. If the opponent
established, the character can execute one of a few actions, is pinned, they can use the object against the opponent without
spending Combat Points. an opposed grapple check.

Grappling Consequences While a character is grappling, Joining a Grapple If the target is already grappling someone
their ability to attack others and defend themselves is limited. else a character can use an attack to start a grapple, as above,
except that the target doesn’t get an AoO against the character
No Threatened Squares A character doesn’t threaten any and the character’s grab automatically succeeds. The character
squares while grappling. still has to make a successful opposed grapple check and move
in to be part of the grapple.
If multiple enemies are already involved in the grapple the
Flat-footed A character is considered flat-footed while they are
character picks one against whom to make the opposed grapple
in a grapple.
check.

No Movement A character cannot move while held in a grapple.


Multiple Grapplers Several combatants can be in a single
grapple. Up to four combatants can grapple a single opponent.
If the Character is Grappling When a character is grappling Creatures that are one size category smaller than the character
(regardless of who started the grapple) they can attempt any of count as a half creature each; creatures that are one size category
several actions on their turn. Unless otherwise noted each of these larger than the character count as two creatures; and creatures
options is equivalent to a melee touch attack and cost Combat two or more size categories larger than the character count as
Points equal to the normal cost. The character is limited to these four creatures.
options only, and cannot take any other actions. When involved in a grapple with multiple opponents, the
character chooses one opponent to make an opposed check
Damage the Opponent Make an opposed grapple check; if against. The exception is an attempt to escape from the grapple; to
the character succeeds, they deal damage and as they would escape, a character’s grapple check must beat the check individual
with an unarmed strike or natural weapon. results of all opponents.
87

Attacks of Opportunity Circumstances Primary Primary Off Hand


Hand Hand
Making an unarmed attack against an armed opponent Melee Ranged
provokes an AoO from the character attacked. The AoO comes Weapon Weapon
before the character’s attack. An unarmed attack does not provoke Normal penalties −6 −6 −10
AoO from other foes, nor does it provoke an AoO from an unarmed Off-hand melee −4 −5 −8
foe. weapon is small or
smaller
Two-Weapon Melee −4 −6 −4
Fighting feat
“Armed” Unarmed Attacks Two-Weapon Ranged −6 −5 −7
Fighting feat
Sometimes a character or creature attacks unarmed but the Improved −2 −6 −4
attack still counts as armed. A creature with claws, fangs, or Two-Weapon Melee
similar natural physical weapons, for example, counts as armed. Fighting feat
Being armed counts for both offense and defense; not only does Improved −6 −4 −4
a creature not provoke an AoO when attacking an armed foe, but Two-Weapon Ranged
a character provokes an AoO from that creature if the character Fighting feat
makes an unarmed attack against it. An “armed” unarmed attack Off-hand melee −2 −4 −2
is considered an attack made with a small weapon. weapon a is small or
smaller and
Two-Weapon Melee
Fighting feat
Unarmed Strike Damage Off-hand melee 0 −2 0
weapon is Small or
An unarmed strike from a Medium-size character deals smaller and
1d3+POW modifier of non-lethal damage. A character can specify Improved
that their unarmed strike will deal lethal damage before the Two-Weapon Melee
character makes their attack roll, but the character takes a −4 Fighting feat
penalty on the attack roll because they have to strike a particularly
vulnerable spot to deal lethal damage. Table 46: Two-Weapon Fighting Penalties

Called Shot
When a character attacks they are usually targeting center
mass which is the chest and torso region. If a character wishes to
target a specific extremity, such as an arm or leg, they may do
so. Making a called shot invokes a −6 penalty for an arm or leg,
a −7 penalty for a hand or foot, or a −9 penalty for the head.
If the character is hit anywhere during a called shot attack with
a Piercing, Bludgeoning, Slashing, Plasma, or Ballistic weapon and
that weapon does more than 3 points of damage to that extremity
then the character takes extremity damage. Called shot attacks
ignore all armor Damage Reduction unless the targeted area is
armored.

Attacking with Two Weapons


If the character wields a second weapon in their off hand the
character can attack with it like normal. Fighting this way is very
difficult, however. When using both weapons in the same attack
action, the character takes a −6 penalty on the regular attack or
attacks with their primary hand and a −10 penalty on the attack
with their off hand. A character fighting with two weapons only
has to spend the Combat Points as if attacking with one weapon,
but the Combat Point cost is increased by 1, for the largest weapon
used.
88

Move Actions Cycle a weapon


Cycling a weapon is the act of purposely cocking the weapon
Move Actions are actions that involve moving of some type.
without firing it, ejecting an unused shell or cartridge and readying
the next one in the magazine, or letting the cylinder rotate without
Action CP Cost firing. This is often done for dramatic effect or to ready alternate
Walking and Running 1 per 5’ ammunition in a firearm. Only weapons with a capacity of three
Moving while Crouched 2 per 5’ or more rounds may be cycled.
Moving while Prone; Accelerated Climbing 3 per 5’
Climbing 4 per 5’ Standing Up
Swimming 5 per 5’
Withdraw 4× normal Standing up from a prone position provokes an AoO from
opponents who threaten the character.
Draw a weapon from a holster or sheath 3
Draw a weapon from Waistband carry 6
Holster a weapon 4 Reload or unload a weapon
Retrieve or store an item in a pocket, bag, 4 The cost to reload or unload a weapon is dependent on how it
or pouch is reloaded. Using magazines, speedloaders, or stripper clips is
Retrieve or store an item in a MOLLE vest 3 much faster than reloading a weapon by hand. Reloading includes
or LBE gear charging the weapon so that it is ready for use. You need at least
Pick up or manipulate an object within 3 one functional hand free to reload or unload a weapon.
reach
Drop an item 0
Drop to a kneeling, sitting, or prone 0 Withdraw
posture Withdrawing from melee combat is when a character retreats
Cycle a weapon 1 from melee combat without incurring AoO penalties. When a
Stand up from kneeling, prone, or sitting 6 character withdraws the Combat Point cost to move is multiplied
Clear a jammed firearm 12 by 4. The square the character starts from is not considered
Reload a bow 1 threatened for purposes of withdrawing and therefore enemies
Reload a crossbow or speargun 2 do not get AoO against the character when they move from that
Reload a slingshot 3 square. A character may not withdraw using a form of movement
Reload a Taser 3 for which that character must make a skill check.
Reload a tranquilizer gun 9
Reload a paintball hopper 3
Reload or unload a weapon by hand; Refill 3 per round or Speak Action
or unload a magazine, speedloader, or shell
With the exception of specific speaking-related abilities,
stripper clip
speaking doesn’t cost any Combat Points. Speaking allows the
Reload a firearm using a new magazine, 4
character convey 6 seconds of information, which is about 15
speedloader, or stripper clip
words. These words can be conveyed in any language the
Reload a link fed weapon with a new link 6
character can speak. Characters can also make any noises that
Refill a magazine using a stripper clip 3 per clip
they wish to produce and that their vocal cords can handle.
Reload a black powder weapon 12 per barrel or
chamber
Miscellaneous Actions
Table 47: Move Actions
Some actions don’t fit neatly into the above categories. Some
of the options described below are actions that take the place of
Movement or are variations on the actions described earlier. For actions not
covered in any of this material, the GM determines how long such
The simplest move action is moving. Many nonstandard modes an action takes to perform and whether doing so provokes AoO
of movement are also covered under this category, including from threatening enemies.
climbing and swimming, crawling, and entering a vehicle. For
every 10’ beyond the first 20’ a character moves, they gain a +1
to their DEF until their next turn, up to a +15.

Manipulating Objects
This move action includes drawing or holstering a weapon,
retrieving a weapon or object out of a MOLLE pouch, pocket, or
bag, picking up an object, moving a heavy object, and opening a
door.
89

Use Feat or Skill Making an Attack of Opportunity

Certain feats let a character take special actions in combat. An attack of opportunity is a single unmodified melee attack. A
Other feats are not actions in themselves but they give a character character does not have to make an AoO if they don’t want to.
a bonus when attempting something they can already do. Some Making an AoO takes no Combat Points.
feats aren’t meant to be used within the framework of combat.
The individual feat descriptions tell a character what they need to Extra Effort
know about them.
Most uses of skills in a combat situation are attack actions but An Extra Effort action is an action where a character pushes
some might be move actions. When appropriate the description themselves beyond their limits using a burst of energy to get
of a skill provides the time required to use it. more accomplished in a single round. The character receives 5
extra Combat Points for the round. The following round they are
considered flat-footed, have a −4 attack penalty for all attacks,
Attacks of Opportunity receive half their normal Combat Points (rounded down), and may
not take the extra effort action. After the character goes through
The melee combat rules assume that combatants are actively one round in this state, they return to normal.
avoiding attacks. A player doesn’t have to declare anything special
for their character to be on the defensive. Sometimes, however, a
combatant in a melee lets their guard down and doesn’t maintain Movement and Position
a defensive posture as usual. In this case combatants near him
or her can take advantage of this lapse in defense to attack for When using a grid to represent character’s movement, the
free. These attacks are called AoO. standard scale equates one inch (or a one square) to five feet in
the game world. One round is six seconds.

Weapon Type Movement in Darkness


A character can use a melee weapon to make AoO whenever If a character moves when they can’t see, such as in total
the conditions for such an attack are met. In addition, a character darkness, their Combat Point cost to move is doubled.
can make AoO with unarmed attacks if the character’s unarmed
attacks count as armed.
Diagonals
When measuring distance, the first diagonal counts as 1 square,
Threatened Squares the second counts as 2 squares, the third counts as 1, the fourth
as 2, and so on.
A character threatens the squares into which they can make a
You can’t move diagonally past a corner. You can move
melee attack even when it is not the character’s action. Generally,
diagonally past a creature, even an opponent.
that’s all squares adjacent to the character’s position. An enemy
You can also move diagonally past other impassable obstacles
that takes certain actions while in a threatened square provokes
such as pits.
an AoO from the character. A character can only make AoO with
melee weapons, never with ranged weapons, unless that ranged
weapon can be used as a melee weapon. Facing and the penalty Passing Through
that comes with it apply with AoO.
Sometimes a character can pass through an area occupied by
another character or creature.
Provoking an Attack of Opportunity
Friendly Character
Two actions can provoke an AoO:
A character can move through a square occupied by a friendly
• Moving out of a Threatened Square When a character character.
moves out of a threatened square that character generally
provokes an AoO. There are two important exceptions. Unfriendly Character
A character doesn’t provoke an AoO if the character
There are two ways to move through a square occupied by an
withdraws and if the character doesn’t start in a threatened
enemy:
square, but moves into one, the character may stop there
A character can attempt to slip through a square occupied by
without provoking an AoO, although further movement does
a resisting enemy using the Acrobatics skill.
provoke a single AoO, regardless of how far they move
A character can move through a square occupied by an
through the threatened squares.
unfriendly character who chooses not to or is unable to resist as
if the character was friendly.
• Performing an Action that Distracts the Character Some
actions when performed in a threatened square provoke
Square Occupied by Larger or Smaller Creature
AoO because they make a character divert their attention
from the fight at hand. Using a ranged weapon, in particular, Any creature can move through a square occupied by a creature
provokes AoO. three size categories larger or three categories smaller than it is.
90

Combat Modifiers
Concealment (Example) Miss Chance
This section covers offensive and defensive modifiers provided One-quarter (light fog; light foliage) 10%
by position. One-Half (shadows; dense fog at 5’) 20%
Three-quarters (dense foliage, fighting 30%
around a corner)
Nine-tenths (near total darkness) 40%
Favorable and Unfavorable Conditions Total (attacker blind; total darkness; 50%
smoke grenade; dense fog at 10’,
Generally speaking, any situational modifier created by the
behind a drywall wall)
attacker’s position or tactics applies to the attack roll, while any
situational modifier created by the defender’s position, state, or Table 50: Concealment
tactics applies to the defender’s DEF. The GM judges what bonuses
and penalties apply using Table: Defense Modifiers and Table:
Degree of Concealment Concealment is subjectively measured
Attack Roll Modifiers as guides.
as to how well concealed the defender is. Examples of what might
qualify as concealment of various degrees are given in Table:
Concealment. Concealment always depends on the point of view
Circumstance Melee Range
of the attacker.
Attacker flanking defender +2 +2
Attacker to the rear of defender +4 +4
Concealment Miss Chance Concealment gives the subject of a
Attacker on higher ground +1 +0
successful attack a chance that the attacker missed because of the
Attacker sitting or kneeling −2 +1
concealment. If the attacker hits, the defender must make a miss
Attacker prone −4 +2
chance d% roll to avoid being struck. When multiple concealment
Attacker has not been seen yet +21 +21 conditions apply to a defender, use the one that would produce
the highest miss chance. Do not add the miss chances together.
1 The defender loses any AGL bonus to Defense.
Attacking Through Concealment When attacking through
Table 48: Attack Roll Modifiers concealment, the GM rolls a d% dice. If the value is at or below
the concealment miss chance, the attack misses. If the d% is
higher than the concealment miss chance, the attack is successful
Circumstance Melee Ranged as normal.
Defender prone −2 +41
Defender sitting or kneeling −4 +21 Cover
Defender stunned −22 −22 Cover is specifically provided by objects that would reasonably
Defender climbing −22 −22 stop an attack, such as thick trees, solid stone walls, or sandbags.
Defender flat-footed +02 +02 Cover provides a bonus to Defense. The more cover a character
Defender grappling (attacker not) +02 +03 has, the bigger the bonus. In a melee, if a character has cover
Defender pinned −44 +04 against an opponent, that opponent probably has cover against
Defender helpless (such as +02 +02 the character too. With ranged weapons, however, it is easy to
paralyzed, sleeping, or bound) have better cover than the opponent. The GM may impose other
Defender has cover — See Cover — penalties or restrictions on attacks depending on the details of
Defender concealed or invisible – See Concealment – the cover.

Degree of Cover Cover is assessed in subjective measurements


1 Does not apply if target is adjacent to attacker. This circumstance may of how much protection it offers. The GM determines the value
instead improve bonus to Defense granted by cover. See Cover, below. of cover. This measure is not a strict mathematical calculation
2 The defender loses any AGL bonus to Defense. because a character gains more value from covering the parts of
3 Roll randomly to see which grappling combatant the character strikes.
their body that are more likely to be struck. If the bottom half of
That defender loses any Dexterity bonus to Defense.
a character’s body is covered, that only gives ¼ cover because
4 Treat the defender’s AGL as 0 (-5 modifier).
most vital areas are still fully exposed. If one side or the other of
Table 49: Defense Modifiers a character’s body is covered, the
character receives ½ cover.

Concealment

Concealment includes circumstances in which nothing substan-


tially physical blocks a blow or shot but something interferes with
an attacker’s accuracy. Things that substantially physically blocks
a blow can also provide concealment.
91

Special Initiative Actions


Degree of Cover Cover Reflex Concealment
(Example) Bonus to Sav- Usually a character acts as soon as they can in combat, but
Defense ing sometimes a character wants to act later, at a better time, or in
Throws response to the actions of someone else.
One-quarter (standing +3 +2 —
behind a 3’ high wall) Delay
One-half (fighting from +6 +4 10% By choosing to delay, the character takes no action and then
around a corner or a acts normally at whatever point in the Initiative count the character
tree; standing at an decides to act. When a character delays they voluntarily reduce
open window; behind a their own Initiative result for the rest of the combat. When the
creature of same size) character’s new, lower Initiative count comes up later in the same
Three-quarters +9 +61 20% round, the character can act normally. The character can specify
(peering around a this new Initiative result or just wait until some time later in the
corner or a big tree) round and act then, thus fixing the character’s new Initiative count
Nine-tenths (standing +15 +81 30% at that point. A character cannot interrupt anyone’s action with
at an arrow slit; behind a delayed action (as a character can with a readied action; see
a door that’s slightly below).
ajar)
Total (on the other side — — — Delaying Limits The longest a character can delay before
of a solid wall) taking an action is until after everyone else has acted in the
round. At that point, the delaying character must act or else forfeit
1 Half damage if save is failed; no damage if successful. any action in that round. If multiple characters are delaying, the
one with the highest Initiative modifier (or highest AGL in case
Table 51: Cover
of a tie) has the advantage. If two or more delaying characters
both want to act on the same Initiative count, the one with the
highest Initiative modifier can go first. If two or more delaying
Cover Defense Bonus Table: Cover gives the Defense bonuses
characters are trying to go after one another, the one with the
for different degrees of cover. Add the relevant number to the
highest Initiative modifier can go last; the others must go first or
character’s Defense.
lose their action for the round. If a character loses an action due
to delaying, they may act on any count on the next turn. Again,
Cover Reflex Saving Throw Bonus Table: Cover gives the the character cannot interrupt an action.
Reflex Saving Throw bonuses for different degrees of cover. Add
this bonus to Reflex Saving Throws against attacks that affect an Ready
area. This bonus only applies to attacks that originate or burst
The ready action lets a character prepare to take an action
out from a point on the other side of the cover.
later to interrupt another character. On the character’s turn they
prepare to take an action later if a specific trigger is met. Later
Cover Concealment Bonus Table: Cover gives concealment in the round, if the readied action is triggered, the character
when a character is behind an object. This concealment works takes their action before the triggering action. Readying does not
exactly as regular concealment. provoke an AoO.

Readying an Action A character can ready an attack action.


Striking the Cover Instead of a Missed Target If it ever To do so the character specifies the action they will take and the
becomes important to know whether the cover was actually struck conditions under which the character will take it. Then, any time
by an incoming attack that misses the intended target, the GM before the character’s next action, the character may take the
should determine if the attack roll would have hit the protected readied attack action in response to those conditions. The readied
target without the cover. If the attack roll falls within a range low action occurs just before the event that triggers it. If the trigger is
enough to miss the target with cover but high enough to strike part of another character’s actions, the readied action interrupts
the target if there had been no cover, the object used for cover the other character. The other character continues their actions
was struck. This can be particularly important to know in cases once the readied action is completed. The waiting character acts
when a character uses another character as cover. In such a case, immediately ahead of the character whose action triggered the
if the cover is struck and the attack roll exceeds the Defense of readied action. A character can move as normal, but only as
the covering character, the covering character takes the damage long as the character doesn’t spend the Combat Points needed to
intended for the target. If the covering character has a AGL bonus accomplish the readied action. A character may only ready one
to Defense or a dodge bonus, and this bonus keeps the covering attack action. If the character comes to their next action and has
character from being hit, then the original target is hit instead. The not yet performed the readied action, the character doesn’t get
covering character has dodged out of the way and didn’t provide to take the readied action (though the character can ready the
cover after all. A covering character can choose not to apply their same action again). If the character takes their readied action in
AGL bonus to Defense and/or their dodge bonus if the character the next round before their regular turn comes up the character’s
so desires. Initiative count doesn’t change.
92

Special Attacks Hardness Each object has hardness, a number that represents
how well it resists damage. Whenever an object takes damage,
This section covers firearms, grappling, explosives, attacking subtract its hardness from the damage. Only damage in excess
objects, and an assortment of other special attacks. of its hardness is deducted from the object’s hit points (see Table:
Substance Hardness and Hit Points and Table: Object Hardness
Aid Another and Hit Points).

In combat, a character can help a friend attack or defend by


Hit Points An object’s HP total depends on what it is made of
distracting or interfering with an opponent. If the character is in
or how big it is.
position to attack an opponent with which a friend of the character
is engaged in melee combat, the character can attempt to aid the
Object Hardness HP Break TN
friend. The character makes an attack roll against DEF 10. If the
character succeeds, they don’t actually damage the opponent, Lock
but the character’s friend gains either a +2 circumstance bonus Cheap 0 1 10
against that opponent or a +2 circumstance bonus to DEF against Average 3 5 15
that opponent (aiding character’s choice) on the friend’s next turn. High quality 5 10 20
High security 10 120 35
Ultrahigh security 20 150 10
Planted Explosives Manufactured Objects1
A planted explosive is set in place with a timer or fuse Fine 0 1 10
determining when it goes off. No attack roll is necessary to Diminutive 0 1 10
plant an explosive; the explosive sits where it is placed until it is Tiny 1 2 10
moved or goes off. When a planted explosive detonates, it deals Small 3 3 12
its damage to all targets within the blast radius of the weapon. Medium 5 5 15
Large 5 10 15
Huge 8 10 20
Attack an Object
Gargantuan 8 20 30
Sometimes a character needs to attack or break an object. Colossal 10 30 50
Firearm, medium-size 3 5 17
Rope 0 2 23
Strike an Object Objects are easier to hit than characters
Simple wooden door 5 10 13
because they usually don’t move, but many are tough enough to
Strong wooden door 5 20 23
shrug off some damage from each blow.
Steel door 10 120 35
Cinderblock wall 8 90 35
Object Defense and Bonuses to Attack Objects are harder Chain 10 5 26
or easier to hit depending on their size and whether they are Handcuffs 10 10 30
immobile or being held, carried, or worn by opponents. The base Metal bars 10 15 30
Defense of objects is shown on Table: Size and Defense of Objects.
1 Figures for manufactured objects are minimum values. The GM may
Size (Example) Defense adjust these upward to account for objects with more strength and
Colossal (jetliner) −3 durability.
Gargantuan (army tank) 1 Table 53: Object Hardness and HP
Huge (typical car) 3
Large (big door) 4 Substance Hardness Hit Points
Medium (dirt bike) 5
Paper 0 2/inch of thickness
Small (chair) 6
Rope 0 2/inch of thickness
Tiny (College textbook) 7
Plastic, soft 0 3/inch of thickness
Diminutive (paperback book) 9
Glass 1 1/inch of thickness
Fine (pencil) 13
Ceramic 1 2/inch of thickness
Table 52: Object Size and Defense Ice 0 3/inch of thickness
Plastic, hard 2 5/inch of thickness
If a character attempts to make an attack against an inanimate, Wood 5 10/inch of thickness
immobile object the character receives an automatic hit with a Aluminum 6 10/inch of thickness
melee weapon, or a +5 bonus on their attack roll with a ranged Concrete 8 15/inch of thickness
weapon (all ranged weapons are firing single shot). An object Steel 10 30/inch of thickness
being held, carried, or worn has a Defense equal to the above
figure + 5 + the opponent’s AGL modifier. Striking a held, carried, Table 54: Substance Hardness
or worn object provokes an AoO from the character who holds it.
If a character has the Sunder feat, they don’t incur an AoO for Energy Attacks Acid and Concussive attacks deal normal
making the attempt. damage to most objects. Electricity and fire attacks deal half
93

damage to most objects; divide the damage by 2 before applying


the hardness. Cold attacks deal ¼ damage to most objects; divide
the damage by 4 before applying the hardness.

Ineffective Weapons The GM may determine that certain


weapons just can’t deal damage effectively to certain objects.

Immunities Objects are immune to non-lethal damage.

Saving Throws Unattended objects never make Saving Throws.


They are considered to have failed their Saving Throws. An
object attended by a character (being grasped, touched, or worn)
receives a Saving Throw just as if the character herself were
making the Saving Throw.

Breaking Objects When a character tries to break something


with sudden force rather than by dealing damage, use a STR
check to see whether they succeed. The TN depends more on
the construction of the object than on the material. If an object
has lost half or more of its hit points, the TN to break it decreases
by 2.

Repairing Objects Repairing damage to an object takes a full


hour of work and appropriate tools. Without the proper tools, a
character takes a −6 penalty on their Craft check. At the end of
the hour, make a Craft (Structural) check [TN20]. Success restores
2d6 HP. If damage remains, the character may continue to make
repairs for as many hours as it takes to restore all the object’s HP.
94

Facing
All characters have a facing: the direction to the adjacent square the character or creature is pointing toward. This means that a
Medium creature standing in a given square has eight possible facings. The three squares a Small or Medium character is pointing
toward are its front area. The three squares behind it are its rear area. The squares to its left and right are its flanks. Larger characters
have more squares to deal with, but they still face toward one of eight directions. Their front areas remain the squares in front of
them (including those on the front corners); their rear areas remain the squares behind them (including those on the rear corners);
and their flanks remain the squares directly to their sides.

5’ square flank area creature area

front front front front

rear rear
rear rear

Small & Medium Large

front front front front

rear rear
rear rear

Huge
Gargantuan

front front

rear rear
Colossal
95

Changing facing turning), but you can ready an action for a sound-based trigger
(such as the click of latch opening).
As you move, you can freely change your facing, rotating your
token before you step into each new square. In addition, you can
change facing at the end of your move. Conditions Summary
If you do not move during your turn, you may change facing
once at any point during your turn for free. You can turn to face If more than one condition affects a character, apply them
any direction you like but you cannot change facing more than all. If certain effects can’t combine, apply the most severe effect.
once. If a character is already suffering from an identical summary, the
new summary’s length will not add to previous one unless the
Normal Movement duration is greater, and only the difference in duration will be
added.
You can move into any square in your front area at the normal
movement cost. As you move you may change your facing as
you enter each new square. Make it clear which way you’re Ability Damaged
facing as you move if it matters (such as when enemies are near), The character has temporarily lost 1 or more ability score points.
and set your miniature’s facing when you’re done moving. Lost points return at a rate of 1 per day unless noted otherwise by
the condition dealing the damage. A character with STR 0 falls to
Moving Backward or Sideways the ground and is helpless. A character with DEX 0 is paralyzed.
A character with CON 0 is dead. A character with INT, WIS, or CHA
You’ll usually turn your character in the direction of movement
0 is unconscious. Ability damage is different from penalties to
before making a move. As described above, you may freely make
ability scores, which go away when the conditions causing them
such changes in facing during movement. However, sometimes
go away.
you’ll want to move without changing your facing to avoid
exposing your flank or rear area to an AoO while you move.
It costs two squares of movement to enter a square on your flank Ability Drained
or in your rear area. The character has permanently lost 1 or more ability score
points. A character with STR 0 falls to the ground and is helpless.
Facing And Attacking A character with DEX 0 is paralyzed. A character with CON 0 is
In general, a character can attack into any square in his front dead. A character with INT, WIS, or CHA 0 is unconscious.
area without penalty. Characters who don’t want to change their
facing to point toward a foe can attack into their flank areas at a Blinded
−5 penalty and into their rear areas at a −10 penalty.
Characters can make ranged attacks into any square beyond The character cannot see. He takes a −2 penalty to Defense,
their front area without penalty. The penalties for making ranged loses his DEX bonus to Defense (if any), movement cost is doubled,
attacks into flank and rear areas are the same as for melee and takes a −4 penalty on Perception checks and on most STR
combat. and DEX based skill checks. All checks and activities that rely on
vision automatically fail. All opponents are considered to have
total concealment to the blinded character. Characters who remain
Opponent Facing
blinded for a long time grow accustomed to these drawbacks and
Not only does your facing matter when you’re attacking, but can overcome some of them.
the facing of your opponent does as well. If you’re attacking from
a foe’s flank area (or the squares beyond it, if you have a reach Confused
or ranged weapon), you get a +2 bonus on the attack roll. You
don’t need anyone opposite you on the other side of your foe. If The character is puzzled by something they have seen or heard,
you’re attacking from a foe’s rear area (or the squares beyond and are therefore hesitant on completing actions. All of a confused
it), you get a +4 bonus on the attack roll. character’s action costs are increased by 3 Combat Points.

Faceless Creatures Some creatures have no real facing Dazed


because they can move, attack, and perceive foes equally well in
every direction. Faceless creatures can move or attack into any The creature is unable to act normally. A dazed creature can
adjacent square and they can’t be flanked or attacked from the take no actions but has no penalty to Defense. A dazed condition
rear because they don’t have flanks or rears. typically lasts 1 round.

Tiny and Smaller Creatures Tiny and smaller creatures don’t


have facing. They can move or attack in any direction and are
otherwise treated as faceless.

Readied Actions
You can’t ready an action to respond to a trigger that occurs in
your rear area if you have to see it happen (such as a doorknob
96

Dead Flat-Footed
The character’s CHP have been reduced to −10, his CON is A character who has not yet acted during a combat is flat-footed
reduced to 0, or he is killed outright by an effect. The character’s and is not yet reacting normally to the situation. A flat-footed
soul/aura/nothing leaves his body. Dead characters cannot benefit character loses his DEX bonus to Defense (if any) and cannot
from normal healing. A dead body decays normally unless make an AoO.
preserved.

Frightened
Deafened
A frightened creature flees from the source of its fear as best
A deafened character cannot hear. They take a −4 penalty on it can. If unable to flee, it may fight. A frightened creature takes
Initiative checks and automatically fails Perception checks that a −2 penalty on all attack rolls, Saving Throws, skill checks, and
involve hearing. Characters who remain deafened for a long time ability checks. A frightened creature can use special abilities, to
grow accustomed to these drawbacks and can overcome some flee; indeed, the creature must use such means if they are the
of them. only way to escape. Frightened is like Shaken, except that the
creature must flee if possible. Panicked is a more extreme state
of fear.
Disabled
A character with 0 CHP, or one who has negative core hit points
but has become stable and conscious, is disabled. The character Grappling
can only spend 5 Combat Points. Performing any action the Engaged in wrestling or some other form of hand-to-hand
game master deems strenuous deals 1 point of damage after the struggle with one or more attackers. A grappling character can
completion of the act. Unless the action increased the disabled undertake only a limited number of actions. He does not threaten
character’s hit points, they are now in negative CHP and dying. any squares and loses his DEX bonus to Defense (if any) against
A disabled character with negative CHP recovers CHP naturally opponents he isn’t grappling. See Grapple.
if they are being helped. Otherwise, each day they have a 10%
chance to start recovering CHP naturally (starting with that day);
otherwise, they lose 1 CHP. Once an unaided character starts Helpless
recovering CHP naturally they are no longer in danger of losing
A helpless character is paralyzed, held, bound, sleeping,
hit points (even if their current hit points are negative).
unconscious, or otherwise completely at an opponent’s mercy.
A helpless target is treated as having a DEX of 0 (−5 modifier).
Dying Melee attacks against a helpless target get a +4 bonus (equivalent
to attacking a prone target). Ranged attacks receive no special
A dying character is unconscious and near death. They have bonus against helpless targets.
between −1 and −9 CHP. A dying character can take no actions
and is unconscious. At the end of each round (starting with the
round in which the character dropped below 0 CHP), the character Inebriated
loses 1 HP. If a dying character reaches −10 CHP they are dead.
Drunken and consumed too much alcohol. An inebriated
character takes a −4 on all attack rolls and their Combat Point
Entangled cost to move is doubled.
The character is ensnared. Being entangled impedes movement,
but does not entirely prevent it unless the bonds are anchored Invisible
to an immobile object or tethered by an opposing force. An
entangled creature moves at twice the Combat Point cost and Visually undetectable. An invisible creature gains a +2 bonus on
takes a −2 penalty on all attack rolls and a −4 penalty to DEX. attack rolls against sighted opponents and ignores its opponent’s
DEX bonuses to Defense (if any).

Exhausted
Knocked Down
An exhausted character moves at twice the Combat Point
cost and takes a −6 penalty to STR and DEX. After 1 hour of Depending on their size, creatures can be knocked down by
complete rest an exhausted character becomes fatigued. A winds of high velocity. Creatures on the ground are knocked
fatigued character becomes exhausted by doing something else prone by the force of the wind. Flying creatures are instead blown
that would normally cause fatigue. back 1d6×10’.

Fatigued Nauseated
A fatigued character takes a −2 penalty to STR and DEX. Doing Experiencing stomach distress. Nauseated creatures are unable
anything that would normally cause fatigue causes the fatigued to spend Combat Points on attacks, speaking, or do anything else
character to become exhausted. After 8 hours of complete rest, requiring attention. The only action such a character can spend
fatigued characters are no longer fatigued. Combat Points on are move actions.
97

Panicked disabled (even though his hit points are still negative). If the
character became stable on his own and hasn’t had help he is
A panicked creature must drop anything it holds and flee at top
still at risk of losing hit points. Each hour, he has a 10% chance of
speed from the source of its fear, as well as any other dangers it
becoming conscious and disabled. Otherwise he loses 1 hit point.
encounters, along a random path. It can’t take any other actions.
In addition, the creature takes a −2 penalty on all Saving Throws,
skill checks, and ability checks. If cornered, a panicked creature Stunned
cowers. A panicked creature can use special abilities to flee; A stunned creature can only spend half of their Combat Points,
indeed, the creature must use such means if they are the only rounded down, takes a −2 penalty to Defense, and loses his DEX
way to escape. Panicked is a more extreme state of fear than bonus to Defense (if any).
shaken or frightened.
Unconscious
Paralyzed
Knocked out and helpless. Unconsciousness can result from
A paralyzed character is frozen in place and unable to move or having current CHP between −1 and −9 or from losing all XHP due
act. A paralyzed character has effective DEX and STR scores of to a non-lethal attack.
0 and is helpless, but can take purely mental actions. A winged
creature flying in the air at the time that it becomes paralyzed
Unnerved
cannot flap its wings and falls. A paralyzed swimmer can’t swim
and may drown. A creature can move through a space occupied An unnerved character has lost their demeanor. They take a
by a paralyzed creature—ally or not. Each square occupied by a −1 penalty on attack rolls, Saving Throws, skill checks, and ability
paralyzed creature, however, counts as 2 squares. checks. Unnerved is a less severe state of fear than shaken,
frightened, or panicked.
Pinned
Held immobile (but not helpless) in a grapple. Environments
Darkness and Light
Prone
It’s a rare mission that doesn’t end up in the dark somewhere
The character is on the ground. An attacker who is prone has and characters need a way to see. See Table: Light Sources for
a −4 penalty on melee attack rolls, but a +2 to ranged attack rolls. the radius that a light source illuminates and how long it lasts. The
A defender who is prone gains a +4 bonus to Defense against light sources listed are for light being broadcast in a circle from
ranged attacks, but takes a −4 penalty to Defense against melee their origin.
attacks.
Item Light Duration
Rattled Candle 10’ 12 hours
Torch 20’ 2 hours
A rattled character is visibly disturbed, and can barely function. Lantern 40’ 1 day
A rattled character takes a −4 penalty on attack rolls, Saving Match 10’ 1 round
Throws, skill checks, and ability checks. Lighter 10’ 1 hour
Road Flare 40’ 1 hour
Shaken Chemical Light Stick 10’ 6 hours

A shaken character takes a −2 penalty on attack rolls, Saving Table 55: Light Sources
Throws, skill checks, and ability checks. Shaken is a less severe
state of fear than frightened, rattled or panicked, but worse than Darkness and light levels are sectioned off into four levels, stated
unnerved. below.
• Fully Illuminated Fully illuminated light means everything
in the area or room is relatively visible, with a adequate light
Sickened
source. There are no penalties when in a fully illuminated
The character takes a −2 penalty on all attack rolls, melee environment. A creature can see for miles in fully illuminated
weapon damage rolls, Saving Throws, skill checks, and ability light.
checks.
• Shadows Shadow light means that there are shadows that
are cast, usually by a singular, weak light source. All targets
Stable within shadow light have 20% concealment. A creature can
see for 100’ in shadows.
A character who was dying but who has stopped losing hit
points and still has negative hit points is stable. The character • Near Total Darkness Near total darkness means that there
is no longer dying, but is still unconscious. If the character has is a light source, but it may be far away, or extremely
become stable because of aid from another character (such as a weak. All targets within near total darkness light have
Treat Injury check), then the character no longer loses hit points. 40% concealment. A creature can see for 50’ in near
He has a 10% chance each hour of becoming conscious and total darkness.
98

• Total Darkness Total darkness means there is no light Heat and Cold
source whatsoever to illuminate the area. All targets within
total darkness light have 50% concealment. A creature can’t Temperature Ratings
see at all in total darkness.
Extremely Cold Extreme cold temperature is any
temperature below -90C/-130F. These temperatures are
Sight and Types of Visions unsurviveable for long periods of time without a spacesuit,
Darkness and sight can be modified in a number of ways. Below parka, or a biology that is suited for the cold.
are the various types of Vision a character can have or possess Very Cold Very cold temperature is any temperature
through racial abilities, or through equipment. between -89C/-128F and -35C/-31F.Very Cold Weather
clothing is highly recommended, with protective equipment
• Standard Vision Standard vision is the base vision for most, such as overcoats, and parkas to help ward off the cold.
if not all creatures. It allows them to perceive the world Cold Cold temperature is any temperature between
around them through sight. Unless otherwise obstructed or -34C/-29F and 10C/50F. Cold Weather clothing is
darkened by light levels, vision is assumed to be of infinite recommended, but mild clothing with a coat, overcoat
range, though perception penalties occur based on the or parka will suffice.
distance. Mild Mild temperature is any temperature between
11C/51F and 27C/80F. Mild temperature clothing is the
• Thermal Vision Thermal vision works by viewing the heat standard set of clothing, including pants, some shorts,
signatures of various objects in relation to the objects around dresses, skirts and the like.
them, making warmer objects such as creatures stand out. Hot Hot temperature is any temperature between
Thermal vision negates all vision penalties for darkness and 28C/81F and 35C/95F. Hot temperature clothing is
smoke with regard to people, creatures, and objects warmer recommended, as well as drinking lots of fluids to stay
than the surrounding scenery, within its stated range. hydrated.
• Low Light Vision Low light vision is the ability to recognize Very Hot Very Hot temperature is any temperature
color and read in near total darkness, within its stated range. between 36C/96F and 44C/111F. Very hot temperature
It functions as standard vision in shadows, and as shadows clothing is very light, and has to breathe to not hold heat
in near total darkness. at all against the body. Fluids are necessary to avoid heat
stroke.
• Darkvision Darkvision is the ability to see in total darkness, Extremely Hot Extremely Hot Temperature is any
but only in black and white, within its stated range. temperature above 45C/113F. These temperatures are
unsurviveable for long periods of time without a spacesuit,
• Blindsight Blindsight is the ability to perceive targets and or a biology that is suited for the heat.
fight in total lack of visibility through environment such as
smoke or total darkness, or through a lack of sight from
blindness. It has a range of 35’. A character’s clothing and armor may protect them from certain
temperature ranges. If a character is in a hot or cold environment
not counteracted by their armor or clothing, they must attempt
a Fortitude Saving Throw [TN15 (+1 for each previous check)]
depending on how many steps away from their counteracted
range the environment is. For one step removed, the Saving
Throw must be attempted every hour and the character loses 1d4
XHP or CHP on failure. For two steps removed, the Saving Throw
must be attempted every ten minutes and the character loses
1d6 XHP or CHP on failure. For three or more steps removed, the
Saving Throw must be attempted every minute and the character
loses 2d6 XHP or CHP on failure. Damage taken from Hot and Cold
environments cannot be recovered until the character counteracts
or escapes from the inclement temperature, and as soon as they
suffer it they are considered fatigued. If a character takes no
action besides counteracting the heat or cold, by sitting in the
shade or huddling for warmth or other such activities, they can
reduce the severity of the environmental damage by one step.
99

Catching on Fire unarmed damage as well as choke the target. The target can hold
his of her breath for a number of rounds equal to their CON score.
Characters exposed to open flames might find their clothes, hair,
After this period of time, the target must make a CON check [TN10
or equipment on fire. Characters at risk of catching fire are allowed
( +1 for each previous check)] every round to continue holding
a Reflex Saving Throw [TN15] to avoid this fate. If a character’s
their breath. The target begins to suffocate on a failed check (see
clothes or hair catch fire, they take 2d6 points of fire damage
Suffocation and Drowning). If at any time the target breaks free or
immediately. In each subsequent round, the burning character
slips free of the grapple the stranglehold is broken (although any
must make another Reflex Saving Throw. Failure means they take
damage that was dealt remains). Note that a grappled target who
another 2d6 points of fire damage that round. Success means
is not pinned can use a melee attack to strangle their attacker.
that the fire has gone out. That is, once the character succeeds at
the Saving Throw, they are no longer on fire. A character on fire
may automatically extinguish the flames by jumping into enough Falling
water to douse him or herself. If no body of water is at hand, A character takes 1d6 points of damage for every 10’ of a fall,
rolling on the ground or smothering the fire with blankets or the to a maximum of 100d6 points. If the character succeeds on a
like permits the character another Saving Throw with a +4 bonus. Reflex Saving Throw [TN10 (, +1 for each 10’ fallen)], this damage
is halved. If the Saving Throw fails full damage is applied. A
Starvation and Thirst character can make an Acrobatics check [TN15] to treat a fall as
if it were 10’ shorter when determining the damage and Reflex
Sometimes characters might find themselves without food and Saving Throw TN required by the fall.
water. In normal climates characters need at least 4 units of fluids
and 8NV worth of food per day to avoid the threat of starvation.
In very hot climates characters need two or three times as much Falling Objects
water to avoid dehydration. A character can go without water for Objects that fall upon characters (or creatures or vehicles) deal
one day plus a number of hours equal to their CON score. After damage based on their size and the distance fallen as noted
this, the character must make a CON check each hour [TN10 (+1 on Table: Damage from Falling Objects. Objects deal the initial
for each previous check)] or take 1d6 points of CHP damage. A damage given in Table: Damage from Falling Objects if they fall
character can go without food for six days, in growing discomfort. 10’ or less. An object deals an additional 1d6 points of damage
After this, the character must make a CON check each day [TN10 ( for every 10’ increment it falls beyond the first (to a maximum
+1 for each previous check)] or sustain 1d3 points of CHP damage. of 200d6 points of damage). Objects of Fine size are too small
If a character eats at least 8NV worth of food during this time, to deal damage, regardless of the distance fallen. A successful
this time is reset. Damage from thirst or starvation cannot be Reflex Saving Throw indicates that the target takes half damage.
recovered until the character receives water or food, as needed. The size of the falling object determines the Saving Throw TN. If
the Saving Throw fails by 10 or more, and the object is at least
Suffocation and Drowning three size categories larger than the character, the character is
pinned under the fallen object. A pinned character cannot move
A character in an airless environment (underwater, vacuum) can but is not helpless. The character can make a STR check to lift the
hold their breath for a number of rounds equal to their CON score. object off of themselves or an Acrobatics check [TN25] to get out
After this period of time the character must make a CON check from underneath. The GM can modify the TNs for these checks
[TN10] every round to continue holding their breath. Each round, based on the circumstances.
the TN of the CON check increases by 1. When the character fails
one of these CON checks they begin to suffocate or drown. In the
next round the character falls unconscious. In the following round,
the character is considered dying. In the third round after failing
Poison
the check the character dies of suffocation or drowning.
When a character takes damage from an attack with a poisoned
Smoke weapon, consumes a poisonous substance, inhales a poisonous
gas, or is otherwise poisoned the character must make a Fortitude
Characters breathing heavy smoke or similar toxic gases must Saving Throw. If the character fails, they take the poison’s full
make a Fortitude Saving throw [TN10 (+1 for each previous check)], initial damage (usually ability damage). If they succeed, they
each round or spend that round choking and coughing. Characters take half of the initial damage, rounded up. The character faces
who choke for 2 consecutive rounds take 1d6 points of damage. secondary damage 30 seconds later. This secondary damage
Smoke also obscures vision, giving one-half concealment (20% also requires a Fortitude Saving Throw to avoid by half.
miss chance) to characters within it. Poisons are detailed in the Craft (Chemical) Skill description.
Poisonous liquids are usually administered through injection or by
Strangulation application to a weapon. Poisonous gases must be inhaled to be
effective. Poisonous solids are usually ingested with food or drink.
When a character is strangled by an instrument or an attacker,
use the rules below. A character can strangle or choke a target of
the same size category or one size category larger or smaller. The
strangling attempt incurs an Attack of Opportunity. To begin the
choke, the attacker must succeed at an opposed grapple check.
If the grapple succeeds, the attacker can choose to deal normal
100

Object Size Examples Initial Damage Reflex Save TN STR Check TN


Fine Penny 0 — —
Diminutive Paperweight 1 0 —
Tiny Wrench 1d3 5 —
Small Vase 1d4 10 5
Medium Briefcase 1d6 15 10
Large Garbage can 2d6 20 20
Huge Oil barrel 4d6 25 25
Gargantuan Piano 8d6 30 30
Colossal Vehicle 10d6 35 40

Table 56: Falling Objects

Poison Immunity Acid


Creatures with natural poison attacks are immune to their own Corrosive acids deal damage each round of exposure. The
poison. Nonliving creatures and creatures without metabolisms amount of damage varies depending on the acid’s strength as
are immune to poison. Certain kinds of creatures are immune to noted below.
poison, as detailed in their descriptions, though it is conceivable
that a special poison could be synthesized specifically to harm Acid Strength Splash Attack* Total Immersion*
them. Mild 2d6 4d6
Potent 4d6 8d6
Concentrated 6d6 12d6
Disease
When a character is exposed to a treatable disease, the *Damage per round of exposure.
character must make an immediate Fortitude Saving Throw. The
Table 58: Acid Damage
victim must make this roll when they come into contact with an
Acid damage from an attack reduces hit points. A character
infectious carrier, touches an item smeared with diseased matter,
fully immersed in acid takes potentially more damage per round
consumes food or drink tainted with a disease, or suffers damage
of exposure than a character splashed with acid. The fumes from
from a contaminated attack. If the character succeeds the disease
most acids are inhaled poisons. Those who come within 5’ of a
has no effect on them—the character’s immune system fights off
large body of acid must make a Fortitude Saving Throw [TN15] or
the infection. If the character fails the Saving Throw they take
take 1 point of temporary CON damage. A second Saving Throw
damage after an incubation period; once per day thereafter, the
must succeed 1 minute later to avoid taking another 1d4 points of
character must succeed at a Fortitude Saving Throw to avoid
CON damage.
secondary damage. Two successful Saving Throws in a row
indicate that the character has fought off the disease and recovers,
taking no more damage.
The characteristics of some treatable diseases are summarized
below.

Type
The disease’s method of delivery—ingested, inhaled, or via an
injection—and the TN needed to save. Most diseases that are
inhaled can also be ingested (and vice versa).

Incubation Period
The amount of time before initial damage takes effect if the
victim fails their Fortitude Saving Throw.

Initial Damage
The damage the victim takes after the incubation period.

Secondary Damage
The amount of damage the character takes one day after taking
initial damage if they fail a second Saving Throw. This damage is
taken each day the Saving Throw fails.
101

Disease Type Fort Save TN Incubation Period Initial Damage Secondary Damage
Anthrax Gas/Liquid 16 1d2 days 1 CON 1d4 CON*
Smallpox Gas/Contact 15 2d4 days 1 STR and 1 CON 1d2 STR and 1d2 CON
Pneumonia Gas 12 1d4 days 1 STR 1d3 STR and 1d3 CON
Hantavirus Liquid 14 1 day 1d2 STR 1d2 STR* and 1d2 CON*
Necrotizing Fasciitis Contact 13 1d6 days 1 CON 1d3 CON*
West Nile virus Liquid 12 1d4 days 1 DEX and 1 CON 1d2 DEX and 1d2 CON*
Gastroenteritis Solid 13 1 day 1 STR and 1 DEX 1 STR and 1d3 DEX
Bubonic Plague Contact 17 1d6 days 1d3 CON 1d6 CON and 1d3 STR
Cholera/Dysentery Solid 14 1 day Sickened 1 DEX and 1 STR
Food Poisoning Solid 15 1d4 days Sickened 1d2 DEX
* If damage is sustained, make a second Saving Throw to avoid 1 point being permanently drained (instead of damaged).

Table 57: Disease

Electricity there is a second set of controls at the copilot’s seat (usually true
in aircraft, but not ground vehicles).
Electrical hazards come in many forms, including stun guns, Gunner Some vehicles have built-in weapons. If such a weapon
downed power lines, and electric security fences. Table: Electricity is controlled from a location other than the driver’s position, a
Damage gives damage values for various electrical hazards based character can man that position and become the gunner. A vehicle
on relative voltage. A character can make a Fortitude Saving Throw can have as many gunners as it has gunner positions.
to reduce the damage by half. If that character is grounded or is Passenger All other personnel aboard the vehicle are
otherwise insulated from the current, a successful Saving Throw considered passengers. Passengers have no specific role in the
indicates that no damage is suffered. vehicle’s operation, but may be able to fire weapons from the
vehicle or take other actions.

Scale
Weightless & Microgravity
These rules use two scales. If the encounter involves both
Weightless and microgravity environments function very vehicles and characters on foot, use character scale. If the scene
differently from normal gravity areas. Regardless of how much involves only vehicles and they’re likely to move at much higher
weight a character is carrying in a weightless or microgravity speeds than characters or creatures on foot, use vehicle scale.
environment, they are never encumbered. Their movement cost
to walk or move while crouched is doubled.
Character Scale
Character scale is identical to the standard scale: It’s carried out
Vehicle Movement and Combat on a grid in which each square equals 5 feet. In character scale,
most vehicles are large enough to occupy multiple squares on the
For simply traveling from point to point, the vehicle used map grid. How many squares a vehicle occupies is specified in
is largely a matter of personal style and finances. Skill checks the vehicle’s description.
are only required in extraordinary circumstances. These rules When moving a vehicle, count the squares from the vehicle’s
are primarily focused on ground vehicles: cars, trucks, and light rear. When turning, pivot the vehicle on the rear square toward the
military vehicles. The rules can be modified for heavier armored direction which it is turning. When firing weapons, count squares
vehicles, and aircraft. from the location of the weapon. In character scale, more than
one ground vehicle cannot occupy the same square.
Characters in Vehicles
Vehicle Scale
A character in a vehicle fills one of several possible roles, which
determines what the character can do. In Vehicle scale, grids are not used. Instead the GM will describe
Driver The driver of the vehicle controls its movement. Most the location of objects and obstacles, in reference to the character’s
vehicles have only one position from where the vehicle can be location. It is important to use numerical feet values for anything
driven, so the person seated there is the driver. Driving a vehicle the characters will target, and reference how long it will take the
costs a minimum of 6 Combat Points, which means that the driver characters to reach a particular obstacle, based on their speed.
may be able to do something else with their Combat Points. There
can be only one driver in a vehicle at one time.
Vehicle Sizes
Copilot A copilot can help the driver by taking an aid another
action. The copilot must be seated in a location where they can Vehicles use the same size categories as characters and
see the road and advise the driver (in a car, this generally means creatures, as shown on Table: Vehicle Sizes. The vehicle’s size
the front passenger seat). Aiding the driver costs 6 Combat Points. modifier applies to its Initiative modifier, maneuver modifier, and
A vehicle can have only one copilot at a time. A copilot can also Defense. The size modifier is already included in the vehicle
drive the vehicle if the driver cannot or chooses not to, provided statistics.
102

Type Examples Damage Fort Save TN


Jolt Car battery, stun gun 1d3 10
Low voltage Fuse box, electrical socket 3d6 15
Medium voltage Industrial transformer, electric fence 10d6 20
High voltage Power line, electric chair, lightning 15d6 25

Table 59: Electricity Damage

Vehicle Size Size Mod. Examples Vehicle Speed


Colossal −8 Jumbo Jets, Semi-trucks
Vehicle speed is expressed in eight categories: Stationary,
Gargantuan −4 IFVs, APCs, and most aircraft
Observing Speed, Cruising Speed, Alley Speed, Avenue Speed,
Huge −2 Mid-sized cars, Luxury cars Street Speed, Highway Speed, and All Out Speed. Each of these
Large −1 Compact cars, Compact trucks speed categories represents a range of possible movement (see
Medium +0 Motorcycles, Toy cars, and Mini cars Table: Vehicle Speeds and Modifiers). Each movement phase, a
vehicle moves according to its current speed category.
Table 60: Vehicle Sizes
Speed Req Turn Dist Def Mod Check/Roll Mod
Stationary — +0 —
Facing and Firing Arcs
Observing — +0 +0
When dealing with vehicles, the vehicle’s facing (the direction its Cruising 5’ +1 +0
pointing) is important. Facing indicates the direction in which the Alley 10’ +1 −1
vehicle is traveling, assuming it isn’t moving in reverse. It can also Avenue 15’ +2 −2
determine which weapons aboard the vehicle can be brought to Street 20’ +3 −4
bear on a target. Highway 30’ +5 −6
A weapon built into a vehicle can be mounted to fire in one of All Out 35’ +7 −8
four directions: forward, aft (rear), right, or left, or be built into a
partial or full turret. A partial turret lets a weapon fire into three Table 61: Vehicle Speed
adjacent fire arcs (such as forward, left, and right), while a full
turret lets it fire in any direction. For vehicles with weapons, a Declaring Speed
weapon’s arc of fire is given in the vehicle’s description.
At the beginning of their action, a driver must declare their
speed category for the round. The driver can choose to go one
Getting Started category faster or slower than the vehicle’s speed category at
the end of the previous round. A stationary vehicle can change
Most vehicles can be entered with 4 Combat Points and started to observing speed in either forward or reverse. Most vehicles
with 4 more Combat Points. An exception is noted in a vehicle’s cannot go faster than alley speed in reverse. Not all vehicles
description when it applies. can reach all speeds, and some vehicles can skip speeds with
Vehicle combat differs from Character combat, in that there are upgrades.
two phases per round, the Movement Phase and the Attack Phase.
• Stationary The vehicle is motionless.

• Observing Speed The vehicle is rolling at a very slow


Initiative
speed, usually used to survey areas. It tops out at about 15
Initiative is determined by rolling Initiative for each vehicle, using miles per hour.
the vehicle’s Initiative modifier.
• Cruising Speed The vehicle is moving at a brisk pace, faster
than what would be moved to observe, often used in parking
lots and school zones. This speed tops out at about 30 miles
Movement Phase
per hour.
The movement phase is the phase where the vehicles move.
• Alley Speed This speed is used for safely maneuvering a
The driver spends 6 Combat Points moving the Vehicle’s speed,
vehicle in tight spaces, such as alleys and parking garages.
increasing or decreasing the speed category, and performing
It tops out at about 45 miles per hour.
maneuvers. Initiative order goes as normal, and once every
vehicle in combat has moved, the Attack Phase begins. • Avenue Speed This speed is for open roads at a decent
speed, up to about 60 miles per hour.

Attack Phase • Street Speed The vehicle is traveling at a moderate speed,


up to about 75 miles per hour.
The attack phase is the phase that allows both the vehicle and
its occupants to attack. The characters may use as many Combat • Highway Speed The vehicle is moving at a typical highway
Points as they possess attacking or shifting within the vehicle. speed, up to about 90 miles per hour.
103

• All Out Speed The vehicle is traveling extremely fast, more vehicle and states that they are attempting to ram. Resolve the
than 110 miles per hour. ram as a collision except that the driver of the target vehicle can
make a Reflex Saving Throw [TN15] to reduce the damage to both
The Effects of Speed vehicles by half.

A fast-moving vehicle is harder to hit than a stationary one but


is also harder to control and to attack from. As shown on Table: Stunts
Vehicle Speeds and Modifiers, when a vehicle travels at street Stunts are maneuvers that require a Drive check to perform
speed or faster, it gains a bonus to Defense. However, that speed successfully. Unsuccessful stunts often result in the vehicle ending
brings along with it a penalty on all skill checks and attack rolls up someplace other than where the driver intended. When this
made by characters aboard the vehicle, including Drive checks to happens, the vehicle collides with any objects that are in its path.
control the vehicle and attacks made from it. Remember that the check/roll modifier from Table: Vehicle Speeds
and Modifiers affects all Drive checks made by the driver and
Driving a Vehicle attack rolls made by all occupants of the vehicle.
Driving a vehicle cost 6 Combat Points, taken by the vehicle’s
driver. During their move action the driver moves the vehicle Avoid Hazard
a distance within its speed category. The driver can attempt Vehicle combat rarely occurs on a perfectly flat, featureless
maneuvers to change the vehicle’s course or speed. These plain. When a vehicle tries to move through a square occupied
maneuvers can be attempted at any point along the vehicle’s by a hazard the driver must succeed on a Drive check to avoid
route. the hazard and continue moving.
The two kinds of vehicle movement are simple maneuvers and Structures simply cannot be avoided. Also, if a driver cannot
stunts: make a check (if they have used all their Combat Points for the
round in performing other stunts) they automatically fail to avoid
Simple Maneuvers the hazard. In such cases, a collision occurs.
The TN to avoid a hazard varies with the nature of the hazard.
A simple maneuver, such as a 45-degree turn, is easy to
On a failed check, the vehicle hits the obstacle. An oil slick
perform. Each is free and can be taken as many times as the
forces the drive to make a Drive check [TN18] to retain control of
driver likes while they move the vehicle for no Combat Point cost.
the vehicle. Failing to avoid an object results in a collision with the
However, simple maneuvers do cost movement, so a vehicle that
object.
makes a lot of simple maneuvers will not get as far as one going
in a straight line. Simple maneuvers do not require the driver to
make skill checks. Caltrops Caltrops are four-pronged steel spikes designed so
that one prong is pointing up when the caltrop rests on a surface.
Stunts If a vehicle fails its avoid hazard check, the caltrops make an
attack against the vehicle with a +2 attack bonus. If the attack is
Stunts are difficult and sometimes daring maneuvers that enable successful, the vehicle’s tires are destroyed and the driver is forced
a driver to change their vehicle’s speed or heading more radically to make a Drive check [TN19] to retain control. The vehicle’s max
than a simple maneuver allows. A stunt costs 6 Combat Points. speed is reduced to observing speed until the tires are changed.
Stunts always require Drive checks.
Oil Slick An oil slick is a large pool of oil (or any hydrophobic,
Simple Maneuvers slippery fluid). If the driver fails to avoid this hazard, they are
forced to make a Drive check [TN18] to retain control of the vehicle.
During a vehicle’s movement, the driver can perform any one
of the following maneuvers: Hazard TN
Caltrops 16
45° Turn Oil Slick 18
Any vehicle can make a simple 45° turn as part of its movement. Small Object (tire, light debris) 8
The vehicle must move forward at least a number of feet equal Medium Object (crate) 12
to its required turn distance (shown on Table: Vehicle Speeds and Large Object (pile of wreckage) 19
Modifiers) before it can turn. After the turn, the vehicle must move Structure —
at least a number of feet equal to its required turn distance.
Table 62: Avoid Hazard TN
Ram
Bootleg Turn
At character scale, a driver does not have to perform a
maneuver to ram another vehicle, the driver only needs to drive By making a bootleg turn a driver can radically change direction
the vehicle into the other vehicle, and a collision occurs (see without turning in a loop. However, in doing so, the vehicle comes
Collisions and Ramming). to a stop.
At vehicle scale, however, more than one vehicle can occupy the Before a vehicle can make a bootleg turn it must move in a
same square and not collide, so ramming another vehicle requires straight line at least a number of squares equal to its required turn
a simple maneuver. The driver moves their vehicle into the other distance. To make a bootleg turn, simply change the vehicle’s
104

facing to the desired direction. The vehicle ends its movement in Gap Width TN
that location, at stationary speed. 1-3’ (ditch) 15
The TN for a bootleg turn depends on the change in facing. 4-7’ (culvert) 20
On a failed check, instead of facing the desired direction, the 8-15’ (creek, small ravine) 25
vehicle only changes facing by 45 degrees. Make a Drive check 16-25’ (narrow road, small pond) 30
to retain control against a TN equal to the TN for the bootleg turn 26-40’ (wide road, small river) 35
attempted. Vehicle Speed Category TN Mod
Facing Change TN Observational +20
45° 5 Cruising +15
90° 10 Alley +10
135° 15 Avenue +5
180° 20 Street +0
Highway −5
Table 63: Bootleg Turn TN All Out −10

Table 64: Vehicle Jump TN


Dash
With a dash stunt, a driver can increase the vehicle’s speed by A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size
one category. This increase is in addition to any speed change object; the vehicle may be able to avoid taking collision damage
made at the beginning of the driver’s action; if the driver increased from the failed jump by treating the far side as a hazard and then
speed at that time, they can accelerate a total of two categories continue moving (see Avoid Hazard, above).
in the same round. A moderately deep gap (4 to 10 feet deep) is equivalent to a
The TN for a dash is 15. The driver can only succeed at one Huge object. The vehicle can only drive out of the gap if the walls
dash per round. are not too steep.
On a failed check the vehicle does not change speed categories. A deeper gap (11 feet or deeper) is equivalent to a Colossal
object. The vehicle can only drive out of the gap if the walls are
not too steep.
Hard Brake
If the gap is filled with water, the vehicle takes only half damage
With a hard brake stunt, a driver can reduce the vehicle’s speed from the collision with the ground. However, if the water is too
by up to one category. This is in addition to any speed change deep or the bottom is too soft (GM’s discretion), the vehicle might
made at the beginning of his action; if the driver reduced speed not be able to move.
at that time, they can drop a total of two categories in the same
round. The vehicle’s movement for the round ends immediately. Sideswipe
The TN for a hard brake is 15. The driver can only succeed at
one hard break per round. On a failed check, the vehicle does During a vehicle’s movement, a driver can attempt to sideswipe
not change speed categories. Make a Drive check [TN15] to retain a vehicle or other target, either to deal damage without fully
control (see Losing Control). ramming it or to cause another driver to lose control of their
vehicle.
Hard Turn At character scale, a vehicle must be side by side with its target
(that is, occupying the square or squares directly to its side) and
A hard turn allows a vehicle to make a turn in a short distance moving in the same direction. Attempting a sideswipe costs 1
without losing speed. square of movement.
A hard turn functions like a 45° turn simple maneuver, except If the stunt is successful the sideswiping vehicle and the target
that the vehicle only needs to move forward a number of feet both take damage as if they had collided (see Collisions and
equal to half its required turn distance (rounded down). Ramming), except that the collision multiplier is ¼, and the target
The TN for a hard turn is 15. (or driver of the target vehicle) can make a Reflex Saving Throw
On a failed check the vehicle continues to move forward a [TN15] to reduce the damage to both by half. If the target is
number of feet equal to its required turn distance before turning, another vehicle the driver must succeed at a Drive check [TN15]
just as with a simple 45° turn. Make a Drive check [TN15] to retain at the beginning of their next action or lose control of the vehicle.
control. The TN for a sideswipe is 15 and is modified by the relative size
and speed of the target.
Jump
Target Condition TN Modifier
A driver can attempt to jump their vehicle across a gap in their Each size category larger −5
path. Each size category smaller +5
To make a jump the vehicle must move in a straight line a Each speed category of difference −2
number of feet equal to its required turn distance.
The TN for a jump depends on the width of the gap modified Table 65: Sideswipe
by the vehicle’s speed category.
On a failed check, the vehicle fails to clear the gap, and instead On a failed check, both vehicles take damage as though the
falls into it (or collides with the far side). Determine damage as sideswipe attempt was a success. However, the other driver does
for a collision (see Collisions and Ramming). not need to make a check to retain control.
105

Terrain Highest Speed Damage Die


Observational 1
The terrain a vehicle is driving on can also change how a vehicle Cruising d2
is controlled, and how fast it can go. Alley d4
Avenue d6
• Paved Road Paved roads are roads made of cement, Street d8
asphalt, or any other kind of standard paving. They have Highway d10
no special rules. All Out d12
Smallest Object or Creature Size # of Dice
• Semi-Paved Road These roads include gravel, hard Colossal 20
compacted dirt roads, and any other kind of road where Gargantuan 16
traditional paving is not used. They grant a −1 penalty to all Huge 12
Drive checks. Large 8
Medium 4
Small 2
• Wilderness Wilderness includes loose dirt roads, sand, or Tiny 1
any kind of road off the beaten path. When driving on Smaller than Tiny 0
this type of surface, the maximum speed is reduced by 4
categories. Table 66: Collision Damage
After finding the base damage, determine the collision’s damage
• Icy and Snow Modifier Ice and snow remove traction from multiplier based on how the colliding vehicle struck the other
the road, making it harder to steer and gain control. When vehicle or object. For vehicles moving in reverse, consider the
driving on any kind of road that is considered icy or snowy, back end to be the vehicle’s “front” for determining the collision
there is a −4 penalty to Drive checks. multiplier. Consult Table: Collision Direction for a multiplier.
Once the damage has been determined, apply it to both vehicles
(or objects or creatures) involved in the collision. Both vehicles
• Rain Modifier Rain makes it somewhat more difficult to reduce their speed by two speed categories. If the colliding vehicle
drive, with the loss of traction. When driving on any kind of moved the minimum number of feet for its new speed category
road that has been rained on, there is a −2 penalty to Drive before the collision it ends its movement immediately. If not, it
checks. pushes the other vehicle or object aside, if possible, and continues
until it has moved the minimum number of feet for its new speed
category.
Driver Options Colliding Vehicle’s Target Multiplier
Here is what a vehicle driver can do during the Movement A stationary object ×1
Phase: A moving vehicle,
×2
striking head-on or 45° from head-on
• Choose the Vehicle’s Speed The driver may increase or A moving vehicle, striking perpendicular ×1
decrease their vehicle’s speed category by one (or keep it A moving vehicle,
×½
the same). striking from the rear or 45° from the rear
A vehicle being sideswiped (see Sideswipe) ×¼

• Movement Move and maneuver, and attempt a single stunt Table 67: Collision Direction
as part of the movement.
The driver of the vehicle that caused the collision must
immediately make a Drive check [TN15] or lose control of the
vehicle (see Losing Control, below). The driver of the other vehicle
Collisions and Ramming must succeed on a Drive check [TN15] at the beginning of their
next action or lose control of their vehicle.
A collision occurs when a vehicle strikes another vehicle or a
solid object. Generally, when a vehicle collides with a creature Damage to Vehicles Occupants
or other moving vehicle, the target can attempt a Reflex Saving
Throw [TN15] to reduce the damage by half. When a vehicle takes damage from a collision its occupants
may take damage as well. The base amount of damage depends
on the cover offered by the vehicle.
Resolving Collisions Cover Damage
None Same damage taken by vehicle
The base damage dealt by a vehicle collision depends on the
speed and size of the objects involved. Use the highest speed ¼ ½ damage taken by vehicle
and the largest size of the two colliding objects and refer to Table: ½ ¼ damage taken by vehicle
Collision Damage. ¾ or more None
106

Table 68: Occupant Collision Damage in lighter traffic the GM might not allow it or might apply a penalty
to the check.
Each of the occupants may make a Reflex Saving Throw [TN15] A driver can use Presence to make a pursuer think they are
to take half damage. going a different direction from what the driver intends. Just before
making a turn onto an off-ramp or side street, make a Presence
Losing Control check opposed by the pursuer’s Presence check. If the driver is
successful the pursuer takes a −5 penalty on any Drive check
A collision or a failed stunt can cause a driver to lose control needed to make the turn to follow the driver. If the other driver
of his vehicle. In these cases, the driver must make a Drive check can make the turn using only simple maneuvers and does not
to retain control of the vehicle. If this check is successful the driver have to make a Drive check the Presence attempt has no effect.
maintains control of the vehicle.
If the check fails the vehicle goes into a spin. If it fails by 10
or more, the vehicle rolls. Remember that the check/roll modifier Fighting from Vehicles
from Table: Vehicle Speeds and Modifiers applies to all Drive
checks. The following rules provide a further framework for combat
An out-of-control vehicle may strike an object or other vehicle. involving vehicles.
When that happens, a collision occurs. Actions during the Attack Phase of vehicle combat are handled
the same way as actions during personal combat.
Spin
The vehicle skids, spinning wildly. Move Actions
At character scale, the vehicle moves in its current direction a Changing position within a vehicle is usually 5 Combat Points,
number of feet equal to the required turn distance for its speed, especially if the character has to trade places with another
then ends its movement. Once it stops, roll 1d8 to determine its character. If the character’s movement is short and unobstructed,
new facing. the character can do it at the cost of regular movement.
At vehicle scale, the vehicle moves 5’ and stops. Roll to
determine its new facing as indicated above.
Attack Actions
1 no change 5 180°
2 right 45° 6 left 135° Anyone aboard a vehicle can make an attack with a personal
3 right 90° 7 left 90° weapon, and drivers and gunners can make attacks with any
4 right 135° 8 left 45° vehicle-mounted weapons controlled from their positions.

Table 69: Vehicle Spin


Crew Quality
Roll Rather than force the GM to create, or remember, statistics for
The vehicle tumbles, taking damage. everyone aboard a vehicle, vehicle statistics include a general
At character scale, the vehicle rolls in a straight line in its current “crew quality” descriptor. This indicates a typical crew’s aptitude
direction for a number of feet equal to the required turn distance with the vehicle’s systems. Table: Crew Quality shows the five
for its speed, then ends its movement. At the end of the vehicle’s levels of crew quality for GM-controlled vehicle crews, along with
roll, reorient the vehicle perpendicular to its original direction of the appropriate check modifier. Use the check modifier for all
travel (determine left or right randomly). skill checks related to the operation of the vehicle (including Drive
At vehicle scale, the vehicle rolls 5’ before stopping and and Craft (Mechanical, Electronic, or Structural) checks). Use the
reorienting. attack bonus for all attack rolls performed by the crew. For quick
At either scale, a vehicle takes damage equal to 2d6 x the reference, Table: Crew Quality shows the typical crew quality, and
character scale required turn distance for its speed (use the the crew’s total Initiative and maneuver modifiers, for the vehicles
required turn distance from character scale even at vehicle scale). covered in this book.
The vehicle’s occupants take damage equal to 2d4 x the character This by no means restricts the GM from creating unique
scale required turn distance for its speed (Reflex Saving Throw vehicles where the crew’s statistics are included or from using GM
[TN15] for half damage). characters’ abilities when they drive or attack from vehicles. It’s
merely a shortcut to save time if the GM doesn’t have particular
characters behind the wheel.
Hide and Seek
When being pursued, a driver can attempt a Stealth check to Crew Quality Check Modifier Attack Bonus
lose the pursuer in heavy traffic, or a Presence check to misdirect Untrained −4 −2
the pursuer before turning onto an off-ramp or a side street. Normal +2 +0
To make a Stealth check use the normal rules for hiding (see Skilled +4 +2
the Stealth skill description). The normal size modifiers apply, but Expert +8 +4
because the driver is hiding among other vehicles, most of which Ace +12 +6
are size Large or Huge, they gain a +8 bonus on the check. This
use of the Stealth skill can only be attempted in fairly heavy traffic; Table 70: Crew Quality
107

Attack Options and half that much to everyone and everything within 30 feet of
the explosion (Reflex Saving Throw [TN15] for half damage).
Firing a vehicle’s weapon requires the use of Combat Points,
dependent on how it is fired, and uses the driver’s or gunner’s
ranged attack modifier. Repairing Damage
A driver with 5 or more ranks in the Drive skill gains a +2 synergy Repairing damage to a vehicle takes a full hour of work, a
bonus when firing vehicle-mounted weapons while driving. mechanical tool kit, and a garage or some other suitable facility.
Some military vehicles are equipped with fire-control computers. Without the tool kit, a character takes a −4 penalty on their
These systems grant equipment bonuses on attack rolls with the Craft check. At the end of the hour, make a Craft (Structural)
vehicle-mounted weapons to which they apply. check [TN20]. Success restores 2d6 HP. If damage remains, the
Driving Defensively Just as in melee combat, one can fight character may continue to make repairs for as many hours as it
defensively while driving a vehicle, which grants a +2 dodge takes to restore all of the vehicle’s HP.
bonus to the vehicle’s Defense and applies a −4 penalty on attack
rolls made by occupants of the vehicle. It has the same Combat
Point cost as normal.

Targeting Occupants
An attack made against a vehicle uses the vehicle’s Defense
modified by its speed category. Attackers can choose instead to
target specific vehicle occupants.
An attack against a vehicle occupant is made like any other
attack. Remember, however, that a character in a vehicle gains
bonuses to Defense from both the vehicle’s speed and any cover
it provides.

Cover
When a character fires from a vehicle, objects or other vehicles
in the way can provide cover for the target.

Damaging Vehicles
All vehicles have Hit Points which are roughly equivalent to a
character’s Hit Points. Like most inanimate objects, vehicles also
have hardness. Whenever a vehicle takes damage, subtract the
vehicle’s hardness from the damage dealt.
When a vehicle is reduced to 0 Hit Points, it is disabled. Although
it might be repairable it ceases functioning. A vehicle that is
disabled while moving drops one speed category each round until
it comes to a stop. The driver cannot attempt any maneuvers
except a 45-degree turn.
A vehicle is destroyed when it loses Hit Points equal to twice its
full normal total. A destroyed vehicle cannot be repaired.

Tires
Most ground vehicles need tires to move. Targeting a tire is a
called shot at a −4 to hit the tire. If a vehicle’s tire is hit the driver
must make a Drive check [TN16] or lose control of the vehicle. For
every tire lost, the vehicle loses one-quarter of its speed.

Energy Attacks
Vehicles are treated as objects when subjected to energy attacks.

Exploding Vehicles
If the attack that disables a vehicle deals damage equal to half
its full Hit Points or more, the vehicle explodes after 1d6 rounds.
This explosion deals 15d6 points of Fire damage to everyone
within the vehicle (Reflex Saving Throw [TN20] for half damage)
108
109

Chapter VII

Equipment
111

Restricted Objects
Registration Rating Knowledge Time Cost
Some objects require licenses to own or operate, or are (Business) TN Required
restricted in use to qualifying organizations or individuals. In such Licensed 15 5 days 5
cases, a character must purchase a license or pay a fee to legally Restricted 20 1 week 10
own the object. A license or fee is a separate item, purchased Military & Police 25 2 weeks 20
in addition to (and usually before) the object to which it applies. Illegal 30 3 weeks 35
The four levels of restriction are as follows. When dealing with
licenses and weapons, the license type includes any papers or Table 71: Equipment, Licenses
cards necessary to carry the weapon, open or concealed, without
being hassled by law enforcement.
The Black Market
• None No license or restriction is required to own or operate
the object. Sometimes a character wants to obtain an object without
going through the hassle of getting a license first. Almost anything
• Licensed The owner must obtain a license to own or operate is available on the black market. Knowledge (Streetwise) checks
the object legally. Generally, the license is not expensive, can be used to locate a black market merchant. The TN is based
and obtaining it has few if any additional legal requirements. on where the character is searching: 15 in a big city, 20 in small
towns, 25 or higher in rural areas. Objects purchased on the black
market are more expensive than those purchased legally. Add
• Restricted Only specially qualified individuals or organiza-
the black market purchase percentage increase to the object’s
tions are technically allowed to own the object. However, the
cost. Obtaining an object on the black market takes a number of
real obstacles to ownership are time and money; anyone
days according to the Time Required column on Table: Licenses.
with sufficient patience and cash can eventually acquire the
The process can be hurried, but each day cut out of the process
necessary license.
(to a minimum of one day) increases the purchase cost by an
additional 25%.
• Military & Police The object is sold primarily to legitimate
police and military organizations. An M&P restriction is Registration Rating Black Market
essentially the same as Restricted, except that manufacturers Price Increase
and dealers are generally under tight government scrutiny Licensed 25%
and are therefore especially wary of selling to private Restricted 50%
individuals.
Military & Police 100%
Illegal 200%
• Illegal The object is illegal in all but specific, highly regulated
circumstances. Table 72: The Black Market

Purchasing a License New Vs. Used


To purchase a license or pay necessary fees, a character pays The prices listed for the various objects are the price you’d
the fee on the chart, and waits the appropriate time. To expedite pay for something NIB (New in Box), but often characters will
the process, the character may attempt a Knowledge (Business) either try to purchase something used or try to sell extra gear.
check at the listed TN. Success results in the license being issued When purchasing or selling something used, use these rates.
in 1d4 days. During character creation, a character only needs • New in Box 100% of normal price. Object has never seen
to purchase the license or pay the fee; the time required takes use and even still comes with the receipt.
place before game play begins, however a character can only
purchase a Licensed or Restricted license at character generation, • Like New 90% of normal price. No major problems, gear
unless a GM says otherwise. As a general rule, a character must works as advertised and includes most, if not all of the listed
obtain the appropriate license before buying a restricted object. equipment.
When a character has purchased the appropriate license once,
it is applicable for all items with the same rating, so a character • Good 75% of normal price. Object shows some wear, but
does not have to purchase a license for each item of the same still works as advertised, does not include any of the extra
level. A higher license grants the ability to purchase any object at listed gear outside of what’s attached to it.
the same restriction level or lower. Legitimate dealers will not sell • Fair 50% of normal price. Object shows wear and has light
restricted objects to a character who does not have the necessary damage, firearms would have to be cleaned in this state,
license. However, a character may be able to turn to the black and cars may have to have minor repairs (15% HP lost or
market to obtain restricted objects without a license less).
In some cases, a player may want to purchase an item that
is above their license level. If the item in question is able to have • Usable 25% of normal price. Objects need repair to use
its license level lowered through any upgrades, the player may functionally, firearms considered damaged and need to be
purchase the item with the upgrades that would reduce its level, repaired before use, cars would need major repairs (16-25%
but they must purchase the item at the “New in Box” price. HP lost).
112

• Poor 10% of normal price. Objects are basically junk at Concealment


this point. Firearms are no more than spare parts (or a
spare magazine), a vehicle would have to be rebuilt from The object’s size affects the check result, as shown below. The
this stage (50% or more HP lost). type of holster used or clothing worn and any attempt to make a
weapon easier to draw can also affect the check.

Mastercraft Objects Condition Stealth Modifier


Weapons, armor, and some other types of equipment can Clothing is tight or small −4
be constructed as mastercraft objects. The exceptional quality of Clothing is especially loose or +2
these objects provides the user a bonus on attack rolls, defense, bulky
or some other characteristic that improves when the object is used. Clothing is specifically modified +2
A mastercraft object that provides a +1 bonus and can usually be for concealing objects
purchased on the open market as a custom version of a common Size of weapon or object
object. The increased cost of this item is 75% of the item’s cost. Fine +12
A rare few objects are of mastercraft quality even without Diminutive +8
customization. The off-the-shelf version of the object is of such Tiny +4
high quality that it is always provides a +1 bonus. In these cases, Small +0
the cost is not increased, as such objects are already priced higher Medium −4
than similar objects of lower quality. Large −8
Mastercraft objects with a bonus of +2 or +3 are considered Huge or larger Can’t conceal
grandmastercraft and are not common and are generally not
for sale. If a grandmastercraft +2 object could be found for Table 73: Concealing Weapons & Objects
purchase, its cost would add 125% to the normal cost. The cost
of a grandmastercraft +3 object would add 200% to the normal
cost.
Spotting Concealed Objects
Noticing a concealed weapon or other object requires a
Carrying Capacity Perception check. The TN varies: If the target made a roll when
concealing an object, the TN of the Perception check to notice the
A character’s carrying capacity depends directly on the character’s
object is the same as the target’s check result (an opposed check,
STR score. The formula for calculating the amount of pounds a
in other words). If the target took 10 on their Stealth check, use
character can carry is: (STR SCORE * 3 lbs)
this formula:
Target’s Stealth skill modifier (including modifiers from
Concealed Weapons and Objects the above table) + 10 = Perception TN
An observer attempting to spot a concealed object receives a
It is assumed that when attempting to conceal a weapon or −1 penalty for every 10’ between him or herself and the target,
other object, a character is wearing appropriate clothing. Drawing and a −5 penalty if distracted. Patting someone down for a hidden
a concealed weapon is more difficult than drawing a regularly weapon requires a similar check. However, the skill employed is
holstered weapon. Keeping the weapon in an easier-to-draw Perception, and the searcher receives a +4 circumstance bonus for
position makes concealing it more difficult. the hands-on act of frisking the target. Some devices may also
offer bonuses under certain circumstances (a metal detector offers
a bonus to Perception checks to find metal objects, for example).
Waistband Carry
Waistband carry is holstering a weapon in the waistband without
a proper holster. When carrying a weapon in this manner, it isn’t Spotting Concealable Armor
properly secured, and will fall out under any strenuous movement.
When waistband carrying, a character must make a Reflex Saving Concealable armor can be worn under clothing if the wearer
Throw [TN15] to keep their weapon in their belt when doing any wants it to go unnoticed. Don’t use the modifiers from Table:
actions that cause them to roll an attack roll or a DEX or STR Concealing weapons and objects when wearing concealable
based skill check. If they fail this check, the weapon falls to the armor. Instead, anyone attempting to notice the armor must
ground. make a Perception check [TN30].

Stealth Checks
To conceal a weapon or other object, make a Stealth check. A Living in Luxury
character concealing an object before they head out into public
can usually take 10 unless they are rushed, trying to conceal it The prices given are for average quality items. It is possible
when others might see, or under other unusual constraints. Stealth to purchase similar items with luxury features, generally by
may be used untrained in this instance, but the character must increasing the cost by 20%. Although such items are more
take 10. expensive, they offer no additional features or game benefits.
113

General Equipment Range Pack This lightweight black bag has a spacious inner
compartment capable of holding roughly 14 lbs of objects that are
Liquid Volume and Conversions Medium sized or smaller and two zippered components that can
hold 2 lbs of Small objects or smaller each. The larger version has
Units are a general representation of liquid volume. a internal compartment that can hold 25 lbs of objects that are
For any liquids not listed in the book, a GM or player can Large sized or smaller and another 6 lbs in the zippered external
use this formula for calculating the amount of units of any pouch. A range pack gives a character a +3 lbs carrying capacity
liquid: 1 Unit = 8 fl. oz/236ml bonus.
A GM can convert weights of common items from decimal
lbs to metric units. When doing so, use this formula: 0.1 Duffel Bag A simple bag with either zipper or draw sting
lb = 50g/0.05 kg closures and a strap, duffel bags come in all different sizes and
A GM can convert distances from feet to meters. When shapes. The small bag can hold about 20 lbs of objects that are
doing so, use this formula: 5 feet = 1.5 meters Medium sized or smaller, while the large can hold up to 100 lbs
of objects that are Large sized or smaller.

Waist Pack This small zippered pouch is fitted with an integral


Bags and Boxes belt or a belt clip, and is designed to be fastened around the waist.
It comes in two sizes, small and large. The small pack can hold
With the wide variety of equipment available, it is quite often 3 lbs of objects that are Small or smaller comfortably, and the
critical to have something to store the equipment or carry it around large pack can hold 6.5 lbs of objects that are Small or smaller
in. comfortably. All items in a waist pack are considered to be stored
in LBE gear.
Aluminum Travel Case A travel case is a reinforced metal
box with foam inserts. Wing-style clamps keep it from opening Object Sz Wt Cost Restr
accidentally. The small case can hold 30 lbs of objects that are Backpack M 2.0 6 None
Medium or smaller size, the medium case can hold 60 lbs of Small Aluminum Travel Case, 30 lb. M 4.4 2 None
objects that are Large or smaller size, and the large case can hold cap
120 lbs of objects that are Large or smaller.
Medium Aluminum Travel Case, 60 L 9.0 4 None
lb. cap
Backpack This is a good-sized backpack, made of tough water- Large Aluminum Travel Case, 120 L 15.0 7 None
resistant material. It has one or two central sections, as well as lb. cap
several exterior pockets and straps for attaching tents, bedrolls, or Briefcase M 2.0 2 None
other gear. It can carry up to 60 lbs of objects that are medium or Contractor’s Field Bag M 1.1 1 None
smaller. A backpack gives a character a +3 lbs carrying capacity Day Pack S 1.0 1 None
bonus. Handbag S 0.6 1 None
Range Pack, Standard M 2.0 7 None
Range Pack, Oversized L 8.0 11 None
Briefcase A briefcase can carry up to 12 lbs worth of objects Duffel Bag, Small M 0.8 1 None
that are Small size or smaller. A briefcase can be locked, but Duffel Bag, Large L 2.0 2 None
its cheap lock is not very secure; the lock can be picked with a Waist Pack, Small S 0.5 2 None
Disable Device check [TN15], break [TN10]. Waist Pack, Large S 0.9 5 None

Table 74: Equipment, Bags & Boxes


Contractor’s Field Bag A combination tool bag and notebook
computer case, this has pockets for tools, pens, notepads, and cell
phones. It even has a clear plastic flap for maps or plans. Made
of durable fabric, it holds 10 lbs worth of objects that are small
size or smaller and comes with a shoulder strap.

Day Pack This is a small backpack, the sort often used by


students to carry their books around, or by outdoor enthusiasts
on short hikes. It holds 15 lbs worth of objects that are Medium size
or smaller, and fits comfortably over one shoulder in a messenger
type style or on both shoulders in a traditional pack type.

Handbag Handbags provide another way to carry 2 lbs of


objects that are Small sized or smaller. The wealth point cost
shown is for a basic bag; high-fashion purses can be exponentially
expensive.
114

Clothing wearer. Wearing a uniform grants a +2 circumstance bonus on all


applicable Presence checks. The price of the uniform is based on
The items described here represent special clothing types or
what particular uniform a character is trying to acquire and is set
unusual outfits that a character might need to acquire. For the
by the GM.
most part, clothing choice is based on character concept. It is
assumed that a character owns a reasonable wardrobe of the
sorts of clothes that fit their lifestyle. Sometimes, however, a Ghillie Suit The ultimate in camouflage, a ghillie suit is a loose
character might need something out of the ordinary. When that’s mesh over garment covered in strips of burlap in camouflage of the
the case, they will have to purchase it like any other piece of gear. purchaser’s choice. Other camouflaging elements can easily be
Clothes have three effects on game mechanics: one on Presence added. A figure under a ghillie suit is nearly impossible to discern.
checks, one on Stealth checks, and one on environmental factors. A character wearing a ghillie suit with appropriate coloration gains
First, clothing is part of a disguise. a +10 bonus on Stealth checks. It takes 20 minutes to change the
See the Presence skill description for more on how appropriate suit’s coloration. However, the bulky suit imposes a penalty of −4
dress affects Presence checks. Clothes also help to hide firearms, on all DEX checks, DEX-based skill checks (except Stealth), and
body armor, and small objects. Tightly tailored clothing imposes melee attack rolls.
a penalty on an attempt to conceal an object; clothing purposely
tailored to conceal objects provides a bonus. Clothing also includes Outerwear
worn accessories, such as holsters, sheathes, and armor.
In addition to keeping a character warm and dry, coats and jackets
An outfit of clothing represents everything a character needs
provide additional concealment for things a character is carrying
to dress a part: pants or skirt, shirt, undergarments, appropriate
(they often qualify as loose or bulky clothing; see Concealed
shoes or boots, socks or stockings, and any necessary belt or
Weapons and Objects).
suspenders. The clothes a character wears does not count against
the weight limit for encumbrance. Each outfit has a level that is
appropriate for a given temperature range (very hot, hot, mild, Coat An outer garment worn on the upper body. Its length and
cold, or very cold), and the wearer can remove layers or roll up style vary according to fashion and use. It grants the wearer
cuffs to make it acceptable, if not completely comfortable, for the immunity from cold environments and grants a +1 to Fortitude
next higher range. The price listed is for the base set of clothes, Saving Throws made to resist the effects of cold weather. The
high-fashion clothing can be exponentially expensive. price listed is for a simple coat or hoodie, high-fashion clothing
Clothing can also hold equipment. As a general rule, a set of can be exponentially expensive. Coats have two pockets than can
clothing has two side pockets that can hold 2 lbs of equipment hold 1.5 lbs of equipment that is Tiny sized or smaller each.
that is tiny or smaller, per pocket. Different styles and clothing
configurations can change this, up to the GM’s discretion. Clothing Fatigue Jacket A lightweight outer garment fashioned after the
itself, and any items or equipment that is carried within clothing fatigue uniforms worn by military personnel when performing
is not counted against a character’s total carrying capacity. Any their standard duties.
weapons carried within a pocket without a holster or sheath, are
considered waistband carried. Overcoat A warm coat worn over a suit jacket or indoor
clothing, granting the wearer immunity from cold and very cold
Business A business outfit generally includes a jacket or blazer, environments and grants a +3 to Fortitude Saving Throws made to
but can incorporate everything up to, and including three piece resist the effects of cold weather. The price listed is for a simple
suits. Business clothing tends to look sharp and well groomed overcoat, high-fashion clothing can be exponentially expensive.
without being overly formal. Overcoats have two pockets than can hold 2.0 lbs of equipment
that is Tiny sized or smaller each, and an internal pocket that can
Casual Casual clothes range from cut-off jeans and a T-shirt to hold 1 lbs of equipment that is Diminutive sized or smaller.
neatly pressed khakis and a hand-knit sweater.
Parka This heavy winter coat grants the wearer immunity from
Formal From a little black dress to a fully appointed tuxedo, cold, very cold, and extremely cold environments, but have a −2
formal clothes are appropriate for “black tie” occasions. Special penalty for all attack rolls, and all dexterity based saving throws
designer creations can have a cost much higher than shown on and skill checks while worn. Parkas have four pockets than can
the table. hold 4 lbs of equipment that is Small sized or smaller each

Fatigues Called “battle dress uniforms” (or BDUs) in the United Work Gloves These gloves are thick leather working gloves,
States Armed Forces, these are worn by hardened veterans and protecting from heat, cold, and generally corrosive or sharp
wannabes alike. They’re rugged, comfortable, and provide lots objects, allowing someone to work comfortably with these objects
of pockets. They are also printed in various camouflage patterns: and elements.
woodland, desert, winter, urban (gray patterned), and black are
available. When worn in an appropriate setting, fatigues grant a Utility Belts Tool belts and police gun belts fall into this category.
+2 bonus on Stealth checks. They can comfortably hold 10 lbs of objects of small or smaller
size and keep them on hand at all times. They can also attach
Uniform From the cable guy to a senior Air Force officer, people tactical holsters and caddys to them.
on the job tend to wear uniforms, making such clothing an essential
part of some disguises since a uniform inclines people to trust the
115

Flotation Vest A character wearing a flotation vest need not perception checks made by someone wearing them. Mounts can
make Athletics checks to stay afloat, and their encumbrance load be purchased to mount the IRGs to a combat helmet, at +1 WP to
is considered 50 lbs. lighter for the purpose of determining weight the cost.
penalties with Athletics checks to swimming. A flotation vest can
be worn over normal clothing and light to medium armor.
Night Vision Goggles Night vision goggles are goggles that use
passive light gathering to improve vision in near-dark and dark
Gas Mask The gas mask provides full protection against the conditions. They grant the user the ability to see in darkness,
effects of tear gas, pepper balls, and chemical irritants and grants but because of the restricted view, grant a −5 penalty to all sight
the wearer a +6 bonus to Fortitude Saving Throws made to resist based perception checks made by someone wearing them. When
inhaled contaminants. The character can also purchase filters that in complete darkness, NVGs must either be used with an infrared
can protect against a single specific type of inhaled poison for 2 illuminator (+8 to the cost), or use another source of infrared light.
WP. Mounts can be purchased to mount the NVGs to a combat helmet,
at +1 to the cost.
Object Sz Wt Cost Restr
Business, Hot M 3.0 5 None Object Sz Wt Cost Restr
Business, Mild M 2.0 5 None
Flash Goggles T 0.4 1 None
Business, Cold M 4.0 6 None
Sunglasses T 0.4 4 None
Casual, Very Hot M 1.8 2 None
IRGs S 1.3 40 None
Casual, Hot M 3.0 2 None
NVGs S 1.6 7 None
Casual, Mild M 2.0 3 None
Casual, Cold M 4.0 4 None Table 76: Equipment, Eyewear
Formal, Hot M 3.0 6 None
Formal, Mild M 2.0 7 None
Formal, Cold M 3.0 8 None MOLLE
Fatigues, Hot M 3.0 7 None Modular Lightweight Load-carrying Equipment (MOLLE) is
Fatigues, Mild M 2.0 6 None customizable load-bearing equipment utilized by various armed
Fatigues, Cold M 4.0 9 None forces. MOLLE can be configured to the user’s specifications, based
Uniform M 3.0 See text None on the needs of the user. MOLLE has a number of attachment
Ghillie Suit M 6.0 6 None slots, that can be filled by various pouches. When using MOLLE,
Coat M 2.0 2 None the weight of all weapons and equipment in the equipment is
Fatigue Jacket M 1.8 3 None halved. MOLLE is also printed in camouflage patterns: woodland,
Overcoat M 3.1 3 None desert, winter, urban (gray patterned), and black are available.
Parka M 5.0 7 None When worn in an appropriate setting, and is all matching, MOLLE
Work Gloves S 0.4 1 None grants a +2 bonus on Stealth checks.
Utility Belt S 1.8 2 None
Flotation Vest M 1.0 1 None
Kit Pouch (1 slot per 5 pounds) This pouch can hold a small
Gas Mask M 1.5 4 None
kit, keeping it on hand at all times for quick use.
Filters, Gas Mask T 0.3 2 None

Table 75: Equipment, Clothing Holster Pouch (2 slots) This pouch encompasses a holster that
holds a firearm of Medium or smaller size.
Eyewear
Eyewear encompass everything from basic sunglasses, to the Single Large Magazine Pouch (1 slot) This pouch can hold a
most covering night vision goggles. A character can have only single rifle, machine pistol, or SMG magazine with a capacity of
one pair of eyewear on at one time. 60 rounds or less, or a shotgun magazine a capacity of 10 rounds
or less. Using magazine pouches negates the necessity to spend
CP to reach into a pack to retrieve magazines/speedloaders.
Flash Goggles These eye coverings provide total protection
against blinding light. They negate all Will Saving Throws against
blindness, but the wearer suffers a −4 ranged attack penalty while Dual Large Magazine Pouch (1 slot) This pouch can hold two
wearing them. rifle, machine pistol, or SMG magazines with a capacity of 60
rounds or less, or a shotgun magazine a capacity of 10 rounds or
Sunglasses Sunglasses are tinted glasses that block UV rays less. Using magazine pouches negates the necessity to spend CP
and bright light. They grant a +1 to all Will Saving Throws against to reach into a pack to retrieve magazines/speedloaders.
blindness.
Quad Large Magazine Pouch (3 slot) This pouch can hold
Infrared Goggles Infrared goggles are goggles that use heat four rifle, machine pistol, or SMG magazines with a capacity of
signatures to locate targets. They grant the user the ability to see 60 rounds or less, or a shotgun magazine a capacity of 10 rounds
any target that is warmer than their surroundings in darkness, but or less. Using magazine pouches negates the necessity to spend
because of the restricted view, grant a −5 penalty to all sight based CP to reach into a pack to retrieve magazines/speedloaders.
116

Sextuple Large Magazine Pouch (4 slot) This pouch can hold Magazine Feeder Pouch (7 slots) This pouch can hold ten
six rifle, machine pistol, or SMG magazines with a capacity of 60 rifle, machine pistol, or SMG magazines with a capacity of 30
rounds or less, or a shotgun magazine a capacity of 10 rounds or rounds or less, or a shotgun magazine a capacity of 5 rounds
less. Using magazine pouches negates the necessity to spend CP or less, in a hopper type system. Using magazine pouches
to reach into a pack to retrieve magazines/speedloaders. negates the necessity to spend CP to reach into a pack to retrieve
magazines/speedloaders.
Small Magazine/Speedloader Pouch (1 slot) This pouch can
hold up to two handgun magazines or two speedloaders. Using Hydration Pouch (4 slots)
magazine pouches negates the necessity to spend CP to reach This pouch carries a hydration bladder that holds 16 units of
into a pack to retrieve magazines/speedloaders. desired liquid, usually water.

Shell Pouch (1 slot) This pouch can hold twenty five shotgun
shells of any caliber.

Cased Ammunition Pouch (1 slot) This pouch can hold fifty


rounds of cased ammunition, either in stripper clips or loose
rounds.

Grenade Pouch (1 slot) This pouch can hold two grenades,


either hand grenades or grenade launcher grenades.

Shell Loops (1 slot) This pouch is a simple group of elastic loops


made to hold shotgun shells. The loops can hold six shells of any
gauge. Using shell loops negates the necessity to spend CP to
reach into a pack to retrieve ammunition.

Cartridge Loops (1 slot) This pouch is a simple group of elastic


loops made to hold cased rounds. The loops can hold ten rounds
of any caliber. Using cartridge loops negates the necessity to
spend CP to reach into a pack to retrieve ammunition.

Utility Pouch (2 slots) This general purpose pouch can hold


small electronic devices, such as a radio, GPS, cell phone, or other
devices. Utility pouches can also be used to carry up to 100 round
linked belts of ammunition. It can comfortably hold 4 lbs of gear
that is small sized or smaller.

Plate Carrier Pouch (6 slots) This pouch is specially built to


hold trauma plates that can help decrease damage taken.

Weapon Carrier Loops (6 slots) These loops secure a Large


weapon to the back of the wearer, allowing them to carry a Large
weapon without a sling. It takes 5 minutes to attach or remove a
weapon from these loops.

Quiver Pouch (3 slots) This pouch holds 20 arrows or crossbow


bolts.

Sheath Pouch (1 slot) This pouch encompasses a sheath that


holds a melee weapon of Small or smaller size.

Canteen Pouch (1 slot) This pouch can hold a single canteen


for easy use and access.

Backpack Pouch (5 slots) This pouch can hold up to 30 lbs of


any gear that is sized Medium or smaller.
117

Object Sz Wt Cost Restr


Kit Pouch S 0.5 3/slot None
Holster Pouch S 0.5 2 None
Single Large Magazine Pouch S 0.5 1 None
Dual Large Magazine Pouch S 0.7 2 None
Quad Large Magazine Pouch S 0.8 3 None
Sextuple Large Magazine Pouch S 1.0 3 None
Small Magazine/Speedloader Pouch S 0.5 1 None
Shell Pouch S 0.5 1 None
Cased Ammo Pouch S 0.5 1 None
Grenade Pouch S 0.6 1 None
Shell Loops S 0.3 1 None
Cartridge Loops S 0.3 1 None
Utility Pouch S 0.7 1 None
Plate Carrier Pouch L 1.1 5 None
Weapon Carrier Loops M 0.7 4 None
Quiver Pouch M 1.0 2 None
Sheath Pouch S 0.6 1 None
Canteen Pouch S 1.0 1 None
Backpack Pouch M 2.0 2 None
Magazine Feeder Pouch M 4.0 22 None
Hydration Pouch M 2.5 4 None

Table 77: Equipment, MOLLE


118

General Kits Small Construction Kit Sledgehammer (non-weapons grade),


power drill, power saw, nail gun, caulking gun, shovel, hard hat,
General kits are professional gear packages that support skill work gloves, safety goggles, tool belt, trowel, steel-toe boots,
checks. Each kit is presented in 3 sizes, and though the contents stud finder, duct tape, sand paper, tape measure, and building
of each set of kits is widely varied, all kits share the same rules. supplies (cement and drywall mix, lumber, glass, and so on as
The kits list everything that comes with the selected kit. needed), paint and painting supplies (brushes, mixing tins, etc.),
Kit Sizes Do-It-Yourself handbook.

Small Kit This bare essentials kit reduces the penalty to


a +0 with skill checks. Standard Construction Kit Small construction kit plus drill press,
Standard Kit This specialized field package confers the grinder, lathe, table saw, sawhorse, cutting torch, shop vacuum
benefits of the small kit and grants a +2 equipment bonus cleaner, woodworking tools, and metalworking tools.
with skill checks.
Deluxe Kit This expert tool suite confers the benefits of Deluxe Construction Kit Standard construction kit plus anvil,
the small and standard kits, and grants a +4 equipment cement mixer, furnace, grinders and electric sharpening/grinding
bonus with skill checks. Often, however, deluxe kits are stones, power hammer, portable generator,
too large or bulky for easy transport.
Object Sz Wt Cost Restr
Using Supplies & Replenishing Kits Construction Kit, Small H 50.0 25 None
Construction Kit, Standard G 500.0 35 None
Generally, most kits can be used multiple times without Construction Kit, Deluxe C 750.0 200 None
worrying about supplies. When using a first aid or surgery
kit, however, the bandages, disinfectant, and disposable Table 79: Equipment, General Kits
medical supplies are to be disposed of and will eventually
need to be replenished.
Small Demolitions Kit Dentist’s mirror, non-conductive simple
• A small first aid kit can be used 4 times and costs 1 tools (sticks, tweezers, dull blades), wire crimper/cutter/stripper,
WP to replenish. needle-nose pliers, pocket knife, cigarette lighter or waterproof
matches, tape (duct, masking, and electrical, 25’ each), grease
• A standard first aid kit can be used 10 times and pencils, chem-lights, pen flashlight, good-luck charm.
costs 3 WP to replenish.
• A deluxe first aid kit can be used 25 times and costs Standard Demolitions Kit Small demolitions kit plus hand-held
9 WP to replenish. blasting machine, electrical wire, non-electric fuse (75’), marker
flags.
• A surgery kit can be used 12 times and costs 9 WP
to replenish.
Deluxe Demolitions Kit Standard demolitions kit plus fiber optic
probe, spectrometer, geiger counter, explosives reference manuals
(DVD-ROM or hard copy).
Small Chemistry Kit Personal microscope, scale, test tube
stand, analytical and precision balances, multiple various volume
Object Sz Wt Cost Restr
beakers and styrene cylinders, alcohol lamp, digital multimeter, 12”
thermometer, ten shallow 4” dishes, plastic funnel, legal chemical Demolitions Kit, Small S 5.0 6 None
samples. Demolitions Kit, Standard L 50.0 20 R
Demolitions Kit, Deluxe L 60.0 25 R
Standard Chemistry Kit Small chemistry kit plus professional Table 80: Equipment, General Kits
burner, professional microscope with integral camera, ultraviolet
examination lamp, personal centrifuge, water bath, flash
evaporator, licensed chemical samples. Small Disguise Kit Makeup base (flesh tones, shadows,
highlights, rouge, etc.), pigments, makeup binding compound
(to prevent sweating off of the disguise), putty and liquid latex
Deluxe Chemistry Kit Standard chemistry kit plus wide-angle
compound (for sculpting scars, boils, warts, etc.), spirit gum
dissection microscope, electric muffle furnace, draft and vacuum
adhesive, clear adhesive surgical tape, assorted fake facial
ovens, chromatogram viewer, professional centrifuge, illegal
hair, makeup brushes and sponges, facial cleanser, general
chemical samples.
personal grooming items (hairbrush, comb, toothbrush, nail
clippers, tweezers, razor), lighted makeup mirror.
Object Sz Wt Cost Restr
Chemistry Kit, Small H 30.0 70 None
Chemistry Kit, Standard H 75.0 140 L Standard Disguise Kit Small disguise kit plus 2 or 3 changes
Chemistry Kit, Deluxe G 250.0 210 R of casual clothing, colored contact lenses, wigs, incidental props
(eye patches, gold teeth, glasses, etc.), hair net or bandanna, soap
Table 78: Equipment, General Kits and hand towels, hair dyes and colors (whitener, highlights, etc.).
119

Deluxe Disguise Kit Standard disguise kit plus wound and Small Lockpicking Kit Picks and shims (assorted sizes and
deformity prostheses with fake blood, full-face latex mask shapes), tweezers, stethoscope, screwdrivers (assorted small sizes),
molds, detailed photographic records of potential subjects, minor penlight.
props (canes, height-altering shoes, etc.), digital photo makeover
software.
Object Sz Wt Cost Restr Standard Lockpicking Kit Small lockpicking kit plus slim jim
Disguise Kit, Small M 20.0 6 None auto entry tools, keyhole saw, glass cutter, power drill, ball-peen
Disguise Kit, Standard M 35.0 10 None hammer, metal files.
Disguise Kit, Deluxe H 50.0 20 None

Table 81: Equipment, General Kits Deluxe Lockpicking Kit Standard lockpicking kit, plus key
blanks, key grinder, lock samples (for practice, disassemble, and
Small Electronics Kit Wire crimper/cutter/stripper, screwdrivers analysis), fiber optic probe, library of lock manufacturer’s catalogs.
(assorted small sizes), needle-nose pliers, soldering iron and roll of
solder, flux, electrical tape (40’), epoxy glue, voltage meter, circuit
tester, compressed air duster, wire (varying lengths and widths), Object Sz Wt Cost Restr
assorted spare components (resistors, capacitors, screws, LEDs, Lockpicking Kit, Small S 2.0 2 None
etc.), assorted spare batteries, pocket reference of component Lockpicking Kit, Standard L 25.0 7 None
color codes and mathematical conversions. Lockpicking Kit, Deluxe H 150.0 15 L

Standard Electronics Kit Small electronics kit plus electrostatic Table 84: Equipment, General Kits
mat, de-soldering iron/vacuum, personal oscilloscope, signal
generator, table arm lamp with magnifying glass, common
schematic manuals. Small Mechanics Kit Tool box, car jack, screwdrivers (assorted
sizes), wrenches (assorted sizes), socket set, pliers (regular and
Deluxe Electronics Kit Standard electronics kit plus 2-person needle-nose), metal file, hammer, measuring tape, flashlight,
clean room, EPROM burner, oscilloscope, microscope, RF meter. pressure gauge, waterproof markers, baling wire, epoxy glue,
tape (duct, masking, and electrical), machine oil, wax, work gloves,
Object Sz Wt Cost Restr safety goggles, professional solvents/cleaners, rubber gaskets,
Electronics Kit, Small L 20.0 7 None tarp, electrical wires and tubing, clamps, tap and die set.
Electronics Kit, Standard H 200.0 15 None
Electronics Kit, Deluxe C 350.0 40 None
Standard Mechanics Kit Small mechanics kit, plus diagnostic
Table 82: Equipment, General Kits machine, timing light, electric drill, hacksaw, shop lights, hot glue
gun, air blower, crowbar, snake light, paint sprayer.
Small First Aid Kit Adhesive bandages (various shapes and
sizes), gauze (pads and rolls), elastic compress bandages, blister
pads, wooden splints, latex gloves, thermometer, tweezers, razor
blades, safety pins, cotton swabs (dry and alcohol-saturated), Deluxe Mechanics Kit Standard mechanics kit, plus 1-ton crane,
antibacterial soap, bottle of weak antiseptic solution, antibiotic hydraulic car lift, bench lathe, bench vise, rotary saw, welding
cream, surgical tape, two 1d4 painkiller pills, antihistamine pills, torch, air compressor, angle grinder, block and tackle.
antacid pills, salt tablets.
Object Sz Wt Cost Restr
Standard First Aid Kit Small first aid kit plus CPR mask, Mechanics Kit, Small L 30.0 7 None
stethoscope, shears, forceps, surgical needles and roll of suturing Mechanics Kit, Standard H 100.0 15 None
thread, burn gel, sedative pills, folding stretcher, antivenin solution, Mechanics Kit, Deluxe G 400.0 50 None
disposable syringes, blankets, stuffed animal, medical reporting
forms and waterproof marker. Table 85: Equipment, General Kits

Deluxe First Aid Kit Standard first aid kit plus portable
defibrillator, intravenous blood expander and fluid packs, oxygen
Small Visual Art Kit Sketchpads of various sizes, colored chalk,
tank and mask, backboard, cervical collar, local anesthetic solution,
art gum, pencils of various hardness and colors, a small watercolor
field surgical tools. This kit can be used as a small surgery kit.
set including 12 colors, various small brushes.
Object Sz Wt Cost Restr
First Aid Kit, Small S 5.0 2 None
First Aid Kit, Standard M 20.0 6 None Standard Visual Art Kit Small visual art kit, plus pose-able
First Aid Kit, Deluxe L 80.0 15 None wooden model, small cloth canvas, easel, set of various oil based
paints with a color chart, calligraphy paper with brushes and
Table 83: Equipment, General Kits various bottles of colored ink, and medium sized brushes.
120

Deluxe Visual Art Kit Standard visual art kit, plus plaster mix, blood packs, an anesthesia tank and mask, and an oxygen tank
pure pigments, mortar and pestle, water based paints, digital and mask. A surgery kit grants a +4 equipment bonus while
color analyzer, large cloth canvas, large brushes, paper of various performing a surgery.
textures and materials, hammer and chisel, and a beret.

Object Sz Wt Cost Restr


Forgery Kit A forgery kit is used in the finer points of creating
Visual Art Kit, Small L 5.0 3 None fake documents, for creating borders, stamps, and papers.
Visual Art Kit, Standard L 10.0 10 None It includes a fine-edge knife set, ink pads with various inks,
Visual Art Kit, Deluxe G 25.0 25 None blank stamps, colored pens, paint and fine brushes, stencils, a
magnifying glass, a disposable camera, a scale, calipers, tweezers,
Table 86: Equipment, General Kits fine-grain sandpaper, a document scanner, a laminator, a foil
press, a shrink wrapper, a table arm lamp with magnifying glass,
Specialty Kits holographic film, currency/document manual, a display case, a
personal printing press, and casting supplies and various molding
While the kits listed provide bonuses to general aspects of skills, materials (plaster, plastic, etc.). It grants a +6 equipment bonus
the specialty kits focus on a specific, but useful aspect of a skill. while creating forgeries.
Specialty kits provide a bonus to a specific aspect of a skill.

Firearm Cleaning Kit A firearm cleaning kit contains various Climbing Kit A climbing kit is a kit used to scale tall landmarks,
brushes, oils, bore cleaners, and polishes, that allow the such as buildings, rocks, or other objects. It contains a backpack
maintaining of a firearm. Without one, it is impossible to maintain or waist pack, rope (150 feet, rated for 1,200 pounds), a wristwatch
and clean a firearm. One cleaning kit will work for all types altimeter, climbing harness, leather gloves and finger tape, rock
of firearms. A cleaning kit grants a +4 equipment bonus when shoes or crampons, carabiners, various markers, belayers, cams,
restoring a weapon’s unreliability level due to age. quickdraws, ascenders, cordlettes, a chalk bag, pitons and a
hammer, crampons, and an ice ax. It grants a +5 to Athletics
Gunsmithing Kit Most gunsmiths assemble their toolkits checks while climbing, and on failing a check, a character does
gradually as their skills grow. This kit represents a complete not completely fall from their height when they fail a check by 5
collection typical for an experienced gunsmith, including or more.
watchmaker’s screwdrivers, metal files, clamps, punches, a small
hammer, and a micrometer calipers. It also contains a firearm
cleaning kit (above) with brushes and rods suitable for all calibers Fishing Kit A fishing kit is a kit used to fish leisurely, or in survival
and barrel lengths. A gunsmithing kit grants a +5 equipment bonus situations when one needs to survive out in the wilderness. The
when repairing a firearm, building firearms, or when performing fishing kit includes one compact fishing pole with a small reel,
upgrades on any firearm. 300’ of 5lb test line, and various weights, hooks, and lures for use
with multiple types of fish. A character can use this kit by making
Firearms Parts Kit A firearms parts kit is a collection of various a Knowledge (Survival) check [TN15] to catch 2d4 NV worth of
firearm components, such as barrels, stocks, receivers, frames, fresh meat in the form of fish every hour, as long as there is an
pins, springs, and other miscellaneous hardware pieces used area nearby with fish that they can catch.
for creating firearms. Because it has a lot of the necessary
components, lots of labor can be saved. A firearm parts kit
grants a +20 equipment bonus when building a firearm, but is Trapping Kit A trapping kit is a kit used to trap small animals in
consumed after it has been used. survival situations when one needs to survive out in the wilderness.
The trapping kit includes multiple metal snares and cables, and
Reloading Kit A reloading kit contains all of the tools necessary various weights, hooks, pulleys and lures for use with multiple
for reloading small arms ammunition, including powder measures, types of animals. A character can use this kit by making a
a reloading press, a small digital scale, a case cleaner, and ballistics Knowledge (Survival) check [TN15] to catch 2d4 NV worth of fresh
reference manuals, as well as the various dies needed to reload all meat every hour, as long as there is an area nearby with animals
kinds of ammunition. It allows a character to reload ammunition. that can be caught.

Surgery Kit A surgery kit is a kit used for performing surgery,


such as pulling out bullets and closing up wounds. It contains a Authentication Kit An authentication kit is a kit used to verify
box of latex gloves, surgical scissors, scalpels and extra blades, the authenticity of documents, money, gold, and other types of
surgical needles and suturing thread, forceps, a small box of 20 valuable or important artifacts or objects. It includes a hand-
disposable syringes, gauze (pads and rolls), sponges, surgical tape, held microscope, a magnifying glass, personal standard and
cotton swabs (dry and alcohol-saturated), disinfectant solution, black lights, an infrared viewer, a document scanner, a chemical
sedative pills, head-mounted flashlight, a small pack of surgical analyzer, 3D modeling and comparison software, signature
masks, sterile draping cloth, plastic safety goggles, surgical staple analysis software (DVD-ROM or flash drive), a video spectral
gun, local anesthetic and antibiotics, blood coagulant solution, comparator (with built-in microscope, video camera, and high-
suction bulb, clamps, intravenous blood expander, fluid packs, a rib resolution color printer), and a back-illuminated comparison table.
spreader, bone saws, a heart monitor, a defibrillator, intravenous It grants a +6 while checking for forgeries.
121

Object Sz Wt Cost Restr Notebook Slim, lightweight, and portable, notebook


Firearm Cleaning Kit S 3.0 3 None computers have most of the functions available on desktop
Gunsmithing Kit L 20.0 20 None computers. Notebooks also have a wireless network card in
Firearm Parts Kit M 10.0 20 None addition to their wired network card. Notebooks can accept
Reloading Kit H 50.0 25 None up to 10 additional RAM upgrades and 1 additional storage
Surgery Kit L 35.0 40 None device upgrades.
Forgery Kit G 120.0 20 None
Climbing Kit H 30.0 18 None
Fishing Kit S 2.0 2 None
Trapping Kit S 2.0 2 None
Authentication Kit G 170.0 40 None

Table 87: Equipment, Specialty Kits Tablet A tablet computer is a computer that consists of
nothing but a touch screen. They interface completely
Computers and Consumer Electronics wirelessly, and usually only contain two slots: the charging
port which doubles as a data port and the headphone jack.
Rules for operating computers appear under the Technology Use They are significantly smaller than even the smallest of
skill. Some of the items in this section have monthly subscription notebooks, and are extremely portable. You can purchase
costs as well as initial purchase costs. The Wealth Point cost higher end models with more storage and RAM built in, but
accounts for both costs; once a character has obtained the item, you can not upgrade tablet computers.
they don’t have to worry about ongoing subscription costs.

Cell Phone A digital communications device that comes in a


hand-held model, a cell phone works in any area covered by
cellular service.

Standard This cell phone is the standard slide or flip phone,


Ram Upgrade This upgrade increases the RAM on a
that can call, send and receive text messages. This phone
desktop or notebook. Each upgrade increases the RAM
has a battery life of five days before it needs recharging.
of a computer by 1.
Smartphone These modern marvels are packed with all
the latest features. Besides calling, receiving and sending
text messages, these phones can also take pictures (at a −3
if using the Craft (Visual Art) skill), record sounds, use the
internet and look up things (at a −4 if using the Technology
Use Skill) and play music. This phone has a battery life
of two days before it needs recharging. You can purchase Storage Upgrade This upgrade installs an additional digital
higher end models with more space and RAM. storage device in the desktop or notebook. The cost and
amount given is determined by what device is selected.
Computers and Upgrades Whether a desktop or notebook
model, a computer includes a keyboard, a mouse, a monitor,
speakers (or headphones), a BW-RE/DVD-RW drive, a network
card, and the latest processor. A character needs a computer to
make Technology Use checks. Computers can also run software
modules. Computers have two major areas of software module
slot storage: RAM and Storage.
The RAM represents how many module slots can be used at the
Digital Storage Devices Digital storage devices are devices that
same time. RAM is measured in module slots, and the module uses
the same amount of module slots of RAM as it does of storage store digital data. They hold software modules and data. They
come in two forms: Portable and Fixed.
space. When a module is activated, it uses RAM slots equal to how
Portable digital storage devices are devices of magnetic, optical,
many storage slots it takes up, in RAM. When it is deactivated, it
or solid state media that are easily moved between computers,
no longer takes up that spot in RAM, but is still located in storage.
The Storage represents how many modules can be Stored on usually utilizing a port on the machine of a desktop, notebook,
tablet, or phone. They can hold and store modules and data,
the computer at one time. A module is installed onto the storage,
but due to the limited bandwidth these devices have, software
and is activated at will. The module will always sit in storage
unless it is uninstalled. modules can not be run from them.
Fixed digital storage devices are devices of magnetic, optical, or
Desktop Bulky but powerful, these machines are common solid state media that are not easily moved between computers,
on desks everywhere. Desktops can accept up to 10 instead installed in upgrade slots of desktops or notebooks. What
additional RAM upgrades and 2 additional storage device they lose in portability, they gain in storage size and access speed.
upgrades. Software modules can be run from fixed digital storage devices.
122

Object Sz Wt Cost RAM Storage Restr provides a +1 to all bonuses listed in the module description
Cell Phone, D 0.4 1 0 1 None unless specified otherwise and takes up 1 storage slot.
Standard
Cell Phone, D 0.5 12 1 3 None • Standard A standard module contains most of the core
Smartphone, features that most would find useful, leaving out only a
Basic few specialized programs. This module provides a +3 to all
bonuses listed in the module description unless specified
Cell Phone, D 0.5 21 2 6 None
otherwise and takes up 2 storage slots.
Smartphone,
High end • Full-featured Contains all of the features that anyone could
Desktop L 10.0 16 1 8 None ever need or use, sparing no expense. Because of this, they
Computer take up a significant amount of space. This module provides
Notebook M 2.2 20 1 8 None a +4 to all bonuses listed in the module description unless
Computer specified otherwise and takes up 3 storage slots.
Tablet, Basic S 1.3 20 1 6 None
Tablet, High S 1.3 30 2 8 None
Base This software module is the OS for all computer hardware.
End
It contains the software necessary to load additional modules, as
Ram Upgrade F 0.1 2 1 − None
well as a web browser, an audio and video player, a clock and
Digital F 0.1 2 − 2 None
calendar, a text editor, a calculator, some basic games, and a basic
Storage
image viewer and editor. All computer hardware is preloaded
Device,
with this software, it takes up no RAM, but does take up 1 storage
Portable, Fine
slot and is always active.
Digital F 0.1 4 − 4 None
Storage
Device, Data This software module is a quick look up resource,
Portable, consisting of volumes of information about specific subjects, that
Diminutive can be called upon in an instant. This software module provides a
Digital F 0.1 6 − 8 None bonus to any one Knowledge skill that it is programmed for and
Storage must be active to receive the bonus.
Device,
Portable, Tiny Music This software module provides assistance when playing a
Digital F 0.1 8 − 16 None musical instrument, singing, or performing stand-up, by relaying
Storage information such as pitch, octave, tone, and harmonies, as well as
Device, a wide database of free and public domain sheet music that can
Portable, be played. The software module also can be used by beginners
Small for hand placement, and instruction when learning an instrument.
Digital S 0.5 10 − 32 None This software module also features musical detection software,
Storage that will listen to songs and produce information on the song such
Device, Fixed, as composer, key, and if available, sheet music. This software
Large module provides a bonus to any one Perform check that it is
Digital S 0.5 12 − 64 None programmed for, and must be active to receive the bonus.
Storage
Device, Fixed, Medical This software module contains various schematics for
Huge bandages, tourniquets, anatomy and physiology, as well as
Digital S 0.5 14 − 128 None instructions on how to give first aid. This software module provides
Storage a bonus to all Treat Injury checks as long as the software module
Device, Fixed, is active.
Gargantuan
Digital S 0.5 16 − 256 None
Storage Lockpick This software module provides schematics for various
Device, Fixed, types of locks, dials, safes, and combinations, as well as a real
Colossal time database consisting of compiled notes on specific models to
aid in the disabling of various locks, and area denial objects. This
Table 88: Equipment, Computer Hardware software module provides a bonus to all Disable Device checks
as long as the module is active.
Software Modules Software modules are programs installed
that give the user of a computer a bonus to various things, EOD This software module provides common bomb schematics,
dependent on what they are programmed to do. Modules come timer, and suggestions for diffusion and disassembly for bombs,
in three varieties: IEDs, and other explosive devices, as well as construction advice
and instructions, as well as planting suggestions based on the
• Lite A lite module has the bare essentials necessary for use target to be detonated. This software module provides a bonus to
and has a lighter footprint to take up less space. This module all Demolitions checks as long as the module is active.
123

Object Cost Restr Holsters A device used to hold or restrict the undesired
Data, Lite 3 None movement of a firearm, most commonly in a location where
Data, Standard 12 None it can be easily withdrawn for immediate use. Holsters allow a
Data, Full 20 None character to draw a firearm for 3 Combat Points. Holsters are
Music, Lite 2 None generally available for all Medium or smaller firearms. A character
Music, Standard 8 None can not have more than 5 belt devices on their belt at one time,
Music, Full 12 None including holsters, holders, caddys, and sheaths.
Medical, Lite 6 None
Belt Holster A simple, no-frills holster that slips through a
Medical, Standard 14 None belt and is usually made of leather or kydex. It holds any
Medical, Full 22 None Medium or smaller firearm. Because of its placement, it can
Lockpick, Lite 2 None only be concealed with outerwear and even then it grants
Lockpick, Standard 8 L a −4 penalty to all Stealth checks to hide the gun.
Lockpick, Full 12 L
EOD, Lite 10 R Concealed Carry Holster This holster is worn on the belt
EOD, Standard 18 M&P inside the waistband or in the small of the back. This holster
EOD, Full 40 M&P grants a +2 bonus to Stealth checks to hide all Small or
smaller guns.
Table 89: Equipment, Computer Software
Pocket Holster This holster may be a fake wallet or a
formed stiff cloth that helps to break up the pattern of a
Cameras Still and video cameras let a character capture a firearm in a pocket. This holster grants a +3 bonus to Stealth
record of what they have seen. A camera is needed to use checks to hide all Tiny or smaller guns.
the photography aspect of the Craft (Visual Art) skill.
Ankle Holster This holster is a holster that attaches to
Commercial Grade Encompassing hundreds of “brick” the ankle, providing concealment for the weapon without
digital cameras and flash video cameras, these cameras are worrying about printing or showing the weapon accidentally.
quick point and shoot, and can take hundreds of pictures This holster grants a +4 bonus to Stealth checks to hide all
before needing to be downloaded. Tiny or smaller guns, but the Combat Point cost to draw the
firearm is 3 points more.
Professional Grade These DSLR cameras and High
Tactical Holster and Caddy This holster is worn on the
Definition Video Cameras are used by professional
thigh, with a strap attaching it to the belt, or on the
photographers for their high detail, granting a +1 to Craft
hip, attached to a belt. It also comes with a tactical
(Visual Art) skill checks.
caddy, which can be purchased in any combination to
hold handgun magazines, speedloaders, taser cartridges,
Radio This hand-held radio transceiver communicates with any standard flashlights, three shotgun shells, six loose cased
similar device operating on the same frequency and within range. rounds, or pairs of handcuffs. A tactical caddy can be
purchased to hold a single handgun magazine and a pair
Basic This dime-store variety has only a few channels. of handcuffs, for example. A tactical caddy can also be
Anyone else using a similar radio within range can listen in purchased to hold a single PDW or rifle magazine that holds
on the character’s conversations. It has a range of 2 miles. 20 rounds or less, or a single shotgun magazine that holds
5 rounds or less. Using a tactical caddy eliminates the need
Professional This high-end civilian model allows a character to spend CP to reach into a pocket or bag to retrieve the
to have a wide selection of channels, making it likely that holstered items. A tactical caddy can also be purchased by
the character can find a frequency that’s not being used by itself for 1 WP.
anyone else within range. The device can be used with or
without a voice-activated headset (included). It has a range Shoulder Holster This holster uses a set of straps around
of 15 miles. both of the wearer’s shoulders to stash the gun under
one armpit, with pouches for two handgun magazines or
Object Sz Wt Cost Restr speedloaders, a second gun, a small melee weapon, nine
Camera, Commercial T 0.8 3 None loose shotgun shells, fifteen loose cased rounds, a single
PDW or Rifle magazine that holds 30 rounds or less, or a
Camera, Professional S 2.0 13 None
single shotgun magazine a capacity of 7 rounds or less,
Radio, Basic T 1.3 1 None
under the opposite armpit to balance the weight. Using a
Radio, Professional T 2.1 4 None
shoulder holster eliminates the need to spend CP to reach
Table 90: Equipment, Consumer Electronics into a pocket or bag to retrieve the holstered items, but not
to unholster a weapon. This holster grants a +1 bonus to
Stealth checks to hide all small and smaller guns and melee
Weapon Accessories weapons when worn with outerwear.
Weapon accessories include holsters and sheaths to hold Undercover Holster This holster is padded to break up
weapons, quivers and ammo pouches to keep ammunition close the outline of a firearm, usually worn on the small of the
by, as well as cases to store larger weapons. back. It grants a +6 stealth to hide all Small or smaller guns,
124

however it costs 6 additional Combat Points to draw the combat sheath is determined by the size of the weapon it
firearm from this holster. carries.

Tummy Holster An elastic band worn under a shirt that Size Damage Wt Cost Restr
holds a firearm, as well as two spare magazines, right
Tiny and Smaller 1d3 0.9 3 None
against the abdomen region. It grants a +4 bonus to Stealth
Small 1d4 1.1 4 None
checks to hide all Small or smaller guns, however it costs
Medium 1d6 1.4 6 None
4 additional Combat Points to draw the firearm from this
Large 2d4 1.8 9 None
holster.
Huge and larger 2d6 2.0 11 None
Quick Draw Holster This holster, worn on the belt or hip,
is designed for characters who wish to have a faster draw Table 91: Combat Sheath
with their weapon. A quick draw holster is designed for a
specific firearm, and can not be used with any other firearm LBE Gear Load Bearing Equipment is equipment used to carry
but the one it was designed for. A quick draw holster can a fighting load, and keep it handy at all times. When using a LBE
be purchased for all Medium or smaller firearms. When rig, the weight of all weapons and equipment in the rig is halved.
drawing from a quick draw holster it cost 1 less Combat LBE gear can be worn over any armor that doesn’t have any
Point. MOLLE slots or attachments. They are also printed in camouflage
patterns: woodland, desert, winter, urban (gray patterned), and
Gun Belt A loose leather holster that allows the gun to
black are available. When worn in an appropriate setting, LBE gear
sit comfortably in the holster, commonly used with single
grants a +2 bonus on Stealth checks. Using LBE gear eliminates
action revolvers, but it can be purchased for any Medium
the need to spend CP to reach into a pocket or bag to retrieve
or smaller gun. The single gun holster holds one gun and
ammunition or magazines/speedloaders stored on the LBE gear,
36 extra cartridges on the belt, and the dual gun holster
but not holstered weapons or items.
holds two guns and 24 extra cartridges on the belt. The
shotgun version of this holster can hold a single gun, and
15 shotgun shells. Pistol Rig A pistol rig has a tactical holster, spaces for six
handgun magazines or speedloaders, a grenade loop that
can hold a single grenade and two utility pouches, that can
Sheaths A sheath is a device used to restrict the movement of comfortably hold 6 lbs of Small or smaller objects each.
a melee weapon, most commonly located where it can easily
withdrawn for immediate use, and kept out of the way when PDW Rig A PDW rig has spaces for six SMG or machine
not being used. Sheaths are generally available for all large or pistol magazines with a capacity of 60 rounds or less, two
smaller melee weapons. A character can not have more than 5 grenade loops that can hold a single grenade each, and a
belt devices on their belt at one time, including holsters, holders, utility pouch that can comfortably hold 6 lbs of Small or
caddys, and sheaths. smaller objects.
Concealed Sheath This sheath is a worn on the inside of the
Hunting Rig A hunting rig has shell/cartridge loops that can
waistband. This sheath grants a +2 bonus to Stealth checks
hold forty shotgun shells or loose cartridges, two grenade
to hide all Small or smaller melee or thrown weapons.
loops that can hold a single grenade each and two utility
Shoulder Sheath This sheath uses a set of straps around pouches that can comfortably hold 6 lbs of Small or smaller
both of the wearer’s shoulders to stash two melee weapons, objects.
one under each armpit. This holster grants a +1 bonus to
Stealth checks to hide all Small or smaller weapons, when Rifle Rig A rifle rig has spaces for four rifle magazines with
worn with outerwear. a capacity of 60 rounds or less, two grenade loops that can
hold a single grenade each, and a utility pouch that can
Holdout Sheath This sheath is an ankle strap or thigh clip. comfortably hold 6 lbs of Small or smaller objects.
Grants a +2 bonus to Stealth checks to hide all Tiny or
smaller melee or thrown weapons.
Concealment Case A case disguised as an inconspicuous object,
Tactical Sheath This sheath is worn either on the back such as a guitar case, violin case or sports bag, that has a
attached to a strap or on the hip attached to a belt. A secret compartment for storing a Large or smaller weapon. A
tactical sheath can fit any Huge or smaller melee weapon. concealment case can comfortably hold a single Large weapon,
two Medium weapons, four Small weapons, eight Tiny weapons,
Undercover Sheath This sheath is padded to break up the or sixteen Diminutive weapons. The case grants a +10 bonus to
outline of a weapon, and is usually worn on the small of the Stealth checks when hiding a Large or smaller weapon within it.
back or in a pocket. It grants a +6 bonus to Stealth checks
to hide all Small or smaller weapons, however it costs +6
Combat Points to draw a weapon from this sheath. Roll Case A soft case designed to be rolled up while carried. It
allows for the storing of both weapons and ammunition in the
Combat Sheath This sheath is reinforced with a steel lining same place securely. A small roll case can hold a single firearm
on the outside of the sheath, allowing it to be used as an of Medium size or smaller and 40 rounds of ammunition, with
improvised weapon, if need be. Sheaths are considered the the larger version holding two Medium sized weapons or smaller
same size as the weapons they carry. The damage of a and 100 rounds of ammunition.
125

Quiver A container for arrows or crossbow bolts worn either on Magazine Caddy A small metal or plastic caddy worn on the
the back attached to a strap, or on the hip attached to a belt. A belt and holds a single rifle or SMG magazine with a capacity of
quiver can hold 20 arrows or crossbow bolts. 30 rounds or less, or a single shotgun magazine with a capacity of
10 rounds or less. Using a magazine caddy eliminates the need to
Removable Magazine A device that stores cartridges in an spend CP to reach into a pack to retrieve ammunition. A character
encasing, that is removable from the firearm. The magazine can not have more than 5 belt devices on their belt at one time,
functions by moving the cartridges stored in the magazine into a including holsters, caddys, and sheaths.
position where they may be loaded into the chamber by the action
of the firearm. For weapons that use a removable magazine, a
character can purchase extras. Loading these extra magazines
Cartridge Belt A cartridge belt is a belt that is specially made to
ahead of time and keeping them in a handy place makes it easy
hold 55 cased rounds for quick access, but disallows the wearing
to reload a weapon in combat. The price and capacity of a
of a belt holster, quick draw holster, tactical holster, concealed
removable magazine is listed with the weapon’s statistics.
carry holster, undercover holster, or a gunbelt when worn. Using
a cartridge belt eliminates the need to spend CP to reach into a
Double-Magazine Clip Sometimes referred to as a “jungle- pack to retrieve ammunition.
style magazine”, this accessory binds two machine pistol, rifle,
SMG, machine gun, or shotgun box magazines together for quicker
reloading, allowing the user to perform one reload at 1 less Combat
Point, and negates the need to reach into a pack to retrieve Bandolier A strap of leather or nylon webbing that is worn
the stored magazine. The character must be proficient in the around the shoulder and holds ammunition or objects. Commonly
weapon he is using in order to take advantage of this accessory. worn when hunting or to carry more items readily available. Using
A character may also duct tape two magazines together for the a bandolier eliminates the need to spend CP to reach into a pack
same effect but the weapon gets a −5 penalty to Stealth checks to retrieve a stored object but also makes it clearly visible.
to hide the weapon when using this method. The clip must be
purchased for a specific type of magazine, and is not compatible
with any other magazine. Shell Bandolier Holds 60 shotgun shells.

Speedloader A speedloader holds a number of cartridges in a


Cased Round Bandolier Holds 45 rounds of cased
ring, in a position that mirrors the chambers in a revolver cylinder.
ammunition.
Using a speedloader saves time in reloading a revolver, since a
character can insert all the cartridges at once, however a character
has to remove all of the cartridges, both fired and unfired, from
Grenade Bandolier Holds 8 grenades of either the thrown
the revolver’s cylinder. Speedloaders come in sizes from five to
or fired variety.
nine rounds, in various calibers. Speedloaders can be purchased
in any size and any caliber, and cost 1 WP per 2 speedloaders in
that configuration.
Refill Tube A plastic tube that holds 100 paintballs for quick
Cartridge Wallet A wallet made of cloth or leather and keeps reloading. Comes with a harness to hold the tubes on one’s belt
ammunition dry and separated. Cartridge wallets can be made for for easy access
any caliber and hold 10 cartridges. They are often used for special
ammunition that is best kept away from general ammunition.
Linked Ammunition Box This is a plastic, cloth, or metal box
Shell Belt A belt that is specially made to hold 25 shotgun that is used to hold linked ammunition. These boxes come in
shells for quick access but disallows the wearing of any holster various sizes.
or gunbelt when worn. Using a shell belt eliminates the need to
spend CP to reach into a pack to retrieve ammunition.

Shell Bag A canvas bag worn on the waist that holds up to Stripper Clips Stripper clips are used to keep ammunition
45 shotgun shells for quick access. It doesn’t keep the shells together in order to facilitate faster reloading of magazines or
separated and multiple shells will often mix up in the bag. Using firearms with internal magazines.
a shell bag eliminates the need to spend CP to reach into a pack
to retrieve ammunition.
Box Capacity WP Restr

Shell Caddy A small metal caddy worn on the belt, that 75 Rounds 1 None
discreetly holds 4 shotgun shells for quick access. Because of its 100 Rounds 2 None
size, it is easily concealable and grants a +3 to all Stealth checks 150 Rounds 3 None
to hide it. Using a shell caddy eliminates the need to spend CP 200 Rounds 3 None
to reach into a pack to retrieve ammunition. A character can not 250 Rounds 4 None
have more than 5 belt devices on their belt at one time, including
holsters, caddys, and sheaths. Table 92: Equipment, Linked Ammunition Box
126

Caliber Capacity Clips/WP Restr Survival, Security and Professional Gear


5.56x45mm 10 40 None
This is a list of gear that can be useful to characters. While this
7.62x51mm 5 20 None
book is not here to catalog every single item a character can use,
7.62x51mm 10 40 None
it is a guide. If a character wishes to purchase something not in
.30-06 Springfield 5 10 None
the book, the GM can simply set a wealth point cost based on the
M1 Garand Enbloc 8 10 None real cost of the item, where 1 WP is equal to 20 USD.
Berthier Enbloc 5 3 None
7.62x39mm 10 40 None
7.62x54mmR 5 20 None
Metal Detector This handheld device provides a +10 bonus on
all Perception checks involving metal objects.
.303 British 5 15 None
7.63x25mm Mauser/7.62x25mm Tokarev 10 20 None
7.92x57mm Mauser 5 20 None Flare Gun When fired into the air at night, a flare illuminates
7.63 Mannlicher 8 10 None a 60’ radius as if lit by daylight for 10 rounds. When used as
7.7x58mm Arisaka 5 20 None a signal, a flare may be spotted at a distance of 5 miles with
6.5x50mm Arisaka 5 15 None a successful Perception check, [TN20] during the day or [TN15]
Carcano Enbloc 6 5 None at night. A flare gun may also be used as a weapon, having a
Fusil Enbloc 5 5 None maximum range of 40’ and doing 1d4 Fire damage. Anyone shot
with a flare gun must make a Reflex Saving Throw [TN15] or be
Table 93: Equipment, Stripper Clips caught on fire. A flare gun can also ignite flammable material and
fluids.

Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can


Object Sz Wt Cost Restr snip through padlocks or chain-link fences. Using a bolt cutter
Double Magazine clip T 0.3 4 None requires a STR check [TN10].
Speedloader (2) T 0.5 1 None
Shell Belt M 1.0 3 None
Duct Tape The usefulness of duct tape is limited only by a
Cartridge Belt M 1.0 3 None character’s imagination. Duct tape can support up to 200 pounds
Bandolier, Shell M 2.0 2 None indefinitely or up to 300 pounds for 1d6 rounds. Characters bound
Bandolier, Cased Round M 2.0 4 None with duct tape must make a STR check [TN20] to free themselves.
Bandolier, Grenade M 2.0 1 None A roll provides 70 feet of 2 inch wide tape.
Shell Bag S 1.0 1 None
Shell Caddy D 0.4 1 None
Bluetooth headset Cheap and promiscuously available, these
Magazine Caddy D 0.4 2 None
headsets allow you to communicate hands-free. All cell phones
Cartridge Wallet S 0.4 1 None
and professional-level radios can sync with them.
Refill Tube (4) S 6.0 1 None
Concealment Case L 4.0 5 None
Quiver S 0.9 1 None Musical Instruments A musical instrument is a device created
Roll Case, Small L 2.0 2 None or adapted for the purpose of making musical sounds. A character
Roll Case, Large L 2.8 4 None cannot use any Perform skills that involve instruments without a
Holster, Belt S 1.0 1 None musical instrument.
Holster, Pocket T 0.5 2 None
Holster, Concealed Carry S 0.6 2 None Keyboard A portable keyboard or Keytar needed to use
the Perform (Keyboard Instrument) Skill.
Holster, Ankle T 0.6 4 None
Holster, Tactical S 1.2 2 None Percussion A set of drums needed to use the Perform
Holster, Shoulder M 1.0 3 None (Percussion Instrument) Skill.
Holster, Quick Draw S 2.0 9 None
Holster, Tummy S 0.6 3 None Stringed An electric or acoustic guitar, a harp, a sitar,
Holster, Undercover S 0.8 6 None or various other stringed instruments needed to use the
Holster, Gunbelt M 3.0 4 None Perform (Stringed Instrument) Skill.
Sheath, Concealed S 0.5 1 None
Sheath, Holdout T 0.4 1 None Wind A flute, trumpet, french horn, saxophone or various
Sheath, Tactical — 0.8 1 None wind instruments needed to use the Perform (Wind
Sheath, Shoulder M 0.8 3 None Instrument) skill.
Sheath, Undercover S 0.4 5 None
LBE Gear, Pistol Rig M 2.0 3 None Shovel A shovel is a tool for lifting and moving loose material
LBE Gear, PDW Rig M 2.0 2 None such as coal, gravel, snow, soil, or sand. This particular variant
LBE Gear, Hunting Rig M 2.0 2 None is an entrenching tool, a compact version of the full sized shovel.
LBE Gear, Rifle Rig M 2.0 2 None When pressed into battle as a weapon, it carries the same stats as
a shortsword, but always has a −2 to attack as it is an improvised
Table 94: Equipment, Weapon Accessories weapon.
127

Caltrops Caltrops are four-pronged steel spikes designed so that Flashlight Flashlights come in a wide variety of sizes and quality
one prong is pointing up when the caltrop rests on a surface. A levels. Those covered here are professional heavy-duty models
character scatters caltrops on the ground to injure opponents, or rugged enough to withstand the rigors of heavy modern use.
at least slow them down. One bag of twenty-five caltrops covers Flashlights negate penalties for darkness within their illuminated
a single 5’ square. Each time a creature moves through a square areas.
containing caltrops at any rate greater than 15 feet a turn or each
round a creature spends fighting in such an area, the caltrops Penlight This small flashlight can be carried on a key ring.
make a touch attack roll (BAB +0). A caltrop deals 1 point of It projects a beam of light in a 10’ cone.
damage on a successful hit, and the injury reduces foot speed
to 2 Combat Points per 5’ (a successful Treat Injury check [TN15] Standard This heavy metal flashlight projects a beam in a
or one day’s rest removes this penalty). Improvised versions of 30’ cone. There are wearable versions of these flashlights
this weapon include jacks and d4 gaming dice. These improvised that can be clipped to clothing to facilitate hands free usage,
weapons do not work on vehicles, however. See the avoid hazard which cost +1 WP of the listed price.
stunt for the effect of caltrops on vehicles.
Battery Flood Practically a handheld spotlight, this item
projects a bright beam in a 100’ cone.
Ball Bearings Ball bearings are little metal balls, often used to
maintain the separation between bearing races, for bearings. One
Lantern A camp lamp that projects light in all directions. It
bag of 100 ball bearings covers a single 5’ square thoroughly.
projects a 40’ radius of light.
Each time a creature moves through a square containing ball
bearings or each round a creature spends fighting in such an area,
the character makes a Reflex Saving Throw [TN16] or be knocked Rope 200 feet of paracord that can support up to 500 pounds.
prone. Improvised versions of this weapon include marbles.
Tent A tent keeps a character warm and dry in severe weather,
Binoculars Binoculars are useful for watching opponents, wild providing a +2 equipment bonus on Fortitude Saving Throws
game, and sporting events from a long distance. against the effects of cold weather.

Standard Standard binoculars reduce the range penalty for


Multipurpose Tool This device contains several different
Perception checks to −1 for every 50’ (instead of −1 for every
screwdrivers, a knife blade or two, a can opener, a bottle opener,
10’). Using binoculars for Perception checks takes five times
a file, a short ruler, scissors, tweezers, and wire cutters. The whole
as long as making the check unaided.
thing unfolds into a handy pair of pliers. A multipurpose tool can
lessen the penalty for making Craft (Mechanical), Craft (Electronics),
Rangefinding In addition to the benefit of standard
Craft (Structural), Demolitions, or Disable Device checks without
binoculars, rangefinding binoculars include a digital readout
appropriate tools to −4 instead of the normal −6. The tool is useful
that indicates the exact distance to the object on which they
for certain tasks as determined by the GM, but may not be useful
are focused.
in all situations.
Night Vision Binoculars Night vision binoculars function the
same as standard binoculars in normal light. In darkness, Canteen A water bottle designed to be used by hikers, campers,
however, users looking through them see as if they were soldiers, and workers in the field. Holds 2 quarts of liquid.
using night vision goggles.

Fire Extinguisher This portable apparatus uses a chemical


Camp Axe This axe can be used to chop down small trees, as spray to extinguish small fires. The typical fire extinguisher ejects
an impromptu weapon, or to hammer in stakes for a tent. enough extinguishing chemicals to put out a fire in a 10’-by-10’
area and contains enough material for two such uses. It does 1d4
Cold damage when sprayed.
Flare A flare is a bright chemical burning reaction in a stick,
that negates penalties for darkness within its illuminated areas. It
projects light in a 40’ circle from itself, and lasts for 1 hour per Handcuffs Handcuffs are restraints designed to lock two
flare. Once activated, it can’t be turned off or reused. It can also limbs—normally the wrists—of a prisoner together. They fit
be used to immediately set any flammable material or substances any Medium-size or Small human or other creature that has an
ablaze. appropriate body structure.

Compass A compass relies on the Earth’s magnetic field to Steel These heavy-duty cuffs have Hardness 10, 10 HP,
determine the direction of magnetic north. Break [TN30], and require a Disable Device check [TN25]
or Acrobatics check [TN35] to remove without the key.

Chemical Light Stick This disposable plastic stick, when Zip-Tie These are single-use disposable handcuffs, much
activated, uses a chemical reaction to create light for 6 hours. It like heavy-duty cable ties. They have Hardness 0, 4 HP,
projects light in a 10’ circle from itself. Once activated, it can’t be Break [TN25]. They can only be removed by cutting them
turned off or reused. off, Disable Device and Acrobatics checks automatically fail.
128

Map While a compass or GPS receiver can help characters find Object Sz Wt Cost Restr
their way through the wilderness, a map can tell a character where Metal Detector S 14.0 2 None
they’re going and what to expect when they get there. Bluetooth Headset D 0.1 2 None
Bolt cutter M 5.0 1 None
Road Atlas Road atlases are available for the entire Country Multipurpose tool T 1.0 3 None
and show all major roads in each state/providence/territory. Shovel S 2.0 2 None
They can also be purchased for most major metropolitan Caltrops (25) S 0.1 2 None
areas and detail every street in the entire region. Ball Bearings(100) S 0.4 1 None
Duct tape T 2.0 1 None
Tactical Map A tactical map covers a small area—usually
Canteen (2) S 1.0 1 None
a few miles on a side—in exacting detail. Generally, every
building is represented, along with all roads, trails, and areas Parachute, Military L 6.0 22 None
of vegetation. Tactical maps are not available for all areas Parachute, Reserve M 1.0 30 None
and generally need to be ordered from federal mapping Parachute, Sports L 8.0 25 None
agencies, while not expensive they can take a week or Parachute, BASE Jumping L 10.0 28 None
longer to obtain. Handcuffs, Steel T 1.0 2 None
Handcuffs, Zip-tie (10) D 0.5 1 None
Instrument, Keyboard L 12.3 13 None
Lighter This is either an oil or butane cigarette lighter that can Percussion Instruments H 50.0 14 None
be used to create fire at a moment’s notice.
Stringed Instruments L 7.0 10 None
Wind Instruments T 1.0 8 None
Matches For the cigar connoisseur or one who simply likes to Camp Axe S 2.0 2 None
strike wood to seem dramatic, these matches come in a large Flare (2) T 0.5 1 None
batch. The price listed is for one hundred boxes of twenty matches. Binoculars, Standard S 2.0 2 None
Binoculars, Rangefinding S 3.0 8 None
Sleeping Bag This lightweight sleeping bag rolls up compactly. Binoculars, Night Vision S 4.0 12 None
It can keep a character warm even in severe weather, providing a Chemical Light Sticks (5) T 0.2 1 None
+1 equipment bonus on Fortitude Saving Throws against the effects Compass D 0.1 2 None
of cold weather. Fire Extinguisher M 2.0 2 None
Flashlight, Penlight D 0.6 1 None
Flashlight, Standard T 0.9 5 None
Parachute A parachute is a device used to slow down an object
Flashlight, Battery Flood S 2.0 5 None
in free fall through an atmosphere. They come in various types,
Flashlight, Lantern S 2.3 4 None
based on use, but all stop fall damage from heights greater
than 100’ and reduce falling damage by 1 die per round spent Road Atlas T 0.6 3 None
descending. Tactical Map T 0.5 5 None
Rope (200’) L 12 1 None
Military Parachute A typical circular canopy used for
Table 95: Equipment, Survival, Security, & Professional Gear
static line jumps. A standard military chute has limited
maneuverability, being designed for simplicity and reliability.
These parachutes fall straight down. Band-It The band-it is an elastic sleeve that is placed on
prisoners leg or arm, that has a remote transmitter with a matching
Reserve Parachute A small emergency parachute designed remote. When activated, it sends a strong electrical pulse through
to be worn on the chest and used if the jumper’s main chute the wearer’s body, that incapacitates the person wearing it. When
fails. A reserve chute is a lifesaving, rather than aerobatic Activated, the band-it, the wearer of the band-it must make a
device, and do not possess the maneuverability that sports Fortitude Saving Throw [TN17] or be paralyzed for 1d4 rounds. The
parachutes have. These parachutes fall straight down. band-it comes with one remote that has a 200 foot range.

Sports Parachute A rectangular aerobatic parachute. Spotting Scope A spotting scope is a highly magnified scope
Consumer models tend to be brightly-colored for aestheticthat is used for target identification, hit confirmation, and assisting
appeal and emergency visibility, but a character can a sniper in acquiring a target. When used by a spotter who is
purchase a darker parachute at request. Sports parachuteswithin hearing range of a sniper, and is able to see the same
allow a character to glide at 200 feet per round forward as
targets the sniper can see using the spotting scope, the sniper
they fall, as well as make a turn after moving 100 feet. gains a bonus to all ranged attacks equal to the spotter’s ranged
attack bonus, as long as the spotter is spotting for that sniper.
BASE Jumping Parachute A high drag parachute used Spotting for a sniper uses all of the character’s combat points per
for jumping off of static structures such as bridges and round. Only one sniper can take advantage of a spotter and their
skyscrapers. These parachutes fall straight down. scope at a time.

Battering Ram A battering ram is rather self explanatory, a


heavy metal ram used to knock down doors. When using it to
break down a door, the character is considered to have +4 STR.
129

Hearing Protection Hearing protection are plugs, earmuffs, or


molded inserts that protect the wearer against loud noises, often
worn by people firing firearms or working with heavy machinery.
As a general rule, hearing loss due to gunfire is not modeled
in Ops and Tactics, but wearing hearing protection can protect
against unexpected loud noises.

Basic Hearing Protection Encompasses foam plugs, wax


balls, and fingers stuck in ears. When worn, they grant a
+2 bonus to all Saving Throws against being deafened or
stunned from loud noises.
Passive Hearing Protection Encompasses large sound
dampening earmuffs, that completely seal all sound out.
When worn, the wearer will automatically succeed against
all Saving Throws against being deafened or stunned from
loud noises, but take a -15 penalty to all Perception checks
involving sound.
Active Hearing Protection Encompasses thin electronic
active sound dampening earmuffs, that completely seal all
sound out when it hears loud noises, but otherwise allows
for the wearer to hear as normal through microphones
and speakers in the earmuffs. When worn, the wearer will
automatically succeed against all Saving Throws against
being deafened or stunned from loud noises, and the user
can hear as normal.
Object Sz Wt Cost Restr
Sleeping Bag M 4.0 2 None
Tent, 2-person dome M 4.0 2 None
Tent, 4-person dome M 7.0 4 None
Tent, 8-person dome L 10.0 8 None
Lighter D 0.1 1 None
Matches F 0.1 1 None
Battering Ram M 17.6 13 None
Band-It S 0.2 30 R
Spotting Scope M 1.5 25 None
Flare Gun S 0.6 2 None
Hearing Protection, Basic(500) S 0.1 1 None
Hearing Protection, Passive S 0.5 1 None
Hearing Protection, Active S 0.9 3 None

Table 96: Equipment, Survival, Security, & Professional Gear(Cont.)


130

Food, Drink, and Recreational Equipment Dried Sausages These are sausages that don’t require
refrigeration, usually made of chopped pork and spices. The
Food and drink range from fine wine with a nice Italian meal price listed is for 1 lb of sausage and 0.2 lb of sausage will feed a
to powdered orange drink with an MRE. The food listed here is character 2 NV.
more representative of what a character would encounter out
in the field. All food provides Nutritional Value (NV). A character
must consume at least 8 NV worth of food every day to sustain Pouch Bread This is bread in a sealed plastic pouch, capable of
themselves. keeping without refrigeration for a long time, while maintaining its
Starvation and Thirst in Games freshness. The price listed is for a 4 pack of pouch bread. Each
pouch will feed a character 3 NV.
Generally, a GM can assume that their players are eating
and drinking normally, and do not have to bother with
Hard Cheese Aged cheddar, aged gouda, and parmigiano
recording food consumption if they are within any kind
reggiano are some of the most common cheeses kept and eaten
of civilization that has some kind of established way
due to their long keep time without refrigeration. The price listed
to receive sustenance. This can range from fast food
is for 2 lbs of cheese, and 0.2 lb of cheese will feed a character
restaurants all the way to a place to purchase ingredients
3 NV.
and make home cooked meals. GMs should only worry
about Nutritional Values, starvation, and thirst if the players
do not have a readily available way to continuously Dried Grains These are a multitude of various grains, such as
consume meals. Also, it is assumed that character are rice, oats, barley, ground corn, millet, buckwheat, and quinoa, that
spending some of their non-received salaries on food, can be boiled with water and eaten with a variety of additions.
and do not have to spend any of their given incomes on The price listed is for 20 lbs, and 0.5 lb will feed a character 3 NV.
food, unless they otherwise want to purchase something
specific.
Jerky Jerky is lean meat that has been trimmed of fat, cut into
strips, and then dried to prevent spoilage. Nearly any muscle
meat can be made into jerky and is often carried by outdoorsmen,
MRE A MRE (Meal, Ready to Eat) is a self contained individual hikers, and campers as a source of low fat, high protein food. The
field ration issued by militaries to feed their soldiers while away packaging listed is for 6 bags. A single bag will feed a character
from organized food facilities. They are also popular with 3 NV.
survivalists and hikers for their compact size and filling nature.
MREs come in various versions, suitable for carnivores, omnivores,
and herbivores. Dried Noodles These are freeze dried instant noodles that come
in a pack. They can be eaten raw, though somewhat unpalatable
Military The Military MRE has enough food to feed a single when eaten this way, or they can be boiled with water, and
character 8 NV, even if they don’t taste all that great. the flavor package added for a simple, decently tasting meal,
especially when coupled with dried vegetables. Due to their low
Civilian The Civilian MRE is more focused on taste and loses cost, they can sustain someone for very low price, though they
calories, feeding a character 5 NV. also lack in nutritional value. The price listed is for 40 packs. A
single pack of noodles will feed a character 2 NV.
Trail Rations A trail ration is a mix of high calorie content foods,
usually containing dried fruit and nuts. The price listed is for a Dried Vegetables These are freeze dried vegetables that have
box of 12. Trail rations will feed a character 1 NV. had moisture removed from them to increase their dry storage life.
They can be re-hydrated with water and consumed, or used as an
Food Bars A food bar is a solid baked bar, consumed by people ingredient. The price listed is for 6 lbs of mixed dried vegetables.
on the go as meal replacements. The price listed is for a box of 5. 1 lb of re-hydrated vegetables will feed a character for 2 NV.
A food bar will feed a character 2 NV.
Fresh Vegetables Fresh vegetables include fresh produce, fruit,
Snack Foods Snack foods encompass a multitude of foods and leafy greens. The price listed is for 5 lbs of various vegetables,
you’d expect to find in a corner store or gas station: Chips, crisps, and 1 lb of fresh vegetables will feed a character for 4 NV.
crackers, biscuits, cookies, cakes, pastries, snack mixes and various
miscellaneous candies. A pack of snack food will feed a character
for anywhere from 1 NV to 3 NV, depending on what kind of snack Fresh Meat Fresh meat includes freshly slaughtered meats of
food they find. The price listed is for 10 packs. It is recommended various animals, as well as frozen meat. The price listed is for 4
that a GM roll 1d3 to determine the NV of the pack of snack food. lbs of meat, and 1 lb of cooked fresh meat will feed a character
for 4 NV.
Candy Bars A candy bar is a bar, usually coated in chocolate,
that contains a variety of ingredients, such as wafers, cookies, Preserved Meat Preserved meat includes meat that has been
caramel, or toffee. They are poor in nutrients, but taste very cured or smoked, and stored in a cool dry place. The price listed
good. The price listed is for a box of 15. A candy bar will feed a is for 2 lb of meat, and 1 lb of preserved meat will feed a character
character 1 NV. for 5 NV.
131

Canned Food This food encompasses both manufactured Tequila Tequila is a spirit made from the blue agave plant.
canning, where the food product is placed into a steel can and The price listed is for a single bottle, which contains about
capped, or home canning method where the food is preserved 20 servings.
and placed into a glass jar. Canned food contents can vary greatly,
anything from canned vegetables or meats to complete meals in Vodka Vodka is a distilled beverage composed primarily of
a jar. Canned food will feed a character for anywhere from 1 NV water and ethanol with traces of impurities and flavorings.
to 8 NV, depending on the contents of the can. The price listed is Vodka is made by distillation of fermented substances such
for 10 cans. It is recommended that a GM roll 1d8 to determine as grains, potatoes, or sometimes fruits. The price listed is
the NV of the can. for a single bottle, which contains about 25 servings.
Whiskey Whiskey is a type of distilled alcoholic beverage
Bottled Water Water is the transparent, tasteless, odorless, and made from fermented grain mash. Different grains are used
nearly colorless chemical substance that is required for life to for different varieties, including barley, malted barley, rye,
survive. This water is in 16 oz/2 units plastic bottles. The price malted rye, wheat, and maize (corn). The price listed is for
listed is for 120 bottles of water. a single bottle, which contains about 15 servings.

Bottled Juices These are various fruit juices, usually from Liqueur Liqueur is a type of distilled alcoholic beverage that
concentrate, in plastic bottles. The juice are in 16 oz/2 units is flavored with a variety of flavors, and usually has some
plastic bottles. The price listed is for 12 bottles of juice. kind of sugar or sweetener added. It is often used for mixed
drinks, but can be consumed by itself. Common liqueur
examples include triple sec, schnapps, campari, chocolate
Canned Juices These are various fruit juices in metal cans. The liqueur, and amaretto. The price listed is for a single bottle,
juice are in 32 oz/4 units cans. The price listed is for 2 cases of 6 which contains about 20 servings.
cans of juice per case.
Cigarettes and Cigars A cigarette is a small roll of finely cut
Powdered Drinks Including both hot drinks like powdered cocoa tobacco leaves wrapped in a cylinder of thin paper for smoking. A
and instant coffee, and cold drinks such as carbohydrate drinks cigar is a tightly-rolled bundle of dried and fermented tobacco that
and sports drinks. The price listed is for 100 packets. is ignited so that its smoke may be drawn into the mouth. Smoking
a pack of cigarettes or a single cigar causes 1 XHP damage per
Canned Soda Canned soda is a 12 oz aluminum can. These pack smoked. If a character loses their last non-lethal hit point
serve as tasty drinks on a cool day, or as ammunition for the due to smoking, they are nauseated for two hours and gain that
X-Products Can-Cannon. The price listed is for 48 cans. hit point back after those two hours. The price listed is for a box
of 20 cigars, or a carton of cigarettes, which contains 10 packs of
Alcoholic Drinks Alcoholic drinks come in a wide variety of 20 cigarettes each.
flavors and types. When a character drinks, they must make a
Fortitude Saving Throw [TN10 + number of servings they have had Electronic Cigarettes An electronic cigarette, also known as
at a time], or become inebriated. an e-cig, is a battery powered device that simulates smoking. It
delivers nicotine into the lungs via a nicotine, propylene glycol,
Beer Beer is the world’s most widely consumed and
and flavoring mixture, designed to look like, but be much healthier
probably oldest alcoholic beverage; it is the third most
than cigarettes, as instead of smoke, it produces water vapor as its
popular drink overall, after water and tea. It is produced by
byproduct. Electronic cigarettes come in a massive array of flavors,
the brewing and fermentation of sugars, typically derived
from regular tobacco flavor to things such as mint, key lime pie,
from malted cereal grains, particularly barley and wheat.
and even cinnamon roll. They take on a variety of appearances
The price for beer is for a pack of 12. Each beer is a serving.
as well, from a thin cigarette like look, to a customizable tank and
Wine Wine is an alcoholic beverage made of fermented battery. The price listed is for a full kit that includes one tank, one
fruit juice, usually from grapes. The price listed is for a battery with charging apparatus, and two flavors.
single bottle, which contains about 6 servings.
Brandy Brandy is a spirit produced by distilling wine,
typically taken as an after-dinner drink. The price listed is
for a single bottle, which contains about 30 servings.
Gin Gin is a spirit which derives its predominant flavor from
juniper berries, used in drinks such as martinis, and gin and
tonics. The price listed is for a single bottle, which contains
about 30 servings.
Rum Rum is a distilled spirit made from sugarcane by-
products such as molasses, or directly from sugarcane juice,
by a process of fermentation and distillation. It is used in
drinks such as rum punch, mojitos, and pina coladas. The
price listed is for a single bottle, which contains about 35
servings.
132

Object Sz Wt Cost Restr Object Sz Wt Cost Restr


MRE, Civilian S 1.2 1 None +1 bonus (3) F 0.1 2 None
MRE, Military (2) S 2.0 1 None +2 bonus(3) F 0.1 4 None
Trail Rations (12) S 2.4 1 None +3 bonus(3) F 0.1 6 None
Food Bars (5) S 0.5 1 None +4 bonus(3) F 0.1 8 None
Snack Foods (10) S 1.0 1 None +5 bonus(3) F 0.1 10 None
Candy Bars (15) S 1.5 1 None +6 bonus(3) F 0.1 12 None
Dried Sausages S 1.0 1 None +7 bonus(3) F 0.1 14 None
Pouch Bread (4) S 1.5 1 None
Hard Cheese S 2.0 1 None Table 98: Equipment, Pharmaceuticals, Antibacterial/Antiviral
Dried Grains S 20.0 1 None
Jerky(6) S 3.0 1 None Analgesics/Painkillers These medicines allow a character to
Dried Noodles (40) S 8.0 1 None ignore pain, and allow them to continue fighting, but only for a
Dried Vegetables S 6.0 1 None limited time. When the effects wear off, the healing affect of the
Fresh Vegetables S 5.0 1 None painkillers go with it. Painkillers can only be given to a character
Fresh Meat S 4.0 1 None with at least 1 CHP. A player who has 0 or less CHP has suffered
Preserved Meat S 2.0 1 None serious injuries and must receive medical attention and can not
Canned Food (10) S 10.0 1 None use painkillers. The price listed is for one dose, and each dose
Bottled Water(120) T 132.0 1 None lasts for 1d3 hours. The dosage can come in the form of digestible
Bottled Juice(12) T 13.2 1 None pills or an injectable liquid.
Canned Juice(12) T 16.0 1 None
Object Sz Wt Cost Restr
Powdered Drinks(100) D 10.0 1 None
Canned Soda (48) T 38.4 1 None Restore 1d4 XHP F 0.1 1 None
Beer(12) S 9.0 1 None Restore 2d4 XHP F 0.1 2 None
Wine S 1.5 2 None Restore 3d4 XHP F 0.1 3 L
Brandy S 1.5 4 None Restore 4d4 XHP F 0.1 4 L
Gin S 1.5 2 None Restore 5d4 XHP F 0.1 5 R
Rum S 2.0 2 None
Table 99: Equipment, Pharmaceuticals, Painkillers
Tequila S 2.0 2 None
Vodka S 2.0 2 None
Hemostat These medicines promote the clotting of blood. They
Whiskey S 2.0 2 None
reduce the bleed damage based on the level of the hemostat. The
Liqueur S 2.0 1 None
price listed is for two doses.
Cigarettes F 0.1 2 None
Cigars D 0.2 3 None Object Sz Wt Cost Restr
E-cig Kit S 0.8 1 None
Remove 3 bleed damage(2) F 0.1 1 None
E-cig, Additional Flavors (4) T 0.1 1 None
Remove 5 bleed damage(2) F 0.1 3 None
Table 97: Equipment, Food & Drink Remove 8 bleed damage(2) F 0.1 7 None
Remove 13 bleed damage(2) F 0.1 11 None
Remove All bleed damage(2) F 0.1 20 None

Table 100: Equipment, Pharmaceuticals, Hemostat


Pharmaceutical Drugs, Medical supplies and
Antiseptics Antiseptics are substances that are applied to
Poisons destroy microorganisms that are living on objects. These
medicines give a bonus to all Treat Injury checks when used,
Pharmaceutical drugs, also referred to as medicine, can be but the user must have at least 1 rank in the Treat Injury skill. The
loosely defined as any chemical substance intended for use in amount listed is for two doses.
the medical diagnosis, cure, treatment, or prevention of disease.
When using medicine, only the highest modifier applies. Weak Antiseptic These include distilled spirits, as well as
watered down isopropyl alcohol. They grant a +1 to Treat
Injury.
Standard Antiseptics These include grain alcohol and
Antibacterials and Antivirals An antibacterial is a compound or proper strength isopropyl alcohol. They grant a +3 to Treat
substance that kills or slows down the growth of bacteria. Antiviral Injury.
drugs are a class of medication used specifically for treating viral Strong Antiseptics This includes iodine and hydrogen
infections. Both are used to combat against diseases, and grant peroxide. They grant a +5 to Treat Injury.
a bonus to Fortitude Saving Throws toward disease. The cost of
the drug is dependent on the actual Fortitude Saving Throw of the Concentrated Antiseptics This includes polyhexanide.
disease. The price listed is for three doses. They grant a +8 to Treat Injury.
133

Object Sz. Wt. Cost Restr. Object Sz Wt Cost Restr


Weak(2) F 0.2 1 None Arsenic S 1.0 8 R
Standard(2) F 0.2 4 None Atropine (2) S 1.0 3 R
Strong(2) F 0.2 7 None Blue Vitriol (2) S 1.0 3 R
Concentrated(2) F 0.2 13 None Chloral Hydrate S 1.0 15 R
Cyanide S 1.0 35 M&P
Table 101: Equipment, Pharmaceuticals, Antiseptics Cyanogen S 1.0 12 M&P
DDT S 1.0 13 I
Antidote Antidote is a substance used to counteract a specific Lead Arsenate (Gas) S 1.0 2 R
poison. The cost per antidote is the raw material cost for the Lead Arsenate (Solid) S 1.0 2 R
poison + 15, and the character purchasing must know the specific Mustard Gas S 1.0 3 M&P
poison used. The cost is for a single dose. The dosage can come Paris Green (Gas) S 1.0 8 None
in the form of digestible pills or an injectable liquid. Paris Green (Solid) S 1.0 8 None
Object Sz Wt Cost Restr Sarin S 1.0 35 I
Strychnine S 1.0 12 R
Antidote F 0.2 See text None
Tear Gas S 1.0 8 R
Table 102: Equipment, Pharmaceuticals, Antidote Tranquilizer S 1.0 4 R
VX S 1.0 300 I
Cold Pack A cold pack is a strong plastic bag filled with water Table 104: Equipment, Poisons
and a packet of ammonium nitrate that is suspended within it.
When broken, it becomes very cold. It heals 2d3 damage per 10
minutes and can only be used to restore XHP that was lost by
bludgeoning, fire, or non-lethal damage. The price listed is for
eight packs, and the packs last for 1 hour.

Spray-on Bandage Spray-on bandage is antiseptic and


bandage all in one convenient little bottle used for small nicks
and scratches. It heals 1d3 damage per use and can only be used
to restore XHP that was lost by Slashing or Piercing damage. The
price listed is for four, 20 dose bottles.

Tourniquet A tourniquet is a constricting device used to control


bleeding on appendages. Tourniquets allow a character to ignore
all penalties from extremity damage for 2d3 rounds, and reduces
all bleed dice by 3 on that appendage for 2d3 minutes. Tourniquets
can only be applied on arms or legs.

Field Dressing Field dressing are bandages used to control


bleeding in general. Field dressings can be used to stop 1 bleed
damage per bandage. Field dressings can also be used in
conjunction with the Treat Injury skill when stopping bleeding.
When used in this manner, they stop an additional 3 bleed damage
per field dressing used, up to a maximum of 4 field dressing.
Object Sz Wt Cost Restr
Cold Pack(8) T 0.4 1 None
Spray-on Bandage(4) T 0.2 1 None
Tourniquet T 0.3 2 None
Field Dressing(4) T 0.1 1 None

Table 103: Equipment, Pharmaceutical Equipment

Poisons Poisons are chemical substances that can cause


disturbances to organisms, usually by chemical reaction or other
activity on the molecular scale, when a sufficient quantity is
absorbed by an organism. While nearly any substance ingested,
injected, or inhaled into the body technically counts as a poison,
the poisons listed here are specifically listed for their effects. The
price listed is for 5 doses in a synthesized solid, liquid poison
stored in a bottle, or a gas stored in a pressurized cylinder.
134

Narcotics the effects wear off, the healing effect of the opioid goes with it.
Opioids can be given to a character with at least 1 CHP. Opioids will
Cannabis A genus of flowering plants that has long been used
restore both CHP and XHP, but will always restore CHP before XHP.
for fiber (hemp), seed and seed oils, medicinal purposes, and as a
The price listed is for one dose and each dose lasts for 1d3 hours.
recreational drug. A character may smoke one dose of cannabis
After taking a single dose, the character takes 1 CON damage that
and roll a set of dice dependent on the potency. This roll is both
heals normally.
the penalty to Will Saving Throws and their AGL modifier and
a bonus to their XHP. The effect lasts for 5d12 minutes. Should
the AGL penalty exceed the character’s DEX score, it is treated Hallucinogens These vary in presentation, type, and duration,
as 0 until the drug’s effect wears off. There are 50 doses in 0.1 but they all do the same thing—make the character hallucinate.
lbs of cannabis. Any amount less than 50 doses is considered When a character takes a single dose of a hallucinogen, they take
weightless. 3d3 WIS damage. This effect lasts 2d2 hours and the damage
lasts as long as the effect.
Potency Dice Rolled
Object Sz Wt Cost Restr
Weak 1d2
Normal 1d3 Cannabis, Weak T − 1 I
Strong 2d3 Cannabis, Normal T − 2 I
Concentrated 2d3+1 Cannabis, Strong T − 4 I
Cannabis, Concentrated T − 8 I
Table 105: Cannabis Potency Coca Leaf (16) T 0.1 2 R
Cocaine T − 80 I
Coca Leaf The leafy part of the coca plant, chewed to reduce Adderall (10) D 0.1 4 L
tiredness and encourage recuperation. A character may chew a MDMA D 0.1 2 I
leaf for up to 1 hour. If a character is exhausted, they are now Opioid, Restore 2d10+1 HP F 0.1 5 L
fatigued. If a character is fatigued, it takes half the amount of Opioid, Restore 3d10+1 HP F 0.1 10 R
time to become well rested. Sold in packs of 16 leaves. Opioid, Restore 4d10+1 HP F 0.1 15 I
Hallucinogens F 0.2 1d6 I
Cocaine Cocaine is the processed version of the coca plant, used
Table 106: Equipment, Narcotics
as a strong stimulant. It is primarily used as a recreational drug.
A character may ingest, inject, or inhale one dose of cocaine (0.01
lb) to gain 5 additional Combat Points every round for 1 minute.
The character may ingest, inject, or inhale subsequent doses to
lengthen the time this bonus lasts by 1 minute, but it does not
grant any additional Combat Points. After each dose is ingested,
injected, or inhaled, a character immediately makes a Fortitude
Saving Throw [TN25]. If a character fails this Saving Throw, they
take CHP damage equal to the Combat Point bonus they received.
The TN increases by 5 for each dose of Cocaine taken within 6
weeks of the first dose. There are 8 doses in 0.1 lbs of cocaine.
Any amount less than 8 doses is considered weightless.

Adderall A pharmaceutical pill marketed as a treatment for


ADHD, ADD, and other similar disorders. A character can consume
a single pill, which reduces Craft checks of 24 hours in length or
more by 1d4 hours, and Craft checks of 1 week in length or more
by 1d3 days. This effect lasts for one week. Adderall is packaged
in a small bottle containing 10 pills.

MDMA An empathogenic drug that causes euphoria, a


diminished sense of anxiety, and mild psychedelia. A character
can consume a single pill which grants a +2 bonus to all Reflex
and Will Saving Throws. This bonus lasts for 30 minutes. After
the effect wears off the character is considered Exhausted. A
character can consume at least 4 units of water to halve the time
it takes to recover from their exhaustion. MDMA is packaged in a
small bottle containing 10 pills.

Opioids These medicines allow a character to ignore pain, and


allow them to continue fighting, but only for a limited time. These
are much stronger versions of the over the counter painkillers
and as such require proper documentation to possess. When
135

Armor Light Armor


Armor comes in three different types: Light Football Pads This suit of armor is worn by professional
Impromptu armor includes items that provide protection even and amateur players alike, and includes shoulder, leg, and
though they were not designed for that purpose, such as leather arm pads. This type is normally worn by running backs and
biker’s jackets and football pads. quarterbacks, sacrificing extra armor for range of motion.
Concealable armor is modern body armor designed to fit Special Notes This armor protects the arms and legs of the
underneath regular clothing. It can be worn for extended periods wearer, providing DR and Defense to all listed areas.
of time without fatiguing the wearer. Concealable armor can also
be worn under Impromptu or Tactical armor.
Motorcycle Jacket This is the bare minimum for the modern
Tactical armor is modern body armor that fits over clothing
motorcyclist and consists of leather gloves and a leather
and can’t be easily concealed. Its weight and bulk make it
motorcycle jacket. It grants the wearer a +1 to Fortitude Saving
impractical to wear all the time and is generally only donned
Throws made to resist the effects of cold weather. Motorcycle
when a specific dangerous confrontation is likely. Because it is
Jackets have two pockets than can hold 1.5 lbs of equipment that
worn over clothing in tactical situations, tactical armor often has
is Tiny sized or smaller each.
pockets, clips, and MOLLE attachment points for carrying weapons,
Special Notes This armor protects the arms and hands of the
grenades, ammunition, flashlights, first aid kits, and other items.
wearer, providing DR and Defense to all listed areas.
• Equipment Bonus The equipment bonus is the bonus to
DEF a character gets if they are proficient in the armor, and
Motorcycle Cut This is a thick leather vest worn by motorcyclists,
its AP has not been depleted. The equipment bonus only
a particular common sight on motorcycle club members. They
applies to areas it protects.
have hidden pockets that contain a holster-sheath that will hold
• Maximum AGL Bonus The maximum AGL bonus you can one Small or smaller sized weapon, and a pouch that can hold 2
apply toward your defense, when wearing the armor. magazines or speedloaders. Any objects in these pockets gain a
+1 to Stealth checks to hide these objects.
• Armor Penalty This penalty applies to the following skills if
the character isn’t proficient in the worn armor: Acrobatics,
Light Undercover Shirt Designed for deep undercover work
Athletics, Craft (All), Demolitions, Disable Device, Drive,
where the user must not appear to be armed or armored, this
Perform, Pilot, Ride, and Stealth. If a character is proficient in
garment consist of a t-shirt with a band of Kevlar sewn in around
the armor, the penalty only applies to Athletics, Acrobatics,
the torso.
and Stealth.

• CP Loss How much the armor slows a character down when Flak Vest A flak vest is a light vest worn by aircraft personnel
worn. The character has to spend this amount of Combat to protect against flak cannons, but can also be used to protect
Points from their Combat Point pool before they can move. against grenades.

• Damage Reduction This represents how much damage


the armor negates, and what type of damage is reduced. Low-Profile Armor This set of body armor is visually
Any slashing, piercing, ballistic, or concussive damage that indistinguishable from a common vest, sweater, pullover, suit coat,
exceeds all the damage reduction of all worn armors is or jacket. Often used by employees of corporations, particularly
considered bludgeoning damage. those employed as security or bodyguard personnel.

– Sl Slashing | Pi Piercing | Bl Bludgeoning | Ba Ballistic


Undercover Vest Covering a larger area of the torso, this vest
– F Fire | C Concussion | Un Unarmed
provides better protection than the light undercover shirt and low-
profile armor but is also more easily noticed. It is best used when
• AP Armor points are a representation of how much damage the armor should remain unseen but the wearer doesn’t expect
armor can take. When armor protects a character from to face much scrutiny.
damage using its damage reduction, it subtracts the damage Special Notes Grants a +2 bonus to Stealth checks when hiding
done from its AP score. Armor points are only subtracted the armor.
to applicable damage. Armor can be repaired at 1 WP per
armor point. Armor only protects against certain types of
damage. If a character is attacked and the character’s armor Turnout Coat This fireman’s coat is made of a thick, flame
does not cover the certain type of damage, the Damage resistant and waterproof material.
Reduction for the armor does not apply, and the character Special Notes This armor protects the arms of the wearer,
take the full damage to their hit points. When an armor has providing DR and Defense to all listed areas. This clothing cannot
run out of AP, it also stops providing an Equipment Bonus catch fire.
to DEF.

• Weight The weight of the armor. Unlike clothing, Armor Corrections Vest This armor is designed for use in prisons,
is counted as equipment, and goes against your carrying where firearms are less of a threat than improvised melee
capacity. weapons.
136

MOLLE Vest This tactical gear is covered in MOLLE, which Heavy Armor
allows different accessories to be mounted according to the user’s
specifications. the MOLLE vest is also printed in camouflage Red Man Suit This heavily padded suit is used primarily for
patterns: woodland, desert, winter, urban (gray patterned), and unarmed and blunt-weapon melee combat training, allowing
black are available. When worn in an appropriate setting, and is opponents to throw full-force blows without injuring their training
all matching, it grants a +2 bonus on Stealth checks. This armor partners.
has 12 MOLLE slots.

Plastron Fencers wear this quilted canvas armor, which protects


the torso, arms, and groin against parries, thrust, and swipes from Motorcycle Suit This suit of modern armor is worn by
foils, epees, and sabres. motorcyclist to protect from falls. It includes gloves, pants, a
Special Notes This armor protects the arms of the wearer, spine protector, and an armored jacket. It grants the wearer a
providing DR and Defense to all listed areas. +1 to Fortitude Saving Throws made to resist the effects of cold
weather.
Medium Armor Special Notes This armor protects the arms, hands, leg, and
feet of the wearer, providing DR and Defense to all listed areas.
Concealable Vest This standard Kevlar vest is worn by most
law enforcement officers under their uniform shirts.
Special Notes Grants a +4 bonus to Stealth checks when hiding
the armor.
Special Response Vest Built like the tactical vest, but
incorporating groin and neck protection as well as trauma plates
Concealable Fight Vest This is a variation on the standard
over the chest and back. This tactical gear is covered in MOLLE,
Kevlar vest is worn by most law enforcement officers under their
which allows different accessories to be mounted according to the
uniform shirts, sacrificing some ballistic damage protection to
user’s specifications. This armor has 7 MOLLE slots.
protect against swords and arrows.
Special Notes Grants a +4 bonus to Stealth checks when hiding
the armor.

Motorcycle Armor This suit of modern armor is worn by Forced Entry Unit This armor consist of heavy torso jacket, with
motorcyclist to protect from falls. It includes gloves and a trauma plate holders that cover the chest and back, neck and
motorcycle jacket. It grants the wearer a +1 to Fortitude Saving groin guards, and arm protection. This tactical gear is covered in
Throws made to resist the effects of cold weather. MOLLE, which allows different accessories to be mounted on to
Special Notes This armor protects the arms and hands of the the user’s specifications. This armor has 8 MOLLE slots.
wearer, providing DR and Defense to all listed areas. Special Notes This armor protects the arms and hands of the
wearer, providing DR and Defense to all listed areas. This Armor
can accept a single set of Armor Plates.
Light Duty Vest A lightweight tactical vest with Kevlar designed
for extended use by riot police and forces on alert for potential
attack. This tactical gear is covered in MOLLE, which allows
different accessories to be mounted according to the user’s
specifications. This armor has 5 MOLLE slots. Crash Rescue Suit This reflective, full-body suit is exclusive to
fire departments expecting to deal with high radiant heat or savage
Riot Vest This vest is a variation on the light duty vest, burning liquids. It is rated to protect against sustained exposure
designed for more melee combat confrontations over ballistic to temperatures of 1,500°F and short exposure to 2,000°F, and
threats. This tactical gear is covered in MOLLE, which allows includes a hood with a reflective faceplate, mittens, and boots. A
different accessories to be mounted on according to the user’s crash rescue suit contains a 30 minute air supply.
specifications. This armor has 5 MOLLE slots. Special Notes This clothing cannot catch fire.

Tactical Vest The standard body armor for police tactical units,
this vest provides full torso protection in the toughest flexible
protective materials available. This tactical gear is covered EOD Suit This armor consists of a complete anti-explosive
in MOLLE, which allows different accessories to be mounted armor setup, used by bomb disposal technicians to diffuse live
according to the user’s specifications. This armor has 6 MOLLE bombs. It includes heavy ballistic armor, as well as a see-through
slots. ballistic visor and helmet.
Special Notes This armor protects the head, arms, legs, feet,
Heavy Football Pads This suit of armor is worn by professional and hands of the wearer, providing DR and Defense to all listed
and amateur players alike, and includes shoulder, leg, and arm areas.
pads. This type is normally worn by linebackers and “heavy hitter”
positions, sacrificing movement for extra padding and armor.
Special Notes This armor protects the arms, legs, feet and
hands of the wearer, providing DR and Defense to all listed areas.
137

Type Equipment Max AGL Armor CP Damage AP Wt Cost


Bonus Bonus Penalty Loss Reduction
MOLLE Vest Lt.T +0 +6 +0 0 0/None — 3.0 8
Motorcycle Jacket Lt.I +0 +6 +0 0 2/Sl 10 2.0 6
Motorcycle Cut Lt.I +0 +6 +0 0 2/Sl 8 1.3 5
Flak Vest Lt.T +0 +5 +0 0 3/Sl 12 2.0 3
Light Football Pads Lt.I +1 +6 +0 0 3/Bl 15 4.0 5
Turnout Coat Lt.I +1 +5 +0 0 2/F 1/Pi, 10 10.0 10
S
Light Undercover Shirt Lt.C +1 +4 −1 0 4/Ba 8 2.0 13
Undercover Vest Lt.C +1 +4 −1 0 10/Ba 30 3.0 16
Low-Profile Armor Lt.C +2 +4 −1 0 6/Ba 18 2.0 18
Corrections Vest Lt.C +2 +3 −2 1 6/Sl, Pi 18 4.0 17
Plastron Lt.I +2 +4 −1 0 4/Sl, Pi 16 3.0 10
Motorcycle Armor Md.I +2 +5 −1 1 4/Bl, Sl 20 5.0 11
Concealable Vest Md.C +2 +3 −2 2 11/Ba 35 4.0 20
2/Sl
Concealable Fight Vest Md.C +2 +3 −2 2 4/Ba, Sl, 45 4.0 20
Pi
Light Duty Vest Md.T +3 +2 −3 2 12/Ba, Bl 38 7.0 30
3/Sl
Riot Vest Md.T +3 +2 −3 2 7/Sl, Pi 45 7.0 30
4/Ba 3/Bl,
Un
Tactical Vest Md.T +4 +2 −3 2 13/Ba 45 9.0 32
4/Sl
Heavy Football Pads Md.I +1 +4 +0 1 5/Bl 25 8.0 5
Red Man Suit Hv.T +3 +1 −5 3 10/Bl 50 12.0 24
9/Un
Motorcycle Suit Hv.I +3 +4 −2 1 7/Bl, Sl 35 8.1 20
Crash Rescue Suit Hv.T +4 +2 −4 3 25/F 50 25.0 40
Special Response Vest Hv.T +4 +1 −5 3 18/Ba, Pi 65 17.0 45
6/Sl
Forced Entry Unit Hv.T +3 +0 −5 4 21/Ba, 80 22.0 50
Pi, Sl
EOD Suit Hv.T +4 +0 −7 4 40/C, Pi, 50 35.0 95
Sl

Table 107: Equipment, Armor


138

Armor Plates Helmet Type Type DR Wt Cost AP


Motorcycle I 6/Bl, Sl 1.9 5 12
These are plates that can be placed in armor, either by
Sports I 4/Bl 2.0 2 15
being built in, or placed in a MOLLE attachment, to increase
Combat, Ballistic T 5/Ba, Bl, 3.0 10 20
its effectiveness against bullets and shells. Armor plates cannot be
Sl
repaired, and must be replaced after they are used up. The price
and listing are for a set of plates that protect the center mass area, Combat, Steel T 2/Ba, Bl 3.0 3 25
which includes the back and torso. Only one set of plates may Riot T 8/Bl 1.9 3 18
be used at a time.
Table 109: Equipment, Armor, Helmets

Trauma Plates These plates are made from kevlar, designed to Armor Upgrades
give additional ballistic protection.
Armor can be customized to grant additional bonuses toward
armor, or increase the armor rating of normal clothing.
Titanium Plates These plates are made from high grade
titanium, and provide decent protection with the added comfort Camouflage Patterning This upgrade covers a piece of armor
of light weight. or clothing in camouflage paint or cloth, which gives a +2 to Stealth
when worn in the applicable setting.
Ceramic Plates These are ballistic ceramic plates, built for a
compromise between strength and weight. MOLLE Fitting This upgrade fits armor or clothing with MOLLE
slots, which allows different accessories to be mounted according
to the user’s specifications. Gives 2 MOLLE slots per upgrade.
Steel Plates These are heavy steel inserts, used for multiple Armor or clothing can have no more than 20 MOLLE slots.
rifle round hits, at the cost of weight.
Hidden Compartment Fitting This upgrade fits armor or
Plate Type CP Loss DR AP Wt Cost clothing with a hidden compartment that gives a +4 to Stealth to
Trauma 0 8/Ba 32 1.8 7 hide an object. An object of tiny or smaller size may be hidden
Titanium 0 6/Ba, Pi 18 3.0 8 in the compartment.
Ceramic 1 18/Ba, Pi 36 4.0 15
Steel 2 9/Ba, Pi 54 5.5 10 Custom Fitting This upgrade fits the armor to a specific wearer,
granting the wearer +1 maximum AGL bonus, a 50% increase in
Table 108: Equipment, Armor Plates AP, and a +1 equipment bonus to DEF.

Helmets Limb Protections This upgrade fits the armor with limb
protectors that protect either the arms and hands or the legs
Helmets keep the most important part of most creature’s body and feet from damage. Limb protectors can be installed on any
safe: the head. When calculating the damage for a called shot to armor that lacks limb protection for that area. The character
the head, use the damage reduction (if any) for the hat or helmet. selects either arm and hand protection, or leg and foot protection
with the protectors providing DR and Defense that the original
armor grants to all selected areas. Limb protectors can also only
Motorcycle Helmet These helmets come in various sizes and
be installed on the same or higher level of armor, and can only
colors and protect the wearer from wind and small objects when
be installed on armor that has Armor Points.
moving at a fast pace, as well as when falling.
Light Increases the Armor Points by 10, but reduces the
Maximum Agility bonus by 1.
Sports Helmet Used in various sporting events to protect the
wearer’s head. Medium Increases the Armor Points by 15, but reduces the
Maximum Agility bonus by 2.

Ballistic Combat Helmet The standard helmet usually issued Heavy Increases the Armor Points by 25, but reduces the
to combat forces in the military that protects against shrapnel and Maximum Agility bonus by 4.
glancing bullets. Armor Upgrade Cost
Camouflage Patterning 2
Steel Combat Helmet A surplus helmet from wars gone by, MOLLE Fitting 1
having fallen out of favor in light of new lighter and sturdier Hidden Compartment Fitting 3
options. They can be found in thrift stores and army-navy stores Custom Fitting 100%
alike. Limb Protectors, Light 6
Limb Protectors, Medium 14
Limb Protectors, Heavy 31
Riot Helmet Used by police forces when containing a
disturbance or riot. It has a clear Plexiglas shield on the front that Table 110: Equipment, Armor Upgrades
protects against thrown objects and chemical weapons.
139

Weapons Brass Knuckles These pieces of molded metal fit over the
outside of a character’s fingers and allow him or her to deal lethal
The weapons covered here are grouped into categories based damage with an unarmed strike instead of nonlethal damage. A
on their general utility: melee weapons and ranged weapons. strike with brass knuckles is otherwise considered an unarmed
Weapons are classified by size. Medium or smaller sized attack. When used by a character with the Brawl, Improved Brawl,
weapons can be used with one hand. Large or larger sized or Street Fighting feat, brass knuckles increase the base damage
weapons require two hands to use. dealt by an unarmed strike by +2. An improvised version of this
weapon is a set of heavy finger rings.

Melee Weapons Wrist Wraps These are cloth wrist wraps with padding and a
Melee weapon damages are classified according to type: velcro strap that is used to secure them to the wearer, often used
bludgeoning (weapons with a blunt striking surface), energy (of a for all types of fighting while still allowing use of the hands for
specific type), piercing (weapons with a sharp point), and slashing other issues, or even use other weapons while wearing them.
(weapons with an edged blade). Certain types of armor only Wrist wraps only provide non-lethal damage, unless otherwise
protect against particular forms of damage. granted by a feat. When used by a character with the Brawl,
Improved Brawl, or Street Fighting feat, wrist wraps increase the
Improvised Weapons base damage dealt by an unarmed strike by +1. An improvised
version of these are tightly wrapped cloth bandages. Wrist wraps
Any improvised weapon does the same amount of damage have no upgrade points.
as a real weapon in its class, but unlike real weapons,
improvised weapons are not designed to take the amount Push Blade/Punch Dagger This blade extends in line with the
of stress a real weapon can take. An improvised weapon wielder’s arm when held in a clenched fist. Push blades and
has a −2 attack penalty and a 50% chance of breaking punch daggers use touch defense instead of normal defense. An
each time it is used. improvised version is a corkscrew.

Melee Weapons as Thrown Weapons Field Knife A field knife is a larger knife, usually with a thick,
hearty blade that is used in the field, for camping. Improvised
It’s not uncommon for a character to need to use a melee versions of this weapon include cleavers and large kitchen knives.
weapon as a thrown weapon. Use the below statistics Field knives come with a tactical sheath.
when using a melee weapon in a thrown role.
Survival Knife A typical fighting knife and also represents a
• Spears Treat as an improvised javelin
variety of field weapons like daggers and bayonets. Improvised
• Hand Axe Treat as an improvised throwing axe versions of this weapon include broken bottles and large kitchen
knives. Survival knives come with a tactical sheath.
• Light Club, Medium Club, and Tool Hammer Treat
as an improvised brick for range and penalties and Pocket Knife A pocket knife is a knife that is deposited in the
using the weapon’s melee damage as damage. pocket, or in a small sheath that is usually worn all day or carried
• Knives Treat as an improvised throwing knife. Push all day. A pocket knife is 3-6” long. Examples are numerous in
daggers and injection knives can not be thrown. nature. Improvised versions of this weapon include ice picks, letter
openers, straight razors, and screwdrivers. Pocket knives come
All weapons not listed are not able to be used as thrown with a tactical sheath.
weapons.
Escape Knife An easily hidden blade, commonly stashed in a
place where the owner might be able to grab it when tied up.
Improvised versions of this weapon include prison shivs, throwing
Simple Melee Weapons knives, and pieces of broken glass. Escape knives come with a
tactical sheath.
Generally inexpensive and light in weight, simple weapons
nevertheless get the job done. Any sentient character can use
Light Club A light club is less than 8” long, lighter than 3
simple melee weapons without penalty.
pounds, and easily used with one hand. There are countless
examples, including such deliberately crafted items as escrime
Unarmed Strikes This encompasses kicks, punches, elbows, sticks, kubatons and metal batons. Improvised versions of this
knees, and headbutts. This is not a weapon in the traditional sense, weapon include chair legs, broken pool cues, tire irons, and small
but rather a way for a character to attack without any weapons tree branches. Light clubs only take a -2 attack penalty when
at all. Unarmed strikes only provide non-lethal damage, unless being used in a non-lethal manner.
otherwise granted by a feat. Unarmed strikes are touch attacks,
and use touch defense instead of normal defense. Unarmed Medium Club A medium club is between 8” and 12” long, lighter
attacks are considered attacks made with a small weapon. than 3 pounds, and can be used with one hand. There are
Unarmed strikes are not considered simple weapons for the countless examples, including such deliberately crafted items as
purpose of feats, and have no upgrade points. escrime sticks, metal batons, and police clubs. Improvised versions
140

of this weapon include chair legs, frying pans, pool cues, framing Pistol Whip Not a melee weapon in the traditional sense, rather
hammers, tire irons, and small tree branches. Medium clubs only using the side of a handgun to strike a target. While pistol whipping
take a -2 attack penalty when being used in a non-lethal manner. is an improvised weapon, it does not incur the penalties for being
one, nor will it break if used as a weapon. If a character provokes
an AoO on a character wielding a handgun that can pistol whip,
Heavy Club A heavy club is between 12-24” long, weighs that character can use the pistol whip to perform their AoO. A
between 2-4 pounds, and requires the use of two hands. The pistol whip can not be upgraded with any melee upgrades. Adds
classic modern example is the wooden baseball bat. Improvised the character’s POW modifier to the damage as normal.
versions of this weapon include chairs, table legs, crowbars, heavy
tree branches, and lengths of thick cable. Heavy clubs only take Handgun Weight Damage
a -2 attack penalty when being used in a non-lethal manner. 0.0 to 1.0 lbs 1d2
1.1 to 2.5 lbs 1d3
Sap This weapon consists of a soft leather sack loaded with lead 2.6 to 4.0 lbs 1d4
shot. It is typically brought down on the back of an opponent’s 4.1 to 5.0 lbs 1d4+2
head, knocking him out cold. Improvised versions of this weapon 5.1 lbs and heavier 2d4+1
include sweat socks stuffed with rolls of quarters or marbles. This
weapon does non-lethal damage only.
Table 111: Pistol Whip Damage

Tool Hammer A household hammer that can be found in any


hardware store in the world. Improvised versions of this weapon Buttstroke A buttstroke is not a melee weapon in the traditional
include short lengths of pipe, stone statuettes, and tire irons. sense, rather using the butt of a longarm to strike a target.
While buttstroking is an improvised weapon, it does not incur the
penalties for being one, nor will it break if used as a weapon. All
Sledgehammer A common rock-breaking implement and is weapons with a fixed stock can be used to buttstroke. If a character
stunningly effective, though slow and cumbersome to use. provokes an AoO on a character wielding a longarm that can
Improvised versions of this weapon include CD racks, iron buttstroke, that character can use the buttstroke to perform their
crowbars, and table lamps with heavy bases. AoO. A buttstroke can not be upgraded with any melee upgrades.

Weapon Dmg Critical Type Sz Wt Cost


Stun Gun Although the name suggests a ranged weapon, a stun
gun requires physical contact to affect its target. The Taser is Unarmed 1d3 16-18 Un/Nl — — —
a ranged weapon with a similar effect. On a successful hit, the Strikes
stun gun deals 1d3 Electricity damage (do not add the character’s Brass 1d4 16-18 Un T 1.1 2
POW bonus), and the target must make a Fortitude Saving Throw Knuckles
[TN15] or be paralyzed for 1d6 rounds. Improvised versions of Wrist Wraps 1d3+1 16-18 Un/Nl T 0.3 1
this weapon include cattle prods and electric cords with stripped Push Blade 1d3 16-18 Pi T 1.0 2
insulation. Pistol Whip See 16-18 Bl — — —
text
Buttstroke 1d6 16-18 Bl — — —
Stun Shield A shield composed of high impact plastic, complete Field Knife 2d3 14-18 Sl M 2.0 5
with inlaid electrical contacts, that when the shield is activated, will Survival Knife 1d4 14-18 Sl S 1.5 3
shock and incapacitate the person struck. A stun shield provides Pocket Knife 1d4 15-18 Pi T 1.0 2
one-quarter cover in one direction. A stun shield has to be Escape Knife 1d2 16-18 Pi D 0.4 4
activated, which costs 2 Combat Points. On a successful hit with Light Club 1d6 16-18 Bl S 1.2 2
an activated shield, the stun shield deals 1d3 points of Electricity Medium Club 2d3 16-18 Bl M 1.8 2
damage (do not add the character’s POW bonus) and the target Heavy Club 1d8 16-18 Bl L 2.5 3
must make a Fortitude Saving Throw [TN13] or be paralyzed for
Tool Hammer 2d4 16-18 Bl S 1.6 1
1d2 rounds.
Sledgehammer 3d4 16-18 Bl L 10.0 3
Sap 1d6 16-18 Bl S 2.0 1
Riot Shield A shield composed of high impact plastic, often used Stun Gun 1d3 16-18 Elec T 1.1 2
in riot situations by law enforcement. A riot shield provides one- Riot Shield 1d4 16-18 Bl M 3.0 6
quarter cover in one direction. Improvised versions of riot shields Entry Shield 1d6 16-18 Bl L 13.0 75
include end tables, trash-can lids, and low quality, homemade Stun Shield 1d4 16-18 Bl M 3.0 14
versions. Riot shields do not provide cover against any weapons
that provide Plasma or Ballistic damage. Table 112: Simple Melee Weapons

Entry Shield A shield used in high risk situations to protect


against enemy fire. An entry shield provides three-quarters cover
in one direction. A shield may be used to melee attack. Improvised
versions of entry shields include heavy steel plates.
141

Archaic Melee Weapons Sabre A sword that has a curved, single-edged blade and a
rather large handguard, covering the knuckles of the hand as
Most of these weapons deal damage by means of a blade or a well as the thumb and forefinger. Sabres may be used to slash
sharp point. Some of them are moderately expensive, reflecting or thrust, and as such the user may select what kind of damage
their archaic nature in modern society. they wish to use before attacking. A character may select this
Archaic Melee Weapon Proficiency Groups weapon for the Weapon Finesse feat. An improvised version of
this weapon would be extremely unlikely. Sabres come with a
Combat Swords Shortsword, bastard sword, broadsword, tactical sheath.
and longsword.
Fencing Swords Rapier, sabre, cutlass, and parrying Cutlass A short, broad sabre with a straight or slightly curved
dagger. blade sharpened on the cutting edge and a hilt often featuring
Axes Battle-axe, broadaxe, and hand axe. a solid cupped or basket shaped guard. A character may select
Staffs Long staff, quarterstaff, and short staff. this weapon for the Weapon Finesse feat. An improvised version
Bows Compound bow, recurve bow, crossbow and spear of this weapon would be extremely unlikely. Cutlasses come with
gun. a tactical sheath.
Spears Spears and attached bayonet, halberds.
Maces Light and heavy mace.
Parrying Dagger Parrying daggers are a category of small
Picks Light and heavy pick.
handheld knives, designed to be used as off-hand weapons in
conjunction with a single-handed sword such as a rapier or sabre.
As the name implies they were designed to parry or defend. An
improvised version of this weapon is extremely unlikely. Parrying
Battle-axe A battle-axe is generally a double-bladed axe,
daggers come with a tactical sheath.
swung heavily to cut deep into objects. An improvised version is
When used by a character with the Two Weapon Defense feat,
a fire axe.
a parrying dagger grants a +2 equipment bonus to DEF, and when
fighting defensively or using the parry reaction, the character gets
Broadaxe A broadaxe is a heavy single-bladed axe is intended an additional +2 to DEF.
for heavy chopping projects. An improvised version is a lumber
axe. Short Staff A short staff is roughly waist- to chest-high on its
wielder. A classic example is the jo stick. Improvised versions of
Hand Axe A hand axe is a light single-bladed axe normally used this weapon include ski poles and the remains of a long staff cut
in one hand. An improvised version of this is a hatchet, throwing in two. Short staffs can be used to perform trip attacks. Shortstaffs
axe or a camp axe. are considered double weapons and can be used to two weapon
fight.

Shortsword A shortsword is a short-bladed sword that is heavily


Quarterstaff A quarterstaff is roughly the same height as
weighted toward the handle and primarily used to slash opponents.
its wielder. Improvised versions of this weapon include
A classic example is a wakizashi. A modern version is a machete
broom handles, handy tree branches, skis, and walking sticks.
and an improvised version is a garden spade.
Quarterstaffs can be used to perform trip attacks. Quarterstaffs
are considered double weapons and can be used to two weapon
Bastard Sword A bastard sword is a long, narrow one-handed fight.
sword which often features a handle designed for easy two-
handed use. A classic example is a katana. An improvised version Long Staff A long staff ranges from 1-2’ taller than its wielder.
of this weapon is a lumber saw. Bastard swords come with a A classic example is the bo stick. Improvised versions of this
tactical sheath. weapon include flagpoles and long pipes. A character can strike
opponents up to 10’ away with a long staff. Long staffs can be
Broadsword A broadsword features a slightly shorter and used to perform trip attacks. Long staffs are considered double
heavier blade than a bastard sword. An arming sword is a classic weapons and can be used to two weapon fight
example. An improvised version is the blade of a paper cutter.
Broadswords come with a tactical sheath. Rifle Bayonet The statistics given describe a bayonet fixed at
the end of a longarm with an appropriate mount. With the bayonet
fixed, the longarm becomes a double weapon, club-like at one
Longsword A longsword is narrow-bladed sword is often longer
end and spear-like at the other. A character can fight with it as if
than the wielder is tall. Classic examples include a Scottish
fighting with two weapons, but if the character does so, they incur
claymore and Japanese ōdachi. An improvised version might
all the normal attack penalties associated with fighting with two
be a piece of rebar. Longswords come with a tactical sheath.
weapons, as if using a one-handed weapon and a Small weapon.
Any survival knife or field knife can be used as a bayonet, taking
Rapier A lightweight sword with a thin blade. A character may the damage of the selected knife with a +1 damage die, and any
select this weapon for the Weapon Finesse feat. Improvised contact upgrades that were placed on the knife transfer over to
versions of this weapon are uncommon. Rapiers come with a the rifle bayonet. The clublike end of a rifle bayonet is a buttstroke
tactical sheath. and incurs all the bonuses and penalties of one. A character can
142

strike opponents up to 10’ away with the blade end of a rifle


bayonet, but can’t use it against an adjacent foe. Weapon Dmg Critical Type Sz Wt Cost
Battle-axe 1d10 15-18 Sl L 8.0 4
Broadaxe 1d8 15-18 Sl L 5.0 3
Hand Axe 1d6 15-18 Sl M 3.0 2
Shortsword 1d6 15-18 Sl M 2.0 2
Bastard 2d6 15-18 Sl L 4.5 6
Short Spear A short spear is roughly waist- to chest-high on
Sword
its wielder. A classic example is the hasta. Improvised versions of
Broadsword 1d6 13-18 Sl M 2.0 6
this weapon include hiking poles and the remains of a long spear
Longsword 1d8 14-18 Sl L 3.1 7
cut in two. A character can strike opponents up to 10’ away with a
Rapier 1d6 14-18 Pi M 3.0 6
short spear, but can’t use it against an adjacent foe. Short spears
Sabre 1d8 14-18 Sl Pi M 3.1 6
can be used to perform trip attacks.
Cutlass 1d6 14-18 Sl M 2.5 7
Parrying 1d3 14-18 Sl S 1.1 3
Dagger
Long Staff 1d10 16-18 Bl L 4.0 5
Quarterstaff 1d8 16-18 Bl L 3.0 4
Long Spear A long spear ranges from 1-2’ taller than its wielder. Short Staff 1d6 16-18 Bl M 2.0 3
Classic examples are pike or naginata. Improvised versions of this Rifle Bayonet See 16-18 Pi L — 2
weapon include flagpoles with points and long pipes with sharp Text Bl
ends. A character can strike opponents up to 15’ away with a long 1d6
spear, but can’t use it against an adjacent foe. Long spears can Long Spear 2d8 15-18 Pi L 6.0 5
be used to perform trip attacks. 1d8 Bl
Short Spear 2d4 15-18 Pi M 4.0 4
1d4 Bl
Light Mace 1d12 16-18 Bl M 5.0 6
Heavy Mace 2d12 16-18 Bl L 9.0 8
Light Pick 1d10 13-18 Pi M 3.0 7
Halberd A halberd consists of an axe blade topped with a spike
Heavy Pick 3d6 13-18 Pi L 8.0 15
mounted on a long shaft very much like a spear. Has a hook on
Halberd 2d8 16-18 Pi Sl L 6.0 11
the opposite end, for grasping long reaching enemies. Halberds
1d4 Bl
may be used to bash, slash or thrust, and as such the user may
select what kind of damage they wish to use before attacking. Table 113: Archaic Melee Weapons
A character can strike opponents up to 10’ away with a halberd,
but can’t use it against an adjacent foe. Halberds can be used to
perform trip attacks.

Light/Heavy Mace A light mace is a development of the club


weighted with flanges to deal more damage to the target. A heavy
mace is just as a light mace, but must be wielded with two hands.
This weapon does bludgeoning damage. Improvised versions of
this weapon would include baseball bats with nails or rivets.

Light Pick A weapon designed to concentrate its force on a


small penetrating point in order to defeat armor. It is a small,
one-handed instrument that includes a single point. An improvised
version of this weapon might include rock cutting picks.

Heavy Pick A larger, two-handed version of the light pick. An


improvised version of this weapon might include a miner’s pickaxe.
143

Exotic Melee Weapons Injection Knife An injection knife is a knife that has a CO2
cartridge in the handle. When stabbed into an object, a small
Most exotic weapons are either atypical in form or improved
button can be pressed (for 1 Combat Points) that will inject freezing
variations of other melee weapons. The Exotic Melee Weapons
cold CO2 into its target. It has an internal magazine of one and
Proficiency feat is required in order to avoid the −4 non-proficient
requires a new CO2 cartridge for every use. Improvised versions of
penalty.
this unique weapon do not exist. Critical Strikes from this weapon
only change the initial blade damage and not the Cold damage.
Great Sword A great sword is a massive two-handed sword is Injection knives come with a tactical sheath.
reminiscent of an iron beam with a handle and a cutting edge. A
character can strike opponents up to 10’ away with a great sword.
A classic example is the German zweihänder. Improvised versions
of this unique weapon are extremely unlikely. For the purpose of Kama A kama is a wooden shaft with a scythe blade extending
attacks and feats, this weapon is considered a longsword. Great at a right angle out from the shaft. The character receives a
swords come with a tactical sheath. +1 bonus when using a kama to disarm an enemy. Improvised
versions of this unique weapon are extremely unlikely.
Weighted Chain A weighted chain consists of a light 10-15’ chain
and a set of metal weights used to entangle an opponent, or their
weapon. It can be whirled quickly, striking with hard blows from
the weights. An improvised version of this weapon is a pair of Khepesh A khepesh is a sword with an outwardly curving sickle
horseshoes tied to the ends of a rope. The weighted chain can be blade, that curls back into a hook. A character can make a trip
used as a double weapon. A character can fight with it as if fighting attack with the khepesh. The character can not be tripped when
with two weapons, incurring all the normal attack penalties as if using a khepesh to trip. For the purpose of attacks and feats, this
using a one-handed weapon and a Small weapon. In this case, weapon is considered a broadsword. Khepeshes come with a
the character can only strike at an adjacent opponent. A weighted tactical sheath.
chain has a maximum range of 10’. A character may select this
weapon for the Weapon Finesse feat.

Whip Chain A whip chain is a flexible weapon is similar to a Kukri This heavy, curved dagger has its sharp edge on the
three-section staff, featuring 8-10 short metal bars, connected by inside of the curve. Improvised versions of this unique weapon
3-4 links of chain. It is wielded much like a whip, with a single are extremely unlikely. For the purpose of attacks and feats, this
handle at one end. An improvised version of this weapon might weapon is considered a knife. Kukris come with a tactical sheath.
consist of links of steel cable.
The whip chain can be used as a reach weapon. If a character
uses the chain as a reach weapon, they can strike opponents up
to 10 feet away. In addition, unlike other weapons with reach, the Maquahuitl A maquahuitl is a weapon shaped like a wooden
character can use it against an adjacent foe. Because a chain can sword, that has its sides embedded with prismatic blades made
wrap around an enemy’s leg or other limb, a character can make from obsidian. It was similar to a large wooden club with cuts
a trip attack with it. If the character is tripped during their own trip in the side to hold the sharpened obsidian, and can be used to
attempt, the character can drop the chain to avoid being tripped. both inflict ripping slashing damage, or bludgeoning damage.
When using a chain, the character receives a +2 equipment bonus When using a maquahuitl, the player must declare what kind of
when attempting to trip, or disarm (including the roll to avoid damage they are attempting to inflict. This weapon has two sets
being disarmed if the character fails to disarm the opponent). A of damage types, damage values and Critical Threat levels, which
weighted chain has a range increment of 10’. A character may is determined by which damage the character chooses to inflict.
select this weapon for the Weapon Finesse feat.

Flail This weapon consists of a spiked iron ball attached to an


iron or wooden rod by a long piece of chain. When attacking a Nunchaku A popular martial arts weapon, the nunchaku is made
target using a shield, the target gains no benefits from the shield. of two wooden shafts connected by a short length of rope or
No improvised weapons mimic this unique weapon. chain. Improvised versions of this unique weapon are extremely
unlikely. A character can strike opponents up to 10’ away with
Garrote This weapon consists of a short cord, often with handles nunchaku.
at each end. It is used to improve leverage when choking someone
from behind and grants a +2 equipment bonus to all grapple checks
to strangle. Improvised versions of this weapon include shoelaces
and lengths of extension cord. Sai and Jitte A sai is a weapon that has a pointed, prong shaped
metal baton, with two curved prongs called yoku projecting from
Chainsaw Military and police units use powered saws to cut the handle, that are used to trapping strikes and blocking attacks.
through fences and open doors rapidly. They are sometimes A jitte is a single shafted sai with a small hook protruding upward,
pressed into service as weapons, often by people who watch too used to block, catch, and even break swords. The character
many movies. Improvised versions of this unique weapon do not receives a +2 bonus when using a sai or jitte to disarm an enemy
exist. using a Combat or Fencing Sword.
144

Three-Section Staff Originally a farm implement for threshing


grain, this weapon is composed of three sections of wood of
equal lengths, joined at the ends by chain, leather, or rope. The
three-section staff requires two hands to use. Improvised versions
of this unique weapon are extremely unlikely. A character can
strike opponents up to 15’ away with a three-section staff.
The three-section staff is a double weapon. A character can
fight with it as if fighting with two weapons, but if they do, the
character incurs all the normal attack penalties associated with
fighting with two weapons, as if using a one-handed weapon and
a Small weapon.

Weapon Dmg Critical Type Sz Wt Cost


Weighted 1d6 16-18 Bl L 5.3 6
Chain
Whip Chain 1d6 16-18 Bl L 4.3 7
Great Sword 2d10 14-18 Sl H 8.0 11
Garrote Special — — T 0.1 2
Injection Knife 1d4 16-18 Pi S 1.2 21
8d4 Cold
Chainsaw 4d6 16-18 Sl L 11.0 6
Flail 3d4 16-18 Pi/Bl L 9.0 8
Kama 2d6 16-18 Sl S 2.5 2
Khepesh 1d12 15-18 Sl L 3.8 21
Kukri 1d4 12-18 Sl S 1.1 5
Maquahuitl 1d6 15-18 Bl M 3.1 14
2d6+1 16-18 Sl
Nunchaku 1d6 16-18 Bl S 1.0 3
Sai/Jitte 1d4 16-18 Bl S 1.5 5
Three-Section 1d12 16-18 Bl L 6.3 4
Staff

Table 114: Exotic Melee Weapons


145

Ranged Weapons had a negative or positive effect on the weapon’s possibility of


jamming.
Ranged weapons are classified into three categories: firearms, Error Range can be removed from weapons that are
non-ballistic, and thrown. When using any ranged weapon the manufactured with it by upgrading the weapon with Clockwork
wielder applies their MRK modifier to the attack roll. Action, or a Precision Upgrade. There are many things that can
Range Increment & Range Penalty increase the Error Range in a weapon, and make it unreliable to
use.
All ranged weapons have a range increment. The range
penalty for a ranged weapon depends on what weapon Age Age and heavy use can render a weapon unreliable. While
the character is using and how far away the target is. Any this should never be a factor through the degree of time and
attack from a distance of less than one full range increment use typical to a normal campaign, the GM can determine that an
is not penalized for range. However, each full range older weapon obtained by the characters is already unreliable
increment causes a cumulative −2 penalty on the attack roll. due to age. A weapon that has been sitting in a museum might
When a weapon uses shells, the range increment affects not become unreliable for fifty years, but one that has sat in the
both its attack and damage roll, providing a cumulative −2 leaky trunk of an abandoned car for a couple of months might be
penalty for each. Ranged weapons that fire projectiles can unreliable. This grants a +40 towards the weapon’s error range
shoot at ranges up to ten increments. Thrown weapons and only goes away if the weapon is repaired and cleaned (Craft
have a maximum range of five range increments. (Mechanical) repair [TN20] check).

Damage Any firearm that has taken 1 point or more of damage


is unreliable. This grants a +15 toward the weapon’s error range
Firearms and only goes away if the weapon is repaired (Craft (Mechanical)
repair [TN22] check ).
Handguns, machine pistols, sub-machine guns, carbines,
shotguns, rifles, grenade launchers, machine guns and some
rocket launchers are all personal firearms. A personal firearm is Immersion Immersion in water, mud, or other liquids can affect
any firearm designed to be carried and used by a single person. reliability. Any time a weapon is immersed in a liquid it gains a
Firearms are cartridge weapons. A cartridge is a self-contained +20 toward the weapon’s error range. Slight wetness, such as that
package consisting of the projectile, the propellant, a primer, and caused by rain, is not sufficient to affect the weapon. The error
a casing to hold it all together. The projectile is the bullet or shot range increase goes away when the weapon is dried out, which
that the weapon fires. The propellant is a charge of gunpowder. takes 1 minute if the weapon is disassembled and dried by hand,
When the round is fired, the propellant charge burns up very or 6 hours if it is left to dry on its own.
quickly; in a tiny fraction of a second. In doing so, it expands to
many times its original volume. This creates tremendous pressure Unreliable Ammunition Alternate forms of ammunition can
within the weapon, which forces the bullet or shot down the gun’s cause a weapon’s error range to increase and affect the
barrel and out toward the target. The primer is a small explosive weapon’s overall reliability. The error range goes away when the
cap in the base of the cartridge. When the primer is struck by the ammunition is removed or is no longer used.
weapon’s hammer or firing pin, it explodes. This, in turn, ignites Error Range Attack Roll Error Range Attack Roll
the propellant and fires the weapon. The casing is a cylindrical
5-15% 3 50% 3-10
shell that holds the various components together. The bullet goes
at one end, and the primer goes at the other. The propellant 20% 3-4 55% 3-11
charge goes in between. In high-powered weapons, such as rifles, 25% 3-5 60% 3-12
casings are often necked, meaning that the casing is wider than 30% 3-6 65% 3-13
the bullet. This configuration allows more propellant to be loaded, 35% 3-7 70% 3-14
which results in a more powerful blast when the weapon is fired. 40% 3-8 75% 3-16
Casings are usually made out of metal (brass is the most common 45% 3-9 80-100% Any
material). Shotgun shells are often made from paper or plastic
instead. Table 115: Error Range Natural Attack Rolls
All firearms are ballistic damage weapons and have a Critical
Threat range of 16-18, unless otherwise noted. Recoil Recoil is the reaction of the projectile firing out of the
barrel of a firearm. In single shots, recoil is not an issue; enough
time is given between shots so that recoil can be absorbed and
Error Range Error Range represents the likelihood a firearm aim reacquired. In multi-shots, recoil can affect aim and throw
will fail when used. When combat starts, the GM secretly rolls a off shots. All calibers have a recoil modifier, that will modify all
d% for every weapon that has error range. If the roll is equal to firearm attacks that take use of the Caliber Recoil Penalty. The
or less than the weapon’s total error range then the weapon has strength score of a character will modify the recoil of a firearm,
the possibility to jam during this combat. Combat proceeds as at the rate of STR−10. While the strength score can eliminate the
normal, but if a character using an affected firearm rolls a specific recoil penalty, it can never provide a bonus to ranged attacks.
natural attack roll, the firearm has become jammed; the weapon
can’t be fired until the shooter spends 12 Combat Points to clear
Firearms Tables
the jam. Anytime a weapon’s error range changes during combat,
the GM rerolls using the new error range to see if the change Firearm The name and model of the firearm.
146

Caliber The caliber the firearm fires. Multiple listings with an All Single Action firearms gain a +1 attack bonus on all single shot
“or” means that the firearm can chamber and fire any of the listed and potshot attacks. Single Action firearms with cylinders cost +1
calibers. Multiple listings with an “and” means that the weapon Combat Points when performing a single shot attack.
can chamber both rounds at the same time. The value in the
parentheses is the standard dice damage for the caliber and the
DA/SA Double Action/Single Action where the first shot is a
Caliber Recoil Penalty for that caliber.
heavy double action pull and the second is a crisp single action
pull. DA/SA firearms are considered semi-automatic firearms. All
Magazine The size of all available magazines for the firearm, single shot attacks after the first gain a +1 attack bonus. The first
how much each one costs, and what kind of feeding mechanism shot has no bonus or penalty, but the hammer may be cocked
the firearm uses. Listings of specific firearms means that this back for 1 Combat Points, giving a +1 attack bonus for the first
firearm uses that type of magazine, and they are interchangeable, shot.
if the magazine size, firearm model, and caliber match on both
firearms.
Magazine listings are given as Type:Size:Cost. Size listings DA Double Action is similar to DA/SA but every shot is a heavy
separated with a | indicate that multiple sizes are available for that double action pull. Double Action firearms are considered semi-
price. Listings separated with a / indicate a new size:cost pair. automatic firearms. The hammer is exposed and can be cocked
back for 1 Combat Points, gaining a +1 attack bonus on single shot
Bigger Magazines in Guns attacks.

It’s not uncommon for a character to use a larger


magazine than the firearm is equipped with. When doing DAO Double Action Only is similar to DA but the hammer can
so it makes the firearm harder to conceal. not be cocked back. Double Action Only firearms are considered
The following rules are for firearms that are Small size or semi-automatic firearms.
smaller:
PA Preset Action, the action is at half-cock giving a light trigger
• When using a magazine that holds up to 3 more
pull. Preset Action firearms are considered semi-automatic
rounds than the standard equipment magazine,
firearms. All single shot attacks have a +1 attack bonus.
there is no change.
• When using a magazine that holds 4 or more Lever Action The firearm has a lever that must be worked after
rounds than the standard equipment magazine, the each shot. Attacks cost +3 Combat Points when firing from a prone
character gains a -1 to Stealth to conceal that firearm position, but −1 Combat Points when performing single shot attacks.
for every 4 rounds that magazine holds beyond the Lever action firearms can perform single shot and potshot attacks.
standard equipment magazine.
The following rules are for firearms that are Medium size Pump Action The firearm has a pump on the forearm that is
or larger: worked back and forth to cycle a new round. Pump action firearms
can perform single shot and potshot attacks. Pump action firearms
• When using a magazine that holds 4 or less
require two hands to use, regardless of their size.
rounds than the standard equipment magazine,
the character gains a +1 to Stealth to conceal that
firearm. Slam A subset of pump action. Firearms with this have no
disconnect and will discharge if pumped while the trigger is held
down. Slam firearms require two hands to use, regardless of their
size.
Upgrade Points (Upg) The type of upgrades the firearm can
accept.
F Frame / B Barrel / O Optics / T Tactical Bolt Action The firearm has a bolt that must be worked after
each shot, expending the empty round and reloading a new round.
Range Increment (Rng) The range increment for the firearm. All single shot attacks have a +1 attack bonus, but cost +1 Combat
All shotgun range increments effects both their damage and range. Point. Bolt action firearms can perform single shot and potshot
All benefits from upgrades have been already calculated in the attacks. Bolt action firearms require two hands to use, regardless
weapon’s range increment. of their size.
The number in parenthesis is the range of the firearm without
the optical attachments. When putting on a different optic, use Self Loading Each pull of the trigger reloads the firearm. It is
this number. synonymous with semi-automatic, and self-loading firearms are
considered semi-automatic firearms.
Rate of Fire (RoF) The rate of fire for the firearm or the action
of the firearm. Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
variants. 2RB Stands for 2 round burst, which allows the firearm
SA Single Action requires the hammer to be pulled back before to perform 2 round burst fire attacks, and 3RB stands for 3 round
firing again. Single action firearms that take box magazines or burst, which allows the firearm to perform 3 round burst fire
have internal magazines are considered semi-automatic firearms. attacks.
147

Auto Stands for fully automatic where the firearm will continue replaced with a reinforced version. And it meshes perfectly
to fire as long as the trigger is pressed down. The firearm can with the frame. The frame itself has been iron-welded
perform autofire, suppressive fire, sweepfire, sprayfire, or burst and scraped down multiple times for maximum precision.
fire attacks. Slow autofire means the weapon has a slow rate of The front strap part of the frame has been checkered to
fire. Slow autofire fires less rounds per second, giving a more make it dig into the hand. That prevents any slipping. The
controllable rate of fire. Slow autofire can perform single shot sight system’s original, too. It’s a 3-dot type. It’s got
attacks, double tap attacks and potshot attacks, but can’t perform an enlarged front sight, giving it superior target sighting
burst fire attacks. Medium autofire has a standard rate of fire. It capability. The regular hammer’s been replaced with a ring
has no penalties or bonuses to its attacks. Fast autofire fires more hammer. That enhances the cocking control and increases
rounds per second, putting more bullets downrange. It has a -2 the hammer-down speed. They also reworked the grip
attack penalty to all autofire, suppressive fire, burst fire, sweepfire, safety to accommodate the ring hammer. Looks like they
and sprayfire attacks, but gains +1 dice damage on all autofire, eliminated it altogether. This is a tool for pros. The thumb
suppressive fire, burst fire, sweepfire and sprayfire attacks. safety and the slide stop are extended to allow for more
S Slow / M Medium / F Fast precise handling. The base of the trigger guard is whittled
down, so you can use a high grip. And the trigger itself is a
Single The firearm can only hold a single round and must be long type for easy finger access. The trigger pull is about
reloaded after every shot. Single shot firearms can perform single 3.5 pounds. That’s about a pound and a half lighter than
shot and potshot attacks. normal. The magazine well has been widened to make it
easier to put in a new magazine. The magazine catch button
Double The firearm has two triggers that can be depressed at has been cut down low to make it harder to hit by accident.
the same time, to perform a double-fire attack, or one at a time The mainspring housing has been changed to a flat type
to perform two single attacks, such as single shot or potshots. to increase grip. And it’s even been fitted with stepping so
that it doesn’t slip from the recoil when firing. On top of
that, they added cocking serrations to the front part of the
OB The bolt locks back and slams forward with every pull of
slide. That lets you load and eject cartridges faster in an
the trigger. Open bolt firearms have a −2 attack penalty for single
emergency. Whoever did this is a professional. No question
shot attacks, a −1 penalty for all multi-shot attacks and -1 Combat
- this thing could shoot a one-hole at 25 yards in a machine
Point when reloading. They can’t have a round chambered and
rest.” —John
can’t be cycled without firing a round.
A handgun is a firearm designed to have the potential to be
held and operated by one hand, although not necessarily used
CB The bolt is closed on a full chamber. that way. This characteristic differentiates handguns as a general
class of firearms from long guns such as rifles and shotguns
Size (Sz) The size of the firearm. The smaller size denotes (which are usually mounted against the shoulder). Major handgun
how large the weapon is when it is folded up, while the larger size subtypes are the revolver and pistol, and are split into various
denotes how large the weapon is fully extended, or assembled. subtypes based on size and use.
There are handguns that are available to suit nearly any
Weight (Wt) How much the firearm weighs with all of the budget. Low-cost models featuring simple operating systems,
accessories attached that are listed. The weight is in lbs. crude manufacturing, and low-quality materials are widely
produced, while more reliable and sophisticated service weapons
Wealth Point Cost The cost of the firearm to purchase, not that are suitable for more active use form the middle of the
including the license. market. At the high end are advanced custom pistols, produced
for Olympic-class target shooting, exclusive private collections, or
specialized forces, such as SWAT.
Error Range (Err) The range of error the firearm possesses
Handguns differ from long guns in the fact that they are
when purchased brand new.
generally regarded as more personal weapons: The style, model,
and even caliber, can tell quite a lot about a character, and they
Standard Equipment
are generally selected by hand, rather than issued. Handgun
What you receive when you purchase the firearm, fully
selection generally mirrors personal preference out in combat,
assembled. If the firearm has a permanent piece of equipment,
more so than long guns as a handgun is generally always worn,
that equipment cannot be removed or modified. These listings
and only drawn when needed. They are also easier to conceal
only include anything above and beyond the empty firearm. The
than a long gun, allowing for a seemingly unarmed appearance
listings also modify any statistics to the firearm, and have already
when worn with the correct holster and clothing. A handgun
been calculated into any changes.
should always be chosen carefully, the character’s personality,
backstory, and preference should definitely have some sway and
Handguns appearance in their choice.
“First of all, the feeding ramp is polished to a mirror sheen.
It’s not going to have any feeding problems. The slide’s been
148

Modern Handguns
The handguns listed under this section represent the selection from the mid-1950s to the present day. These are the mostly commonly
encountered handguns in this day and age.

Modern Holdout Handguns A holdout handgun is a handgun designed as a last ditch defensive weapon, to be drawn when all
other weapons are compromised. Holdout handguns go well with a pocket holster, conceal carry holster, ankle holster, or tummy
holster, but can also be stuck in a belt holster if one wishes.
Holdout handguns generally make poor sidearms, because of low capacity, weak calibers, or lack of barrel length to get the
desired accuracy at a distance one would use a sidearm. They are generally reserved for people who need a handgun, but they
don’t need it to be big, flashy, or often times, expensive, or if one needs to stow a handgun in a small area, such as under the seat of
a car, or in a glove compartment.

Cheap Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Cobra Derringer See Text Int:2 F 10’ SA D 0.9 7 5% L
This firearm can be purchased in one of the following calibers: .22 Long Rifle (1d4/+0), .38 Special (2d4+1/-1), 9x19mm (2d6/-2), or .380 ACP
(2d4/-1)
Cobray Side by Side .45 Long Colt (2d6+3/-3) or Int:2 F 10’ SA T 0.8 8 0% L
Derringer .410 Bore (3d4+1/-3)
Cobray FMJ 410/22 Derringer .22 Long Rifle (1d4/+0) and .45 Long Int:1 F 10’ SA T 0.9 9 0% L
Colt (2d6+3/-3) or Int:1
.410 Bore (3d4+1/-3)
Cobray 45/410 Single Shot .45 Long Colt (2d6+3/-3) or Int:1 F 10’ SA T 0.8 5 0% L
Derringer .410 Bore (3d4+1/-3)
Davis Derringer See Text Int:2 F 10’ SA D 0.6 4 10% L
This firearm can be purchased in one of the following calibers: .22 Long Rifle (1d4/+0), .25 ACP (1d3/+0), or .32 ACP (1d6/-1). Not affected by Error
Range due to ammunition.
Intratec TEC-38 .38 Special (2d4+1/-1) Int:2 F 20’ DAO D 0.8 5 15% L
Jimenez J.A. 22 .22 Long Rifle (1d4/+0) Box:6:1 FB 20’ PA D 0.8 3 20% L
Two 6 round magazines.
Jimenez J.A. 25 .25 ACP (1d3/+0) Box:6:1 FB 20’ PA D 0.8 4 20% L
Two 6 round magazines.
Jimenez J.A. 380 .380 ACP (2d4/-1) Box:6:1 FB 20’ PA T 0.8 4 20% L
Two 6 round magazines.
Jimenez J.A. 32 .32 ACP (1d6/-1) Box:6:1 FB 20’ PA D 0.8 4 20% L
Two 6 round magazines
North American Arms Mini .22 WMR (2d4+2/-2) Cyl:5 F 15’ SA D 0.3 8 0% L
Revolver
Not affected by Error Range due to ammunition.
North American Arms Mini .22 Long Rifle (1d4/+0) or Cyl:5 F 15’ SA D 0.3 6 0% L
Revolver .22 Short (1d2/+0)
Not affected by Error Range due to ammunition.
P-64 9x18mm PM (2d4+1/-1) Box:6:1 FB 25’ DA/SA T 1.4 8 0% L
Fortified Frame and two 6 round magazines, +2 to Stealth to hide weapon.
Raven Arms MP-25 .25 ACP (1d3/+0) Box:6:1 F 15’ SA D 0.6 3 15% L
One 6 round magazine.

Table 116: Cheap Modern Holdout Handguns


149

Mid-range Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Beretta 21 Bobcat .22 Long Rifle (1d4/+0) Box:7:1 F 25’ DA/SA T 0.7 15 0% L
Two 7 round magazines.
Beretta 21 Bobcat .25 ACP (1d3/+0) Box:8:1 F 20’ DA/SA T 0.7 14 0% L
Two 8 round magazines.
Beretta 3032 Tomcat .32 ACP (1d6/-1) Box:7:1 F 20’ DA/SA T 0.9 16 0% L
Two 7 round magazines.
Downsizer WSP .357 Magnum (3d4+3/-4) or Int:1 F 15’ Single D 0.4 16 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Downsizer WSP See Text Int:1 F 15’ Single D 0.4 16 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3), .45 ACP (3d4+2/-4) or 9x19mm (2d6/-2). Not affected by Error
Range due to ammunition.
Kel-Tec P-32 .32 ACP (1d6/-1) Box:7:1 FB 20’ DAO T 0.5 13 0% L
Two 7 round magazines
North American Arms Guardian .32 ACP (1d6/-1) Box:6:1/10:2 FB 20’ DAO T 0.9 15 0% L
Two 6 round magazines.
Taurus P22 .22 Long Rifle (1d4/+0) Box:8:1 FB 20’ DAO T 0.8 11 0% L
Two 8 round magazines.
Taurus PT25 .25 ACP (1d3/+0) Box:9:1 FB 20’ DAO T 0.8 11 0% L
Two 9 round magazines.

Table 117: Mid-range Modern Holdout Handguns


150

Expensive Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
American Derringer .357 Magnum (3d4+3/-4) or Int:4 F 20’ DAO T 1.8 21 0% L
COP 4-Shot .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
American Derringer DA See Text Int:2 F 25’ DAO T 0.8 17 0% L
38
This firearm can be purchased in one of the following calibers: .38 Special (2d4+1/-1), or .40 S&W (3d4/-3). Not affected by Error Range due
to ammunition.
American Derringer .22 WMR (2d4+2/-2) Int:2 F 25’ DAO T 0.8 17 0% L
Standard
Bond Arms Texas See Text Int:2 F 25’ SA S 1.3 20 0% L
Defender
This firearm can be purchased in one of the following calibers: .357 Magnum (3d4+3/-4) or .38 Special (2d4+1/-1), .45 Long Colt (2d6+3/-3)
or .410 Bore (3d4+1/-3), 10mm Auto (2d6+4/-4), .22 Long Rifle (1d4/+0), .22 WMR (2d4+2/-2), .45 ACP (3d4+2/-4), .45 GAP (3d4+2/-4),
9x19mm (2d6/-2), .380 ACP (2d4/-1), .44-40 Winchester (1d10+5/-5), .327 Fed Mag (2d6+1/-2), or .40 S&W (3d4/-3).
+2 to Stealth to hide weapon. Not affected by Error Range due to ammunition.
Colt Mustang .380 ACP (2d4/-1) Box:6|7|10:1 FB 20’ SA T 1.1 25 0% L
One 6 round magazine. Uses Mustang magazines.
Colt Mustang XSP .380 ACP (2d4/-1) Box:6|7|10:1 F B 1T 20’ SA T 1.1 35 0% L
One 6 round magazine. Uses Mustang magazines.
CZ 92 .25 ACP (1d3/+0) Box:8:1 F 15’ DAO T 0.6 19 0% L
One 8 round magazine.
Double Tap Tactical See Text Int:2 F 20’ DAO T 0.8 25 0% L
Pistol
This firearm can be purchased in one of the following calibers: 9x19mm (2d6/-2) or .45 ACP (3d4+2/-4). Not affected by Error Range due to
ammunition.
Heizer Defense PS1 .45 Long Colt (2d6+3/-3) or Int:1 F 15’ DAO T 1.3 20 0% L
.410 Bore (3d4+1/-3)
Not affected by Error Range due to ammunition.
IMI Micro Desert Eagle .380 ACP (2d4/-1) Box:6:2 F 20’ DAO D 0.9 22 0% L
Two 6 round magazines.
North American Arms .380 ACP (2d4/-1) Box:6:1/10:2 FB 20’ DAO D 1.1 17 0% L
Guardian
Two 6 round magazines.
Precision Small Arms .25 ACP (1d3/+0) Box:6:2 F 20’ PA D 0.8 24 0% L
PSP-25
One 6 round magazines.
Rohrbaugh R9 9x19mm (2d6/-2) Box:6:3 F 20’ DAO D 0.8 55 0% L
One 6 round magazine. +1 Mastercraft.
Ruger LCP .380 ACP (2d4/-1) Box:6:1/7:2 FB 25’ PA D 0.6 17 0% L
Two 6 round magazines.
Sig-Sauer P238 .380 ACP (2d4/-1) Box:6|7|10:1 FB 20’ SA T 0.9 26 0% L
Two 6 round magazine, Uses Mustang magazines.
Sig-Sauer P290 9x19mm (2d6/-2) Box:6:1 FB 20’ DAO T 1.2 28 0% L
Two 6 round magazines.
Sig-Sauer P938 9x19mm (2d6/-2) Box:6|7:1 FB 20’ SA T 1.0 32 0% L
Two 6 round magazines.
Semmerling LM4 .45 ACP (3d4+2/-4) Box:4:2 FB 15’ DAO T 1.1 45 0% L
Two 4 round magazines, This weapon must be cycled after each shot. Not affected by Error Range due to ammunition.
Stealth-1 .45 ACP (3d4+2/-4) Box:7|8|10:1/4:3 FB 20’ SA T 1.0 35 0% L
Two 4 round magazines, Uses 1911 magazines, +2 to Stealth to hide weapon.
Taurus 732 TCP .32 ACP (1d6/-1) Box:6:1 FB 25’ DAO D 0.6 17 0% L
Two 6 round magazines.
Taurus 738 TCP .380 ACP (2d4/-1) Box:6:1 FB 25’ DAO D 0.6 18 0% L
Two 6 round magazines.

Table 118: Expensive Modern Holdout Handguns


151

Modern Backup Handguns A backup handgun is a scaled down version of a service revolver or pistol, designed for easy
concealment. Their ammunition capacities are likewise scaled down, however, making them decent sidearms, but not the first to be
chosen. Backup handguns go well with shoulder holsters, belt holsters, ankle holsters, or even tactical holsters.
Backup handguns are generally the go-to guns when a main sidearm is compromised, or is otherwise unavailable. They make
decent sidearms for smaller framed people, where a full-sized handgun would be unwieldy or uncomfortable, or when decent, hard
hitting firepower is needed, but not at the size of a full-sized handgun. They should not be discarded because of their backup nature:
Backup handguns are often chambered in serviceable calibers, and often take the same magazines as their larger counterparts.

Cheap Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Backup See Text Box:5:1 FB 20’ DAO S 1.1 12 10% L
This firearm can be purchased in one of the following calibers: 9x19mm (2d6/-2) or .45 ACP (3d4+2/-4). One 5 round magazine. +2 to Stealth
to hide weapon.
Accu Tek 380 II .380 ACP (2d4/-1) Box:6:1 FB 25’ SA T 1.4 7 10% L
Two 6 round magazines.
Bersa Thunder 380 .380 ACP (2d4/-1) Box:7|8|9:1 FB 25’ DA/SA T 1.3 10 0% L
One 7 round magazine.
Canik Stingray-C 9x19mm (2d6/-2) Box:15:1 F B 1T 25’ DA/SA S 1.8 11 0% L
Two 15 round magazines.
Canik Stingray-C .40 S&W (3d4/-3) Box:11:1 F B 1T 25’ DA/SA S 1.8 11 0% L
Two 11 round magazines.
Canik TP40 .40 S&W (3d4/-3) Box:13:1 F B 1T 30’ PA S 1.4 12 0% L
Two 13 round magazines.
Canik TP9 9x19mm (2d6/-2) Box:15:1 F B 1T 30’ PA S 1.4 12 0% L
Two 15 round magazines.
Charter Arms Mag .357 Magnum (3d4+3/-4) or Cyl:5 FB 30’ DA S 1.4 12 5% L
Pug .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
CZ-82 9x18mm PM (2d4+1/-1) Box:12:1 FB 25’ DA/SA S 1.9 11 0% L
Two 12 round magazines. +3 to Stealth to hide weapon.
Hi-Point Model .40 S&W (3d4/-3) Box:10:1 FB 25’ PA S 2.2 6 10% L
34010
Two 10 round magazines. -2 to Stealth to hide weapon. Uses Hi-point .40 magazines.
Hi-Point Model 915 9x19mm (2d6/-2) Box:8|10:1/20:2 FB 25’ PA S 1.8 5 10% L
Two 8 round magazines. -1 to Stealth to hide weapon. Uses Hi-point 9mm magazines.
Hi-Point Model .45 ACP (3d4+2/-4) Box:9:1/20:2 FB 25’ PA S 2.1 6 10% L
34510
Two 9 round magazines. -2 to Stealth to hide weapon. Uses Hi-point .45 magazines.
Jimenez J.A. NINE 9x19mm (2d6/-2) Box:12:1 FB 30’ SA S 1.9 5 20% L
Two 12 round magazines.
Jimenez LC380 .380 ACP (2d4/-1) Box:13:1 FB 25’ SA S 1.9 4 20% L
Two 13 round magazines.
Kel-Tec P-11 9x19mm (2d6/-2) Box:10|12|15:1/20:2/30:5 FB 25’ DAO S 0.9 11 5% L
One 10 round magazine. Uses 6906 magazines. +2 to Stealth to hide weapon

Table 119: Cheap Modern Backup Handguns


152

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Kel-Tec P-40 .40 S&W (3d4/-3) Box:7:1 FB 25’ DAO S 0.9 11 5% L
One 7 round magazine. +2 to Stealth to hide weapon.
Kel-Tec PF-9 9x19mm (2d6/-2) Box:7:1 FB 20’ DAO T 0.8 10 5% L
One 7 round magazine. +2 to Stealth to hide weapon.
Kel-Tec PF-357 .357 SIG Box:7:1 FB 20’ DAO T 0.8 12 5% L
(2d6+2/-3)
One 7 round magazine. +2 to Stealth to hide weapon.
Norinco Type 59 .380 ACP (2d4/-1) Box:8:1 FB 25’ DA/SA S 1.6 8 5% L
One 8 round magazine. +2 to Stealth to hide weapon.
Norinco Type 59 9x18mm PM Box:8:1 FB 25’ DA/SA S 1.6 12 5% L
(2d4+1/-1)
Fortified Frame. One 8 round magazine. Uses Makarov magazines. +2 to Stealth to hide weapon.
PM 9x18mm PM Box:8:1 FB 25’ DA/SA S 1.6 10 0% L
(2d4+1/-1)
Fortified Frame. One 8 round magazine. Uses Makarov magazines. +2 to Stealth to hide weapon.
SCCY CPX-2 9x19mm (2d6/-2) Box:10:1 FB 25’ DAO S 0.9 12 5% L
One 10 round magazine. +2 to Stealth to hide weapon
Sig-Sauer P250 Subcompact 9x19mm (2d6/-2) Box:12|15|17:2/21:3 F B 30’ DAO S 1.6 15 0% L
Two 12 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P250 can be constructed
using the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P250 Subcompact .40 S&W (3d4/-3) Box:10|13|14:2/18:3 F B 30’ DAO S 1.6 15 0% L
Two 10 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P250 can be constructed using
the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P250 Subcompact .357 SIG Box:10|13|14:2/18:3 F B 30’ DAO S 1.6 15 0% L
(2d6+2/-3)
Two 10 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .357 P250 can be constructed using
the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P250 Subcompact .45 ACP Box:6|9|10:2 FB 25’ DAO S 1.6 15 0% L
(3d4+2/-4)
Two 6 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P250 can be constructed using
the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Taurus Model 327 .327 Fed Mag Cyl:6 FB 20’ DA T 1.3 12 10% L
(2d6+1/-2)
Not affected by Error Range due to ammunition.
Taurus Model 85 .38 Special Cyl:5 FB 20’ DA T 1.3 10 5% L
(2d4+1/-1)
Fortified Frame. Not affected by Error Range due to ammunition.
Taurus Model 94 .22 Long Rifle Cyl:9 FB 25’ DA S 1.5 12 5% L
(1d4/+0)
Taurus Model 941 .22 WMR Cyl:8 FB 25’ DA S 1.5 10 5% L
(2d4+2/-2)

Table 120: Cheap Modern Backup Handguns, Cont.


153

Mid-Range Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Backup .357 Magnum (3d4+3/-4) or Box:5:1 FB 20’ DAO S 1.1 15 10% L
.38 Special (2d4+1/-1)
One 5 round magazine. +3 to Stealth to hide weapon.
ATI Fat Boy .45 ACP (3d4+2/-4) Box:12:2 FB 20’ SA S 2.2 22 5% L
One 12 round magazine. +1 to Stealth to hide weapon.
ATI Titan .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 20’ SA S 1.8 19 5% L
One 6 round magazine. Uses 1911 magazines. +2 to Stealth to hide weapon.
Beretta 84 .380 ACP (2d4/-1) Box:13:1 FB 30’ DA/SA S 1.4 19 0% L
Two 13 round magazines. +2 to Stealth to hide weapon.
Beretta 86 .380 ACP (2d4/-1) Box:8:1 FB 30’ DA/SA S 1.4 22 0% L
Two 8 round magazines. +3 to Stealth to hide weapon.
Beretta 9000D .40 S&W (3d4/-3) Box:10:1 FB 25’ DAO S 1.7 22 0% L
Two 10 round magazines. Uses .40 9000 magazines. +3 to Stealth to hide weapon.
Beretta 9000D 9x19mm (2d6/-2) Box:12:1 FB 25’ DAO S 1.6 22 0% L
Two 12 round magazines. Uses 9mm 9000 magazines, +3 to Stealth to hide weapon.
Beretta 9000F .40 S&W (3d4/-3) Box:10:1 FB 25’ DA/SA S 1.6 24 0% L
Two 10 round magazines. Uses .40 9000 magazines, +3 to Stealth to hide weapon.
Beretta 9000F 9x19mm (2d6/-2) Box:12:1 FB 25’ DA/SA S 1.6 24 0% L
Two 12 round magazines. Uses 9mm 9000 magazines. +3 to Stealth to hide weapon.
Beretta 92L Compact 9x19mm (2d6/-2) Box:13|15|17:1/30:2/20:3 FB 30’ DA/SA S 2.0 20 0% L
Two 13 round magazines. Uses 92FS magazines. +1 to Stealth to hide weapon.
Beretta Px4 Storm .40 S&W (3d4/-3) Box:10|12|14|17:2 F B 1T 20’ DA/SA T 1.6 25 0% L
Subcompact
Two 10 round magazines. Uses Px4 .40 magazines.
Beretta Px4 Storm 9x19mm (2d6/-2) Box:13|15|17:2/20:3 F B 1T 20’ DA/SA T 1.6 25 0% L
Subcompact
Two 13 round magazines. Uses Px4 9mm magazines.
Beretta Px4 Storm .40 S&W (3d4/-3) Box:12|14|17:2 F B 1T 25’ DA/SA S 1.6 25 0% L
Compact
Two 12 round magazine. Uses Px4 .40 magazines.
Beretta Px4 Storm 9x19mm (2d6/-2) Box:15|17:2/20:3 F B 1T 25’ DA/SA S 1.6 25 0% L
Compact
Two 15 round magazines. Uses Px4 9mm magazines.
Bersa Firestorm .38 Special (2d4+1/-1) Cyl:6 FB 25’ DA T 1.2 16 0% L
Not affected by Error Range due to ammunition.
Bersa Thunder 22 .22 Long Rifle (1d4/+0) Box:10:1 FB 25’ DA/SA T 1.1 15 0% L
Two 10 round magazines.
Bersa Thunder 380 .380 ACP (2d4/-1) Box:15:2 FB 25’ DA/SA S 1.2 17 0% L
Plus
One 15 round magazine, +3 to Stealth to hide weapon
Bersa Thunder Pro .40 S&W (3d4/-3) Box:10:1 F B 1T 25’ DA/SA S 1.4 19 0% L
Ultra Compact
One 10 round magazine. +2 to Stealth to hide weapon.
Bersa Thunder Pro .45 ACP (3d4+2/-4) Box:7:1 F B 1T 20’ DA/SA S 1.7 19 0% L
Ultra Compact
One 7 round magazine. +2 to Stealth to hide weapon.
Bersa Thunder Pro 9x19mm (2d6/-2) Box:13:1 F B 1T 25’ DA/SA S 1.4 19 0% L
Ultra Compact
One 13 round magazine. +2 to Stealth to hide weapon.
Charter Arms Bulldog .44 Special (1d6+6/-4) Cyl:5 FB 30’ DA S 1.3 18 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.
Charter Arms Bulldog .44 Special (1d6+6/-4) Cyl:5 FB 30’ DAO S 1.3 19 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.

Table 121: Mid-Range Modern Backup Handguns


154

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Charter Arms Off Duty .38 Special (2d4+1/-1) Cyl:5 FB 25’ DAO T 1.0 13 0% L
Not affected by Error Range due to ammunition.
Charter Arms Pathfinder .22 Long Rifle (1d4/+0) Cyl:6 FB 20’ DA T 0.9 15 0% L
Charter Arms Pathfinder .22 WMR (2d4+2/-2) Cyl:6 FB 20’ DA T 1.2 15 0% L
Charter Arms Patriot .327 Fed Mag (2d6+1/-2) Cyl:6 FB 25’ DA T 1.1 15 0% L
Not affected by Error Range due to ammunition.
Charter Arms Police .38 Special (2d4+1/-1) Cyl:6 FB 25’ DAO S 1.0 14 0% L
Undercover
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon
Charter Arms Undercover .38 Special (2d4+1/-1) Cyl:5 FB 25’ DA S 1.0 15 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.
Charter Arms Pitbull 9x19mm (2d6/-2) Cyl:5 FB 25’ DA S 1.4 21 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Charter Arms Pitbull .40 S&W (3d4/-3) Cyl:5 FB 25’ DA S 1.3 21 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Charter Arms Pitbull .45 ACP (3d4+2/-4) Cyl:5 FB 25’ DA S 1.4 21 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Colt Detective Special .38 Special (2d4+1/-1) Cyl:6 FB 25’ DA S 1.1 24 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.
CZ 75 Compact 9x19mm (2d6/-2) Box:14|16:1/19|25:2 FB 30’ DA/SA S 2.0 24 0% L
Two 14 round magazines. Uses CZ 75 magazines.
CZ-82 9x18mm PM (2d4+1/-1) Box:12:1 FB 25’ DA/SA S 1.9 11 0% L
Two 12 round magazine. +3 to Stealth to hide weapon.
CZ-83 .32 ACP (1d6/-1) Box:15:1 FB 20’ DA/SA S 1.9 15 0% L
Two 15 round magazines. +3 to Stealth to hide weapon.
CZ-83 .380 ACP (2d4/-1) Box:13:1 FB 25’ DA/SA S 1.9 16 0% L
Two 13 round magazines. +3 to Stealth to hide weapon.
CZ 100 .40 S&W (3d4/-3) Box:10:1 FB 30’ PA S 1.4 17 0% L
Two 10 round magazines.
CZ 100 9x19mm (2d6/-2) Box:13:1 FB 30’ PA S 1.4 17 0% L
Two 13 round magazines.
Glock 26 9x19mm (2d6/-2) Box:10|12|15|17|19|27:1/33:2 FB 20’ PA T 1.2 20 0% L
Two 10 round magazines.
Glock 27 .40 S&W (3d4/-3) Box:9|11|13|15|17|19|24:1/31:2 FB 20’ PA T 1.2 20 0% L
Two 9 round magazines.
Glock 28 .380 ACP (2d4/-1) Box:10|15:1 FB 20’ PA T 1.3 20 0% L
Two 10 round magazines.
Glock 29 10mm Auto (2d6+4/-4) Box:10|15|17:1/33:3 F B 1T 20’ PA T 1.5 22 0% L
Two 10 round magazines.
Glock 30 .45 ACP (3d4+2/-4) Box:10|13:1/27:2 F B 1T 20’ PA T 1.5 22 0% L
Two 10 round magazines.
Glock 33 .357 SIG (2d6+2/-3) Box:9|13|15:1 FB 20’ PA T 1.2 20 0% L
Two 9 round magazines.
Glock 36 .45 ACP (3d4+2/-4) Box:6:1 FB 20’ PA T 1.3 19 0% L
Two 6 round magazines. +2 to Stealth to hide weapon.
Glock 39 .45 GAP (3d4+2/-4) Box:6|8|10:1 FB 20’ PA T 1.2 19 0% L
Two 6 round magazines.
Glock 42 .380 ACP (2d4/-1) Box:6|7:1/9|12:2 FB 25’ PA T 1.1 24 0% L
Two 6 round magazines. +2 to Stealth to hide weapon.
IMI Jericho 941FB 9x19mm (2d6/-2) Box:13:1 FB 25’ DA/SA T 1.9 20 0% L
Two 13 round magazines.
IMI Jericho 941FB .40 S&W (3d4/-3) Box:10:1 FB 25’ DA/SA T 1.9 20 0% L
Two 10 round magazines.
Kahr K9 9x19mm (2d6/-2) Box:7:2/8:3 FB 30’ PA T 1.6 21 0% L
Two 7 round magazines. Uses MK9 magazines.
Kahr MK9 9x19mm (2d6/-2) Box:6|7:2/8:3 FB 25’ PA T 1.4 15 0% L
One 6 round magazine and one 7 round magazine.

Table 122: Mid-Range Modern Backup Handguns, Cont


155

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Kahr TP9 9x19mm (2d6/-2) Box:8:3 FB 35’ PA S 1.1 20 0% L
Two 8 round magazines. Uses MK9 magazines.
Kahr P9 9x19mm (2d6/-2) Box:7:2/8:3 FB 30’ PA T 1.0 18 0% L
Two 7 round magazines. Uses MK9 magazines.
Kahr PM9 9x19mm (2d6/-2) Box:6|7:2/8:3 FB 25’ PA T 0.9 13 0% L
One 6 round magazine and one 7 round magazine. Uses MK9 magazines
Kahr P380 .380 ACP (2d4/-1) Box:6:2 FB 30’ PA T 0.6 20 0% L
Two 6 round magazines. +1 to Stealth to hide weapon.
Kahr MK40 .40 S&W (3d4/-3) Box:5|6:2 FB 25’ PA T 1.5 24 0% L
One 5 round magazine and one 6 round magazine.
Kahr TP40 .40 S&W (3d4/-3) Box:7:3 FB 30’ PA S 1.3 21 0% L
Two 7 round magazines. Uses MK40 magazines.
Kahr P40 .40 S&W (3d4/-3) Box:6:2/7:3 FB 30’ PA S 1.1 20 0% L
Two 6 round magazines. Uses MK40 magazines.
Kahr PM40 .40 S&W (3d4/-3) Box:5|6:2 FB 25’ PA T 1.0 18 0% L
One 5 round magazine and one 6 round magazine. Uses MK40 magazines.
Kahr PM45 .45 ACP (3d4+2/-4) Box:5|6|7:2 FB 30’ PA T 1.2 24 0% L
Two 5 round magazines.
PMM 9x18mm PM (2d4+1/-1) Box:8|12:1 FB 25’ DA/SA S 1.6 16 0% L
Fortified Frame. Two 12 round magazines. +1 to Stealth to hide weapon.
P-83 Wanad 9x18mm PM (2d4+1/-1) Box:8:2 FB 30’ DA/SA S 1.6 15 0% L
Two 8 round magazines. +3 to Stealth to hide weapon.
P-96M 9x18mm PM (2d4+1/-1) Box:15:2 FB 25’ DA/SA S 1.0 21 0% L
Two 15 round magazines. +1 to Stealth to hide weapon.
P-96S .380 ACP (2d4/-1) Box:10:2 FB 25’ DA/SA S 1.0 23 0% L
Two 10 round magazines. +1 to Stealth to hide weapon.
RIA Baby Rock .380 ACP (2d4/-1) Box:7:1 FB 25’ SA S 1.5 22 0% L
Two 7 round magazines. +1 to Stealth to hide weapon.
RIA Standard CS 9x19mm (2d6/-2) Box:8|9|10:1 FB 25’ SA S 2.1 19 0% L
One 8 round magazine. Uses 1911 9mm magazines. +2 to Stealth to hide weapon.
RIA Standard CS .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 2.1 19 0% L
One 7 round magazine. Uses 1911 magazines. +2 to Stealth to hide weapon.
Ruger LC9 9x19mm (2d6/-2) Box:7:1 FB 25’ DAO T 1.1 20 0% L
Two 7 round magazines. +2 to Stealth to hide weapon.
Ruger SP101 .357 Magnum Cyl:5 FB 25’ DA S 1.8 21 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Fortified Frame. Not affected by Error Range due to ammunition. +1 to Stealth to hide weapon.
Ruger SP101 9x19mm (2d6/-2) Cyl:5 FB 25’ DA S 1.8 21 0% L
Fortified Frame. Not affected by Error Range due to ammunition. +1 to Stealth to hide weapon.
Ruger SP101 .22 Long Rifle (1d4/+0) Cyl:6 FB 25’ DA S 1.8 21 0% L
Fortified Frame. Not affected by Error Range due to ammunition. +1 to Stealth to hide weapon.
Ruger SP101 .327 Fed Mag Cyl:6 FB 25’ DA S 1.8 20 0% L
(2d6+1/-2)
Fortified Frame. Not affected by Error Range due to ammunition. +1 to Stealth to hide weapon.
Ruger 944 .40 S&W (3d4/-3) Box:10:1 FB 30’ DA/SA S 2.1 17 0% L
Fortified Frame. Two 10 round magazines.
Ruger KP345 .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 1.8 21 0% L
Fortified Frame. Two 8 round magazines.
S&W Model 940 2” 9x19mm (2d6/-2) Cyl:5 FB 30’ DAO T 1.4 25 0% L
Not affected by Error Range due to ammunition.
S&W Model 317 AirLite .22 Long Rifle (1d4/+0) Cyl:8 FB 30’ DA T 0.7 19 0% L
S&W Model 36 2” .38 Special (2d4+1/-1) Cyl:5 FB 30’ DA T 1.2 19 0% L
Not affected by Error Range due to ammunition.
S&W Model 642 .38 Special (2d4+1/-1) Cyl:5 FB 25’ DAO T 0.9 24 0% L
Ladysmith 2”
Not affected by Error Range due to ammunition.

Table 123: Mid-Range Modern Backup Handguns, Cont


156

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
S&W Model 3906 9x19mm (2d6/-2) Box:8:1 FB 30’ DA/SA S 1.9 20 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
S&W Model 6906 9x19mm (2d6/-2) Box:12|15:1/20:2/30:5 FB 25’ DA/SA S 1.7 22 0% L
Two 12 round magazines.
S&W Model 6946 9x19mm (2d6/-2) Box:12|15:1/20:2/30:5 FB 25’ DAO S 1.7 20 0% L
Two 12 round magazines. Uses 6906 magazines.
S&W Model 4013 .40 S&W (3d4/-3) Box:8:1 FB 25’ DA/SA S 1.6 25 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
S&W Model 4053 .40 S&W (3d4/-3) Box:8:1 FB 25’ DAO S 1.6 23 0% L
Two 8 round magazines. Uses 4013 magazines. +1 to Stealth to hide weapon.
S&W Model 4516 .45 ACP (3d4+2/-4) Box:7|8:1 FB 25’ DA/SA S 2.1 24 0% L
Two 7 round magazines. +1 to Stealth to hide weapon.
S&W Model 4546 .45 ACP (3d4+2/-4) Box:7|8:1 FB 25’ DAO S 2.1 24 0% L
Two 7 round magazines. Uses 4516 magazines. +1 to Stealth to hide weapon.
S&W M&P SHIELD 9mm 9x19mm (2d6/-2) Box:7|8:2 FB 20’ PA T 1.2 23 0% L
One 7 round magazine and one 8 round magazine. +1 to Stealth to hide weapon.
S&W M&P SHIELD .40 S&W .40 S&W (3d4/-3) Box:6|7:2 FB 20’ PA T 1.2 23 0% L
One 6 round magazine and one 7 round magazine. +1 to Stealth to hide weapon.
S&W Model 10 2” .38 Special (2d4+1/-1) Cyl:6 FB 25’ DA S 1.6 22 0% L
Not affected by Error Range due to ammunition. +1 to Stealth to hide weapon.
S&W Model 19 2½” .357 Magnum (3d4+3/-4) or Cyl:6 FB 25’ DA S 1.9 25 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Sig-Sauer P230 .32 ACP (1d6/-1) Box:8:2 FB 25’ DA/SA S 1.1 19 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
Sig-Sauer P232 .380 ACP (2d4/-1) Box:7:2 FB 25’ DA/SA S 1.1 19 0% L
Two 7 round magazines. +1 to Stealth to hide weapon.
Star Firestar M/43 9x19mm (2d6/-2) Box:7:1 FB 30’ SA T 1.9 15 5% L
One 7 round magazine. +1 to Stealth to hide weapon.
Star Firestar M/40 .40 S&W (3d4/-3) Box:6:1 FB 30’ SA T 1.9 15 5% L
One 6 round magazine. +1 to Stealth to hide weapon.
Star Firestar M/45 .45 ACP (3d4+2/-4) Box:6:1 FB 30’ SA T 1.6 15 5% L
One 6 round magazine.
Springfield Armory GI .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ SA T 2.1 21 0% L
Micro-Compact
Two 6 round magazines. Uses 1911 magazines.
Springfield Armory XD .45 ACP (3d4+2/-4) Box:9|13:1 F B 1T 30’ PA S 1.9 20 0% L
Sub-Compact
One 9 round magazine and one 13 round magazine. +3 to Stealth to hide weapon.
Springfield Armory XD 9x19mm (2d6/-2) Box:13|16:1 F B 1T 25’ PA T 1.7 20 0% L
Sub-Compact
One 13 round magazine and one 16 round magazine.
Springfield Armory XD .40 S&W (3d4/-3) Box:9|12:2 F B 1T 25’ PA T 1.7 20 0% L
Sub-Compact
One 9 round magazine and one 12 round magazine.
Springfield Armory XDS 3.3 9x19mm (2d6/-2) Box:7:1/8:2 F B 1T 30’ PA T 1.4 25 0% L
One 7 round magazine and one 8 round magazine. +2 to Stealth to hide weapon.

Table 124: Mid-Range Modern Backup Handguns, Cont


157

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Springfield Armory XDS 3.3 .45 ACP (3d4+2/-4) Box:5:1/6:2 F B 1T 30’ PA T 1.4 25 0% L
One 5 round magazine and one 6 round magazine. +2 to Stealth to hide weapon.
Taurus Millennium Pro Model 9x19mm (2d6/-2) Box:12:2 FB 25’ DA/SA T 1.1 15 5% L
111
One 12 round magazine. +1 to Stealth to hide weapon.
Taurus Millennium Pro Model .32 ACP (1d6/-1) Box:12:2 FB 25’ DA/SA T 1.1 14 5% L
132
One 12 round magazine. +1 to Stealth to hide weapon.
Taurus Millennium Pro Model .380 ACP (2d4/-1) Box:10:2 FB 25’ DA/SA T 1.1 15 5% L
138
One 10 round magazine. +1 to Stealth to hide weapon.
Taurus Millennium Pro Model .40 S&W (3d4/-3) Box:10:2 FB 25’ DA/SA T 1.1 16 5% L
140
One 10 round magazine. +1 to Stealth to hide weapon.
Taurus Millennium Pro Model .45 ACP (3d4+2/-4) Box:10:2 FB 25’ DA/SA S 1.4 16 5% L
145
One 10 round magazine. +2 to Stealth to hide weapon.
Taurus Model 709 Slim 9x19mm (2d6/-2) Box:7:2 FB 25’ DAO T 1.2 14 5% L
One 7 round magazine. +1 to Stealth to hide weapon.
Taurus Model 738 .380 ACP (2d4/-1) Box:6:2 FB 25’ DAO T 1.2 17 5% L
One 6 round magazine. +3 to Stealth to hide weapon.
Taurus Model 740 Slim .40 S&W (3d4/-3) Box:6:2 FB 25’ DAO T 1.2 20 5% L
One 6 round magazine. +1 to Stealth to hide weapon.
Taurus Model 17 .17 HMR (1d4+2/-1) Cyl:8 FB 20’ DA S 1.4 14 5% L
Taurus Model 856 .38 Special (2d4+1/-1) Cyl:6 FB 20’ DA S 1.4 15 5% L
Not affected by Error Range due to ammunition.
Taurus Model 605 .357 Magnum (3d4+3/-4) or Cyl:5 FB 20’ DA T 1.5 14 5% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Taurus Model 651 .357 Magnum (3d4+3/-4) or Cyl:5 FB 20’ DAO S 1.6 16 5% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Taurus Model 455 .45 ACP (3d4+2/-4) Cyl:5 FB 25’ DA S 1.4 20 5% L
Not affected by Error Range due to ammunition.
Taurus Model 405 .40 S&W (3d4/-3) Cyl:5 FB 30’ DA T 1.4 20 5% L
Not affected by Error Range due to ammunition.
Taurus Model 905 9x19mm (2d6/-2) Cyl:5 FB 30’ DA T 1.4 17 5% L
Not affected by Error Range due to ammunition.
Walther PPK\S .32 ACP (1d6/-1) Box:8:1 FB 25’ DA/SA T 1.4 21 0% L
Two 8 round magazines. Uses .32 ACP PP magazines.
Walther PPK\S .380 ACP (2d4/-1) Box:7:1 FB 25’ DA/SA T 1.4 21 0% L
Two 7 round magazines.
Walther P22 .22 Long Rifle (1d4/+0) Box:10:1 F B 1T 30’ PA S 0.9 15 0% L
Two 10 round magazines, +2 to Stealth to hide weapon.

Table 125: Mid-Range Modern Backup Handguns, Cont


158

Expensive Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
American Derringer M4 .45-70 Government Int:1 None 15’ SA T 1.0 28 0% L
Alaskan Survival (3d10/-6) and .45 Long Int:1
Colt (2d6+3/-3) or .410
Bore (3d4+1/-3)
Not affected by Error Range due to ammunition.
Browning 1911-380 .380 ACP (2d4/-1) Box:7:1 FB 25’ SA S 1.1 33 0% L
Two 7 round magazines. +2 to Stealth to hide weapon.
Colt Defender 9x19mm (2d6/-2) Box:8|9|10:1 FB 25’ SA S 1.5 34 0% L
Two 8 round magazines. Uses 1911 9mm magazines. +2 to Stealth to hide weapon.
Colt Defender .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.6 34 0% L
Two 7 round magazines. Uses 1911 magazines. +2 to Stealth to hide weapon.
Colt Officer’s ACP .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ SA S 2.1 37 0% L
Two 6 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon. +1 Mastercraft.
Colt New Agent .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.4 40 0% L
Two 7 round magazines. Uses 1911 magazines. +2 to Stealth to hide weapon.
Coonan Compact .357 Magnum Box:6:3 FB 35’ SA S 2.6 60 0% L
(3d4+3/-4)
Not affected by Error Range due to ammunition. Two 6 round magazines. +1 to Stealth to hide weapon. +1 Mastercraft.
Dan Wesson ECO .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.6 75 0% L
Precision Barrel and two 7 round magazines. Uses 1911 magazines. +2 Mastercraft.
Dan Wesson ECO 9x19mm (2d6/-2) Box:8|9|10:1 FB 25’ SA S 1.6 75 0% L
Precision Barrel and two 8 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Detonics Combatmaster .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 20’ SA S 1.9 30 0% L
Two 6 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon.
Glock 43 9x19mm (2d6/-2) Box:6|7:1/9|12:2 FB 25’ PA T 1.2 30 0% L
Two 6 round magazines.
Glock 43X 9x19mm (2d6/-2) Box:10:2 FB 25’ PA S 1.3 37 0% L
Two 10 round magazines. +3 to Stealth to hide weapon. Uses Glock 43X Magazines
Glock 48 9x19mm (2d6/-2) Box:10:2 FB 35’ PA S 1.3 37 0% L
Two 10 round magazines. +3 to Stealth to hide weapon. Uses Glock 43X Magazines
H&K P30SK 9x19mm (2d6/-2) Box:10|15:2 F B 1T 30’ DA/SA S 1.4 35 0% L
Two 10 round magazines. Uses P30 9mm magazines. +2 to Stealth to hide weapon. +1 Mastercraft.
H&K P7 9x19mm (2d6/-2) Box:10:1 FB 30’ DAO S 1.7 35 0% L
Two 10 round magazines. +1 to Stealth to hide weapon.
H&K P9 9x19mm (2d6/-2) Box:9:1 FB 30’ DA/SA S 1.9 33 0% L
Two 9 round magazines.
Kahr T9 9x19mm (2d6/-2) Box:8:3 FB 35’ PA S 1.8 26 0% L
Two 8 round magazines. Uses MK9 magazines.
Kahr T40 .40 S&W (3d4/-3) Box:7:3 FB 30’ PA S 1.8 27 0% L
Two 8 round magazines. Uses MK40 magazines.
Kahr K40 .40 S&W (3d4/-3) Box:6:2/7:3 FB 30’ PA S 1.6 26 0% L
Two 6 round magazines. Uses MK40 magazines.
Kahr TP45 .45 ACP (3d4+2/-4) Box:7:3 FB 30’ PA S 1.4 28 0% L
Two 7 round magazines. Uses PM45 magazines.
Kahr P45 .45 ACP (3d4+2/-4) Box:6:2/7:3 FB 30’ PA S 1.3 26 0% L
Two 6 round magazines. Uses PM45 magazines. +1 to Stealth to hide weapon.
Para-Ordnance Executive .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.9 48 0% L
Carry
Precision Barrel and two 8 round magazines. Uses 1911 magazines. +1 to Stealth to hide weapon. +1 Mastercraft.

Table 126: Expensive Modern Backup Handguns


159

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Para-Ordnance Expert Carry .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 2.5 30 0% L
Precision Barrel and two 8 round magazines. Uses 1911 magazines.
Para-Ordnance Elite Carry .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ SA T 2.4 39 0% L
Precision Barrel and two 6 round magazines. Uses 1911 magazines. +1 Mastercraft.
Para-Ordnance Warthog .45 ACP (3d4+2/-4) Box:10:2 FB 25’ SA T 1.5 42 0% L
Two 10 round magazines. +1 Mastercraft.
Para-Ordnance LDA Carry .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ DAO T 1.9 50 0% L
Two 6 round magazines. Uses 1911 magazines. +1 Mastercraft.
PB 9x18mm PM (2d4+1/-1) Box:8:1 FB 25’ DA/SA S 1.6 32 0% R
Threaded barrel, Lv. 2 suppressor, and one 8 round magazine. Uses Makarov magazines.
Ruger LCR-22 .22 Long Rifle (1d4/+0) Cyl:8 FB 25’ DAO T 0.9 26 0% L
Ruger LCRx-22 .22 Long Rifle (1d4/+0) Cyl:8 FB 25’ DA T 0.9 26 0% L
Ruger LCRx-22 .22 WMR (2d4+2/-2) Cyl:6 FB 25’ DA T 0.9 28 0% L
Ruger LCR .38 Special (2d4+1/-1) Cyl:5 FB 25’ DAO T 0.8 32 0% L
Not affected by Error Range due to ammunition.
Ruger LCRx .38 Special (2d4+1/-1) Cyl:5 FB 25’ DA T 0.8 32 0% L
Not affected by Error Range due to ammunition.
Ruger KLCR-357 .357 Magnum Cyl:5 FB 25’ DAO T 1.1 40 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Ruger KLCRx-357 .357 Magnum Cyl:5 FB 25’ DA T 1.1 40 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
S&W M&P Compact 9mm 9x19mm (2d6/-2) Box:12|17:1 F B 1T 25’ PA S 1.3 30 0% L
Two 12 round magazines. Uses M&P 9mm magazines. +3 to Stealth to hide weapon.
S&W M&P Compact 45 ACP .45 ACP (3d4+2/-4) Box:8:2 F B 1T 25’ PA S 1.6 33 0% L
Two 8 round magazines.
S&W M&P Compact 40 S&W .40 S&W (3d4/-3) Box:10|15:2 F B 1T 25’ PA S 1.3 28 0% L
Two 10 round magazines. Uses M&P .40 magazines. +3 to Stealth to hide weapon.
S&W M&P Compact 357 SIG .357 SIG (2d6+2/-3) Box:10|15:2 F B 1T 30’ PA S 1.4 35 0% L
Two 10 round magazines. Uses M&P .40 magazines. +3 to Stealth to hide weapon.
S&W M&P 340 2” .357 Magnum Cyl:5 FB 25’ DAO T 0.9 42 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Smith & Wesson Model 632 .327 Fed Mag Cyl:6 FB 30’ DA S 1.5 35 0% L
2” (2d6+1/-2)
Not affected by Error Range due to ammunition.
Sig-Sauer P224 9x19mm (2d6/-2) Box:12:2/14:3 FB 25’ DA/SA T 2.1 30 0% L
Two 12 round magazines. +1 Mastercraft.
Sig-Sauer P224 .40 S&W (3d4/-3) Box:10:2/12:3 FB 25’ DA/SA T 2.1 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 10 round magazines. Uses
P224 .40 magazines. +1 Mastercraft.
Sig-Sauer P245 .45 ACP (3d4+2/-4) Box:6|8|10:2 FB 25’ DA/SA T 1.8 28 0% L
Two 6 round magazines. +1 Mastercraft.

Table 127: Expensive Modern Backup Handguns, Cont


160

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Sig-Sauer P320 Subcompact 9x19mm (2d6/-2) Box:12|15|17:2/21:3 FB 30’ PA S 1.6 36 0% L
Two 12 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P320 can be constructed using the
kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P320 Subcompact .40 S&W (3d4/-3) Box:10|13|14:2/18:3 FB 30’ PA S 1.6 36 0% L
Two 10 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P320 can be constructed using the kit,
but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P320 Subcompact .357 SIG (2d6+2/-3) Box:10|13|14:2/18:3 FB 30’ PA S 1.6 36 0% L
Two 10 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .357 P320 can be constructed using the kit,
but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P320 Subcompact .45 ACP (3d4+2/-4) Box:6|9|10:2 FB 25’ PA S 1.6 36 0% L
Two 6 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P320 can be constructed using
the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer Ultra .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.8 44 0% L
Two 7 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon. +1 Mastercraft.
Springfield Armory 1911 EMP 9x19mm (2d6/-2) Box:9:1|10:2 FB 35’ SA S 1.6 40 0% L
Three 9 round magazines. +1 to Stealth to hide weapon.
Springfield Armory 1911 EMP .40 S&W (3d4/-3) Box:8:1|9:2 FB 35’ SA S 1.6 40 0% L
Three 8 round magazines. +1 to Stealth to hide weapon.
Springfield Armory Range .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.2 32 0% L
Officer Compact
Two 7 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon.
Springfield Armory Range 9x19mm (2d6/-2) Box:8|9|10:1 FB 30’ SA S 2.2 32 0% L
Officer Compact
Two 8 round magazines. Uses 1911 9mm magazines. +3 to Stealth to hide weapon.
Taurus Model 454, 2” .454 Casull (3d6+2/-5) Cyl:5 FB 25’ DA S 3.0 45 0% L
or .45 Long Colt
(2d6+3/-3)
Not affected by Error Range due to ammunition.
Taurus Public Defender .45 Long Colt Cyl:5 FB 20’ DA S 1.8 32 0% L
(2d6+3/-3) or .410 Bore
(3d4+1/-3)
+1 to Stealth to hide weapon. Not affected by Error Range due to ammunition.
Tanfoglio Witness Compact 9x19mm (2d6/-2) Box:14|17:1/23:3 F B 1T 30’ DA/SA S 1.8 30 0% L
Two 14 round magazines. Uses Witness 9mm magazines. +1 to Stealth to hide weapon.
Tanfoglio Witness Compact See Text Box:12|14:1/19:3 F B 1T 30’ DA/SA S 1.8 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or 10mm Auto (2d6+4/-4). Two 12 round magazines. Uses
Witness .40 S&W magazines. +1 to Stealth to hide weapon.
Tanfoglio Witness Compact .45 ACP (3d4+2/-4) Box:8|10:1/19:3 F B 1T 30’ DA/SA S 1.8 30 0% L
Two 8 round magazines. Uses Witness .45 ACP magazines. -1 to Stealth to hide weapon.
Walther PPS 9x19mm (2d6/-2) Box:6:1/7:2/8:3 FB 25’ PA S 1.2 30 0% L
Two 6 round magazines. +3 to Stealth to hide weapon.
Walther PPS .40 S&W (3d4/-3) Box:5:1/6:2/7:3 FB 25’ PA S 1.3 30 0% L
Two 5 round magazines. +3 to Stealth to hide weapon.
Wilson Combat Sentinel 9x19mm (2d6/-2) Box:8|9|10:1 FB 30’ SA S 1.9 160 0% L
Precision Barrel and two 8 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Wilson Combat Super .38 Super (3d4+3/-4) Box:8|9|10:1 FB 30’ SA S 1.6 180 0% L
Sentinel or
.38 ACP (2d6+1/-3)
Precision Barrel and two 8 round magazines. Uses 1911 .38 magazines.+2 Mastercraft.
Wilson Combat Ms. Sentinel 9x19mm (2d6/-2) Box:8|9|10:1 FB 30’ SA S 1.6 189 0% L
Precision Barrel and two 8 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.

Table 128: Expensive Modern Backup Handguns, Cont


161

Modern Full Size Handguns Full-size handguns usually serve as the duty weapons of most military forces and law enforcement
officers around the world. They’re built for effectiveness over concealment, with bulky utilitarian frames, heavy grips, and high
ammunition capacities. Full-size handguns go well with any holster that they can fit in, but generally are put in belt holsters, tactical
holsters, and shoulder holsters
Full-size handguns do not necessarily have to meet the concealable issue that backup and holdout handguns have, therefore are
generally larger and possess plenty of ammunition to have an extended fight with. The downsides are that they do shoot handgun
ammunition, and are weak when compared to rifles and shotguns. Full sized handguns should be used when concealment is not a
large issue, but a full sized rifle or shotgun would be unwieldy to use, or too heavy to carry. When used with longarms, they should
supplement the weapon, particularity as a backup gun.

Cheap Modern-day Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Hardballer Government .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 15 10% L
Two 7 round magazines. Uses 1911 magazines.
Arcus DAC 9x19mm (2d6/-2) Box:13:3 FB 30’ SA S 2.1 14 5% L
Two 13 round magazines. Uses Browning Hi-Power magazines.
Canik MKEK 9x19mm (2d6/-2) Box:17:2 FB 30’ DA/SA S 3.0 16 5% L
Two 17 round magazines.
Canik MKEK .40 S&W (3d4/-3) Box:13:2 FB 30’ DA/SA S 3.0 16 5% L
Two 13 round magazines.
Rock Island Armory 1911-A1FS .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 15 5% L
Two 8 round magazines. Uses 1911 magazines.
Ruger P89 9x19mm (2d6/-2) Box:15:1/20:2/30:3 FB 35’ DA/SA S 2.0 15 5% L
Fortified Frame. Two 15 round magazines. Uses P89 magazines.
Ruger 9E 9x19mm (2d6/-2) Box:17:1 F B 1T 30’ PA S 1.7 16 0% L
One 17 round magazine.
Ruger Security Six .357 Magnum Cyl:6 FB 30’ DA S 2.1 15 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Sig-Sauer P250 Compact 9x19mm (2d6/-2) Box:15|17:2/21:3 F B 1T 35’ DAO S 1.6 15 0% L
Two 15 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P250 can be constructed using the
kit, but only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P250 Compact .40 S&W (3d4/-3) Box:13|14:2/18:3 F B 1T 35’ DAO S 1.6 15 0% L
Two 13 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P250 can be constructed using the kit,
but only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon
Sig-Sauer P250 Compact .357 SIG (2d6+2/-3) Box:13|14:2/18:3 F B 1T 35’ DAO S 1.6 15 0% L
Two 13 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .357 P250 can be constructed using the kit,
but only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P250 Compact .45 ACP (3d4+2/-4) Box:9|10:2 F B 1T 30’ DAO S 1.6 15 0% L
Two 9 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P250 can be constructed using the kit,
but only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P250 Full Size 9x19mm (2d6/-2) Box:17:2/21:3 F B 1T 35’ DAO S 1.8 15 0% L
Two 17 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P250 can be constructed using the
kit, but only one at a time. This change takes 15 minutes.
Sig-Sauer P250 Full Size .40 S&W (3d4/-3) Box:14:2/18:3 F B 1T 35’ DAO S 1.8 15 0% L
Two 14 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P250 can be constructed using the kit,
but only one at a time. This change takes 15 minutes.
Sig-Sauer P250 Full Size .357 SIG (2d6+2/-3) Box:14:2/18:3 F B 1T 35’ DAO S 1.8 15 0% L
Two 14 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .357 P250 can be constructed using the kit,
but only one at a time. This change takes 15 minutes.
Sig-Sauer P250 Full Size .45 ACP (3d4+2/-4) Box:10:2 F B 1T 30’ DAO S 1.8 15 0% L
Two 10 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P250 can be constructed using the kit,
but only one at a time. This change takes 15 minutes.

Table 129: Cheap Modern Full Size Handguns


162

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
S&W Model 13 4” .357 Magnum Cyl:6 FB 30’ DA S 1.9 12 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
S&W SD9VE 9x19mm (2d6/-2) Box:16:1 F B 1T 35’ PA S 1.5 16 5% L
Two 16 round magazines.
S&W SD40VE .40 S&W (3d4/-3) Box:14:1 F B 1T 30’ PA S 1.5 16 5% L
Two 14 round magazines.
Taurus Model 65 .357 Magnum Cyl:6 FB 30’ DA S 2.4 12 5% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.

Table 130: Cheap Modern Full Size Handguns, Cont


163

Mid-range Modern Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Benelli Model B-76 9x19mm (2d6/-2) Box:8:2 FB 35’ DA/SA S 2.1 25 0% L
One 8 round magazine. +1 to Stealth to hide weapon.
Beretta 92FS 9x19mm (2d6/-2) Box:15|17:1/30:2/20:3 FB 35’ DA/SA S 2.1 22 0% L
Two 15 round magazines. Uses 92FS magazines. -1 to Stealth to hide weapon.
Beretta 92A1 9x19mm (2d6/-2) Box:15|17:1/30:2/20:3 F B 1T 35’ DA/SA S 2.1 30 0% L
Two 15 round magazines. Uses 92FS magazines. -1 to Stealth to hide weapon.
Beretta 96FS .40 S&W (3d4/-3) Box:11|13:1/15:2 FB 30’ DA/SA S 2.1 22 0% L
Two 11 round magazines. Uses 96FS magazines. -1 to Stealth to hide weapon.
Beretta 96A1 .40 S&W (3d4/-3) Box:11|13:1/15:2 F B 1T 30’ DA/SA S 2.1 30 0% L
Two 11 round magazines. Uses 96FS magazines. -1 to Stealth to hide weapon.
Beretta 8000 Cougar 9x19mm (2d6/-2) Box:15:1 FB 35’ DA/SA S 1.9 25 0% L
Two 15 round magazines.
Beretta 8357 Cougar .357 SIG (2d6+2/-3) Box:11:1 FB 40’ DA/SA S 2.1 26 0% L
Two 11 round magazines. Uses 8040 magazines.
Beretta 8040 Cougar .40 S&W (3d4/-3) Box:11:1 FB 30’ DA/SA S 2.1 26 0% L
Two 11 round magazines. Uses 8040 magazines.
Beretta 8045 Cougar .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 2.2 26 0% L
Two 8 round magazines. Uses 8045 magazines.
Beretta Px4 Storm 9x19mm (2d6/-2) Box:17:2/20:3 F B 1T 35’ DA/SA S 1.9 25 0% L
Two 17 round magazines. Uses Px4 9mm magazines.
Beretta Px4 Storm .40 S&W (3d4/-3) Box:14|17:2 F B 1T 30’ DA/SA S 1.9 25 0% L
Two 14 round magazines. Uses Px4 .40 magazines.
Beretta Px4 Storm .45 ACP (3d4+2/-4) Box:9|10:2 F B 1T 30’ DA/SA S 1.9 25 0% L
Two 9 round magazines.
Bersa Thunder Pro High Capacity 9x19mm (2d6/-2) Box:17:1 F B 1T 35’ DA/SA S 1.9 22 0% L
Two 17 round magazines.
Bersa Thunder Pro High Capacity .40 S&W (3d4/-3) Box:13:1 F B 1T 30’ DA/SA S 1.9 22 0% L
Two 13 round magazines.
Browning Hi-Power 9x19mm (2d6/-2) Box:13:3 FB 35’ SA S 2.2 25 0% L
Two 13 round magazines. Uses Browning Hi-Power magazines.
Browning Hi-Power .40 S&W (3d4/-3) Box:10:3 FB 30’ SA S 2.2 25 0% L
Two 10 round magazines. Uses Browning Hi-Power .40 Magazines.
Browning Hi-Power .357 SIG (2d6+2/-3) Box:10:3 FB 30’ SA S 2.2 27 0% L
Two 10 round magazines. Uses Browning Hi-Power .40 Magazines.
Colt Delta Elite 10mm Auto (2d6+4/-4) Box:8:2 FB 30’ SA S 2.4 35 0% L
Two 8 round magazines. Uses 1911 10mm magazines.
Colt Government 70 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 30 0% L
One 7 round magazine. Uses 1911 magazines.
Colt Government 70 .38 Super (3d4+3/-4) Box:9:1/10:2 FB 35’ SA S 2.4 35 0% L
One 9 round magazine. Uses 1911 .38 magazines.
CZ 75 9x19mm (2d6/-2) Box:16:1/19|25:2 FB 35’ DA/SA S 2.4 25 0% L
Two 16 round magazines. Uses CZ 75 magazines.
CZ 75 .40 S&W (3d4/-3) Box:12:1/14:2 FB 30’ DA/SA S 2.4 26 0% L
Two 12 round magazines. Uses CZ 75 .40 magazines.
CZ 97 .45 ACP (3d4+2/-4) Box:10:1 FB 30’ DA/SA S 2.5 26 0% L
Two 10 round magazines.
FN FNS-9 Compact 9x19mm (2d6/-2) Box:12|17:1 F B 1T 30’ PA S 1.5 26 0% L
Three 12 round magazines. Uses FNS/FNX-9 magazines. +3 to Stealth to hide weapon.
FN FNX-9 9x19mm (2d6/-2) Box:17:2 F B 1T 35’ DA/SA S 1.3 30 0% L
Three 17 round magazines. Uses FNS/FNX-9 magazines.
FN FNS-9 9x19mm (2d6/-2) Box:17:2 F B 1T 35’ PA S 1.6 29 0% L
Three 17 round magazines. Uses FNS/FNX-9 magazines.
FN FNX-40 .40 S&W (3d4/-3) Box:14:1 F B 1T 30’ DA/SA S 1.6 26 0% L
Three 14 round magazines. Uses FNS/FNX-40 magazines.
FN FNS-40 .40 S&W (3d4/-3) Box:14:1 F B 1T 30’ PA S 1.7 29 0% L
Three 14 round magazines. Uses FNS/FNX-40 magazines.

Table 131: Mid-range Modern Full Size Handguns


164

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
FN FNS-40 Compact .40 S&W (3d4/-3) Box:10|14:1 F B 1T 30’ PA S 1.4 27 0% L
Three 10 round magazines. Uses FNS/FNX-40 magazines. +3 to Stealth to hide weapon.
FN FNX-45 .45 ACP (3d4+2/-4) Box:15:1 F B 1T 30’ DA/SA S 2.0 28 0% L
Three 15 round magazines. Uses FNX-45 magazines. -2 to Stealth to hide weapon.
Glock 17 9x19mm (2d6/-2) Box:17|19:1/33:2 F B 1T 35’ PA S 1.4 20 0% L
Two 17 round magazines. Uses Glock 26 magazines.
Glock 19 9x19mm (2d6/-2) Box:15|17|19:1/33:2 F B 1T 35’ PA S 1.3 19 0% L
Two 15 round magazines. Uses Glock 26 magazines. +1 to Stealth to hide weapon.
Glock 20 10mm Auto (2d6+4/-4) Box:15|17:1/33:3 F B 1T 40’ PA S 1.7 21 0% L
Two 15 round magazines. Uses Glock 29 magazines. -1 to Stealth to hide weapon.
Glock 21 .45 ACP (3d4+2/-4) Box:13:1/27:2 F B 1T 30’ PA S 1.6 21 0% L
Two 13 round magazines. Uses Glock 30 magazines. -1 to Stealth to hide weapon.
Glock 22 .40 S&W (3d4/-3) Box:15|17|19|24:1/31:2 F B 1T 30’ PA S 1.4 22 0% L
Two 15 round magazines. Uses Glock 27 magazines.
Glock 23 .40 S&W (3d4/-3) Box:13|15|17|19|24:1/31:2 F B 1T 30’ PA S 1.3 22 0% L
Two 13 round magazines. Uses Glock 27 magazines. +1 to Stealth to hide weapon.
Glock 25 .380 ACP (2d4/-1) Box:15:1 F B 1T 30’ PA S 1.3 21 0% L
Two 15 round magazines. Uses Glock 28 magazines. +1 to Stealth to hide weapon.
Glock 31 .357 SIG (2d6+2/-3) Box:15:1 F B 1T 35’ PA S 1.4 21 0% L
Two 15 round magazines. Uses Glock 33 magazines.
Glock 32 .357 SIG (2d6+2/-3) Box:13|15:1 F B 1T 35’ PA S 1.3 24 0% L
Two 13 round magazines. Uses Glock 33 magazines. +1 to Stealth to hide weapon.
Glock 37 .45 GAP (3d4+2/-4) Box:10:1 F B 1T 30’ PA S 1.6 19 0% L
Two 10 round magazines. Uses Glock 39 magazines.
Glock 38 .45 GAP (3d4+2/-4) Box:8|10:1 F B 1T 30’ PA S 1.5 19 0% L
Two 8 round magazines. Uses Glock 39 magazines. +1 to Stealth to hide weapon.
IMI Jericho 941 “Baby Eagle” .40 S&W (3d4/-3) Box:12:1/14:2 FB 30’ DA/SA S 2.0 20 0% L
Two 12 round magazines. Uses CZ 75 .40 magazines.
IMI Jericho 941 “Baby Eagle” 9x19mm (2d6/-2) Box:16:1/19|25:2 FB 30’ DA/SA S 2.2 20 0% L
Two 16 round magazines. Uses CZ 75 magazines.
Rock Island Armory 1911-A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.5 18 0% L
Tactical
One 8 round magazine. Uses 1911 magazines.
Rock Island Armory 1911-A1FS .38 Super (3d4+3/-4) Box:9:1 FB 35’ SA S 2.4 24 5% L
One 9 round magazine. Uses 1911 .38 magazines.
Ruger GP100 .357 Magnum Cyl:6 FB 35’ DA S 2.2 19 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Fortified Frame. Not affected by Error Range due to ammunition.
Ruger P90 .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 2.3 18 5% L
Fortified Frame. Two 8 round magazines.
Ruger P91 .40 S&W (3d4/-3) Box:10:1 FB 30’ DA/SA S 2.0 17 5% L
Fortified Frame. Two 10 round magazines.
Ruger Single Seven .327 Fed Mag Cyl:7 FB 35’ SA S 2.1 30 0% L
(2d6+1/-2)
Fortified Frame. Not affected by Error Range due to ammunition.
S&W Model 686 4” .357 Magnum Cyl:6 FB 35’ DA S 2.4 24 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
S&W Model 1006 10mm Auto (2d6+4/-4) Box:9:1 FB 40’ DA/SA S 2.8 28 0% L
Fortified Frame. Two 9 round magazines. Uses 1006 magazines.
S&W Model 4006 .40 S&W (3d4/-3) Box:11:1 FB 30’ DA/SA S 2.5 25 0% L
Fortified Frame. Two 11 round magazines. Uses 4006 magazines.
S&W Model 4046 .40 S&W (3d4/-3) Box:11:1 FB 30’ DAO S 2.5 25 0% L
Fortified Frame. Two 11 round magazines. Uses 4006 magazines.
S&W Model 4506 .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 2.6 24 0% L
Fortified Frame. Two 8 round magazines. Uses 4516 magazines.

Table 132: Mid-range Modern Full Size Handguns, Cont


165

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
S&W Model 4516 .45 ACP (3d4+2/-4) Box:7|8:1 FB 30’ DA/SA S 2.4 24 0% L
Fortified Frame. Two 7 round magazines. Uses 4516 magazines.
S&W Model 5906 9x19mm (2d6/-2) Box:15:1/20:2/30:5 FB 35’ DA/SA S 2.4 23 0% L
Fortified Frame. Two 15 round magazines. Uses 6906 magazines.
S&W Model 5946 9x19mm (2d6/-2) Box:15:1/20:2/30:5 FB 35’ DAO S 2.4 23 0% L
Fortified Frame. Two 15 round magazines. Uses 6906 magazines.
S&W M&P 9mm 9x19mm (2d6/-2) Box:17:1 F B 1T 35’ PA S 1.5 28 0% L
Two 17 round magazines. Uses M&P 9mm magazines.
S&W M&P 40 .40 S&W (3d4/-3) Box:15:1 F B 1T 30’ PA S 1.5 28 0% L
Two 15 round magazines. Uses M&P .40 magazines.
S&W Model 696 3” .44 Special (1d6+6/-4) Cyl:5 FB 30’ DA S 2.4 30 0% L
Not affected by Error Range due to ammunition.
S&W Model 19 4” .357 Magnum Cyl:6 FB 35’ DA S 2.4 30 0% L
(3d4+3/-4) or
.38 Special
(2d4+1/-1)
Not affected by Error Range due to ammunition.
Sig-Sauer P220 .45 ACP (3d4+2/-4) Box:8|10:2 FB 30’ DA/SA S 1.8 27 0% L
Two 8 round magazines.
Sig-Sauer P220 10mm Auto (2d6+4/-4) Box:8|10:2 FB 30’ DA/SA S 1.8 29 0% L
Two 8 round magazines.
Sig-Sauer P225 9x19mm (2d6/-2) Box:8:2 FB 30’ DA/SAS S 1.6 29 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
Sig-Sauer P226 9x19mm (2d6/-2) Box:15|20:2 F B 1T 35’ DA/SA S 2.0 30 0% L
Two 15 round magazines. Uses P226 9mm magazines. -1 to Stealth to hide weapon.
Sig-Sauer P226 See Text Box:12|15:2 F B 1T 35’ DA/SA S 2.0 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 15 round magazines. Uses P226 .40
magazines. -1 to Stealth to hide weapon.
Sig-Sauer P228 9x19mm (2d6/-2) Box:13|15:2 FB 30’ DA/SA S 1.8 28 0% L
Two 13 round magazines.
Sig-Sauer P229 9x19mm (2d6/-2) Box:15:2 FB 30’ DA/SA S 2.1 30 0% L
Two 15 round magazines.
Sig-Sauer P229 See Text Box:12:2 FB 30’ DA/SA S 2.1 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 12 round magazines. Uses P229 .40
magazines.
Springfield Armory XD, 4” 9x19mm (2d6/-2) Box:16:1 F B 1T 35’ PA S 1.8 20 0% L
Two 16 round magazines.
Springfield Armory XD, 4” See Text Box:12:1 F B 1T 30’ PA S 1.8 20 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 12 round magazines.
Uses XD .40 magazines.
Springfield Armory XD, 4.5” 10mm Auto (2d6+4/-4) Box:15:1 F B 1T 35’ PA S 1.8 20 0% L
Two 12 round magazines. Uses XD 10mm magazines.
Springfield Armory XD, 4” .45 ACP (3d4+2/-4) Box:13:1 F B 1T 30’ PA S 1.9 20 0% L
Two 13 round magazines. -1 to Stealth to hide weapon.
Steyr Model M40 .40 S&W (3d4/-3) Box:12:1 F B 1T 30’ PA S 1.7 22 0% L
Two 12 round magazines. +1 to Stealth to hide weapon.
Steyr Model M357 .357 SIG (2d6+2/-3) Box:12:1 F B 1T 30’ PA S 1.7 22 0% L
Two 12 round magazines. Uses Steyr M40 magazines. +1 to Stealth to hide weapon.
Steyr Model M9 9x19mm (2d6/-2) Box:15:1/17:2 F B 1T 35’ PA S 1.6 22 0% L
Two 15 round magazines. +1 to Stealth to hide weapon.
Taurus PT92AF 9x19mm (2d6/-2) Box:15|17:1/30:2 FB 30’ DA/SA S 2.1 17 5% L
Two 15 round magazines. -1 to Stealth to hide weapon.

Table 133: Mid-range Modern Full Size Handguns, Cont


166

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Taurus PT100 .40 S&W (3d4/-3) Box:11:1/15:2 FB 30’ DA/SA S 2.1 20 5% L
Two 11 round magazines. -1 to Stealth to hide weapon.
Taurus Model 1911 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 23 0% L
Two 8 round magazines. Uses 1911 magazines.
Taurus Model 450 .45 Long Colt Cyl:5 FB 35’ DA S 1.2 17 0% L
(2d6+3/-3)
Not affected by Error Range due to ammunition.
Taurus Model 454, 4” .454 Casull (3d6+2/-5) Cyl:5 FB 40’ DA S 3.2 25 0% L
or .45 Long Colt
(2d6+3/-3)
Not affected by Error Range due to ammunition.
Taurus Judge .45 Long Colt Cyl:5 FB 30’ DA S 1.8 24 0% L
(2d6+3/-3) or .410 Bore
(3d4+1/-3)
Not affected by Error Range due to ammunition.
Taurus Model 66 .357 Magnum Cyl:7 FB 35’ DA S 2.4 25 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. -1 to Stealth to hide weapon.
Taurus Model 82 .38 Special (2d4+1/-1) Cyl:6 FB 35’ DA S 2.0 19 0% L
Not affected by Error Range due to ammunition.
Taurus Model 617 .357 Magnum Cyl:7 FB 25’ DA S 1.8 19 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. -1 to Stealth to hide weapon.
Taurus Model 817 .38 Special (2d4+1/-1) Cyl:7 FB 25’ DA S 1.3 22 0% L
Not affected by Error Range due to ammunition. -1 to Stealth to hide weapon.
Tanfoglio Witness Full Size See Text Box:17:1/23:3 F B 1T 35’ DA/SA S 2.0 30 0% L
This firearm can be purchased in one of the following calibers: 9x19mm (2d6/-2) or .38 Super (3d4+3/-4). Two 17 round magazines. Uses
Witness 9mm magazines. -1 to Stealth to hide weapon.
Tanfoglio Witness Full Size See Text Box:14:1/19:3 F B 1T 35’ DA/SA S 2.0 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or 10mm Auto (2d6+4/-4). Two 14 round magazines. Uses
Witness .40 S&W magazines. -1 to Stealth to hide weapon.
Tanfoglio Witness Full Size .45 ACP (3d4+2/-4) Box:10:1/19:3 F B 1T 35’ DA/SA S 2.0 30 0% L
Two 10 round magazines. Uses Witness .45 ACP magazines. -1 to Stealth to hide weapon.
Walther P99 9x19mm (2d6/-2) Box:16:1 F B 1T 30’ PA S 1.4 27 0% L
Two 16 round magazines.
Walther P99 .40 S&W (3d4/-3) Box:12:1 F B 1T 30’ PA S 1.4 27 0% L
Two 12 round magazines.
MP-433 Grach 9x19mm (2d6/-2) Box:18:4 FB 30’ DAO S 2.1 28 0% L
Two 18 round magazines.

Table 134: Mid-range Modern Full Size Handguns, Cont


167

Expensive Modern-day Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AEK-906 9x18mm PM (2d4+1/-1) Cyl:6 FB 30’ DA S 1.7 41 0% L
Not affected by Error Range due to ammunition.
Bren 10 Special Forces 10mm Auto (2d6+4/-4) Box:11:4 FB 40’ SA S 2.4 60 0% L
One 11 round magazine. +1 Mastercraft.
Coonan Classic .357 Magnum (3d4+3/-4) or Box:7:3 FB 35’ SA S 2.6 60 0% L
.38 Special (2d4+1/-1)
One 7 round magazine. +1 Mastercraft.
Colt Python, 2½” .357 Magnum (3d4+3/-4) or Cyl:6 FB 25’ DA S 2.0 42 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Python, 4” .357 Magnum (3d4+3/-4) or Cyl:6 FB 40’ DA M 2.6 42 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Python, 6” .357 Magnum (3d4+3/-4) or Cyl:6 FB 50’ DA M 3.0 42 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Rail Gun .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 30’ SA S 2.4 45 0% L
One 7 round magazine. Uses 1911 magazines.
FN Five-seveN 5.7x28mm (3d4-1/-3) Box:20:3/30:4 F B 1T 30’ PA S 1.5 50 0% L
Three 20 round magazines.
FN FNX-45 Tactical .45 ACP (3d4+2/-4) Box:15:1 F B 1T 1O 35’ DA/SA S 2.8 40 0% L
Three 15 round magazines. Uses FNX-45 magazines. -2 to Stealth to hide weapon.
Freedom Arms Model 83 .500 WE (4d6+2/-6) Cyl:5 FB 50’ SA M 2.9 70 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Guncrafter Industries Model .50 GI (5d3+2/-5) Box:7:2 FB 45’ SA S 2.4 140 0% L
No. 1
One 7 round magazine, Uses 50GI magazines, -1 to Stealth to hide weapon
Guncrafter Industries Model .50 GI (5d3+2/-5) Box:7:2 F B 1T 45’ SA S 2.4 145 0% L
No. 2
One 7 round magazine, Uses 50GI magazines, -1 to Stealth to hide weapon
H&K HK45 .45 ACP (3d4+2/-4) Box:10:2 F B 1T 35’ DA/SA S 1.7 60 0% L
Two 10 round magazines. -1 to Stealth to hide weapon.
H&K HK45 Compact .45 ACP (3d4+2/-4) Box:8|10:2 F B 1T 30’ DA/SA S 1.6 58 0% L
Two 8 round magazines.
H&K UCP 4.6x30mm (3d4-1/-3) Box:20:3 F B 1T 30’ DA/SA S 1.8 40 0% L
Two 20 round magazines.
H&K USP 45 .45 ACP (3d4+2/-4) Box:12:2 F B 1T 30’ DA/SA S 1.9 40 0% L
Two 12 round magazines, -2 to Stealth to hide weapon.
H&K USP 40 .40 S&W (3d4/-3) Box:13:2 F B 1T 30’ DA/SA S 1.8 35 0% L
Two 13 round magazines.

Table 135: Expensive Modern Full Size Handguns


168

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
H&K USP 9 9x19mm (2d6/-2) Box:15:2 F B 1T 35’ DA/SA S 1.6 32 0% L
Two 15 round magazines.
H&K USP 45 Compact .45 ACP (3d4+2/-4) Box:8:2 F B 1T 30’ DA/SA S 1.8 38 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
H&K USP 9 Compact 9x19mm (2d6/-2) Box:13|15:2 F B 1T 35’ DA/SA S 1.6 31 0% L
Two 13 round magazines. Uses P30 9mm magazines. +1 to Stealth to hide weapon.
H&K USP 40 Compact .40 S&W (3d4/-3) Box:12|13:2 F B 1T 30’ DA/SA S 1.6 31 0% L
Two 12 round magazines. Uses P30 .40 magazines. +1 to Stealth to hide weapon.
H&K P30 9x19mm (2d6/-2) Box:15:2 F B 1T 35’ DA/SA S 1.4 46 0% L
Two 15 round magazines. Uses P30 9mm magazines. +1 to Stealth to hide weapon.
H&K P30 .40 S&W (3d4/-3) Box:13:2 F B 1T 30’ DA/SA S 1.5 46 0% L
Two 13 round magazines. Uses P30 .40 magazines. +1 to Stealth to hide weapon.
H&K P30L 9x19mm (2d6/-2) Box:15:2 F B 1T 40’ DA/SA S 1.4 47 0% L
Two 15 round magazines. Uses P30 9mm magazines. +1 to Stealth to hide weapon.
H&K P30L .40 S&W (3d4/-3) Box:13:2 F B 1T 35’ DA/SA S 1.5 47 0% L
Two 13 round magazines. Uses P30 .40 magazines. +1 to Stealth to hide weapon.
H&K P2000 9x19mm (2d6/-2) Box:13:2 F B 1T 30’ DA/SA S 1.5 45 0% L
Two 13 round magazines. Uses P30 9mm magazines. +1 to Stealth to hide weapon.
H&K P2000 .40 S&W (3d4/-3) Box:12:2 F B 1T 30’ DA/SA S 1.5 45 0% L
Two 12 round magazines. Uses P30 .40 magazines. +1 to Stealth to hide weapon.
H&K P2000 .357 SIG (2d6+2/-3) Box:12:2 F B 1T 30’ DA/SA S 1.5 45 0% L
Two 12 round magazines. Uses P30 .40 magazines. +1 to Stealth to hide weapon.
H&K VP9 9x19mm (2d6/-2) Box:15:2 F B 1T 35’ PA S 1.6 45 0% L
Two 15 round magazines. Uses P30 9mm magazines.
HK VP40 .40 S&W (3d4/-3) Box:13:2 F B 1T 30’ PA S 1.6 45 0% L
Two 13 round magazines. Uses P30 .40 magazines.
Korth Pistol 9x19mm (2d6/-2) Box:10:8 FB 60’ SA S 2.1 250 0% L
One 10 round magazine. +1 Mastercraft.
Korth Revolver .357 Magnum (3d4+3/-4) or Cyl:6 FB 65’ DA S 2.3 195 0% L
.38 Special (2d4+1/-1)
Two 6 round speedloaders for .357 Magnum (3d4+3/-4)/.38 Special (2d4+1/-1). Not affected by Error Range due to ammunition. +1 Mastercraft.
Korth Revolver 9x19mm (2d6/-2) Cyl:6 FB 65’ DA S 2.3 195 0% L
Two 6 round speedloaders for 9x19mm. Not affected by Error Range due to ammunition. +1 Mastercraft.

Table 136: Expensive Modern Full Size Handguns, Cont


169

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Mateba Model 6 Unica .357 Magnum (3d4+3/-4) Cyl:6 FB 35’ DA S 1.9 50 0% L
or
.38 Special (2d4+1/-1)
Compensator and two 6 round speedloaders for .357 Magnum/.38 Special. +1 Mastercraft.
Mateba Model 6 Unica .44 Magnum (3d6/-4) or Cyl:6 FB 35’ DA S 1.9 50 0% L
.44 Special (1d6+6/-4)
Compensator and two 6 round speedloaders for .44 Magnum/.44 Special. +1 Mastercraft.
Mateba Model 6 Unica .454 Casull (3d6+2/-5) or Cyl:6 FB 35’ DA S 1.9 50 0% L
.45 Long Colt (2d6+3/-3)
Compensator and two 6 round speedloaders for .454 Casull/.45 Long Colt. +1 Mastercraft.
Naked Snake’s Custom 1911A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.6 180 0% L
Threaded precision barrel, high visibility sights, custom grip, beveled magazine well, and one 7 round magazine. Uses 1911 magazines.
+3 Grandmastercraft.
Norinco QSZ-92 9x19mm (2d6/-2) Box:15:2 FB 30’ DAO S 1.6 45 0% L
One 15 round magazine
Para-Ordnance Black Ops .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 35’ SA S 39 48 0% L
Two 8 round magazines. Uses 1911 magazines.
Para-Ordnance Black Ops 9x19mm (2d6/-2) Box:18:1 F B 1T 35’ SA S 2.4 48 0% L
Recon
Two 18 round magazines. Uses P18 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P14.45 .45 ACP (3d4+2/-4) Box:14:2 FB 30’ SA S 2.5 48 0% L
Limited
Two 14 round magazines. Uses P14 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P18.9 Limited 9x19mm (2d6/-2) Box:18:2 FB 35’ SA S 2.5 48 0% L
Two 18 round magazines. Uses P18 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P16.40 .40 S&W (3d4/-3) Box:16:2 FB 30’ SA S 2.5 48 0% L
Limited
Two 16 round magazines. Uses P16 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P14.45 .45 ACP (3d4+2/-4) Box:14:2 F B 1T 30’ SA S 2.6 71 0% L
Tactical
Two 14 round magazines, Uses P14 magazines. -2 to Stealth to hide weapon.
Para-Ordnance Elite .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 60 0% L
Precision barrel and two 8 round magazines. Uses 1911 magazines. +1 Mastercraft.
Para-Ordnance GI Expert .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 34 0% L
Two 8 round magazines. Uses 1911 magazines.
Para-Ordnance GI Expert 9x19mm (2d6/-2) Box:8|10:1 FB 35’ SA S 2.4 34 0% L
Two 10 round magazines. Uses 1911 9mm magazines.
RIA Ultra FS 10mm Auto (2d6+4/-4) Box:8|9:2 FB 40’ SA S 2.4 33 0% L
Two 8 round magazines. Uses 1911 10mm magazines.
Rock Island Armory 22 TCM .22 TCM (2d3+3/-1) or Box:17:2 F B 1T 35’ SA S 2.5 35 0% L
Standard 9x19mm (2d6/-2)*
9x19mm barrel and one 17 round magazine. Uses .22 TCM magazines. This weapon can also use 9mm with a barrel change. It takes 1
minute to change barrels. -2 to Stealth to hide weapon.
Rock Island Armory 22 TCM .22 TCM (2d3+3/-1) or Box:17:2 F B 1T 30’ SA S 2.5 32 0% L
Midsized 9x19mm (2d6/-2)*
9x19mm barrel and one 17 round magazine. Uses .22 TCM magazines. This weapon can also use 9mm with a barrel
change. It takes 1 minute to change barrels. -1 to Stealth to hide weapon.
Ruger GP100 .327 Fed Mag (2d6+1/-2) Cyl:7 FB 35’ DA S 2.2 22 0% L
Fortified Frame. Not affected by Error Range due to ammunition.
Ruger Vaquero .357 Magnum (3d4+3/-4) Cyl:6 FB 40’ SA S 2.8 34 0% L
or .38 Special (2d4+1/-1)
Fortified Frame. Not affected by Error Range due to ammunition.
Ruger Vaquero .45 Long Colt (2d6+3/-3) Cyl:6 FB 40’ SA S 2.5 36 0% L
Fortified Frame. Not affected by Error Range due to ammunition.

Table 137: Expensive Modern Full Size Handguns, Cont


170

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Ruger Super Blackhawk, 4” .44 Magnum (3d6/-4) Cyl:6 FB 35’ SA S 2.8 36 0% L
or .44 Special
(1d6+6/-4)
Fortified Frame. Not affected by Error Range due to ammunition. Can not use speed loaders.
Ruger SR1911 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 40 0% L
Two 7 round magazines.
S&W Model 29, 4” .44 Magnum (3d6/-4) Cyl:6 FB 45’ DA S 2.5 50 0% L
or .44 Special
(1d6+6/-4)
Not affected by Error Range due to ammunition.
S&W Model 625 4” .45 ACP (3d4+2/-4) Cyl:6 FB 30’ DA S 2.8 35 0% L
Not affected by Error Range due to ammunition.
S&W Model 627 5” .357 Magnum Cyl:8 FB 30’ DA S 2.4 47 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
S&W Model 610, 4” 10mm Auto (2d6+4/-4) Cyl:6 FB 35’ DA S 2.7 46 0% L
or .40 S&W (3d4/-3)
Not affected by Error Range due to ammunition.
S&W Model 4506 TSW .45 ACP (3d4+2/-4) Box:8:1 F B 1T 30’ DA/SA S 2.6 44 0% L
Fortified Frame. Two 8 round magazines. Uses 4516 magazines.
S&W Model 4516 TSW .45 ACP (3d4+2/-4) Box:7|8:1 F B 1T 30’ DA/SA S 2.4 44 0% L
Fortified Frame.Two 7 round magazines. Uses 4516 magazines.
S&W Model 4006 TSW .40 S&W (3d4/-3) Box:11:1 F B 1T 30’ DA/SA S 2.5 45 0% L
Fortified Frame. Two 11 round magazines. Uses 4006 magazines.
S&W Model 4046 TSW .40 S&W (3d4/-3) Box:11:1 F B 1T 30’ DAO S 2.5 45 0% L
Fortified Frame. Two 11 round magazines. Uses 4006 magazines.
S&W Model 5906 TSW 9x19mm (2d6/-2) Box:15:1/20:2/30:5 F B 1T 35’ DA/SA S 2.5 43 0% L
Fortified Frame. Two 15 round magazines. Uses 6906 magazines.
S&W Model 5946 TSW 9x19mm (2d6/-2) Box:15:1/20:2/30:5 F B 1T 35’ DAO S 2.5 43 0% L
Fortified Frame. Two 15 round magazines. Uses 6906 magazines.
S&W M&P357 SIG .357 SIG (2d6+2/-3) Box:15:1 F B 1T 30’ PA S 1.6 32 0% L
Two 15 round magazines. Uses M&P .40 magazines
S&W M&P45 .45 ACP (3d4+2/-4) Box:10:1 F B 1T 30’ PA S 1.8 34 0% L
Two 10 round magazines.
Sig-Sauer Tacops .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 59 0% L
Four 8 round magazines. Uses 1911 magazines
Sig-Sauer Nitron .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 50 0% L
Four 8 round magazines. Uses 1911 magazines
Sig-Sauer P320 Compact 9x19mm (2d6/-2) Box:15|17:2/21:3 F B 1T 35’ PA S 1.6 38 0% L
Two 15 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P320 can be constructed using the kit,
but only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P320 Compact .40 S&W (3d4/-3) Box:13|14:2/18:3 F B 1T 35’ PA S 1.6 38 0% L
Two 13 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon
Sig-Sauer P320 Compact .357 SIG (2d6+2/-3) Box:13|14:2/18:3 F B 1T 35’ PA S 1.6 38 0% L
Two 13 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .357 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P320 Compact .45 ACP (3d4+2/-4) Box:9|10:2 F B 1T 30’ PA S 1.6 38 0% L
Two 9 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P320 Full Size 9x19mm (2d6/-2) Box:17:2/21:3 F B 1T 35’ PA S 1.8 38 0% L
Two 17 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P320 can be constructed using the kit,
but only one at a time. This change takes 15 minutes.

Table 138: Expensive Modern Full Size Handguns, Cont


171

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Sig-Sauer P320 Full Size .40 S&W (3d4/-3) Box:14:2/18:3 F B 1T 35’ PA S 1.8 38 0% L
Two 14 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes.
Sig-Sauer P320 Full Size .357 SIG (2d6+2/-3) Box:14:2/18:3 F B 1T 35’ PA S 1.8 38 0% L
Two 14 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .357 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes.
Sig-Sauer P320 Full Size .45 ACP (3d4+2/-4) Box:10:2 F B 1T 30’ PA S 1.8 38 0% L
Two 10 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes.
Springfield Armory 1911A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 30’ SA S 2.6 42 0% L
Loaded Operator
Two 7 round magazines. Uses 1911 magazines.
Taurus Model 444 Ultra .44 Magnum (3d6/-4) Cyl:6 FB 30’ DA S 1.8 32 0% L
or .44 Special
(1d6+6/-4)
Not affected by Error Range due to ammunition.
Wilson Combat CQB .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 35’ SA S 2.8 160 0% L
Light-Rail Lightweight
Standard tactical flashlight, precision barrel and two 8 round magazines. Uses 1911 magazines. +2 Mastercraft.
Wilson Combat CQB 9x19mm (2d6/-2) Box:8|10:1 F B 1T 35’ SA S 2.8 160 0% L
Light-Rail Lightweight
Standard tactical flashlight, precision barrel and two 10 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Wilson Combat CQB .38 Super (3d4+3/-4) Box:9:1/10:2 F B 1T 35’ SA S 2.8 160 0% L
Light-Rail Lightweight or .38 ACP (2d6+1/-2)
Standard tactical flashlight, precision barrel and two 9 round magazines. Uses 1911 .38 magazines. +2 Mastercraft.
Wilson Combat Classic 9x19mm (2d6/-2) Box:8|10:1 FB 35’ SA S 2.4 150 0% L
Precision barrel and two 10 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Wilson Combat Classic .38 Super (3d4+3/-4) Box:9:1/10:2 FB 35’ SA S 2.4 150 0% L
or .38 ACP (2d6+1/-2)
Precision barrel and two 9 round magazines. Uses 1911 .38 magazines. +2 Mastercraft.
Wilson Combat Classic .40 S&W (3d4/-3) Box:9:1 FB 35’ SA S 2.4 150 0% L
Precision barrel and two 9 round magazines. Uses 1911 .40 magazines. +2 Mastercraft.
Wilson Combat Classic .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 150 0% L
Precision barrel and two 8 round magazines. Uses 1911 magazines. +2 Mastercraft.
Wilson Combat Pinnacle .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 55’ SA S 2.8 400 0% L
Box of.45 ACP match grade ammo, match barrel, detailing and three 8 round magazines. Uses 1911 magazines. +3 Grandmastercraft.
M47 Medusa See Text Cyl:6 F 25’ DA S 2.4 200 15% L
This firearm can chamber the following calibers: 9x19mm, .380 ACP, .38 ACP, .38 Super, .357 magnum, .38 Long Colt, .38 S&W, .32
ACP, 7.62 Tok, 7.63 Mau, .38 Special, and 9mm Japanese Revolver.

Table 139: Expensive Modern Full Size Handguns, Cont


172

Modern Target Handguns and Hunting Handguns A target handgun is a handgun that is built specifically for long or short
range target shooting, usually chambered in an inexpensive caliber, such as .22 Long Rifle. A hunting handgun is a large handgun
that shoots a large caliber bullet, usually used for hunting large game. Target handguns and hunting handguns are too big to conceal,
and go well with tactical holsters, and some slings.
Target handguns should not be pushed into service as a combat weapon unless absolutely necessary, as the calibers they fire are
generally weak in nature. Hunting handguns, on the other hand, are generally larger versions of full sized handguns, and can make
suitable combat handguns, even if somewhat unwieldy.
Some target handguns are simply cut down lever action rifles, that have extremely short barrels (for a rifle, but long for a handgun),
but still fire a full powered handgun cartridge.

Cheap Modern-day Target and Hunting Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Beretta U22 Neos, 4½” .22 Long Rifle (1d4/+0) Box:10:1 FBO 35’ SA S 1.9 11 0% L
Two 10 round magazines. Uses Neos magazines, -1 to Stealth to hide weapon.
Beretta U22 Neos, 6” .22 Long Rifle (1d4/+0) Box:10:1 FBO 45’ SA S 2.2 13 0% L
Two 10 round magazines. Uses Neos magazines, -2 to Stealth to hide weapon.
Beretta U22 Neos, 7½” .22 Long Rifle (1d4/+0) Box:10:1 FBO 60’ SA M 2.5 16 0% L
Two 10 round magazines. Uses Neos magazines.
Mosin-Nagant Obrez 7.62x54mmR (5d6+2/-7) Int:5 F 25’ Bolt M 3.8 8 0% L
A pair of earplugs. Not affected by Error Range due to ammunition.
Phoenix Arms HP22A .22 Long Rifle (1d4/+0) Box:10:1 F 30’ SA S 1.3 7 15% L
One 10 round magazine. Uses HP22 magazines.
Phoenix Arms HP22A Rangekit .22 Long Rifle (1d4/+0) Box:10:1 F 45’ SA S 1.4 10 15% L
One 10 round magazine. Uses HP22 magazines. -1 to Stealth to hide weapon.
Ruger Mark III MK6 .22 Long Rifle (1d4/+0) Box:10:1 FB 35’ SA S 2.3 13 0% L
Two 10 round magazines. -2 to Stealth to hide weapon.
Ruger 22/45 Mark III P4 .22 Long Rifle (1d4/+0) Box:10:1 FB 35’ SA S 1.9 15 0% L
Two 10 round magazines. -2 to Stealth to hide weapon.
S&W SW22 Victory .22 Long Rifle (1d4/+0) Box:10:1 FBO 50’ PA S 2.3 20 0% L
Threaded barrel and two 10 round magazines. -2 to Stealth to hide weapon.

Table 140: Cheap Modern Target & Hunting Handguns


173

Mid-range Modern-day Target and Hunting Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Hardballer Long .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 40’ SA M 2.9 25 5% L
Slide
One 7 round magazine. Uses 1911 magazines.
Beretta 87 .22 Long Rifle (1d4/+0) Box:10:1 FB 30’ DA/SA S 1.3 21 0% L
Two 10 round magazines. Uses Beretta 87 magazines.
Beretta 87 Target .22 Long Rifle (1d4/+0) Box:10:1 FB 30’ SA S 1.8 32 0% L
Two 10 round magazines. Uses Beretta 87 magazines. -2 to Stealth to hide weapon.
Cobray Lady’s Home .45-70 Government Int:12 F 30’ SA M 7.5 30 5% L
Companion (3d10/-6) or
.410 Bore (3d4+1/-3)
Glock 34 9x19mm (2d6/-2) Box:17|19|27:1/33:2 F B 1T 45’ PA M 1.4 23 0% L
Two 17 round magazines. Uses Glock 26 magazines.
Glock 35 .40 S&W (3d4/-3) Box:15|17|19|24:1/31:2 F B 1T 45’ PA M 1.5 25 0% L
Two 15 round magazines. Uses Glock 27 magazines.
Glock 40 10mm Auto (2d6+4/-4) Box:15|17:1/33:3 F B 1T 50’ PA M 1.8 32 0% L
Two 15 round magazines. Uses Glock 29 magazines. -1 to Stealth to hide weapon.
Glock 41 .45 ACP (3d4+2/-4) Box:13:1/27:2 F B 1T 45’ PA M 1.7 30 0% L
Two 13 round magazines, Uses Glock 30 magazines, -1 to Stealth to hide weapon.
Kel-Tec PMR-30 .22 WMR (2d4+2/-2) Box:30:1 F B O 40’ SA M 0.9 20 5% L
One 30 round magazine.
Kel-Tec CP33 .22 Long Rifle (1d4/+0) Box:33:1/50:2 F B O 40’ SA M 0.9 31 5% L
One 33 round magazine.
Rossi Shotgun Pistol 12 Gauge (5d6/-6) Int: 1 FBO 10’ SA M 3.2 27 0% L
This firearm can take shotgun barrel upgrades, and can not take handgun barrel upgrades. Pistol cut straight barrel. Not affected by Error
Range due to ammunition.
Rossi Ranch Hand See Text Int:6 FB 65’ Lever M 4.0 28 0% L
Lever Action Pistol
This firearm can be purchased in one of the following calibers: .45 Long Colt (2d6+3/-3),.44 Magnum (3d6/-4) and .44 Special (1d6+6/-4), or
.357 Magnum (3d4+3/-4) and .38 Special (2d4+1/-1) Not affected by Error Range due to ammunition.
Ruger Blackhawk .44 Magnum (3d6/-4) or Cyl:6 FB 30’ SA S 3.2 24 0% L
.44 Special (1d6+6/-4)
Fortified Frame. Not affected by Error Range due to ammunition. Can not use speed loaders.
Springfield Armory XD 9x19mm (2d6/-2) Box:16:1 F B 1T 45’ PA M 1.9 22 0% L
Tactical, 5”
Two 16 round magazines. Uses XD 9mm magazines.
Springfield Armory XD See Text Box:12:1 F B 1T 40’ PA M 2.0 22 0% L
Tactical, 5”
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 12 round magazines. Uses XD
.40 magazines.
Springfield Armory XD 10mm Auto (2d6+4/-4) Box:15:1 F B 1T 45’ PA M 2.0 30 0% L
Tactical, 5.25”
Three 15 round magazines. Uses XD 10mm magazines.
Springfield Armory XD .45 ACP (3d4+2/-4) Box:13:1 F B 1T 40’ PA M 2.0 22 0% L
Tactical, 5”
Two 13 round magazines. Uses XD .45 magazines.
Taurus Raging Bull .454 Casull (3d6+2/-5) or Cyl:5 FB 40’ DA M 3.2 25 0% L
.45 Long Colt (2d6+3/-3)
Not affected by Error Range due to ammunition.
Taurus Model 608 .357 Magnum (3d4+3/-4) Cyl:8 F B 1T 40’ DA M 3.2 35 0% L
or .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Taurus Model 44 .44 Magnum (3d6/-4) or Cyl:6 FB 45’ DA M 3.9 32 0% L
.44 Special (1d6+6/-4)
Not affected by Error Range due to ammunition.

Table 141: Midrange Modern Target & Hunting Handguns


174

Expensive Modern Target and Hunting Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Automag .44 AMP (3d6/-4) Box:7:2 FB 40’ SA S 3.6 50 0% L
Two 7 round magazines.
Benelli MP90S .22 Long Rifle (1d4/+0) Box:5|8:2 FB 40’ SA M 2.4 40 0% L
Two 5 round magazines.
Colt Anaconda, 4” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 35’ DA M 2.9 45 0% L
Special (1d6+6/-4)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Anaconda, 6” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 50’ DA M 3.3 48 0% L
Special (1d6+6/-4)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Anaconda, 8” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 65’ DA M 3.3 52 0% L
Special (1d6+6/-4)
Not affected by Error Range due to ammunition. +1 Mastercraft.
FN FNS-9 Longslide 9x19mm (2d6/-2) Box:17:2 F B 1T 55’ PA M 2.0 36 0% L
Three 17 round magazines. Uses FNS/FNX-9 magazines.
FN FNS-40 Longslide .40 S&W (3d4/-3) Box:14:1 F B 1T 50’ PA M 2.0 36 0% L
Three 14 round magazines. Uses FNS/FNX-40 magazines.
Glock 40 MOS 10mm Auto (2d6+4/-4) Box:15|17:1/33:3 F B 1T 50’ PA M 1.8 39 0% L
Two 15 round magazines. Uses Glock 29 magazines.
Hämmerli 150 .22 Long Rifle (1d4/+0) Int:1 FB 45’ SA M 2.5 50 0% L
Match barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
H&K Mk23 SOCOM .45 ACP (3d4+2/-4) Box:12:2 F B 1T 35’ DA/SA M 3.0 80 0% L
Threaded barrel. two 12 round magazines. +1 Mastercraft.
IMI Desert Eagle Mark VII .50 Action Express (3d6+2/-5) Box:7:2 FB 50’ SA M 4.4 45 0% L
Two 7 round magazines.
IMI Desert Eagle Mark VII .44 Magnum (3d6/-4) Box:8:2 FB 45’ SA M 3.9 45 0% L
Two 8 round magazines.
IMI Desert Eagle Mark VII .357 Magnum (3d4+3/-4) Box:9:2 FB 35’ SA M 3.9 45 0% L
Two 9 round magazines.
LAR Grizzly .45 Win Mag (3d6+1/-4) Box:7:4 FB 55’ SA M 3.2 38 0% L
Two 7 round magazines.
LAR Grizzly Mark I .357 Magnum (3d4+3/-4) Box:7:2 FB 35’ SA M 3.1 48 0% L
Two 7 round magazines.
LAR Grizzly Mark V .50 Action Express (3d6+2/-5) Box:7:2 FB 45’ SA M 3.1 57 0% L
Two 7 round magazines.
Magnum Research BFR .45-70 Government (3d10/-6) Cyl:5 FB 55’ SA M 4.3 50 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .30-30 Winchester (4d6+1/-5) Cyl:5 FB 60’ SA L 4.3 60 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .500 S&W Mag (7d6/-9) or Cyl:5 FB 60’ SA M 3.5 54 0% L
.500 S&W Spc (5d6+4/-8)
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .454 Casull (3d6+2/-5) or .45 Cyl:5 FB 55’ SA M 4.3 57 0% L
Long Colt (2d6+3/-3)
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .50 Action Express (3d6+2/-5) Cyl:5 FB 55’ SA M 4.3 60 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft.
Sig-Sauer P210 9x19mm (2d6/-2) Box:8:5 FB 55’ SA S 1.9 75 0% L
Two 8 round magazines, +2 Mastercraft.
Para Ordnance TS Elite 10mm Auto (2d6+4/-4) Box:8|9:2 F B 1T 45’ SA S 2.9 65 0% L
Hunter
Precision barrel and two 9 round magazines. Uses 1911 10mm magazines. +1 Mastercraft.
Pedersoli Howda .45 Long Colt (2d6+3/-3) or Int:2 FB 35’ SxS: M 3.0 80 0% L
.410 Bore (3d4+1/-3) Single/Double
Not affected by Error Range due to ammunition. Can be considered a break barrel shotgun for the purpose of feats. +1 Mastercraft.

Table 142: Expensive Modern Target & Hunting Handguns


175

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Ruger Redhawk, 6” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 50’ DA M 3.4 40 0% L
Special (1d6+6/-4)
Fortified Frame. Not affected by Error Range due to ammunition.
Ruger Redhawk, 2” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 30’ DA M 2.8 44 0% L
Special (1d6+6/-4)
Fortified Frame. Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Ruger Redhawk, 4” .45 Long Colt (2d6+3/-3) Cyl:6 FB 40’ DA M 2.9 39 0% L
Fortified Frame. Not affected by Error Range due to ammunition.
Ruger Redhawk, 4” .45 ACP (3d4+2/-4) Cyl:6 FB 40’ DA M 2.9 42 0% L
Fortified Frame. Not affected by Error Range due to ammunition.
S&W Model 500, 4” .500 S&W Mag (7d6/-9) or Cyl:5 FB 55’ DA M 3.5 45 0% L
.500 S&W Spc (5d6+4/-8)
Not affected by Error Range due to ammunition.
S&W Model 500, 8” .500 S&W Mag (7d6/-9) or Cyl:5 FB 80’ DA M 3.8 52 0% L
.500 S&W Spc (5d6+4/-8)
Compensator. Not affected by Error Range due to ammunition.
S&W Model 986, 5” 9x19mm (2d6/-2) Cyl:7 FB 65’ DA M 2.1 47 0% L
Not affected by Error Range due to ammunition.
S&W Governor .45 ACP (3d4+2/-4) or .45 Long Cyl:6 FB 30’ DA M 1.8 41 0% L
Colt (2d6+3/-3)/ or .410 Bore
(3d4+1/-3)
Not affected by Error Range due to ammunition.
S&W Model 27 83/8” .357 Magnum (3d4+3/-4) or Cyl:6 FB 70’ DA M 2.4 52 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
S&W Model 27 6” .357 Magnum (3d4+3/-4) or Cyl:6 FB 55’ DA S 2.3 49 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
S&W Model 610, 6” 10mm Auto (2d6+4/-4) or .40 Cyl:6 FB 35’ DA M 3.0 46 0% L
S&W (3d4/-3)
Not affected by Error Range due to ammunition.
Taurus Model 990 .22 Long Rifle (1d4/+0) Cyl:9 FB 40’ DA M 2.8 40 0% L
Tracker
Taurus Model 991 .22 WMR (2d4+2/-2) Cyl:9 FB 45’ DA M 2.8 40 0% L
Tracker
Ported Barrel.

Table 143: Expensive Modern Target & Hunting Handguns, Cont


176

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Thompson Center G2 See Text Int:1 FB 70’ Single M 3.5 40 0% L
Contender
This firearm can be purchased in one of the following calibers:.22 Long Rifle (1d4/+0), .22 WMR (2d4+2/-2), .17 HMR (1d4+2/-1), 5.7x28mm
(3d4-1/-3), 6.8 Remington SPC (5d4+3/-6), 7.63x25mm Mauser (2d8/-3), .327 Fed Mag (2d6+1/-2), .357 SIG (2d6+2/-3), 9x19mm (2d6/-2), .380 ACP
(2d4/-1), .30 Carbine (3d6+1/-4), .300 AAC BLK (4d6/-5), 7.62x39mm (4d6+2/-6), .40 S&W (3d4/-3), 10mm Auto (2d6+4/-4), .45 ACP (3d4+2/-4),.45
Win Mag (3d6+1/-4), .45 Long Colt (2d6+3/-3) or .410 Bore (3d4+1/-3), .30-30 Winchester (4d6+1/-5), .44 Magnum (3d6/-4) or .44 Special
(1d6+6/-4), .357 Magnum (3d4+3/-4) or .38 Special (2d4+1/-1), .243 Winchester (4d6+2/-6), 5.56x45mm (5d4/-5), 7.62x51mm (5d6/-6), .30-06
Springfield (6d6/-8), or .45-70 Government (3d10/-6). A character can purchase a barrel in another caliber for 10 WP, and it takes 5 minutes to
change barrels. Not affected by Error Range due to ammunition.
Wildey .475 Wildey Magnum Box:7:3 FB 45’ SA M 4.0 90 0% L
(3d6+5/-6)
One 7 round magazine. +1 Mastercraft.
Wilson Combat Hunter .460 Rowland (4d4+2/-5) Box:7|8|10:1 FB 50’ SA S 3.0 200 0% L
Two 7 round magazines. Uses 1911 magazines. +3 Grandmastercraft.
Wilson Combat Hunter 10mm Auto (2d6+4/-4) Box:8|9:2 FB 50’ SA S 3.0 200 0% L
One 9 round magazine. Uses 1911 10mm magazines. +3 Grandmastercraft.
Maxim 9 9x19mm (2d6/-2) Box:17|19|27:1/33:2 FB 35’ PA S 2.1 75 0% R
Two 17 round magazines, and a permanent Lvl 2 suppressor. Uses Glock 26 magazines.
YESAUL 5.45x39mm (4d4/-4) Cyl:5 F 10’ DA M 2.2 130 0% L
Standard laser sight. Not affected by Error Range due to ammunition.
EAA Thor See Text Int:1 FB 75’ Single M 5.0 90 0% L
This firearm can be purchased in one of the following calibers: .300 Win Mag (7d6/-9), 5.56x45mm (5d4/-5), 7.62x51mm (5d6/-6), .30-06
Springfield (6d6/-8), or .45-70 Government (3d10/-6), .500 S&W Mag (7d6/-9). Not affected by Error Range due to ammunition.

Table 144: Expensive Modern Target & Hunting Handguns, Cont

Early Modern Handguns


The handguns listed under this section represent the selection from the mid 1930s to the late 1940s on Earth. Reproductions of
these handguns span a few, while styles of these handguns continue to exist until this day. These handguns would not normally be
encountered on a daily basis, unless kept by a collector or in a museum or government warehouse.
All weapons listed here have a 75% error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Early Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
FP-45 Liberator .45 ACP (3d4+2/-4) Int:1 — 5’ SA T 1.0 1 (for 4) 0% L
3 .45 ACP FMJ rounds. Takes 12 CP to reload.

Table 145: Early Modern Holdout Handguns

Early Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Beretta M1934 .380 ACP (2d4/-1) Box:7:1 FB 25’ SA T 1.4 20 0% L
One 7 round magazine, +1 to Stealth to hide weapon.
Beretta M1935 .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.4 23 0% L
One 8 round magazine, +1 to Stealth to hide weapon.
CZ vz. 27 .32 ACP (1d6/-1) Box:8:1 FB 25’ SA S 1.5 18 0% L
One 8 round magazine, +1 to Stealth to hide weapon.
Walther PP .32 ACP (1d6/-1) Box:8:1 FB 25’ DA T 1.4 5 0% L
One 8 round magazine, +1 Mastercraft, +1 to Stealth to hide weapon. Uses .32 ACP PP magazines.
Walther PPK .380 ACP (2d4/-1) Box:6:1 FB 25’ DA T 1.4 6 0% L
One 6 round magazine. +1 Mastercraft, +1 to Stealth to hide weapon.
Walther P38 9x19mm (2d6/-2) Box:8:1 F B 30’ DA S 1.8 5 0% L
One 8 round magazine. +1 Mastercraft, +2 to Stealth to hide weapon.

Table 146: Early Modern Backup Handguns


177

Early Modern Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Lahti L-35 9x19mm (2d6/-2) Box:8:1 FB 30’ SA S 2.6 11 0% L
One 8 round magazine.
Mauser C96 7.63x25mm Mauser Int:10 FB 40’ SA M 2.5 32 0% L
(2d8/-3)
Detachable stock. -3 to Stealth to hide weapon.
Mauser C96 “Red 9” 9x19mm (2d6/-2) Int:10 FB 40’ SA M 2.5 30 0% L
Detachable stock. -3 to Stealth to hide weapon.
S&W Model 27 Registered Magnum .357 Magnum Cyl: 6 FB 35’ DA S 2.6 40 0% L
(3d4+3/-4)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Shanxi Type 17 .45 ACP (3d4+2/-4) Int:10 FB 40’ SA M 2.9 65 0% L
Detachable stock. -3 to Stealth to hide weapon.
TT-33 7.62x25mm Tokarev Box:8:1 FB 30’ SA S 1.9 10 0% L
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Fortified Frame and one 8 round magazine. +2 to Stealth to hide weapon.
Vis 9x19mm (2d6/-2) Box:8:1 FB 30’ SA S 2.4 12 0% L
One 8 round magazine.
Welrod 9x19mm (2d6/-2) Box:6:2 B 20’ Bolt S 3.4 20 0% R
Permanent Lvl. 2 Suppressor and one 6 round magazine.
Welrod .32 ACP (1d6/-1) Box:8:2 B 20’ Bolt S 2.3 20 0% R
Permanent Lvl. 1 Suppressor, one 8 round magazine.

Table 147: Early Modern Full Size Handguns

Late Industrial Handguns


These handguns were created during the World War 1 Era. These were the base handguns for World War 1, World War 2 and the
Korean War.
All weapons listed here have a 75% error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Late Industrial Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Baby Browning .25 ACP (1d3/+0) Box:6:1 F 20’ SA T 0.6 15 0% L
One 6 round magazine. Uses Baby Browning magazines. +3 to Stealth to hide weapon
Colt Model 1908 Vest Pocket .25 ACP (1d3/+0) Box:6:1 F 20’ SA T 0.8 14 0% L
One 6 round magazine. Uses Baby Browning magazines. +3 to Stealth to hide weapon.

Table 148: Late Industrial Holdout Handguns


178

Late Industrial Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Colt Model 1903 Hammerless .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.5 4 0% L
One 8 round magazine. +1 to Stealth to hide weapon.
Colt Model 1908 Hammerless .380 ACP (2d4/-1) Box:7:1 FB 25’ SA T 1.5 4 0% L
One 7 round magazine. +1 to Stealth to hide weapon.
Mauser HSc .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.6 8 0% L
One 8 round magazine. -1 to Stealth to hide weapon.
Mauser HSc .380 ACP (2d4/-1) Box:7:1 FB 30’ SA T 1.6 7 0% L
One 7 round magazine. -1 to Stealth to hide weapon.
Ruby .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.8 3 0% L
One 8 round magazine. -1 to Stealth to hide weapon.
Sauer 38H .32 ACP (1d6/-1) Box:8:1 FB 30’ SA T 1.5 7 0% L
One 8 round magazine. -1 to Stealth to hide weapon.
Star Model 14 Troop .32 ACP (1d6/-1) Box:9:1 FB 25’ SA S 2.0 4 0% L
One 9 round magazine. +2 to Stealth to hide weapon.
Star Model 14 Officer .32 ACP (1d6/-1) Box:9:1 FB 25’ SA S 1.9 4 0% L
One 9 round magazine. +2 to Stealth to hide weapon.

Table 149: Late Industrial Backup Handguns


179

Late Industrial Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
M1917 Revolver .45 ACP (3d4+2/-4) Cyl:6 FB 30’ DA S 2.5 23 0% L
Not affected by Error Range due to ammunition.
Colt New Service .45 Long Colt (2d6+3/-3) Cyl:6 FB 30’ DA S 2.4 22 0% L
Not affected by Error Range due to ammunition.
Colt M1892 .38 Long Colt (1d4/+0) Cyl:6 FB 30’ DA S 2.1 22 0% L
Not affected by Error Range due to ammunition.
Colt 1911 .455 Webley (3d4+1/-3) Box:7:3 FB 30’ SA S 2.4 40 0% L
One 7 round magazine.
Colt 1911A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 25 0% L
One 7 round magazine. Uses 1911 magazines
Colt Official Police .38 Special (2d4+1/-1) Cyl:6 FB 30’ DA S 2.1 26 0% L
Not affected by Error Range due to ammunition.
Colt Police Positive .38 Special (2d4+1/-1) Cyl:6 FB 35’ DA S 2.1 22 0% L
Not affected by Error Range due to ammunition.
Dreyse M1907 .32 ACP (1d6/-1) Box:7:1 FB 25’ SA S 1.6 20 0% L
One 7 round magazine. +2 to Stealth to hide weapon.
FN Model 1910 .32 ACP (1d6/-1) Box:7:1 FB 25’ SA S 1.6 24 0% L
One 7 round magazine. +2 to Stealth to hide weapon.
FN Model 1910 .380 ACP (2d4/-1) Box:6:1 FB 25’ SA S 1.6 21 0% L
One 6 round magazine. +2 to Stealth to hide weapon.
Glisenti Model 1910 9x19mm (2d6/-2) Box:7:1 B 25’ SA S 1.6 25 15% L
One 7 round magazine.
Luger Lange P.08 9x19mm (2d6/-2) Box:8|32:1 FB 40’ SA M 2.3 85 5% L
Detachable stock and one 8 round magazine. Uses Luger magazines.
Luger P.08 9x19mm (2d6/-2) Box:8|32:1 FB 30’ SA S 1.9 60 5% L
One 8 round magazine. Uses Luger magazines.
Nagant M1895 7.62x38mmR (1d8+2/-3) Cyl:7 FB 35’ SA S 1.8 10 0% L
Revolver Private’s
Model
Not affected by Error Range due to ammunition. Can use suppressors. Can not use speed loaders.
Nagant M1895 7.62x38mmR (1d8+2/-3) Cyl:7 FB 35’ DA S 1.8 10 0% L
Revolver Officer’s
Model
Not affected by Error Range due to ammunition. Can use suppressors. Can not use speed loaders.
Smith & Wesson .38 Special (2d4+1/-1) Cyl:6 F B 30’ DA S 2.1 13 0% L
Model 10
Not affected by Error Range due to ammunition.
Steyr M1912 9x23mm Steyr (2d6+3/-3) Int:8 FB 30’ SA S 2.6 19 0% L
Steyr M1912 9x19mm (2d6/-2) Int:8 FB 30’ SA S 2.6 22 0% L
Steyr Mannlicher 7.63mm Mannlicher (1d6+4/-3) Int:6 FB 30’ SA S 2.8 23 35% L
M1894
Steyr Mannlicher 7.63mm Mannlicher (1d6+4/-3) Int:8 FB 30’ SA S 2.6 44 10% L
M1901
Type 14 Nambu 8x22mm Nambu (2d4/-1) Box:8:1 FB 25’ SA S 1.9 25 20% L
One 8 round magazine.
Type 26 Revolver 9mm Japanese Revolver (1d6+2/-2) Cyl:6 FB 25’ DAO S 2.3 33 0% L
Not affected by Error Range due to ammunition.
Enfield No. 2 Mk I .38/200 (1d4+3/-1) Cyl:6 FB 30’ DA S 1.7 38 0% L
Revolver
Not affected by Error Range due to ammunition.
Webley Mk VI .455 Webley (3d4+1/-3) Cyl:6 FB 35’ DA S 2.4 20 0% L
Revolver
Not affected by Error Range due to ammunition.
Webley Mk IV .38/200 (1d4+3/-1) Cyl:6 FB 30’ DA S 2.4 23 0% L
Service Revolver
Not affected by Error Range due to ammunition.

Table 150: Late Industrial Full Size Handguns


180

Industrial Handguns
These handguns were created and used during the Wild West frontier era, as well as the American Civil War.
All weapons listed here have a 90% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Industrial Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
American Arms Model 1 Derringer .45 Long Colt Int:2 F 10’ SA T 1.8 3 0% L
(2d6+3/-3)
Not affected by Error Range due to ammunition.
Colt 3rd Model Derringer .41 Rimfire (1/+0) Int:1 F 5’ Single D 0.4 3 0% L
Colt 4th Model Derringer .22 Short (1d2/+0) Int:1 F 10’ Single D 0.4 2 0% L
Colt Cloverleaf .41 Rimfire (1/+0) Cyl:4 F 10’ SA T 0.6 4 0% L
Can not use speed loaders.
James Reid “My Friend” .22 Short (1d2/+0) or Cyl:7 — 10’ SA D 0.5 3 0% L
.22 Long Rifle (1d4/+0)
Can be used as brass knuckles. Can not use speed loaders.
James Reid “My Friend” .32 Rimfire (2d3/+0) Cyl:5 — 10’ SA D 0.6 4 0% L
Can be used as brass knuckles. Can not use speed loaders.
James Reid “My Friend” .41 Rimfire (1/+0) Cyl:5 — 10’ SA D 0.6 4 0% L
Can be used as brass knuckles. Can not use speed loaders.
Remington Model 95 .41 Rimfire (1/+0) Int:2 — 10’ SA D 0.7 2 0% L
Remington Elliott 4 shot Pepperbox .32 Rimfire (2d3/+0) Int:4 — 10’ SA D 0.6 3 0% L
Sharps 4 shot Derringer .32 Rimfire (2d3/+0) Int:4 — 15’ SA D 0.6 4 0% L

Table 151: Industrial Holdout Handguns


181

Industrial Full Size Handguns


Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Colt New Line .22 Long Rifle (1d4/+0) Cyl:5 F 20’ SA S 1.4 30 0% L
Can not use speed loaders. +1 to Stealth to hide weapon.
Colt Single Action Army Cavalry .45 Long Colt (2d6+3/-3) or .45 Cyl:6 FB 40’ SA S 2.3 35 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Artillery .45 Long Colt (2d6+3/-3) or .45 Cyl:6 FB 35’ SA M 2.5 40 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Gunfighter .45 Long Colt (2d6+3/-3) or .45 Cyl:6 FB 30’ SA S 2.1 30 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Banker’s Special .45 Long Colt (2d6+3/-3) or .45 Cyl:6 FB 20’ SA S 1.9 28 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Cavalry .44 Special (1d6+6/-4) Cyl:6 FB 40’ SA S 2.3 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Artillery .44 Special (1d6+6/-4) Cyl:6 FB 35’ SA M 2.5 40 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Gunfighter .44 Special (1d6+6/-4) Cyl:6 FB 30’ SA S 2.1 30 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Banker’s Special .44 Special (1d6+6/-4) Cyl:6 FB 20’ SA S 1.9 28 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Cavalry .44-40 Winchester (1d10+5/-5) Cyl:6 FB 40’ SA S 2.3 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Artillery .44-40 Winchester (1d10+5/-5) Cyl:6 FB 35’ SA M 2.5 40 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Gunfighter .44-40 Winchester (1d10+5/-5) Cyl:6 FB 30’ SA S 2.1 30 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Banker’s Special .44-40 Winchester (1d10+5/-5) Cyl:6 FB 20’ SA S 1.9 28 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Artillery .44 Henry (2d6+1/-2) Cyl:6 FB 40’ SA M 2.3 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Bisley .41 Long Colt (3d4+1/-3) Cyl:6 FB 40’ SA S 2.3 22 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Bisley .45 Long Colt (2d6+3/-3) Cyl:6 FB 40’ SA S 2.3 29 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Flat Top .45 Long Colt (2d6+3/-3) or .45 Cyl:6 FB 35’ SA M 2.5 32 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Lightning .38 Long Colt (1d4/+0) Cyl:6 FB 30’ DA S 2.3 23 15% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Thunderer .41 Long Colt (3d4+1/-3) Cyl:6 FB 30’ DA S 2.4 28 15% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Enfield Mk II Revolver .476 Enfield (1d4/+0) Cyl:6 FB 30’ DA S 1.7 39 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Model 3 .44 American (1d6+3/-2) Cyl:6 FB 30’ SA M 2.9 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Model 3 .44 Russian (1d6+3/-2) Cyl:6 FB 30’ SA M 2.9 55 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Schofield Revolver .45 Schofield (2d4+3/-2) Cyl:6 FB 30’ SA M 2.9 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson 44DA Frontier .44 Russian (1d6+3/-2) Cyl:6 FB 30’ DA S 2.0 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson DA Second Model .38 S&W (1d4+3/-1) Cyl:6 FB 25’ DA S 2.3 40 0% L
Not affected by Error Range due to ammunition.
Webley Mk I Revolver .455 Webley (3d4+1/-3) Cyl:6 FB 35’ DA S 2.1 24 0% L
Not affected by Error Range due to ammunition.

Table 152: Industrial Full Size Handguns


182

Personal Defense Weapons


“Pull Trigger, Piss Bullets” —Anonymous H&K Representative
A personal defense weapon (PDW) is a compact semi-automatic or fully automatic firearm similar in most respects to a
sub-machine gun, but firing a (often proprietary) rifle round, giving a PDW better range, accuracy and armor-penetrating capability
than sub-machine guns, which fire pistol-caliber cartridges. The class of weapon as it exists today evolved as a hybrid between a
sub-machine gun and a carbine, retaining the compact size and ammunition capacity of the former while adding the ammunition
power, accuracy and penetration of the latter. For the context of this book, PDWs include sub-machine guns as well as machine pistols.
A machine pistol is a handgun-style, often magazine-fed and self-loading firearm, capable of fully automatic or burst fire, and
normally chambered for pistol cartridges.
A sub-machine gun is an automatic carbine, designed to fire pistol cartridges. It combines the automatic fire of a machine gun
with the cartridge of a pistol, which allows for controllable automatic fire in a close setting. Sub-machine guns almost always have
stocks, and are used like close ranged rifles.

Modern Personal Defense Weapons


The PDWs listed under this section represent the selection from the mid-1950s to the present day. These are the mostly commonly
encountered PDWs in this day and age.

Cheap Modern Machine Pistols

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AEK-919K 9x18mm PM (2d4+1/-1) Box:20:1/30:2 FB 20’ CB: SL/Auto(F) M 2.8 14 0% M&P
“Kashtan”
Integral Stock and one 20 round magazine.
APS 9x18mm PM (2d4+1/-1) Box:20:2 FB 20’ CB: DA/SA/Auto(F) S 2.7 23 5% M&P
Removable stock and two 20 round magazines.
Cobray M-11/9 9x19mm (2d6/-2) Box:10|20|32:1/50:2 FB 35’ CB: SL M 5.0 10 10% L
Threaded barrel and two 10 round magazines. Uses MAC-10 9mm magazines.
Cobray M-12 .380 ACP (2d4/-1) Box:10|16|32:1 FB 35’ CB: SL M 5.0 9 0% L
Threaded barrel and two 10 round magazines Uses MAC-11 magazines.
Glock 18 9x19mm (2d6/-2) Box:17|19|27:1/33:2 F B 1T 35’ CB: PA/Auto(F) S 1.3 25 0% M&P
Two 17 round magazines. Uses Glock 26 magazines.
Ingram MAC-10 9x19mm (2d6/-2) Box:10|20|32:1/50:2 FB 30’ OB: SL/Auto(F) M 6.3 20 5% M&P
Integral stock, threaded barrel and one 32 round magazines. Uses MAC-10 9mm magazines.
Ingram MAC-10 .45 ACP (3d4+2/-4) Box:30:1/42:2 FB 30’ OB: SL/Auto(F) M 6.3 20 5% M&P
Integral stock, threaded barrel and one 30 round magazines. Uses MAC-10 magazines.
Ingram MAC-11 .380 ACP (2d4/-1) Box:10|16|32:1 FB 30’ OB: SL/Auto(F) M 3.5 25 5% M&P
Integral stock, threaded barrel and one 16 round magazines. Uses MAC-11 magazines.
Intratec TEC-9 9x19mm (2d6/-2) Box:10|20|32|36:1/50:2 FB 35’ OB: SL L 3.1 10 25% L
Threaded barrel and one 32 round magazine. Uses TEC-9 magazines.
Intratec TEC-9M 9x19mm (2d6/-2) Box:10|20|32|36:1/50:2 FB 30’ OB: SL M 3.7 10 25% L
Threaded barrel and one 32 round magazine. Uses TEC-9 magazines.
Masterpiece 5.7x28mm (3d4-1/-3) Box:10:2/20:3/30:4 FBO 35’ CB: SL M 2.4 18 0% L
Arms 5.7 Pistol
One 20 round magazine. Uses Five-seveN magazines.
Masterpiece 9x19mm (2d6/-2) Box:15|17|19|27:1/33:2 FBO 35’ CB: SL M 2.4 18 0% L
Arms 930
One 15 round magazine. Uses Glock 26 magazines.
MAT-49 9x19mm (2d6/-2) Box:20:1/32:2 FB 25’ OB: Auto(M) M 6.3 14 15% M&P
Integral stock and one 20 round magazine. Must be folded out to use for 5 CP.
Škorpion vz. 61S .32 ACP (1d6/-1) Box:10:1/20:2 FB 30’ CB: SL M 2.8 24 0% L
Two 20 round magazines. Uses Skorpion magazines.

Table 153: Cheap Modern Machine Pistols


183

Expensive Modern Machine Pistols

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
APB 9x18mm PM (2d4+1/-1) Box:20:2 FB 20’ CB: DA/SA/Auto(F) S 3.6 30 5% M&P
Lvl. 2 suppressor, detachable stock, and two 20 round magazines. -3 to Stealth to hide weapon.
Beretta 93R 9x19mm (2d6/-2) Box:10|15:1/17|20|30:2 FB 40’ CB: DA/SA/3RB S 2.6 45 0% R
Ported barrel, permanent vertical foregrip, detachable stock, and two 20 round magazines. Uses 92FS magazines. -3 to Stealth to hide weapon.
Brugger and Thomet 9x19mm (2d6/-2) Box:15:1/30:2 FBO 40’ CB: SL/Auto(F) M 3.1 60 0% M&P
MP9
Integral stock, permanent vertical foregrip, and two 30 round magazines. Uses SPP magazines.
Brugger and Thomet 9x19mm (2d6/-2) Box:15:1/30:2 F B 1T 40’ CB: SL M 2.8 52 0% L
TP9
One 15 round magazine, Uses SPP magazines
CZ 75 Automatic 9x19mm (2d6/-2) Box:16:1/19|25:2 F B 1T 30’ CB: DA/SA/Auto(F) S 3.1 40 0% M&P
Magazine grip, ported barrel, and two 25 round magazines. Uses CZ 75 magazines. -2 to Stealth to hide weapon.
H&K VP70M 9x19mm (2d6/-2) Box:18:2 FB 30’ CB: PA/3RB* S 1.8 35 0% R
Detachable Stock and two 18 round magazines. *3RB only available when stock is attached. -4 to Stealth to hide weapon.
H&K MP7A1 4.6x30mm (3d4-1/-3) Box:20:2/30:3/40:4 F B O 2T 45’ CB: PA/3RB/Auto(F) M 2.6 60 0% M&P
Integral stock, permanent vertical foregrip, and two 20 round magazines.
IMI Uzi Pistol 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 30’ CB: SL S 3.7 45 0% L
One 20 round magazine. Uses Uzi magazines. -4 to Stealth to hide weapon.
IMI Micro-Uzi 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 30’ OB: SL/Auto(F) M 3.3 39 0% M&P
Integral stock and one 20 round magazine. Uses Uzi magazines.
IWI Uzi Pro 9x19mm (2d6/-2) Box:20|32:1/50:2 F B O 2T 30’ CB: SL/Auto(F) M 5.1 59 0% M&P
Integral stock and one 20 round magazine. Uses Uzi magazines.
OTs-33 “Pernach” 9x18mm PM (2d4+1/-1) Box:18:2/27:4 FB 35’ CB: SL/Auto(F) M 2.6 30 0% M&P
Removable stock and three 18 round magazines.
PP-2000 9x19mm (2d6/-2) Box:20:2/44:3 FBO 40’ CB: SL/Auto(M) M 2.8 30 0% M&P
Integral stock, one 20 round and one 44 round magazine. Can store a magazine in the stock that doesn’t require CP to retrieve.
Ruger MP-9 9x19mm (2d6/-2) Box:32:2 FB 45’ CB: SL/Auto(M) M 6.6 30 0% M&P
Integral stock and one 32 round magazine.
Škorpion vz. 61 .32 ACP (1d6/-1) Box:10:1/20:2 FB 30’ CB: SL/Auto(F) M 2.8 30 0% M&P
Integral stock and two 10 round magazines. Uses Skorpion magazines.
Steyr TMP 9x19mm (2d6/-2) Box:15:1/30:2 FB 40’ CB: SL/Auto(F) M 2.9 44 0% M&P
Permanent vertical foregrip, one 15 round and one 30 round magazine. Uses SPP magazines.
Steyr SPP 9x19mm (2d6/-2) Box:15:1/30:2 FB 35’ CB: SL M 2.5 38 0% L
Two 15 round magazines. Uses SPP magazines.
Jatimatic 9x19mm (2d6/-2) Box:20:2/40:3 FB 30’ OB:SL/Auto(F) M 3.3 51 0% M&P
Permanent vertical foregrip and two 20 round magazines. Reduces the Caliber Recoil Penalty by 1 for all attacks.

Table 154: Expensive Modern Machine Pistols


184

Cheap Modern SMGs

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Agram 2000 9x19mm (2d6/-2) Box:15|22:1/32:2 FB 35’ OB: SL/Auto(M) M 3.9 14 15% M&P
Pistol grip, permanent angled foregrip and two 22 round magazines.
Beretta Mx4 9x19mm (2d6/-2) Box:10|15|17:1/30:2/20:3 F B O 1T 60’ CB: SL/Auto(M) L 5.4 28 0% M&P
Storm (92FS)
Fixed Stock and two 30 round magazines. Uses 92FS magazines.
Beretta Mx4 9x19mm (2d6/-2) Box:17:2/20:3 F B O 1T 60’ CB: SL/Auto(M) L 5.4 28 0% M&P
Storm (Px4)
Fixed Stock and two 17 round magazines. Uses Px4 9mm magazines.
Calico M951-A 9x19mm (2d6/-2) Box:50:3 FB 45’ CB: SL/Auto(M) L 4.8 29 0% M&P
Folding stock and one 50 round magazine.
CZ Model 25 7.62x25mm Tokarev Box:32:1 FB 30’ CB: SL/Auto(S) M 7.2 18 5% M&P
(2d8+2/-4)
Folding stock and one 32 round magazine.
Kommando LDP 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 30’ CB: SL/Auto(M) M 5.9 15 5% M&P
Folding stock and one 20 round magazine. Uses Uzi magazines.
Kel-Tec PLR-22 .22 Long Rifle (1d4/+0) Box:26:2 F B O 1T 50’ CB: SL M 2.8 20 5% L
Pistol Grip. One 26 round magazine.
OTs-02 “Kiparis” 9x18mm PM (2d4+1/-1) Box:10:1/20:2/30:3 FB 20’ CB: SL/Auto(F) S 3.5 20 0% M&P
Folding stock and one 20 round magazine.
PP-90 9x18mm PM (2d4+1/-1) Box:30:3 F 30’ OB: Auto(F) S 4.4 30 15% M&P
Folding stock and one 30 round magazine. Gun must be folded out for 5 CP to be used.
PP-91 KEDR 9x18mm PM (2d4+1/-1) Box:20:1/30:2 FB 20’ CB: SL/Auto(F) S 3.5 20 0% M&P
Folding stock and one 20 round magazine.
PM-63 9x18mm PM (2d4+1/-1) Box:15:1/25:2 FB 20’ OB: SL/Auto(F) S 3.5 18 0% M&P
Permanent vertical foregrip, folding stock and one 15 round magazine.
Ruger Charger .22 Long Rifle (1d4/+0) Box:10|25|30:1/50:4 FB 75’ CB: SL M 5.0 20 0% L
Pistol grip, bipod and one 25 round magazine. Uses 10/22 magazines.

Table 155: Cheap Modern Sub-Machine Guns


185

Expensive Modern SMGs

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Auto Ordinance .45 ACP (3d4+2/-4) Box:10|20|30:1 FB 45’ CB: SL L 5.9 66 0% L
TA510D Box:50:2/100:4
Pistol Grip and a 20 round magazine. Uses Thompson magazines.
Beretta Model 12 9x19mm (2d6/-2) Box:20:2/32|40:3 FB 40’ OB: SL/Auto(S) M 6.6 35 0% M&P
Folding stock, permanent vertical foregrip, and two 20 round magazines.
Colt RO635 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 45’ CB: SL/Auto(F) L 6.0 45 0% M&P
Synthetic stock and two 20 round magazines. Uses Uzi magazines.
CZ Scorpion EVO 3 9x19mm (2d6/-2) Box:10|20|30:1 F B O 3T 50’ CB: SL/3RB/Auto(F) L 5.6 55 0% M&P
SMG
Folding stock and two 30 round magazines. Uses EVO3 magazines.
CZ Scorpion EVO 3 9x19mm (2d6/-2) Box:10|20|30:1 F B O 3T 50’ CB: SL L 5.6 40 0% L
Pistol
Pistol grip and two 20 round magazines. Uses EVO3 magazines.
Century Arms 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 55’ CB: SL L 5.5 28 0% L
Draco Pistol Box:40:2/75:5
Pistol grip and one 20 round magazines. Uses 7.62 AK magazines.
FAL SA58 Pistol 7.62x51mm (5d6/-6) Box:10:1/20:2/30:3 FB 60’ CB: SL L 9.5 65 0% L
Pistol grip and one 10 round magazine. Uses FAL magazines.
PTR-91 PDW 7.62x51mm (5d6/-6) Box:20:1/50:7 FB 85’ CB: SL/3RB/Auto(S) L 9.3 55 0% M&P
Pistol grip and one 20 round magazine. Uses G3 magazines
FN P90 5.7x28mm (3d4-1/-3) Box:30:1/50:2 FB 60’ CB: SL/Auto(F) M 6.0 55 0% M&P
Permanent fixed stock and one 50 round magazine. Uses P90 magazines.
H&K MP5A2 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(M) L 5.5 40 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A3 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(M) L 6.8 40 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A4 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(M) L 6.4 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A5 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(M) L 6.8 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A4 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/2RB/Auto(M) L 6.4 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A5 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/2RB/Auto(M) L 6.8 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5K 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 40’ CB: SL/Auto(F) M 4.4 48 0% M&P
Permanent vertical foregrip, pistol grip, and one 15 round magazine. +1 Mastercraft.
H&K MP5KA4 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 40’ CB: SL/3RB/Auto(F) M 4.4 52 0% M&P
Permanent vertical foregrip, pistol grip, and one 15 round magazine. +1 Mastercraft.
H&K MP5K-PDW 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 40’ CB: SL/3RB/Auto(F) M 5.3 55 0% M&P
Folding stock, permanent vertical foregrip, threaded barrel and one 15 round magazine. +1 Mastercraft.
H&K MP5SD5 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB L 6.8 65 0% M&P
Folding stock, Lvl 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD6 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB L 7.5 65 0% M&P
Fixed stock, Lvl 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD-N1 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(S) L 6.8 75 0% M&P
Fixed stock, Lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD-N2 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(S) L 7.5 75 0% M&P
Folding stock, Lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5/10A2 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/Auto(M) L 5.5 50 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A3 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/Auto(M) L 6.8 50 0% M&P
Folding stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A4 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/3RB/Auto(M) L 6.4 55 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A5 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/3RB/Auto(M) L 6.8 55 0% M&P
Folding stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.

Table 156: Expensive Modern Sub-Machine Guns


186

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
H&K MP5/40A2 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/Auto(M) L 5.8 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A3 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/Auto(M) L 6.8 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A4 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/3RB/Auto(M) L 6.4 50 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A5 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/3RB/Auto(M) L 6.8 50 0% M&P
Folding stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K UMP45 .45 ACP (3d4+2/-4) Box:25:2 F B O 1T 45’ CB: SL/2RB/Auto(S) L 5.8 40 0% M&P
Folding stock and two 25 round magazines.
H&K UMP9 9x19mm (2d6/-2) Box:30:2 F B O 1T 45’ CB: SL/2RB/Auto(S) L 5.2 40 0% M&P
Folding stock and two 30 round magazines.
H&K UMP40 .40 S&W (3d4/-3) Box:30:2 F B O 1T 45’ CB: SL/2RB/Auto(S) L 5.2 40 0% M&P
Folding stock and two 30 round magazines.
KRISS Vector .45 ACP (3d4+2/-4) Box:13:1/27:2 F B O 1T 45’ CB: SL/2RB/Auto(F) L 6.0 40 0% M&P
Folding stock, threaded barrel and two 13 round magazines. Uses Glock 30 magazines. Reduces CRP by 2 when multishot attacking.
Kel-Tec PLR-16 5.56x45mm Box:5|10|20|30:1 F B O 1T 55’ CB: SL M 3.4 33 0% L
(5d4/-5) Box:100:8
Pistol grip and one 10 round magazine. Uses M16/AR-15 magazines.
PP-19 Bizon See Text Box:64:3 FB 40’ CB: SL/Auto(M) L 4.6 35 5% M&P
This firearm can be purchased in one of the following calibers: 9x18mm PM (2d4+1/-1) or .380 ACP (2d4/-1). Folding stock and one 64 round
magazine.
PP-19 Bizon 2 9x19mm (2d6/-2) Box:53:3 FB 40’ CB: SL/Auto(M) L 4.6 46 5% M&P
Folding stock and one 53 round magazine.
IMI Uzi 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 40’ CB: SL/Auto(S) M 7.2 35 0% M&P
Folding stock and one 32 round magazine. Uses Uzi magazines.
IMI Mini-Uzi 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 35’ OB: SL/Auto(F) M 5.9 38 0% M&P
Integral stock and one 32 round magazine. Uses Uzi Magazines.
SITES Spectre M4 9x19mm (2d6/-2) Box:30:1/50:3 FB 40’ CB: SL/Auto(F) M 6.4 45 5% M&P
Folding stock, permanent vertical foregrip, and two 30 round magazines.
Steyr AUG Para 9x19mm (2d6/-2) Box:25|32:1 FB 50’ CB: SL/Auto(M) L 7.3 57 0% M&P
Permanent fixed stock, permanent vertical foregrip, permanent 1.5x telescopic sight and two 25 round magazines.
SIG MPX 9x19mm (2d6/-2) Box:10|20|30:3 F B O 3T 45’ CB: SL/Auto(F) L 8.8 68 0% M&P
Integral stock and two 30 round magazines.
SIG MPX 9x19mm (2d6/-2) Box:10|20|30:3 F B O 3T 45’ CB: SL M 6.1 60 0% L
Pistol grip and two 20 round magazines. Uses MPX magazines.
L2A1 Sterling 9x19mm (2d6/-2) Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 5.9 32 0% M&P
Folding Stock and one 32 round magazine. Uses Sten magazines.
L34A1 Sterling 9x19mm (2d6/-2) Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 5.9 32 0% M&P
Folding stock, Lvl. 2 suppressor, and one 32 round magazine. Uses Sten magazines.
Vityaz-SN 9x19mm (2d6/-2) Box:30:1 F B O 4T 30’ CB: SL/Auto(S) L 6.4 40 0% M&P
Folding stock and two 30 round magazines.
AAC Honey Badger .300 AAC BLK Box:5|10|20|30:1 F B O 4T 50’ CB: SL/Auto(F) L 6.5 70 0% M&P
(4d6/-5) Box:100:8
Folding stock, permanent level 4 suppressor, and two 30 round magazines. Uses M16/AR-15 magazines.
Magpul PDR 5.56x45mm Box:5|10|20|30:1 F B O 1T 45’ CB: SL/Auto(F) M 4.4 55 0% M&P
(5d4/-5)
Permanent fixed stock and two 20 round magazines. Uses M16/AR-15 magazines.

Table 157: Expensive Modern Sub-Machine Guns, Cont

Early Modern PDWs


Early Modern Machine Pistols
Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Mauser M712 Schnellfeuer 7.63x25mm Mauser (2d8/-3) Box:10|20:1 FB 40’ SL/Auto(M) M 4.5 45 15% M&P
Detachable stock and one 20 round magazine.

Table 158: Early Modern Machine Pistols


187

Early Modern Sub-Machine Guns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
K-50M 7.62x25mm Tokarev Box:35:1 FB 40’ OB: SL/Auto(M) L 9.7 60 20% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Fixed stock and one 35 round magazine. Uses PPSh magazines.
Sten Mk V 9x19mm (2d6/-2) Box:28|32:1 B 40’ OB: SL/Auto(S) L 7.1 80 10% M&P
Fixed stock, bayonet lug, vertical foregrip, and two 32 round magazines. Uses Sten Magazines.
Austen 9x19mm (2d6/-2) Box:28:1 B 45’ OB: SL/Auto(S) L 7.5 4 10% M&P
Folding stock, permanent vertical foregrip, and two 28 round magazines. Uses Sten magazines
Beretta Model 1938A 9x19mm (2d6/-2) Box:10:1/20/30:2 FB 45’ OB: SL/Auto(S) L 9.3 65 5% M&P
Box:40:3
Fixed stock, bayonet lug, and one 30 round magazines. Uses Model 38 magazines. +1 Mastercraft.
Beretta Model 38/49 9x19mm (2d6/-2) Box:10:1/20/30:2 FB 45’ OB: SL/Auto(S) L 7.1 70 5% M&P
Box:40:3
Fixed stock, bayonet lug, and one 30 round magazines. Uses Model 38 magazines.
Lanchester Mk1 9x19mm (2d6/-2) Box:32|50:1 FB 45’ OB: Auto(M) L 9.5 70 0% M&P
Fixed stock, bayonet lug, and one 32 round magazine. +1 Mastercraft.
M3 “Grease Gun” .45 ACP (3d4+2/-4) Box:30:1 FB 40’ OB: Auto(S) L 8.1 35 10% M&P
Folding stock, permanent vertical foregrip, and two 30 round magazines.
M3 “Grease Gun” 9x19mm (2d6/-2) Box:32:1 FB 40’ OB: Auto(S) L 8.1 30 10% M&P
Folding stock, permanent vertical foregrip, and two 32 round magazines.
M50 Reising .45 ACP (3d4+2/-4) Box:12|20:1 FB 50’ CB: SL/Auto(M) L 6.8 13 20% M&P
Fixed stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M55 Reising .45 ACP (3d4+2/-4) Box:12|20:1 FB 50’ CB: SL/Auto(M) M 6.2 14 20% M&P
Folding stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M60 Reising .45 ACP (3d4+2/-4) Box:12|20:1 FB 50’ CB: SL L 6.8 14 20% L
Fixed stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M65 Reising .22 Long Rifle Box:12|20:1 FB 50’ CB: SL L 5.6 20 20% L
(1d4/+0)
Fixed stock and one 20 round magazine. Using the 12 round magazine decreases error range by 10%
MAS-38 7.65 Longue Box:32:1 FB 40’ OB: SL/Auto(M) L 7.8 32 5% M&P
(1d4+2/-1)
Fixed stock and one 32 round magazine.
MP-40 9x19mm (2d6/-2) Box:32:1 FB 40’ OB: SL/Auto(M) L 8.8 65 5% M&P
Folding stock and two 32 round magazines.
Owen 9x19mm (2d6/-2) Box:32:1 FB 40’ OB: SL/Auto(M) L 9.3 5 0% M&P
Fixed stock, vertical foregrip, and one 32 round magazine.
PPD-40 7.62x25mm Tokarev Box:25|71:1 FB 45’ OB: SL/Auto(F) L 7.0 9 5% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Fixed stock and one 25 round magazine.
PPS-42 7.62x25mm Tokarev Box:35:1 FB 40’ OB: Auto(F) L 6.5 15 10% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Folding stock, permanent vertical foregrip, and two 35 round magazines. Uses PPSh magazines.
PPSh-41 7.62x25mm Tokarev Box:35|71:1 FB 40’ OB: SL/Auto(F) L 8.0 23 20% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Fixed stock and one 71 round magazine. Uses PPSh magazines.
Sa vz. 48b 9x19mm (2d6/-2) Box:24:1/40:3 FB 30’ CB: SL/Auto(M) M 7.2 15 5% M&P
Folding stock and one 24 round magazine.
Sten Mk II 9x19mm (2d6/-2) Box:28|32:1 B 40’ OB: SL/Auto(S) L 7.1 1 10% M&P
Fixed Stock and two 32 round magazines. Uses Sten magazines.

Table 159: Early Modern Sub-machine Guns


188

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Suomi KP/-31 9x19mm (2d6/-2) Box:20|36:1 FB 40’ CB: Auto(F) L 10.1 15 5% M&P
Box:40|50:2/71:3
Fixed stock and one 50 round magazine.
Thompson M1928A1 .45 ACP (3d4+2/-4) Box:20|30:1 FB 45’ OB: SL/Auto(F) L 10.8 66 0% M&P
Box:50:2/100:4
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines.
Thompson M1 .45 ACP (3d4+2/-4) Box:20|30:1 FB 45’ OB: SL/Auto(M) L 10.6 60 5% M&P
Fixed stock and two 20 round magazines. Uses Thompson magazines.
Thompson M1A1 .45 ACP (3d4+2/-4) Box:20|30:1 FB 45’ OB: SL/Auto(M) L 10.6 65 5% M&P
Fixed stock and two 20 round magazines. Uses Thompson magazines.
Type 100 SMG 8x22mm Nambu Box:30:1 FB 30’ OB: Auto(S) L 8.0 5 5% M&P
(2d4/-1)
Fixed stock, bayonet lug, and one 30 round magazine.
United Defense M42 9x19mm (2d6/-2) Box:25:1 FB 45’ CB: SL/Auto(M) L 10.0 2 10% M&P
Fixed stock, vertical foregrip, and two 25 round magazines.

Table 160: Early Modern Sub-machine Guns, Cont

Late Industrial PDWs


All weapons listed here have a 75% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Late Industrial Machine Pistols


Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Steyr M.12/P.16 9x23mm Steyr (2d6+3/-3) Int:16 FB 30’ CB: SL/Auto(F) M 2.6 14 10% M&P
Detachable stock.

Table 161: Late Industrial Machine Pistols

Late Industrial Sub-Machine Guns


Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
MP-18.1 9x19mm (2d6/-2) Box:20|30|50:1 FB 40’ OB: Auto(S) L 9.2 22 5% M&P
Fixed stock and two 20 round magazines.
Thompson M1921 .45 ACP (3d4+2/-4) Box:20|30:1/50:2/100:4 FB 45’ OB: SL/Auto(F) L 10.8 60 5% M&P
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines. +1 Mastercraft.
Thompson M1928 .45 ACP (3d4+2/-4) Box:20|30:1/50:2/100:4 FB 45’ OB: SL/Auto(F) L 10.8 55 5% M&P
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines. +1 Mastercraft.

Table 162: Late Industrial Sub-Machine Guns


189

Rifles
“This is my rifle. There are many like it, but this one is mine. My rifle is my best friend. It is my life. I must master it as
I must master my life. My rifle, without me, is useless. Without my rifle, I am useless. I must fire my rifle true. I must
shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me. I will.” —Excerpt from the
Rifleman’s Creed
Rifles are split into categories by their size, accessories, actions, and use.
When selecting a rifle, a character should always consider many things, such as what the role they plan to play with that rifle,
the ammunition type, caliber, and accessories they will take use of. Rifles are best complimented with a variety of upgrades, and
should take full use of them. Rifles are less personal weapons, more utilitarian weapons that are used and employed when needed,
and stowed away when not.

Modern Carbines
A carbine is a longarm similar to, but shorter than, a rifle. Many carbines are shortened versions of full rifles, firing the same
ammunition at a lower velocity due to a shorter barrel length, and as such, the range for carbines is usually less than their rifle
counterparts.

Cheap Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
AKS-74U 5.45x39mm Box:30:1/45:2/100:4 FB 65’ SL/Auto(M) L 6.0 25 0% M&P
(4d4/-4)
Folding stock, threaded barrel, patrol sling, bayonet (Survival Knife), and two 30 round magazines. Uses 5.45 AK magazines.
ArmaLite AR-7 .22 Long Rifle Box:8|10:1/15:2/20:3 B 55’ SL M 2.6 13 5% L
(1d4/+0)
Synthetic stock and two 10 round magazines. Must be assembled to use, which takes 5 minutes.
Calico Liberty 50 9x19mm Box:50:3 FB 45’ SL L 5.5 20 15% L
(2d6/-2)
Pistol grip and one 50 round magazine. Can not use magazine clips.
Calico Liberty 100 9x19mm Box:100:4 FB 45’ SL L 7.2 20 15% L
(2d6/-2)
Pistol grip and one 100 round magazine. Can not use magazine clips.
Henry Repeating Arms .22 Long Rifle Int:15 FB 85’ Lever L 5.3 19 0% L
Lever (1d4/+0)
Fixed stock.
Henry Repeating Arms .22 Long Rifle Int:10 FB 55’ Lever M 4.4 15 0% L
Lever Mare’s Leg (1d4/+0)
Pistol Grip.
Henry Repeating Arms .357 Magnum Int:10 FB 80’ Lever L 8.6 24 0% L
Big Boy (3d4+3/-4)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating Arms .45 Long Colt Int:7 FB 55’ Lever M 5.8 24 0% L
Big Boy Mare’s Leg (2d6+3/-3)
Pistol Grip. Not affected by Error Range due to ammunition.
Hi-Point 995 9x19mm Box:10:1/20:2 FB 60’ SL L 6.3 10 5% L
(2d6/-2)
Fixed stock and one 10 round magazine. Uses Hi-point 9mm magazines.
Hi-Point 4095 .40 S&W Box:10:1 FB 55’ SL L 7.0 10 5% L
(3d4/-3)
Fixed stock and one 10 round magazine. Uses Hi-point .40 magazines.
Hi-Point 4595 .45 ACP Box:9:1/20:2 FB 55’ SL L 7.0 11 5% L
(3d4+2/-4)
Fixed stock and one 9 round magazine. Uses Hi-point .45 magazines.
Hi-Point 1095 10mm Auto Box:10:1 FB 60’ SL L 7.0 15 5% L
(2d6+4/-4)
Fixed stock and one 10 round magazine.

Table 163: Cheap Modern Carbines


190

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Hi-Point 3895 .380 ACP (2d4/-1) Box:10:1 FB 60’ SL L 6.3 15 5% L
Fixed stock and one 10 round magazine.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:15|17|19:1/33:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 15 round magazine. Uses Glock 26 magazines.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:15|17:1/30:2/20:3 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 15 round magazine. Uses 92FS magazines.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:15|20:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 15 round magazine. Uses P226 9mm magazines.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:17:1 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 17 round magazine. Uses M&P 9mm magazines.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:16:1/19|25:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 16 round magazine. Uses CZ 75 magazines.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:15:2/21:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 15 round magazine. Uses P320 9mm magazines.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:12:1/14:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 12 round magazine. Uses CZ 75 .40 magazines.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:13|14:2/18:3 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 13 round magazine. Uses P320 .40 magazines.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:11|13:1/15:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 11 round magazine. Uses 96FS magazines.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:12|15:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 12 round magazine. Uses P226 .40 magazines.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:15:1 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 15 round magazine. Uses M&P .40 magazines.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:13|15|17|19|24:1/31:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock, breakdown frame, and one 13 round magazine. Uses Glock 27 magazines.
Marlin 1894 CP .357 Magnum Int:7 FB 60’ Lever L 6.5 22 0% L
(3d4+3/-4)
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Camp 9x19mm (2d6/-2) Box:15:1/20:2/30:5 FB 55’ SL L 6.8 24 0% L
Carbine
Fixed stock and two 15 round magazines. Uses 6906 magazines.
Marlin Camp .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 50’ SL L 6.8 24 0% L
Carbine
Fixed stock and two 7 round magazines. Uses 1911 magazines.
M6 Scout .410 Bore (3d4+1/-3) Int:1Int:1 FB 25’ Single L 4.7 22 0% L
and 50’
.22 Long Rifle (1d4/+0)
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Carbine 9 9x19mm (2d6/-2) Box:15:1/20:2/30:3 FB 60’ SL L 6.4 25 0% L
Fixed stock and one 15 round magazine. Uses P89 magazines.
Zastava M85 5.56x45mm (5d4/-5) Box:20|30:1 FB 45’ SL/Auto(M) L 7.7 24 0% M&P
Folding stock, threaded barrel, and two 30 round magazines. Uses 5.56 AK magazines.
Zastava M92 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 50’ SL/Auto(M) L 7.7 25 0% M&P
Folding stock, threaded barrel, and two 30 round magazines. Uses 7.62 AK magazines.

Table 164: Cheap Modern Carbines, Cont


191

Mid-range Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
9A-91 9x39mm Box:20:2 FBO 40’ SL/Auto(F) M 4.6 43 0% M&P
(4d4+4/-6)
Folding stock and one 20 round magazine.
AK-102 5.56x45mm Box:20|30:1 FBO 60’ SL/Auto(M) L 6.6 30 0% M&P
(5d4/-5)
Folding stock, threaded barrel, patrol sling, bayonet (Survival Knife), bayonet lug, and two 30 round magazines. Uses 5.56 AK magazines.
AK-104 7.62x39mm Box:10|20|30:1/40:2/75:5 FBO 55’ SL/Auto(M) L 6.6 30 0% M&P
(4d6+2/-6)
Folding stock, threaded barrel, patrol sling, bayonet (Survival Knife), bayonet lug, and two 30 round magazines.
Uses 7.62 AK magazines.
Beretta SCP 70/90 5.56x45mm Box:5|10|20|30:1/100:8 FBO 55’ SL/3RB L 9.2 40 0% M&P
(5d4/-5) /Auto(M)
Fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
Beretta Cx4 Storm 9x19mm Box:15|17:1/30:2/20:3 F B O 1T 60’ SL L 5.6 28 0% L
(2d6/-2)
Fixed stock and two 15 round magazines. Uses 92FS magazines.
Beretta Cx4 Storm 9x19mm Box:17:2/20:3 F B O 1T 60’ SL L 5.6 28 0% L
(Px4) (2d6/-2)
Fixed stock and two 17 round magazines. Uses Px4 9mm magazines.
Beretta Cx4 Storm .40 S&W Box:14|17:2 F B O 1T 60’ SL L 5.6 28 0% L
(Px4) (3d4/-3)
Fixed stock and two 14 round magazines. Uses Px4 .40 magazines.
Beretta Cx4 Storm .45 ACP Box:8:1 F B O 1T 55’ SL L 5.6 28 0% L
(8045) (3d4+2/-4)
Fixed stock and two 8 round magazines. Uses 8045 magazines.
Beretta Cx4 Storm .45 ACP Box:9|10:2 F B O 1T 55’ SL L 5.6 28 0% L
(Px4) (3d4+2/-4)
Fixed stock and two 9 round magazines. Uses Px4 .45 magazines.
Daewoo K1A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 60’ SL/Auto(F) L 6.3 45 0% M&P
Carbine (5d4/-5)
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
FN FAL 50.63 7.62x51mm Box:10:1/20:2/30:3 FB 65’ SL/Auto(M) L 8.4 45 0% M&P
(5d6/-6)
Folding stock, threaded barrel, and one 20 round magazine. Uses FAL magazines.
Henry Repeating .44 Magnum Int:10 FB 80’ Lever L 8.6 29 0% L
Arms Big Boy (3d6/-4) or .44
Special
(1d6+6/-4)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating .45 Long Colt Int:10 FB 85’ Lever L 8.6 29 0% L
Arms Big Boy (2d6+3/-3)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating .327 Fed Mag Int:10 FB 85’ Lever L 8.6 38 0% L
Arms Big Boy (2d6+1/-2)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating .22 WMR Int:12 FB 85’ Pump L 8.6 38 0% L
Arms Octagon (2d4+2/-2)
Fixed stock.
H&K USC .45 ACP Box:10:1 FBO 55’ SL L 5.9 45 0% L
(3d4+2/-4)
Fixed stock and two 10 round magazines.
H&K HK53 5.56x45mm Box:25:2/30:3/40:4 FB 45’ SL/3RB M 6.7 45 0% M&P
(5d4/-5) /Auto(M)
Folding stock, threaded barrel and one 25 round magazine. Uses HK33 magazines.

Table 165: Mid-range Modern Carbines


192

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
IMI Uzi Carbine 9x19mm Box:20|32:1/50:2 FB 45’ SL L 8.0 45 0% L
(2d6/-2)
Folding stock and one 20 round magazine. Uses Uzi magazines.
Kel-Tec SU-16D 5.56x45mm Box:5|10|20|30:1/100:8 FB 55’ SL L 4.7 40 5% L
(5d4/-5)
Folding stock, bipod, bayonet lug, threaded barrel, and one 20 round magazine. Uses M16/AR-15 magazines.
Norinco QBZ Type 5.8x42mm Box:30:3/75:10 FB 75’ SL/Auto(F) L 6.4 40 0% M&P
95 Carbine (5d4/-5)
Permanent fixed stock and three 30 round magazines. Uses QBZ magazines.
Remington Model 7.62x51mm Box:5:1/10:2 FB 55’ SL L 7.3 33 0% L
750 Carbine (5d6/-6)
Fixed stock and one 5 round magazine.
Remington Model .30-06 Box:5:1/10:2 FB 65’ SL L 7.3 33 0% L
750 Carbine Springfield
(6d6/-8)
Fixed stock and one 5 round magazine.
Ruger Carbine 4 .40 S&W Box:10:1 FB 55’ SL L 6.4 26 0% L
(3d4/-3)
Fixed stock and one 10 round magazine.
Stoner 63A Carbine 5.56x45mm Box:20|30:1 F B O 60’ SL/Auto(F) L 8.0 38 0% M&P
(5d4/-5)
Folding stock, bayonet lug, threaded barrel, bayonet lug, and one 30 round magazine. Uses Stoner 63 magazines.
vz. 58 V Compact 7.62x39mm Box:10|20|30:1 FB 45’ SL/ L 5.3 35 0% M&P
(4d6+2/-6) Auto(F)
Folding stock, patrol sling, bayonet lug, stripper clip guide, and four 20 round magazines. Uses vz. 58 magazines.

Table 166: Mid-range Modern Carbines, Cont


193

Expensive Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
Big Horn Armory .500 S&W Mag Int:7 FB 65’ Lever L 7.6 125 0% L
Model 89 Carbine (7d6/-9) or
.500 S&W Spc
(5d6+4/-8)
Fixed stock. Not affected by Error Range due to ammunition. +3 Grandmastercraft.
Bushmaster Carbon 9x19mm Box:30:1 FBO 60’ SL L 5.7 50 0% L
15 9mm Carbine (2d6/-2)
Synthetic stock, patrol sling, threaded barrel, and one 30 round magazine. +1 Mastercraft.
Colt 6920 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL L 6.3 45 0% L
(5d4/-5) Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
Colt M4 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/3RB L 6.3 58 0% R
(5d4/-5) Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
Colt M4A1 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/Auto(F) L 6.3 58 0% M&P
(5d4/-5) Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
FN PS90 5.7x28mm Box:30:1/50:2 FB 70’ SL L 6.3 50 0% L
(3d4-1/-3)
Permanent fixed stock and one 50 round magazine. Uses P90 magazines.
FN SCAR-H CQB 7.62x51mm Box:20:2 F B O 3T 70’ SL/Auto(M) L 7.7 80 0% M&P
(5d6/-6)
Folding stock, threaded barrel, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L CQB 5.56x45mm Box:5|10|20|30:1 F B O 3T 75’ SL/Auto(M) L 6.7 80 0% M&P
(5d4/-5) Box:100:8
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN SCAR PDW 5.56x45mm Box:5|10|20|30:1 F B O 3T 55’ SL/Auto(M) M 5.6 72 0% M&P
(5d4/-5) Box:100:8
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN FNC Carbine 5.56x45mm Box:5|10|20|30:1 FBO 60’ SL/3RB/Auto(M) L 8.2 50 0% M&P
(5d4/-5) Box:100:8
Folding stock, patrol sling, threaded barrel, and two 30 round magazines. Uses M16/AR-15 magazines.
H&K G36K 5.56x45mm Box:30:2/100:6 FB 70’ SL/Auto(M) L 7.3 55 0% M&P
(5d4/-5)
Folding stock, patrol sling, permanent advanced combat sight (3x), threaded barrel, and two 30 round magazines. Uses G36 magazines.
H&K G11 4.73x33mm See Text O 80’ SL/3RB/Auto(M) L 9.5 800 0% M&P
(4d4+1/-4)
The G11 uses pre-packed magazines with 50 round FMJ rounds, that must be purchased for 6 WP per magazine. This firearm can store two
spare magazines on the gun. Permanent synthetic stock, bayonet lug, standard laser sight, patrol sling, 1x advanced combat sight, and three
50 round magazines. +1 Mastercraft. When using the 3r burst fire feature, there is no Caliber Recoil penalty for the attack.
H&K HK33KA3 5.56x45mm Box:25:2/30:3/40:4 FB 60’ SL/3RB/Auto(M) L 8.6 50 0% M&P
(5d4/-5)
Fixed stock and one 30 round magazine. Uses HK33 magazines.
OTs-14 “Groza” 9x39mm Box:20:2/30:3 FBO 40’ SL/Auto(M) M 5.9 52 0% M&P
(4d4+4/-6)
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses VSS magazines.
Ots-14-1A “Groza-1” 7.62x39mm Box:10|20|30:1 FBO 50’ SL/Auto(M) L 5.9 59 0% M&P
(4d6+2/-6) Box:40:2/75:5
Permanent Fixed stock, threaded barrel, and one 30 round magazines. Uses 7.62 AK magazines.

Table 167: Expensive Modern Carbines


194

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
IMBEL IA2 7.62 7.62x51mm Box:10:1/20:2/30:3 F B O 4T 70’ SL/Auto(M) L 8.3 60 0% M&P
Carbine (5d6/-6)
Folding stock, threaded barrel, and one 20 round magazine. Uses FAL magazines.
IMBEL IA2 5.56 5.56x45mm Box:5|10|20|30:1 F B O 4T 55’ SL/Auto(M) L 7.5 60 0% M&P
Carbine (5d4/-5) Box:100:8
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
IMI Galil ACE 21 5.56x45mm Box:35:2/50:4 F B O 4T 65’ SL/Auto(M) L 6.1 63 0% M&P
(5d4/-5)
Folding stock, threaded barrel, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil ACE 31 7.62x39mm Box:10|20|30:1 F B O 4T 60’ SL/Auto(M) L 6.5 75 0% M&P
(4d6+2/-6) Box:40:2/75:5
Folding stock, threaded barrel, and two 30 round magazines. Uses 7.62 AK magazines.
IMI Galil MAR 5.56x45mm Box:35:2/50:4 FB 70’ SL/Auto(M) L 6.6 62 0% M&P
(5d4/-5)
Folding stock, threaded barrel, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil MAR 7.62x51mm Box:25:2 FB 70’ SL/Auto(M) L 6.5 64 0% M&P
(5d6/-6)
Folding stock, threaded barrel, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Tavor CTAR-21 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/Auto(F) L 7.0 70 0% M&P
(5d4/-5) Box:100:8
Permanent fixed stock, threaded barrel, and two 30 round magazines. Uses M16/AR-15 magazines.
IMI Tavor X95 See Text Box:5|10|20|30:1 F B O 1T 65’ SL/Auto(F) L 7.1 80 0% M&P
This firearm can be purchased in one of the following calibers: 5.56x45mm (5d4/-5) or .300 AAC BLK (4d6/-5) Permanent fixed stock,
threaded barrel, and two 30 round magazines. Uses M16/AR-15 magazines.
IMI Tavor X95-R 5.45x39mm Box:30:1 F B O 1T 65’ SL/Auto(F) L 7.1 80 0% M&P
(4d4/-4)
Permanent fixed stock, threaded barrel, and two 30 round magazines.
IMI Magal .30 Carbine Box:15|30:1 FBO 60’ SL/Auto(F) L 5.9 62 0% M&P
(3d6+1/-4)
Folding stock, threaded barrel, and two 30 round magazines. Uses M1 Carbine magazines.
Kel-Tec RFB Carbine 7.62x51mm Box:10:1/20:2/30:3 FBO 45’ SL L 8.0 70 0% L
(5d6/-6)
Permanent fixed stock and one 20 round magazine. Uses FAL magazines.
L22 Carbine 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/Auto(F) L 9.7 55 0% M&P
(5d4/-5) Box:100:8
Permanent fixed stock, red dot sight, permanent vertical foregrip, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA LAR-6.8 CAR A2 6.8mm SPC Box:10|20:2/30:4 FB 65’ SL L 6.4 60 0% L
(5d4+3/-6)
Fixed stock and one 10 round magazine. Uses 6.8 AR magazines.
RRA LAR-6.8 CAR A4 6.8mm SPC Box:10|20:2/30:4 FBO 65’ SL L 6.6 65 0% L
(5d4+3/-6)
Synthetic stock and one 10 round magazine. Uses 6.8 AR magazines.
SIG SG 551 5.56x45mm Box:5|20:1/30:2 FB 70’ SL/3RB/Auto(F) L 7.5 68 0% M&P
(5d4/-5)
Folding stock and one 20 round magazine. Uses SIG magazines.
SIG SG 552 5.56x45mm Box:5|20:1/30:2 FB 65’ SL/3RB/Auto(F) L 7.1 70 0% M&P
Commando (5d4/-5)
Folding stock and one 20 round magazine. Uses SIG magazines.
Steyr AUG Carbine 5.56x45mm Box:30:3/42:4 FB 85’ SL/Auto(F) L 7.3 100 0% M&P
(5d4/-5)
Permanent fixed stock, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG magazines. +1 Mastercraft.
SR-3M “Vikhr” 9x39mm Box:20:2/30:3 FBO 40’ SL/Auto(F) M 7.0 52 0% M&P
(4d4+4/-6)
Folding stock, vertical foregrip, and one 30 round magazine. Uses VSS magazines.

Table 168: Expensive Modern Carbines, Cont


195

Modern Assault, Battle, and Target Rifles


An assault rifle is an automatic rifle that Uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard
infantry weapons in most modern armies. Assault rifles are categorized in between light machine guns, which are intended more for
sustained automatic fire in a light support role, and sub-machine guns, which fire a pistol cartridge rather than a rifle cartridge.
A battle rifle is a military service rifle that fires a full power rifle cartridge.
Target rifles are semi-automatic rifles that use a varying degrees of cartridges, from the lighter assault rifle cartridges, to the
heavier battle rifle cartridges. Target rifles may retain and appear to be exactly like assault and battle rifles, even down to having
part and magazine compatibility, but target rifles have a semi-automatic rate of fire only.
Assault rifles, battle rifles, and target rifles go well with a multitude of upgrades based on their use, and can take advantage of a
wide variety of upgrades.

Cheap Modern Assault, Battle, and Target Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AK-47 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.9 20 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AKS-47 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.2 20 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AK-74 5.45x39mm (4d4/-4) Box:30:1/45:2/75|100:4 FB 75’ SL/ L 7.3 25 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 5.45 AK magazines.
AKS-74 5.45x39mm (4d4/-4) Box:30:1/45:2/75|100:4 FB 75’ SL/ L 7.3 25 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 5.45 AK magazines.
AKM 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.7 28 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AKMS 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.0 28 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AK-101 5.56x45mm (5d4/-5) Box:20|30:1 F B O 80’ SL/ L 8.5 30 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 5.56 AK magazines.
AK-103 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 F B O 70’ SL/ L 7.5 30 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
ArmaLite AR-18 5.56x45mm (5d4/-5) Box:20|30:1/40:2 F B O 80’ SL/ L 7.0 23 0% M&P
Auto(M)
Folding stock, bayonet lug, patrol sling, and one 20 round magazine.
Century Arms AK-47 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 80’ SL L 7.7 28 0% L
Fixed stock, threaded barrel, patrol sling, bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
Marlin Model 336C .30-30 Winchester (4d6+1/-5) Int:6 FB 95’ Lever L 7.0 28 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model 1895GBL .45-70 Government (3d10/-6) Int:6 FB 75’ Lever L 7.0 30 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model 1895 .45-70 Government (3d10/-6) Int:4 FB 75’ Lever L 7.0 25 0% L
Fixed stock. Not affected by Error Range due to ammunition.

Table 169: Cheap Modern Assault, Battle, and Target Rifles


196

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Remington Model 572 .22 Long Rifle (1d4/+0) Int:15 FB 85’ Pump L 5.0 26 0% L
Fixed stock.
Remington Model 597 .22 Long Rifle (1d4/+0) Box:10:1/30:2 FB 70’ SL L 5.0 10 0% L
Fixed stock and one 10 round magazine.
Remington Model 597 .22 WMR (2d4+2/-2) Box:10:1/30:2 FB 75’ SL L 5.0 11 0% L
Fixed stock and one 10 round magazine.
Remington Model 7600 See Text Box:4:1/10:2 FB 95’ Pump L 7.5 25 0% L
This firearm can be purchased in one of the following calibers: .243 Winchester (4d6+2/-6), 7.62x51mm (5d6/-6) or .30-06
Springfield (6d6/-8). Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
Remington Model 7600P 5.56x45mm (5d4/-5) Box:5|10|20|30:1/100:8 FB 80’ Pump L 8.0 30 0% L
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. Uses M16/AR-15 magazines
RK-62 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.9 30 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
Rossi Lever Carbine .454 Casull (3d6+2/-5) Int:10 FB 70’ Lever L 7.0 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Rossi Lever Carbine .45 Long Colt Int:8 FB 70’ Lever L 4.8 26 0% L
(2d6+3/-3)
Fixed stock. Not affected by Error Range due to ammunition.
Rossi Lever Carbine .357 Magnum Int:10 FB 70’ Lever L 7.0 26 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Mini-14 5.56x45mm (5d4/-5) Box:5|10|20:1/30:2/100:5 FB 80’ SL L 6.4 27 0% L
Fixed stock and one 10 round magazine. Uses Mini-14 magazines.
Ruger Mini-30 7.62x39mm (4d6+2/-6) Box:5|10|20:1/30:2 FB 80’ SL L 6.8 22 0% L
Fixed stock and one 10 round magazine. Uses Mini-30 magazines.
Ruger 10/22 .22 Long Rifle (1d4/+0) Box:10|25|30:1/50:4 FB 75’ SL L 5.0 12 0% L
Fixed stock and one 10 round magazine. Uses 10/22 magazines.
Saiga 7.62 7.62x39mm (4d6+2/-6) Box:5|10|15:1/20:2/30:3 FB 65’ SL L 8.3 23 0% L
Fixed stock and one 5 round magazine.
Saiga .223 5.56x45mm (5d4/-5) Box:5|10|15:1/20|30:2 FB 70’ SL L 8.2 25 0% L
Fixed stock and one 5 round magazine.
Saiga 5.45 5.45x39mm (4d4/-4) Box:5|10|15:1/20|30:2 FB 75’ SL L 8.2 22 0% L
Fixed stock and one 5 round magazine.
Saiga 308 7.62x51mm (5d6/-6) Box:5|10|15:1/20|25:2 FB 90’ SL L 8.4 22 0% L
Fixed stock and one 5 round magazine.
Saiga 30-06 .30-06 Springfield Box:3|10:1 FB 90’ SL L 8.8 30 0% L
(6d6/-8)
Fixed stock and one 3 round magazine.
SKS-45 7.62x39mm (4d6+2/-6) Int:10 FB 70’ SL L 8.5 11 0% L
Fixed stock and a folding bayonet (Survival Knife). Capable of being reloaded with stripper clips.
Taurus Thunderbolt .45 Long Colt Int:14 FB 80’ Pump L 8.0 26 0% L
(2d6+3/-3)
Fixed stock.
vz. 58 V 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 65’ SL/ L 6.8 20 0% M&P
Auto(F)
Folding stock, patrol sling, bayonet lug, stripper clip guide, and four 30 round magazines. Uses vz. 58 magazines.
WASR-10/63 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL L 8.8 21 10% L
Fixed stock, bayonet lug, threaded barrel, and two 10 round magazines. Uses 7.62 AK magazines.
Valmet Model 412 See Text Int:1 F B O 85’ Single L 7.3 30 0% L
See Text Int:1
The top barrel of this firearm can be purchased in one of the following calibers: .30-06 Springfield (6d6/-8) or 7.62x51mm (5d6/-6)
The bottom barrel of this firearm can be purchased in one of the following calibers: .30-06 Springfield (6d6/-8), 7.62x51mm (5d6/-6)
or 12 Gauge (5d6/-6). Fixed stock. Not affected by Error Range due to ammunition.

Table 170: Cheap Modern Assault, Battle, and Target Rifles, Cont
197

Mid-range Modern Assault, Battle, and Target Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
AK-12 5.45x39mm Box:30:1/45:2/75|100:4 F B O 4T 80’ SL/2RB/Auto(F) L 7.3 48 0% M&P
(4d4/-4)
Folding stock, bayonet lug, bayonet(survival knife), threaded barrel, and two 30 round magazines. Uses 5.45 AK magazines.
AK-15 7.62x39mm Box:10|20|30:1/40:2/75:5 F B O 4T 70’ SL/2RB/ L 7.3 49 0% M&P
(4d6+2/-6) Auto(F)
Folding stock, threaded barrel, patrol sling, bayonet(survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AK-105 5.45x39mm Box:30:1/45:2/75|100:4 FBO 80’ SL/Auto(M) L 6.6 32 0% M&P
(4d4/-4)
Fixed stock, bayonet lug, bayonet(survival knife), threaded barrel, and two 30 round magazines. Uses 5.45 AK magazines.
ArmaLite 7.62x51mm Box:10|20:1/25:2/50:5 FBO 80’ SL/Auto(M) L 8.5 60 0% M&P
AR-10 (5d6/-6)
Fixed stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses AR-10 magazines.
ArmaLite 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL L 7.0 50 0% L
AR-15 (5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
AS Val 9x39mm Box:10:1/20:2/30:3 FBO 65’ SL/Auto(F) L 5.5 50 0% M&P
(4d4+4/-6)
Fixed stock, permanent lvl. 4 suppressor, and one 20 round magazine. Uses VSS magazines.
Beretta AR 5.56x45mm Box:5|10|20|30:1/100:8 FBO 70’ SL/3RB/Auto(M) L 8.9 45 0% M&P
70/90 (5d4/-5)
Fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
Browning BLR .30-06 Box:4:3 FB 90’ Lever L 7.3 48 0% L
Springfield
(6d6/-8)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR .300 Win Box:3:3 FB 95’ Lever L 7.8 48 0% L
Mag
(7d6/-9)
Fixed stock and one 3 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR .243 Box:4:3 FB 75’ Lever L 6.5 48 0% L
Winchester
(4d6+2/-6)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR 7.62x51mm Box:4:3 FB 90’ Lever L 6.5 48 0% L
(5d6/-6)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR 5.56x45mm Box:5:3 FB 85’ Lever L 6.8 48 0% L
(5d4/-5)
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Colt M16A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 8.9 50 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Colt M16A3 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/Auto(F) L 8.9 55 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Colt M16A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 4T 80’ SL/3RB L 8.9 55 0% R
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Daewoo K2 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 7.1 45 0% M&P
(5d4/-5)
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
FN F2000 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ (100’) SL/Auto(F) L 7.9 60 0% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, permanent 1.6x advanced combat sight, and one 30 round magazine. Uses M16/AR-15 magazines.

Table 171: Midrange Modern Assault, Battle, and Target Rifles


198

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
FN FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL/Auto(M) L 9.4 45 0% M&P
(5d6/-6)
Fixed stock, bipod, threaded barrel, and one 20 round magazine. Uses FAL magazines.
L1A1 FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL L 9.4 35 0% L
(5d6/-6)
Fixed stock, bipod, threaded barrel, and one 20 round magazine. Uses FAL magazines.
FN FNC 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/3RB/Auto(F) L 8.4 55 0% M&P
(5d4/-5)
Fixed stock, patrol sling, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
FAMAS G2 5.56x45mm Box:10|20|30:1/100:8 FB 75’ SL/Auto(F) L 8.4 40 0% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
H&K G36 5.56x45mm Box:30:2/100:6 FBO 80’ SL/Auto(M) L 8.0 55 0% M&P
(5d4/-5)
Folding stock, patrol sling, permanent advanced combat sight(3x), threaded barrel, and two 30 round magazines. Uses G36 magazines.
H&K SL8 5.56x45mm Box:10:2/30:3 FBO 80’ SL L 8.6 60 0% L
(5d4/-5)
Fixed stock and one 10 round magazine.
H&K G3A3 7.62x51mm Box:20:1/50:7 FB 85’ SL/3RB/Auto(M) L 9.1 55 0% M&P
(5d6/-6)
Fixed stock, threaded barrel, bayonet lug, and two 20 round magazines. Uses G3 magazines.
H&K G3A4 7.62x51mm Box:20:1/50:7 FB 85’ SL/3RB/Auto(M) L 10.0 55 0% M&P
(5d6/-6)
Folding stock, threaded barrel, bayonet lug, and two 20 round magazines. Uses G3 magazines.
H&K HK33A2 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 8.0 50 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, and two 25 round magazines. Uses HK33 magazines.
H&K HK33A3 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 8.8 50 0% M&P
(5d4/-5)
Folding stock, threaded barrel, and two 25 round magazines. Uses HK33 magazines.
Henry .30/30 .30-30 Int:5 FB 100’ Lever L 7.0 35 0% L
Winchester
(4d6+1/-5)
Fixed stock. Not affected by Error Range due to ammunition.
IMI Galil ARM 5.56x45mm Box:35:2/50:4 FB 85’ SL/Auto(M) L 9.5 60 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bipod, and two 35 round magazines. Uses 5.56 Galil magazines.
Kel-Tec SU-16A 5.56x45mm Box:5|10|20|30:1/100:8 FBO 75’ SL L 5.0 32 5% L
(5d4/-5)
Folding stock, threaded barrel, bipod, and one 10 round magazine. Uses M16/AR-15 magazines.
Kel-Tec SU-16C 5.56x45mm Box:5|10|20|30:1/100:8 FBO 75’ SL L 4.7 32 5% L
(5d4/-5)
Folding stock, threaded barrel, bipod, and one 10 round magazine. Uses M16/AR-15 magazines.
L85A1 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL/Auto(M) L 8.3 55 30% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
L85A2 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL/Auto(M) L 8.3 55 0% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
Springfield Armory 7.62x51mm Box:5:1/10:2/20:3 FB 85’ SL L 11.6 55 0% L
M1A (5d6/-6)
Fixed stock, threaded barrel, patrol sling, and one 5 round magazine. Uses M14 magazines. Capable of being reloaded with stripper clips without
removing magazine.

Table 172: Midrange Modern Assault, Battle, and Target Rifles, Cont
199

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
Norinco QBZ Type 95 5.8x42mm Box:30:3/75:10 FB 85’ SL/Auto(F) L 7.2 40 0% M&P
Rifle (5d4/-5)
Permanent fixed stock, bayonet lug, and three 30 round magazines. Uses QBZ magazines.
Remington Model 750 .243 Box:5:1/10:2 FB 85’ SL L 8.5 35 0% L
Winchester
(4d6+2/-6)
Fixed stock and one 5 round magazine.
Remington Model 750 7.62x51mm Box:5:1/10:2 FB 70’ SL L 7.5 35 0% L
(5d6/-6)
Fixed stock and one 5 round magazine.
Remington Model 750 .30-06 Box:5:1/10:2 FB 80’ SL L 7.5 35 0% L
Springfield
(6d6/-8)
Fixed stock and one 5 round magazine.
RRA Standard A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 85’ SL L 7.0 40 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Standard A4 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL L 7.0 48 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Mid-length A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 70’ SL L 6.8 50 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Mid-length A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 2T 70’ SL L 6.8 58 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Ruger AC-556 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/3RB/Auto(M) L 6.4 35 0% M&P
(5d4/-5)
Folding stock and one 30 round magazine. Uses Mini-14 magazines.
Stoner 63A Rifle 5.56x45mm Box:20/30:1 FBO 85’ SL/Auto(F) L 8.1 40 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, patrol sling, and one 30 round magazine. Uses Stoner 63A magazines.

Table 173: Midrange Modern Assault, Battle, and Target Rifles, Cont
200

Expensive Modern Assault, Battle, and Target Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
ArmaLite AR-10A3 7.62x51mm (5d6/-6) Box:10|20:1/25:2/50:5 FBO 80’ SL L 8.5 62 0% L
Fixed stock, threaded barrel, and one 20 round magazine. Uses AR-10 magazines.
FN SCAR-H 7.62x51mm (5d6/-6) Box:20:3 F B O 3T 80’ SL/Auto(M) L 7.9 80 0% M&P
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L 5.56x45mm (5d4/-5) Box:10|20|30:1/100:8 F B O 3T 85’ SL/Auto(M) L 7.3 80 0% M&P
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN SCAR 17S 7.62x51mm (5d6/-6) Box:20:3 F B O 3T 80’ SL L 7.3 85 0% L
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR 16S 5.56x45mm (5d4/-5) Box:10|20|30:1/100:8 F B O 3T 85’ SL L 8.0 85 0% L
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN FNAR H 7.62x51mm (5d6/-6) Box:5|10:2/20:3 FBO 110’ SL L 10.0 81 0% L
Fixed stock, heavy barrel, precision barrel, and two 5 round magazines. Uses FNAR magazines.
FN FNAR L 7.62x51mm (5d6/-6) Box:5|10:2/20:3 FBO 90’ SL L 9.0 70 0% L
Fixed stock, precision barrel, and two 5 round magazines. Uses FNAR magazines.
H&K 91A2 7.62x51mm (5d6/-6) Box:20:1/50:7 FB 85’ SL L 8.8 100 0% L
Fixed stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses G3 magazines.
H&K 91A3 7.62x51mm (5d6/-6) Box:20:1/50:7 FB 85’ SL L 8.0 100 0% L
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses G3 magazines.
H&K XM8 5.56x45mm (5d4/-5) Box:30:2/100:6 FB 80’ SL/Auto(M) L 7.5 130 0% M&P
Fixed stock, advanced combat sight (3x), threaded barrel, and two 30 round magazines. Uses G36 magazines. The time to attach the following
upgrades is reduced by 50%: Fixed, Folding or Pistol Grip stocks, Extended or SBR barrels, Red Dot or ACS optics, or Bipods.
IMI Galil ACE 22 5.56x45mm (5d4/-5) Box:35:2/50:4 F B O 4T 85’ SL/Auto(M) L 7.3 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil ACE 32 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 F B O 4T 85’ SL/Auto(M) L 7.4 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
IMI Galil ACE 52 7.62x51mm (5d6/-6) Box:25:2 F B O 4T 85’ SL/Auto(M) L 7.8 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Galil SAR 5.56x45mm (5d4/-5) Box:35:2/50:4 FB 80’ SL/Auto(M) L 8.2 63 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil SAR 7.62x51mm (5d6/-6) Box:25:2 FB 80’ SL/Auto(M) L 8.5 66 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Galil ARM 7.62x51mm (5d6/-6) Box:25:2 FB 85’ SL/Auto(M) L 9.8 65 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Tavor TAR-21 5.56x45mm (5d4/-5) Box:5|10|20|30:1/100:8 FBO 80’ SL/Auto(F) L 6.5 68 0% M&P
Permanent fixed stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
IMI Tavor 7 7.62x51mm (5d6/-6) Box:10|20:1/25:2/50:5 FBO 85’ SL/Auto(F) L 9.0 72 0% M&P
Permanent fixed stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses AR-10 magazines.
HCAR Rifle .30-06 Springfield Box:20:1/30:3 F B O 2T 95’ SL L 14.0 160 0% L
(6d6/-8)
Fixed stock and three 30 round magazines. Uses BAR magazines. +2 Mastercraft.
Kel-Tec RFB 7.62x51mm (5d6/-6) Box:10:1/20:2/30:3 FBO 70’ SL L 11.3 70 0% L
Permanent fixed stock, threaded barrel, and two 30 round magazines. Uses FAL magazines.
M14 7.62x51mm (5d6/-6) Box:5:1/10:2/20:3 FB 85’ SL/Auto(F) L 11.5 65 0% M&P
Fixed stock, threaded barrel, patrol sling, bayonet lug, and two 20 round magazines. Uses M14 magazines. Capable of being reloaded with
stripper clips without removing magazine.
RRA LAR-6.8 6.8mm SPC (5d4+3/-6) Box:10|20:2/30:4 FB 85’ SL L 6.9 70 0% L
Mid-length A2
Fixed stock, threaded barrel, bayonet lug, and two 10 round magazines. Uses 6.8 AR magazines.

Table 174: Expensive Modern Assault, Battle, and Target Rifles


201

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
RRA LAR-6.8 6.8mm SPC Box:10|20:2/30:4 FBO 85’ SL L 6.9 75 0% L
Mid-length A4 (5d4+3/-6)
Synthetic stock, threaded barrel, bayonet lug, and two 10 round magazines. Uses 6.8 AR magazines.
SIG SG 550 5.56x45mm Box:5|20:1/30:2 FB 80’ SL/3RB/Auto(F) L 9.0 65 0% M&P
(5d4/-5)
Folding stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses SIG magazines.
SIG SG 556 5.56x45mm Box:5|10|20|30:1/100:8 F B 80’ SL L 9.0 80 0% L
(5d4/-5)
Folding stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
SIG SG 510 7.5x55mm Box:20:3/30:5 FB 90’ SL/Auto(M) L 12.6 97 0% M&P
Swiss
(5d6+5/-8)
Fixed Stock, bayonet lug, and two 20 round magazines.
SG 510-4 7.62x51mm Box:20:3/30:5 FB 90’ SL/Auto(M) L 12.6 97 0% M&P
(5d6/-6)
Fixed Stock, bayonet lug, and two 20 round magazines.
Steyr AUG 5.56x45mm Box:30:3/42:4 FB 105’ SL/Auto(M) L 7.9 100 0% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, bayonet lug, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG
magazines. +1 Mastercraft.
Steyr USR 5.56x45mm Box:30:3 FB 105’ SL L 7.9 130 0% L
(5d4/-5)
Permanent fixed stock, threaded barrel, bayonet lug, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG
magazines. +1 Mastercraft.
AN-94 5.45x39mm Box:30:1/45:2/75|100:4 F B 95’ SL/2RB/Auto(M) L 8.5 340 0% M&P
(4d4/-4)
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses 5.45 AK magazines. +1 Mastercraft. When using the 2r
burst fire feature, there is no Caliber Recoil penalty for the attack.
IMBEL IA2 7.62 7.62x51mm Box:10:1/20:2/30:3 F B O 4T 70’ SL/Auto(M) L 8.3 60 0% M&P
Rifle (5d6/-6)
Folding stock, threaded barrel, and one 20 round magazine. Uses FAL magazines.
IMBEL IA2 5.56 5.56x45mm Box:5|10|20|30:1Box:100:8
F B O 4T 55’ SL/Auto(M) L 7.5 60 0% M&P
Rifle (5d4/-5)
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.

Table 175: Expensive Modern Assault, Battle, and Target Rifles, Cont
202

Designated Marksman Rifles


A designated marksman rifle (DMR) is the weapon used by soldiers in the designated marksman role. The DM role fills the gap
between a regular infantryman and a sniper and DMRs have been developed with this middle ground in mind.

Cheap Modern Designated Marksman Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
SVD 7.62x54mmR Box:10:2 FBO 115’ SL L 9.4 55 0% L
(5d6+2/-7)
Fixed stock, bayonet lug, threaded barrel, and one 10 round magazine.
H&K G3SG/1 7.62x51mm Box:20:1/50:7 FBO (105’) 130’-155’ SL/3RB/Auto(M) L 12.2 50 0% M&P
(5d6/-6)
Fixed stock, bayonet lug, bipod, 1.5-6× adjustable telescopic sight, and two 20 round magazines. Uses G3 magazines.
H&K HK33SG1 5.56x45mm Box:25:2/30:3/40:4 FBO (100’) 125’-150’ SL/3RB/Auto(M) L 12.4 45 0% M&P
(5d4/-5)
Fixed stock, bayonet lug, bipod, 1.5-6× adjustable telescopic sight, and two 25 round magazines. Uses HK33 magazines.
IMI Galil ACE 23 5.56x45mm Box:35:2/50:4 F B O 4T 95’ SL/Auto(M) L 7.6 75 0% M&P
(5d4/-5)
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 5.56 Galil magazines.
IMI Galil ACE 53 7.62x51mm Box:25:2 F B O 4T 95’ SL/Auto(M) L 8.1 75 0% M&P
(5d6/-6)
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Galil Marksman 5.56x45mm Box:35:2/50:4 FBO 90’ SL/Auto(M) L 9.0 65 0% M&P
(5d4/-5)
Synthetic stock, threaded barrel, bipod, bayonet lug, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil Sniper 7.62x51mm Box:25:2 FBO (95’) 165’ SL/Auto(M) L 14.0 65 0% M&P
(5d6/-6)
Synthetic stock, threaded barrel, bayonet lug, 8× telescopic sight, and two 25 round magazines. Uses 7.62 Galil magazines.
VSK-94 9x39mm Box:10:1/20:2/30:3 FBO (70’) 105’ SL/Auto(M) L 6.1 48 0% M&P
(4d4+4/-6)
Fixed stock, threaded barrel, lvl. 4 suppressor, 4× telescopic sight, and one 10 round magazine. Uses VSS magazines.
VSS 9x39mm Box:10:1/20:2/30:3 FBO (60’) 90’ SL/Auto(M) L 5.5 62 0% M&P
(4d4+4/-6)
Fixed stock, permanent lvl. 4 suppressor, 4× telescopic sight, and one 10 round magazine. Uses VSS magazines.
SVU 7.62x54mmR Box:10:1/20:2/30:3 FBO 95’ SL/Auto(M) L 9.4 64 0% M&P
(5d6+2/-7)
Permanent fixed stock, threaded barrel, bipod, and one 10 round magazine.
Zastava M76 7.92x57mm Box:10:2 FBO 130’ SL L 10.1 60 0% L
Mauser
(5d6+5/-8)
Fixed stock, bayonet lug, threaded barrel, and one 10 round magazine.

Table 176: Cheap Modern Designated Marksman Rifles


203

Expensive Modern Designated Marksman Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
Benelli R1 .300 Win Mag Box:3:4 FBO 140’ SL L 7.0 58 0% L
(7d6/-9)
Fixed stock, precision barrel, and one 3 round magazine. +1 Mastercraft.
Benelli R1 .30-06 Box:4:4/10:5 FBO 110’ SL L 7.0 55 0% L
Springfield
(6d6/-8)
Fixed Stock, precision barrel, and one 4 round magazine. +1 Mastercraft.
Benelli MR1 5.56x45mm Box:5:4 FBO 100’ SL L 7.0 58 0% L
(5d4/-5)
Fixed stock, precision barrel, and one 5 round magazine. +1 Mastercraft.
Browning BAR Stalker .243 Int:4 FBO 125’ SL L 7.0 63 0% L
Winchester
(4d6+2/-6)
Fixed stock and a precision barrel. +1 Mastercraft.
Browning BAR Stalker .300 Win Mag Int:4 FBO 145’ SL L 7.0 63 0% L
(7d6/-9)
Fixed stock and a precision barrel. +1 Mastercraft.
Browning BAR Stalker 7.62x51mm Int:4 FBO 140’ SL L 7.0 63 0% L
(5d6/-6)
Fixed stock and a precision barrel. +1 Mastercraft.
Browning Bar DBM 7.62x51mm Box:10:4 FBO 140’ SL L 7.0 67 0% L
(5d6/-6)
Fixed stock, precision barrel, and one 10 round magazine. +1 Mastercraft.
FN SCAR-H LB 7.62x51mm Box:20:3 F B O 3T 90’ SL/Auto(M) L 7.7 90 0% M&P
(5d6/-6)
Folding stock, extended barrel, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-H TPR 7.62x51mm Box:20:3 F B O 3T 120’ SL L 8.8 110 0% L
(5d6/-6)
Folding stock, threaded barrel, precision barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-H SSR 7.62x51mm Box:20:3 F B O 3T 145’ SL L 10.0 150 0% L
(5d6/-6)
Ergonomic stock, threaded barrel, match barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L LB 5.56x45mm Box:10|20|30:1/100:8 F B O 3T 95’ SL/Auto(M) L 8.2 90 0% M&P
(5d4/-5)
Folding stock, extended barrel, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
H&K PSG1 7.62x51mm Box:5|20:1 FBO (110’) SL L 15.8 625 0% L
(5d6/-6) 165’
Ergonomic stock, threaded barrel, 6× telescopic sight, and two 5 round magazines. Uses G3 magazines. +1 Mastercraft.
HCAR DMR .30-06 Box:20:1/30:3 F B O 2T 180’ SL L 14.0 175 0% L
Springfield
(6d6/-8)
Fixed Stock and three 30 round magazines. Uses BAR magazines. +2 Mastercraft.
M21 SWS 7.62x51mm Box:5:1/10:2/20:3 FBO (110’) SL L 11.6 155 0% L
(5d6/-6) 190’
Fixed stock, threaded barrel, bayonet lug, bipod, 9× telescopic sight, and one 20 round magazine. Uses M14 magazines. +1 Mastercraft.
Capable of being reloaded with stripper clips without removing magazine.

Table 177: Expensive Modern Designated Marksman Rifles


204

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
M110 SASS 7.62x51mm Box:10|20:1/25:2/50:5 F B O 3T (120’) SL L 15.6 300 0% L
(5d6/-6) 210’
Synthetic stock, threaded barrel, bipod, bayonet lug, 9× telescopic sight, and one 10 round magazine. Uses AR-10 magazines. Not affected by
Error Range due to ammunition. +1 Mastercraft.
Norinco QBU-88 5.8x42mm Box:10:3 FBO (85’) SL L 9.0 100 0% L
(5d4/-5) 150’
Permanent fixed stock, bipod, 9× telescopic sight, and two 10 round magazines.
SIG SSG 550 Sniper 5.56x45mm Box:5|20:1/30:2 FBO 100’ SL L 7.8 114 0% L
(5d4/-5)
Fixed stock, bipod, threaded barrel, bayonet lug, and two 5 round magazines. Uses SIG magazines.
SDM-R 5.56x45mm Box:10|20|30:1/100:8 FB 95’ SL L 10.6 140 0% L
(5d4/-5)
Fixed stock, bipod, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Walther WA2000 .300 Win Mag Box:6:50 FBO 150’ SL L 17.0 3750 0% L
(7d6/-9)
Permanent fixed stock, permanent bipod, and one 6 round magazine. +3 Grandmastercraft.

Table 178: Expensive Modern Designated Marksman Rifles, Cont


205

Bolt Action and Sniper Rifles


In military and law enforcement terminology, a sniper rifle is a precision rifle used to ensure more accurate placement of bullets at
longer ranges than other small arms.
Bolt action rifles and sniper rifles, because of their use, will almost always use a scope of high magnification (at least x3),and a
bipod. Accessories such as lasers, custom built stocks, and modified barrels are often built in as well, to achieve the best possible shot.

Cheap Modern Bolt Action and Sniper Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Alejandro Sniper Rifle 7.62x54mmR (5d6+2/-7) Box:8:3 F B O 130’ Bolt L 8.1 38 0% L
Fixed stock and one 8 round magazine. Not affected by Error Range due to ammunition.
Browning A-Bolt II .30-06 Springfield (6d6/-8) Box:4:1 F B O 100’ Bolt L 6.6 30 0% L
Composite Stalker
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
CZ 452 American .22 Long Rifle (1d4/+0) Box:5:1 FBO 85’ Bolt L 5.9 22 0% L
Fixed stock and one 5 round magazine.
CZ 453 American .17 HMR (1d4+2/-1) Box:5:1 FBO 90’ Bolt L 5.9 28 0% L
Fixed stock and one 5 round magazine.
CZ 528 7.62x39mm (4d6+2/-6) Box:5:1 FBO 85’ Bolt L 5.9 30 0% L
Fixed stock, canted sights, and one 5 round magazine. Not affected by Error Range due to ammunition..
Enfield K 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 95’ Bolt L 7.5 35 0% L
Fixed Stock and one 10 round magazine. Uses 7.62 AK magazines.
Marlin Model X7 .30-06 Springfield (6d6/-8) Int:5 F B O 130’ Bolt L 6.3 22 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model X7 .243 Winchester (4d6+2/-6) Int:5 FBO 95’ Bolt L 6.3 19 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model X7 7.62x51mm (5d6/-6) Int:5 FBO 110’ Bolt L 6.3 20 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .30-06 Springfield (6d6/-8) Int:5 F B O 130’ Bolt L 6.0 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .243 Winchester (4d6+2/-6) Int:5 FBO 90’ Bolt L 6.0 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .17 Remington (2d6/-2) Int:5 FBO 115’ Bolt L 6.0 30 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 7.62x51mm (5d6/-6) Int:4 F B O 120’ Bolt L 6.0 38 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 5.56x45mm (5d4/-5) Int:5 F B O 125’ Bolt L 6.0 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700P 7.62x51mm (5d6/-6) Int:4 F B O 150’ Bolt L 6.0 50 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger M77 Mark 1 5.56x45mm (5d4/-5) Int:5 F B O 100’ Bolt L 7.3 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Ruger M77 Mark 1 7.62x51mm (5d6/-6) Int:5 F B O 100’ Bolt L 7.0 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Scout 7.62x51mm (5d6/-6) Box:10:2 FBO 110’ Bolt L 7.0 45 0% L
Fixed stock and one 10 round magazine. Not affected by Error Range due to ammunition.
Ruger Scout 5.56x45mm (5d4/-5) Box:10:2 F B O 100’ Bolt L 7.0 44 0% L
Fixed stock and one 10 round magazine. Not affected by Error Range due to ammunition.
Ruger American Ranch 7.62x39mm (4d6+2/-6) Box:5|10|20:1/30:2 F B O 105’ Bolt L 5.9 30 0% L
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. Uses Mini-30 magazines.

Table 179: Cheap Modern Bolt Action and Sniper Rifles


206

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Ruger American Ranch See Text Box:5|10|20|30:1 F B O 95’ Bolt L 5.9 30 0% L
This firearm can be purchased in one of the following calibers: .300 AAC BLK (4d6/-5) or 5.56x45mm (5d4/-5). Fixed stock and one 5 round
magazine. Not affected by Error Range due to ammunition. Uses M16/AR-15 magazines.
Ruger Precision Rimfire .22 Long Rifle (1d4/+0) Box:10|25|30:1/50:4 F B O 110’ Bolt L 6.8 35 0% L
Synthetic stock, threaded barrel, and two 10 round magazines. Uses 10/22 magazines.
Ruger Precision See Text Box:9|15|:1/25:2 F B O 115’ Bolt L 6.8 35 0% L
Magnum Rimfire
This firearm can be purchased in one of the following calibers: .22 WMR (2d4+2/-2) or .17 HMR (1d4+2/-1). Synthetic stock, threaded barrel,
and two 10 round magazines. Uses Magnum Precision Magazines.
Summit Frontier .45-70 .45-70 Government (3d10/-6) Int:3 F B O 90’ Bolt L 8.8 45 0% L
Fixed stock. Not affected by Error Range due to ammunition.

Table 180: Cheap Modern Bolt Action and Sniper Rifles, Cont

Expensive Modern Bolt Action and Sniper Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Accuracy International 7.62x51mm (5d6/-6) Box:5:4 FBO 130’ Bolt L 14.3 100 0% L
AWP
Fixed stock, threaded barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Accuracy International .338 Lapua Magnum Box:5:4 FBO 130’ Bolt L 14.3 100 0% L
AWM (7d8/-10)
Fixed stock, threaded barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Accuracy International .300 Win Mag (7d6/-9) Box:10:12 F B O 2T 180’ Bolt L 13.8 400 0% L
AXMC
Folding stock, threaded barrel, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Barrett M98B .338 Lapua Magnum Box:10:14 FBO 135’ Bolt L 13.5 200 0% L
(7d8/-10)
Fixed stock, threaded barrel, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
SV-98 7.62x54mmR Box:10:3 FBO 110’ Bolt L 12.8 60 0% L
(5d6+2/-7)
Fixed stock, threaded barrel, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
FR F1 7.5x54mm (4d6+4/-7) Box:10:4 FBO (130’) 195’ Bolt L 12.8 150 0% L
Fixed stock, bipod, heavy barrel, 6× telescopic sight, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
FR F2 7.62x51mm (5d6/-6) Box:10:4 FBO (130’) 195’ Bolt L 12.8 150 0% L
Fixed stock, bipod, heavy barrel, 6× telescopic sight, and one 10 round magazine. Not affected by Error Range due to ammunition. +1
Mastercraft.
FN Ballista .300 Win Mag (7d6/-9) Box:5:4/8:7 F B O 1T 190’ Bolt L 12.0 375 0% L
Folding stock, bipod, match barrel, heavy barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
FN Ballista .338 Lapua Magnum Box:6:4/10:7 F B O 1T 195’ Bolt L 12.0 375 0% L
(7d8/-10)
Folding stock, bipod, match barrel, heavy barrel, and one 6 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
FN Ballista 7.62x51mm (5d6/-6) Box:8:4/15:7 F B O 1T 175’ Bolt L 12.0 375 0% L
Folding stock, bipod, match barrel, heavy barrel, and one 8 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
M40A3 7.62x51mm (5d6/-6) Int:5 FBO (135’) 270’ Bolt L 16.5 136 0% L
Fixed stock, bipod, heavy barrel, and a 10× telescopic sight. Not affected by Error Range due to ammunition. +1 Mastercraft.
M24A3 SWS .338 Lapua Magnum Box:5:2 FBO (165’) 330’ Bolt L 11.9 124 0% L
(7d8/-10)
Fixed stock, bipod, heavy barrel, 10× telescopic sight, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
M2010 ESR .300 Win Mag (7d6/-9) Box:5:2 F B O 2T (155’) Bolt L 12.0 150 0% L
270’ - 425’
Fixed stock, threaded barrel, bipod, 6.5-20× adjustable telescopic sight, and two 5 round magazines. Not affected by Error Range due to
ammunition. +1 Mastercraft
Mossberg MVP 5.56x45mm (5d4/-5) Box:10|20|30:1/100:8 FBO 95’ Bolt L 7.5 56 0% L
Fixed stock and one 10 round magazine. Not affected by Error Range due to ammunition. Uses M16/AR-15 magazines.

Table 181: Expensive Modern Bolt Action and Sniper Rifles


207

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
L42A1 7.62x51mm (5d6/-6) Box:10:1 FBO 95’ Bolt L 9.7 63 0% L
Fixed stock and one 10 round magazine. This weapon’s magazines are not interchangeable between different guns of the same model, and when
reloading with magazines, the error range increases by 25%. Not affected by Error Range due to ammunition.
Remington M700P 5.56x45mm (5d4/-5) Int:5 FBO 135’ Bolt L 6.0 52 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger Precision Rifle 7.62x51mm (5d6/-6) Box: See Text F B O 4T 140’ Bolt L 9.7 60 0% L
Folding stock, threaded barrel. Uses M14, AR-10, and AWP magazines. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger Precision Rifle .300 Win Mag (7d6/-9) Box:5:2 F B O 4T 165’ Bolt L 9.7 100 0% L
Folding stock, threaded barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger Precision Rifle .338 Lapua Magnum (7d8/-10) Box:5:2 F B O 4T 175’ Bolt L 9.7 100 0% L
Folding stock, threaded barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
SIG SSG 3000 7.62x51mm (5d6/-6) Box:4:2 FBO 100’ Bolt L 11.9 100 0% L
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Steyr Scout 5.56x45mm (5d4/-5) Box:5:2/10:5 FBO 105’ Bolt L 6.6 100 0% L
Fixed stock, bipod, and two 5 round magazines. One magazine can be stored in the stock. Not affected by Error Range due to ammunition. +1
Mastercraft.
Steyr Scout 7.62x51mm (5d6/-6) Box:5:2/10:5 FBO 105’ Bolt L 6.6 100 0% L
Fixed stock, bipod, and two 5 round magazines. One magazine can be stored in the stock. Not affected by Error Range due to ammunition. +1
Mastercraft. Uses Steyr Scout Magazines
Steyr Scout .243 Winchester (4d6+2/-6) Box:5:2/10:5 FBO 105’ Bolt L 6.6 100 0% L
Fixed stock, bipod, and two 5 round magazines. One magazine can be stored in the stock. Not affected by Error Range due to ammunition. +1
Mastercraft. Uses Steyr Scout Magazines

Table 182: Expensive Modern Bolt Action and Sniper Rifles, Cont

Modern Anti-Materiel Rifles


An Anti-materiel rifle is a rifle designed to destroy hard targets, such as equipment, vehicles, and weapons, rather than at other
combatants.
Bipods are mandatory, and various telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for
anti-materiel rifles.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Accuracy International AW50 .50 BMG (10d8/-16) Box:5:12 FBO 270’ Bolt H 33.0 300 0% R
Fixed stock, threaded barrel, bipod, and one 5 round magazine. Not affected by Error Range due to ammunition.
Anzio Ironworks Single Shot 50 .50 BMG (10d8/-16) Int:1 FBO 190’ Bolt H 21.0 125 0% R
Fixed stock, threaded barrel, and bipod. Not affected by Error Range due to ammunition.
Anzio Ironworks 50 .50 BMG (10d8/-16) Box:3:4 FBO 200’ Bolt H 23.0 200 0% R
Fixed stock, threaded barrel, bipod, and one 3 round magazine. Not affected by Error Range due to ammunition.
Anzio Ironworks Mag-fed 20x102mm (12d10/-20) Box:3:12 FBO 450’ Bolt G 60.0 600 0% R
20mm
Fixed stock, threaded barrel, bipod, and one 3 round magazine. Not affected by Error Range due to ammunition.
Barrett M95 .50 BMG (10d8/-16) Box:5:10 FBO 260’ Bolt H 23.5 240 0% R
Fixed stock, threaded barrel, bipod, and one 5 round magazine. Not affected by Error Range due to ammunition.
Barrett M82A1 “Light Fifty” .50 BMG (10d8/-16) Box:10:10 FBO 220’ SL H 30.9 300 0% R
Fixed stock, threaded barrel, bipod and one 10 round magazine.
Lynx GM6 12.7x108mm (10d8/-16) Box:5:13 F B O 1T 235’ SL L 24.3 285 0% R
Fixed stock, threaded barrel, bipod, and two 5 round magazines.
Zastava M12 Black Spear 12.7x108mm (10d8/-16) Box:5:9 FBO 250’ Bolt H 28.7 180 0% R
Fixed stock, threaded barrel, bipod, and two 5 round magazines.
PGM Hécate II .50 BMG (10d8/-16) Box:7:5 FBO 245’ Bolt H 30.0 190 0% R
Fixed stock, threaded barrel, bipod, and two 7 round magazines.
Mambi AMR 14.5x114mm (10d10/-17) Box:5:4 FBO 270’ SL H 28.2 274 0% R
Permanent fixed stock, threaded barrel, bipod, and two 5 round magazines.
MK-18 Mod 1 Mjolinr .338 Lapua Magnum (7d8/-10) Box:10:5 F B O 1T 260’ SL L 13.0 350 0% L
Synthetic stock, threaded barrel, precision barrel, and one 10 round magazine. +3 Grandmastercraft.
6P62 12.7x108mm (10d8/-16) Box:14:4 FB 225’ SL/Auto(S) H 33.0 290 0% M&P
Fixed stock, threaded barrel, bipod, and one 14 round magazine.

Table 183: Modern Anti-Materiel Rifles


208

Early Modern Rifles


All weapons listed here have a 75% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Early Modern Battle Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Type 99 Rifle 7.7x58mm Arisaka (5d6+4/-8) Int:5 FB 110’ Bolt L 8.1 34 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
AVS-36 7.62x54mmR (5d6+2/-7) Box:15:1 FB 80’ SL/Auto(F) L 9.5 66 5% M&P
Fixed stock, bayonet lug, bayonet (survival knife), and two 15 round magazines.
Colt Monitor .30-06 Springfield (6d6/-8) Box:20:1/30:3 FB 80’ SL/Auto(M) L 19.0 75 5% M&P
Fixed stock, permanent muzzle brake, and one 20 round magazine. Uses BAR magazines.
Carcano Mod. 91/38 6.5x52mm Carcano (4d6+2/-6) Clip:6 FB 155’ Bolt L 8.6 20 0% L
Fixed stock, two 6 round enbloc clips, and a bayonet lug. Not affected by Error Range due to ammunition.
Carcano Carbine 6.5x52mm Carcano (4d6+2/-6) Clip:6 FB 125’ Bolt L 6.9 16 0% L
Fixed stock, two 6 round enbloc clips, and a folding integral bayonet. Not affected by Error Range due to ammunition. Considered a carbine for
the purpose of combat.
De Lisle carbine .45 ACP (3d4+2/-4) Box:7:1 — 80’ Bolt L 8.5 9 0% R
Folding stock, permanent lvl. 3 suppressor, and two 7 round magazines. Uses 1911 magazines. Not affected by Error Range due to ammunition.
Considered a carbine for the purpose of combat.
FG42 7.92x57mm Mauser (5d6+5/-8) Box:10:2/20:5 F B O 95’ SL/Auto(F) L 9.3 80 0% M&P
Fixed stock, bipod and one 20 round magazine.
Gewehr 41 7.92x57mm Mauser (5d6+5/-8) Int:10 FB 90’ SL L 11.0 9 20% L
Fixed stock.
Karabiner 98 kurz 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 160’ Bolt L 8.2 21 0% L
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition.
SMLE No. 1 Mk III* .303 British (5d6+3/-7) Box:10:2 FB 140’ Bolt L 8.8 20 0% L
Fixed stock, stripper clip guide, bayonet lug, a bayonet (survival knife), and one 10 round magazine. This weapon’s magazines are not
interchangeable between different guns of the same model, and when reloading with magazines, the error range increases by 25%. Not
affected by Error Range due to ammunition.
Lee-Enfield No. 4 Mk I .303 British (5d6+3/-7) Box:10:2 FB 150’ Bolt L 8.8 11 0% L
Fixed stock, stripper clip guide, bayonet lug, a bayonet (survival knife), and one 10 round magazine. This weapon’s magazines are not
interchangeable between different guns of the same model, and when reloading with magazines, the error range increases by 25%. Not
affected by Error Range due to ammunition.
Lee-Enfield No. 5 Mk I .303 British (5d6+3/-7) Box:10:2 FB 130’ Bolt L 6.0 14 0% L
“Jungle Carbine”
Fixed stock, stripper clip guide, bayonet lug, a bayonet(survival knife), and one 10 round magazine. This weapon’s magazines are not
interchangeable between different guns of the same model, and when reloading with magazines, the error range increases by 25%. Not
affected by Error Range due to ammunition.
M1 Carbine .30 Carbine (3d6+1/-4) Box:15|30:1 FB 80’ SL L 5.2 25 5% L
Fixed stock and two 15 round magazines. Uses M1 Carbine magazines. Considered a carbine for the purpose of combat.
M1A1 Carbine .30 Carbine (3d6+1/-4) Box:15|30:1 FB 80’ SL L 4.5 33 5% L
Folding stock and two 15 round magazines. Uses M1 Carbine magazines. Considered a carbine for the purpose of combat.
M2 Carbine .30 Carbine (3d6+1/-4) Box:15|30:1 FB 80’ SL/Auto(F) L 5.2 30 5% M&P
Fixed stock and two 15 round magazines. Uses M1 Carbine magazines. Considered a carbine for the purpose of combat.
M1 Garand .30-06 Springfield (6d6/-8) Clip:8 FB 120’ SL L 9.5 45 0% L
Fixed stock, patrol sling, bayonet lug, and one 8 round clip. This weapon requires the use of its clip to function. 1 WP purchases 10 clips.
MAS 49/56 7.5x54mm (4d6+4/-7) Box:10:2 FB 115’ SL L 10.6 38 0% L
Fixed stock and two 10 round magazines.

Table 184: Early Modern Battle Rifles


209

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
M1903A1 Springfield .30-06 Springfield (6d6/-8) Int:5 FB 150’ Bolt L 8.8 6 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
M1903A3 Springfield .30-06 Springfield (6d6/-8) Int:5 FB 150’ Bolt L 8.6 6 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
MAS 36 CR39 7.5x54mm (4d6+4/-7) Int:5 FB 145’ Bolt L 8.2 6 0% L
Folding stock and a bayonet lug. Not affected by Error Range due to ammunition.
Mosin-Nagant M1891/30 7.62x54mmR (5d6+2/-7) Int:5 FB 140’ Bolt L 8.8 4 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Mosin-Nagant M1938 7.62x54mmR (5d6+2/-7) Int:5 FB 130’ Bolt L 7.5 4 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Mosin-Nagant M1944 7.62x54mmR (5d6+2/-7) Int:5 FB 130’ Bolt L 9.0 4 0% L
Fixed stock, bayonet lug, and a permanent bayonet. Not affected by Error Range due to ammunition.
Sturmgewehr 44 7.92x33mm Kurz (3d8/-5) Box:30:1 FB 70’ SL/Auto(M) L 11.5 12 10% M&P
Fixed stock and one 30 round magazine.
SVT-40 7.62x54mmR (5d6+2/-7) Box:10:1 F B O 90’ SL L 8.5 8 5% L
Fixed stock, stripper clip guide, bayonet lug, a bayonet (Survival Knife) and one 10 round magazine.

Table 185: Early Modern Battle Rifles, Cont

Early Modern Sniper Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Type 97 Sniper Rifle 6.5x50mm Arisaka (4d6/-5) Int:5 FBO (110’) 135’ Bolt L 8.7 60 0% L
Fixed stock and 2× telescopic sight. Not affected by Error Range due to ammunition.
SMLE No. 1 Mk III* .303 British (5d6+3/-7) Box:10:2 FB (140’) 175’ Bolt L 10.0 55 0% L
Fixed stock, bayonet lug, 3× telescopic sight, and one 10 round magazine. This weapon’s magazines are not interchangeable between different
guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by Error Range due to
ammunition. Can not use stripper clips. +1 Mastercraft.
Lee-Enfield No. 4 Mk I (T) .303 British (5d6+3/-7) Box:10:2 FB (150’) 185’ Bolt L 10.0 65 0% L
Fixed stock, bayonet lug, 3× telescopic sight, and one 10 round magazine. This weapon’s magazines are not interchangeable between different
guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by Error Range due to
ammunition. Can not use stripper clips. +1 Mastercraft.
Gewehr 43 7.92x57mm Mauser (5d6+5/-8) Box:10:1 FB (95’) 120’ SL L 9.7 54 5% L
Fixed stock, stripper clip guide, 3× telescopic sight, and two 10 round magazines.
Karabiner 98 kurz 7.92x57mm Mauser (5d6+5/-8) Int:5 FB (160’) 200’ Bolt L 10.3 54 0% L
Fixed stock, bayonet lug, and 3× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips. +1
Mastercraft.
MAS 36 7.5x54mm (4d6+4/-7) Int:5 FB (145’) 180’ Bolt L 9.8 45 0% L
Fixed stock, bayonet lug, and 3× telescopic sight. Not affected by Error Range due to ammunition.
M1C Garand .30-06 Springfield (6d6/-8) Int:8 FB (120’) 150’ SL L 9.4 62 0% L
Fixed stock, 2× telescopic sight, bayonet lug, and one 8 round clip. This weapon requires the use of its clip to function. 1 WP
purchases 10 clips.
M1D Garand .30-06 Springfield (6d6/-8) Int:8 F B O (120’) 150’ SL L 10.0 72 0% L
Fixed stock, 2× telescopic sight, bayonet lug, and one 8 round clip. This weapon requires the use of its clip to function. 1 WP purchases 10 clips.
M1903A4 Springfield .30-06 Springfield (6d6/-8) Int:5 FBO (150’) 185’ Bolt L 10.8 70 0% L
Fixed stock and a 2× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
Mosin-Nagant M1891/30 7.62x54mmR (5d6+2/-7) Int:5 F B O (140’) 210’ Bolt L 8.8 30 0% L
Fixed stock, bayonet lug, and a 4× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
Mosin-Nagant M1938 7.62x54mmR (5d6+2/-7) Int:5 F B O (130’) 160’ Bolt L 8.8 33 0% L
Fixed stock, bayonet lug, and a 3× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
Mosin-Nagant M1944 7.62x54mmR (5d6+2/-7) Int:5 F B O (130’) 160’ Bolt L 9.0 32 0% L
Fixed stock and a 3× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
SVT-40 7.62x54mmR (5d6+2/-7) Box:10:1 FBO (90’) 110’ SL L 10.1 56 5% L
Fixed stock, stripper clip guide, 3× telescopic sight, bayonet lug, and one 10 round magazine.

Table 186: Early Modern Sniper Rifles


210

Early Modern Anti-Materiel Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Boys Anti-tank Rifle 13.9x99mmB (12d8/-19) Box:5:1 FB 170’ Bolt H 35.0 30 0% R
Fixed stock, bipod, and one 5 round magazine. Not affected by Error Range due to ammunition.
Panzerbüchse 39 7.92x94mm (7d8/-10) Int:1 FB 140’ Bolt H 25.0 23 0% R
Folding stock and a bipod. Not affected by Error Range due to ammunition.
PTRD-41 14.5x114mm (10d10/-17) Int:1 FB 220’ Single H 38.0 25 0% R
Fixed stock and a bipod. Not affected by Error Range due to ammunition
PTRS-41 14.5x114mm (10d10/-17) Box:5:1 FB 230’ SL H 47.7 26 0% R
Fixed stock and a bipod.
Type 97 Automatic Cannon 20x125mm (12d10/-20) Box:7:2 FB 430’ SL H 130.0 43 0% R
Fixed stock and a bipod.
Solothurn S-18/100 20x105mm (12d10/-20) Box:10:2 FB 320’ SL H 99.0 40 0% R
Fixed stock and a bipod.

Table 187: Early Modern Anti-Materiel Rifles

Late Industrial Rifles


All weapons listed here have a 75% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Arisaka Type 30 Rifle 6.5x50mm Arisaka (4d6/-5) Int:5 FB 100’ Bolt L 8.7 30 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 30 Carbine 6.5x50mm Arisaka (4d6/-5) Int:5 FB 80’ Bolt L 7.9 30 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 38 6.5x50mm Arisaka (4d6/-5) Int:5 FB 90’ Bolt L 7.9 30 0% L
Fixed stock, bayonet lug, and a bayonet(survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 38 Carbine 6.5x50mm Arisaka (4d6/-5) Int:5 FB 75’ Bolt L 7.3 30 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 44 Carbine 6.5x50mm Arisaka (4d6/-5) Int:5 FB 80’ Bolt L 7.3 38 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Fusil Automatique Modele 8mm Lebel (5d6+1/-6) Clip:5 FB 70’ SL L 8.0 10 0% L
1917
Fixed stock and one 5 round clip. This weapon requires the use of its clip to function. 1 WP purchases 5 clips.
Gewehr 88 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 120’ Bolt L 8.4 5 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Gewehr 98 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 160’ Bolt L 9.0 7 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
KB wz. 98A 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 160’ Bolt L 9.6 7 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Krag-Jørgensen .30-40 Krag (5d6+4/-8) Int:5 FB 140’ Bolt L 8.4 60 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition. Weapon can have +1 round when reloading.
Lebel Model 1886 8mm Lebel (5d6+1/-6) Int:8 FB 130’ Bolt L 9.7 8 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
M1895 Lee Navy 6mm Lee Navy (5d4+2/-6) Int:5 FB 120’ Bolt L 8.3 60 0% L
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition.
M1903 Springfield .30-06 Springfield (6d6/-8) Int:5 FB 150’ Bolt L 9.5 25 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
M1917 Enfield .30-06 Springfield (6d6/-8) Int:6 FB 140’ Bolt L 11.1 34 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Mondragón rifle M1908 7x57mm Mauser (5d6+2/-7) Box:8:1/10:2/20:3 FB 90’ SL L 9.2 16 0% L
Box:30:4
Fixed stock, bayonet lug, and one 10 round magazine. Not affected by Error Range due to ammunition.

Table 188: Late Industrial Battle Rifles


211

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Pattern 1914 Enfield .303 British (5d6+3/-7) Int:5 FB 150’ Bolt L 9.4 6 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Springfield M1892 Rifle .30-40 Krag (5d6+4/-8) Int:5 FB 140’ Bolt L 10.0 60 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition. Weapon can have +1 round when reloading.
Springfield M1898 Rifle .30-40 Krag (5d6+4/-8) Int:5 FB 160’ Bolt L 8.4 8 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition. Weapon can have +1 round when reloading.
Ross Rifle .303 British (5d6+3/-7) Int:5 FB 140’ Bolt L 8.6 9 20% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Berthier Rifle 8mm Lebel (5d6+1/-6) Clip:5 FB 135’ Bolt L 9.0 7 0% L
Fixed stock and one 5 round clip. This weapon requires the use of its clip to function. Not affected by Error Range due to ammunition. 1 WP
purchases 3 clips.
Schimdt-Rubin Model 1911 7.5x55mm Swiss (5d6+5/-8) Int:11 FB 135’ Bolt L 9.0 15 0% L
Rifle
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition. +1 Mastercraft.
Schimdt-Rubin Model 1911 7.5x55mm Swiss (5d6+5/-8) Int:11 FB 135’ Bolt L 9.0 16 0% L
Carbine
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition. +1 Mastercraft.
SMLE No. 1 Mk III .303 British (5d6+3/-7) Box:10:2 FB 140’ Bolt L 8.8 20 0% L
Fixed stock, stripper clip guide, bayonet lug, a bayonet (survival knife), and one 10 round magazine. This weapon’s magazines are not
interchangeable between different guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by
Error Range due to ammunition.
Winchester 1895 See Text Int:5 FB 120’ Lever L 9.0 16 0% L
This firearm can be purchased in one of the following calibers: 7.62x54mmR (5d6+2/-7), .303 British (5d6+3/-7), .30-40 Krag (5d6+4/-8), 7.92x57mm
Mauser (5d6+5/-8) or .30-06 Springfield (6d6/-8). Fixed stock. Not affected by Error Range due to ammunition. Can use stripper clips to reload.
Martini-Enfield .303 British (5d6+3/-7) Int:1 FB 160’ Single L 8.5 13 0% L
Fixed stock. Not affected by Error Range due to ammunition.

Table 189: Late Industrial Battle Rifles, Cont


212

Industrial Carbines and Long Rifles


All weapons listed here have an 85% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.
Long Rifles, for the purposes of combat, are target rifles. Carbine Rifles, for the purposes of combat, are carbine rifles.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Henry Rifle (Long Rifle) .44 Henry (2d6+1/-2) Int:15 F 70’ Lever L 9.3 22 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington Rolling Block (Long Rifle) See Text Int:1 FB 60’ Single L 9.3 16 0% L
This firearm can be purchased in one of the following calibers: .45-70 Government (3d10/-6), 8mm Lebel (5d6+1/-6), .303 British (5d6+3/-7), .30-40
Krag (5d6+4/-8), 7.62x54mmR (5d6+2/-7), or 7x57mm Mauser (5d6+2/-7) Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1863 Carbine (Carbine Rifle) .50-70 Government Int:1 FB 65’ Single L 9.5 45 0% L
(3d10+5/-8)
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1873 Rifle (Long Rifle) .45-70 Government (3d10/-6) Int:1 FB 70’ Single L 10.0 44 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1874 Long Range Rifle (Long .45-70 Government (3d10/-6) Int:1 FB 85’ Single L 10.8 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Spencer Repeating Rifle (Long Rifle) .56-56 Spencer (2d10+5/-6) Int:7 FB 80’ Lever L 10.0 85 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Spencer Repeating Carbine (Carbine .56-56 Spencer (2d10+5/-6) Int:7 FB 60’ Lever L 9.0 70 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Springfield M1871 Rolling Block (Long .50-70 Government Int:1 FB 90’ Single L 10.0 70 0% L
Rifle) (3d10+5/-8)
Fixed stock. Not affected by Error Range due to ammunition.
Springfield M1873 (Long Rifle) .45-70 Government (3d10/-6) Int:1 FB 90’ Single L 9.8 65 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine .32-20 Winchester (1d10/-3) Int:12 FB 60’ Lever L 8.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine .38-40 Winchester (1d6+5/-5) Int:12 FB 60’ Lever L 8.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine .44-40 Winchester (1d10+5/-5) Int:12 FB 60’ Lever L 8.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long .32-20 Winchester (1d10/-3) Int:15 FB 70’ Lever L 8.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long .38-40 Winchester (1d6+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long .44-40 Winchester (1d10+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1866 Carbine .44 Henry (2d6+1/-2) Int:12 FB 60’ Lever L 9.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1866 Rifle (Long .44 Henry (2d6+1/-2) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle (Long .44-40 Winchester (1d10+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.

Table 190: Industrial Carbines and Long Rifles


213

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Winchester Model 1892 .44-40 Winchester (1d10+5/-5) Int:12 FB 60’ Lever L 9.0 35 0% L
Carbine (Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle .32-20 Winchester (1d10/-3) Int:15 FB 70’ Lever L 9.0 40 0% L
(Long Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 .32-20 Winchester (1d10/-3) Int:12 FB 60’ Lever L 9.0 35 0% L
Carbine (Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1894 (Long .30-30 Winchester (4d6+1/-5) Int: 8 FB 80’ Lever L 6.8 29 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1894 .30-30 Winchester (4d6+1/-5) Int: 6 FB 65’ Lever L 6.8 29 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle .38-40 Winchester (1d6+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
(Long Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 .38-40 Winchester (1d6+5/-5) Int:12 FB 60’ Lever L 9.0 35 0% L
Carbine (Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1886 Rifle .45-70 Government (3d10/-6) Int:9 FB 85’ Lever L 9.0 50 0% L
(Long Rifle)
Fixed stock. Not affected by Error Range due to ammunition.

Table 191: Industrial Carbines and Long Rifles, Cont


214

Shotguns
“Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so
on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.” —Terry
Pratchett
A shotgun (also known as a scattergun and peppergun, or historically as a fowling piece) is a firearm that is usually designed to
be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid
projectile called a slug.

Modern Sporting Shotguns


A sporting shotgun is a shotgun that focuses on accuracy, rather than ammo capacity. Sporting shotguns are simple to maintain,
use, and clean. Most sporting shotguns are aimed at a particular sport, usually game hunting, for rifled barrels using slugs, or for
fowl and clay shooting, with choked barrels. Sporting shotguns usually have lower capacities than their combat counterparts, but also
less expensive, as they don’t have to take the daily beatings of a combat shotgun, and thus don’t need to be over engineered as such.

Cheap Modern Sporting Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Harrington & Richardson Pardner Turkey 10 Gauge (7d6/-9) Int:1 FB 50’ Single L 9.0 11 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper Trap 12 Gauge (5d6/-6) Int:1 FB 50’ Single L 5.8 14 0% L
Fixed stock and a removable choke barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper 12 Gauge (5d6/-6) Int:1 FB 55’ Single L 5.8 4 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper 20 Gauge (4d6/-5) Int:1 FB 55’ Single L 5.8 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper .410 Bore (3d4+1/-3) Int:1 FB 55’ Single L 5.8 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Maverick 88 Slug 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 13 10% L
Fixed stock and a slug barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Maverick 88 Field 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 11 10% L
Fixed stock and a choked barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Mossberg 505 Youth .410 Bore (3d4+1/-3) Int:4 FB 35’ Pump L 5.0 15 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.

Table 192: Cheap Modern Sporting Shotguns


215

Mid-range Modern Sporting Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Adler A110 Hunter See Text Int:7 FB 55’ Lever L 8.5 26 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock, three round shotgun
magazine tube upgrade, and a combat cut removable choke barrel. Not affected by Error Range due to ammunition.
Adler A110 Hunter .410 Bore (3d4+1/-3) Int:5 FB 55’ Lever L 8.5 26 0% L
Fixed stock and a combat cut removable choke barrel. Not affected by Error Range due to ammunition.
Benelli Black Eagle 12 Gauge (5d6/-6) Int:4 FB 60’ SL L 7.3 30 0% L
Fixed stock and a straight barrel.
Benelli Nova Pump Field 12 Gauge (5d6/-6) Int:4 FB 60’ Pump L 8.0 23 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Benelli Nova Pump Field 20 Gauge (4d6/-5) Int:4 FB 60’ Pump L 6.6 22 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Benelli Supernova 12 Gauge (5d6/-6) Int:4 FB 65’ Pump L 8.0 22 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
Benelli Supernova Slug 12 Gauge (5d6/-6) Int:4 FB 60’ Pump L 8.0 30 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Mossberg 500 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 21 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 505 Youth 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 5.6 18 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Mossberg 535 Slugster 12 Gauge (5d6/-6) Int:5 FB 50’ Pump L 7.0 20 0% L
Fixed stock and a slug barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Mossberg 535 Waterfowl 12 Gauge (5d6/-6) Int:5 FB 40’ Pump L 8.0 20 0% L
Fixed stock and a choked barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Mossberg 930 12 Gauge (5d6/-6) Int:5 FB 45’ SL L 8.0 25 5% L
Fixed stock and a straight barrel.
Mossberg 930 Slugster 12 Gauge (5d6/-6) Int:4 FB 50’ SL L 8.0 28 5% L
Fixed stock and a slug barrel.
Mossberg 930 Waterfowl 12 Gauge (5d6/-6) Int:4 FB 40’ SL L 7.8 28 5% L
Fixed stock and a choked barrel.
Mossberg SA20 Autoloader 20 Gauge (4d6/-5) Int:4 FB 50’ SL L 8.0 20 5% L
Fixed stock and a straight barrel.
Maverick Arms Hunter Field 12 Gauge (5d6/-6) Int:1 Int:1 F 2B 55’ OxU: Single/Double L 8.0 20 0% L
Over & Under
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
MTs255-12 12 Gauge (5d6/-6) Cyl:5 FB 45’ SL L 8.1 16 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
MTs255-20 20 Gauge (4d6/-5) Cyl:5 FB 45’ SL L 7.4 16 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
MTs255-.410 .410 Bore (3d4+1/-3) Cyl:5 FB 45’ SL L 6.8 16 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 7.2 21 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 193: Midrange Modern Sporting Shotguns


216

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Remington 870 Express Slug 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 7.0 23 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Turkey 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 7.0 23 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 7.0 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Slug 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 7.0 19 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Turkey 20 Gauge (4d6/-5) Int:4 FB 45’ Pump L 7.0 19 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Rossi Rio Grande .410 Bore (3d4+1/-3) Int:6 F B O 55’ Lever L 6.8 23 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Stoeger Coach Gun 12 Gauge (5d6/-6) Int:1 Int:1 F 2B 55’ SxS: Single/Double L 6.5 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun 20 Gauge (4d6/-5) Int:1 Int:1 F 2B 50’ SxS: Single/Double L 6.4 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun .410 Bore (3d4+1/-3) Int:1 Int:1 F 2B 40’ SxS: Single/Double L 6.3 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun Single 12 Gauge (5d6/-6) Int:2 F 2B 55’ SxS: SL L 6.5 20 0% L
Trigger
Fixed stock and two straight barrels. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Stoeger Coach Gun Single 20 Gauge (4d6/-5) Int:2 F 2B 50’ SxS: SL L 6.4 20 0% L
Trigger
Fixed stock and two straight barrels. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
TOZ-106 20 Gauge (4d6/-5) Box:2:1/4:2 FB 45’ Bolt M 5.5 22 0% L
Folding stock, combat cut straight barrel, and one 2 round magazine. Not affected by Error Range due to ammunition.
Universal Wing Goose Gun 10 Gauge (7d6/-9) Int:1 Int:1 F 2B 55’ SxS: Single/Double L 9.5 18 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Winchester Model 1887 12 Gauge (5d6/-6) Int:4 FB 45’ Lever L 8.1 30 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Winchester Model 1200 12 Gauge (5d6/-6) Int:4 FB 40’ Pump L 9.5 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1200 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 9.5 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1200 16 Gauge (4d6+3/-6) Int:4 FB 40’ Pump L 9.5 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Hi Standard Flite King K100 See Text Int:3 FB 50’ Pump L 10.0 15 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6), 20 Gauge (4d6/-5), 16 Gauge (4d6+3/-6) or .410 Bore (3d4+1/-3).
Can’t take ext. shotgun magazine tube upgrade. Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.

Table 194: Mid-range Modern Sporting Shotguns, Cont


217

Expensive Modern Sporting Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Armsport 2700 10 Gauge (7d6/-9) Int:1 Int:1 F 2B 65’ OxU: Single/Double L 9.8 75 0% L
Fixed stock and two straight barrels
Benelli M2 Field 12 Gauge (5d6/-6) Int:5 FB 50’ SL L 7.2 40 0% L
Fixed stock and a straight barrel.
Benelli M2 Field Slug 12 Gauge (5d6/-6) Int:5 FB 60’ SL L 7.2 40 0% L
Fixed stock and a slug barrel.
Benelli Super Sport 12 Gauge (5d6/-6) Int:5 FB 65’ SL L 7.3 100 0% L
Fixed stock and a straight barrel. +1 Mastercraft.
Beretta Silver Pigeon 12 Gauge (5d6/-6) Int:1 Int:1 F 2B 70’ OxU: Single/Double L 7.5 150 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +3 Grandmastercraft.
Beretta 686 Sporting 12 Gauge (5d6/-6) Int:1 Int:1 F 2B 60’ OxU: Single/Double L 8.3 75 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +2 Grandmastercraft.
Beretta A400 See Text Int:5 FB 65’ SL L 7.9 85 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or, 20 Gauge (4d6/-5). Fixed stock and a removable choke
barrel. +2 Mastercraft.
Beretta A300 See Text Int:5 FB 05’ SL L 7.9 50 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or, 20 Gauge (4d6/-5). Fixed stock and a straight barrel. +1
Mastercraft.
Browning BPS 10 Gauge 10 Gauge (7d6/-9) Int:4 FB 45’ Pump L 10.6 35 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Browning Gold Micro 20 Gauge (4d6/-5) Int:6 FB 50’ SL L 7.4 34 0% L
Fixed stock and a straight barrel.
Browning Gold Upland 12 Gauge (5d6/-6) Int:5 FB 50’ SL L 6.8 40 0% L
Fixed stock and a straight barrel.
Browning A-Bolt 12 Gauge (5d6/-6) Int:3 FB 60’ Bolt L 7.0 56 0% L
Fixed stock and a straight barrel. +1 Mastercraft. Can’t take ext. shotgun magazine tube upgrade.
Henry Lever Action Shotgun .410 Bore (3d4+1/-3) Int:5 FB 45’ Lever L 7.3 45 0% L
Fixed stock and a straight barrel.
Ithaca Mag-10 10 Gauge (7d6/-9) Int:2 FB 60’ SL L 11.3 60 0% L
Fixed stock and a straight barrel.
Ithaca Model 37 Deerslayer 12 Gauge (5d6/-6) Int:4 FB 55’ Pump/Slam L 9.0 40 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg Onyx Side By Side Field 12 Gauge (5d6/-6) Int:1 Int:1 F 2B 55’ SxS: Single/Double L 8.0 41 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +1 Mastercraft.
Remington 1100 Sporting 12 Gauge (5d6/-6) Int:4 FB 60’ SL L 8.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting 16 Gauge (4d6+3/-6) Int:4 FB 60’ SL L 8.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting 20 Gauge (4d6/-5) Int:4 FB 60’ SL L 8.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting .410 Bore (3d4+1/-3) Int:4 FB 50’ SL L 7.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington Model SP-10 10 Gauge (7d6/-9) Int:3 FB 65’ SL L 8.9 48 5% L
Fixed stock and a straight barrel.

Table 195: Expensive Modern Sporting Shotguns


218

Modern Combat Shotguns


A combat shotgun is a shotgun that focuses on close quarters combat and capacity, rather than precision. Combat shotguns
typically have much shorter barrels than shotguns for hunting and usually, though not always, have magazines of modified design to
hold more than the 3 to 5 shots normal with sporting or hunting shotguns. Most combat shotguns have tubular magazines to hold the
cartridges, mounted underneath the barrel, identical to those of hunting shotguns except for being longer to hold more ammunition,
though some recent designs have detachable box magazines. Because of these, combat shotguns can tend to be more expensive
than their sporting counterparts.

Cheap Modern Combat Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Benelli Nova Pump Tactical 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 6.9 20 0% L
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson 12 Gauge (5d6/-6) Int:5 FB 40’ Pump L 7.5 10 5% L
Pardner Pump Protector
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson 20 Gauge (4d6/-5) Int:5 FB 40’ Pump L 7.5 10 5% L
Pardner Pump Protector
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Ithaca 37 Defense 12 Gauge (5d6/-6) Int:5 FB 45’ Pump/Slam L 6.5 12 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Ithaca 37 Defense 20 Gauge (4d6/-5) Int:5 FB 45’ Pump/Slam L 6.5 11 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Ithaca 37 Shockwave 12 Gauge (5d6/-6) Int:4 FB 25’ Pump/Slam M 5.9 24 0% L
Pistol grip and a coach cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition. -4 to
Stealth to hide weapon.
Maverick 88 Security 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 10 10% L
Fixed stock and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Mossberg 590 Shockwave See Text Int:5 FB 30’ Pump M 5.3 22 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6), 20 Gauge (4d6/-5) or .410 Bore (3d4+1/-3). Pistol grip and a coach
cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition. -4 to Stealth to hide weapon.
Winchester 1300 Defender 12 Gauge (5d6/-6) Int:7 FB 50’ Pump L 10.3 20 0% L
Fixed stock, three round shotgun magazine tube upgrade, and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Hi Standard Flite King K1200 12 Gauge (5d6/-6) Int:6 FB 45’ Pump L 10.6 17 0% L
Riot
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Mossberg 500 Tactical 12 Gauge (5d6/-6) Int:8 FB 45’ Pump M 7.8 24 0% L
Cruiser
Pistol grip and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition. -7 to
Stealth to hide weapon.
Mossberg 500 Tactical 12 Gauge (5d6/-6) Int:8 FB 45’ Pump L 8.1 24 0% L
Fixed stock and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.

Table 196: Cheap Modern Combat Shotguns


219

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Norinco M98 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.5 8 10% L
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Stoeger M3000 Defense 12 Gauge (5d6/-6) Int:4 FB 45’ SL L 7.5 8 15% L
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Saiga 410 .410 Bore (3d4+1/-3) Box:2|4|10:1/15:2/30:5 FB 40’ SL L 7.5 12 0% L
Fixed stock, combat cut straight barrel and two 2 round magazines.
Stoeger Double Defense 12 Gauge (5d6/-6) Int:2 F 2B O 1T 45’ SxS: SL L 7.0 20 0% L
Fixed stock and two combat cut straight barrels. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Stoeger Double Defense 20 Gauge (4d6/-5) Int:2 F 2B O 1T 40’ SxS: SL L 6.4 20 0% L
Fixed stock and two combat cut straight barrels. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Stoeger Double Defense 12 Gauge (5d6/-6) Int:2 F 2B O 2T 45’ OxU: SL L 7.1 19 0% L
Fixed stock and two combat cut straight barrels. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Stoeger Double Defense 20 Gauge (4d6/-5) Int:2 F 2B O 2T 40’ OxU: SL L 6.6 17 0% L
Fixed stock and two combat cut straight barrels. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.

Table 197: Cheap Modern Combat Shotguns, Cont

Expensive Modern Combat Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AA-12 12 Gauge (5d6/-6) Box:8:2/20:4/32:6 FB 45’ OB: L 15.0 55 5% M&P
SL/Auto(S)
Permanent buffer stock, combat cut straight barrel, and one 8 round magazine.
Adler A110 Shorty See Text Int:4 FB 35’ Lever M 6.2 30 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Pistol grip and a coach cut straight
barrel. Not affected by Error Range due to ammunition.
Armsel Protecta Striker 12 Gauge (5d6/-6) Int:12 FB 45’ SL L 9.8 35 5% L
Folding stock, vertical foregrip, and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error
Range due to ammunition.
Armsel Protecta Bulldog 12 Gauge (5d6/-6) Int:12 FB 40’ SL L 9.4 30 5% L
Pistol grip, vertical foregrip, and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range
due to ammunition.
Benelli M1 Super 90 See Text Int:7 FB 50’ SL L 7.0 50 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock, three round shotgun
magazine tube upgrade, and a combat cut straight barrel.
Benelli M2 Tactical See Text Int:5 FB 45’ SL L 6.7 40 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock, one round shotgun
magazine tube upgrade, and a combat cut straight barrel.
Benelli M2 Tactical NFA See Text Int:5 FB 30’ SL L 6.4 65 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock, one round shotgun
magazine tube upgrade, and a coach cut straight barrel.
Benelli M3 Super 90 See Text Int:7 FB 50’ SL/Pump L 7.2 50 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock, three round shotgun
magazine tube upgrade, and a combat cut straight barrel. Not affected by Error Range due to ammunition when using pump mode.
Benelli M4 Super 90 Short 12 Gauge (5d6/-6) Int:5 FB 50’ SL L 7.8 58 0% L
Fixed stock and a combat cut straight barrel.
Benelli M1014 12 Gauge (5d6/-6) Int:8 FB 50’ SL L 7.8 60 0% L
Folding stock, three round shotgun magazine tube upgrade, and a combat cut straight barrel.
Benelli Nova Tactical NFA 12 Gauge (5d6/-6) Int:4 FB 30’ Pump L 6.9 30 0% L
Fixed stock and a coach cut straight barrel. Not affected by Error Range due to ammunition.
DP-12 12 Gauge (5d6/-6) Int:8 Int:8 F 2B O 40’ Pump L 9.8 70 0% L
Permanent fixed stock, vertical foregrip, and two combat cut straight barrels. This weapon has two separate tubes that can be loaded
independent of one another, fired one then the other. Can perform double taps. Can’t take ext. shotgun magazine tube upgrade. Not
affected by Error Range due to ammunition. No penalty when fighting adjacent opponents.
Daewoo USAS-12 12 Gauge (5d6/-6) Box:10:2/20:3 FB 50’ SL/Auto(S) L 13.6 100 0% M&P
Fixed stock, combat cut straight barrel, and two 10 round magazines.
FN SLP Competition 12 Gauge (5d6/-6) Int:8 FBO 60’ SL L 7.5 75 0% L
Fixed stock, three round shotgun magazine tube upgrade, and a removable choke barrel. +1 Mastercraft.

Table 198: Expensive Modern Combat Shotguns


220

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
FN SLP MK I Tactical 12 Gauge (5d6/-6) Int:8 F B O 2T 50’ SL L 8.2 48 0% L
Fixed stock and a combat cut straight barrel. +1 Mastercraft.
Franchi SPAS-12 12 Gauge (5d6/-6) Int:8 FB 45’ SL/Pump L 8.8 50 0% L
Folding stock and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition
when using pump mode.
Franchi SPAS-15 12 Gauge (5d6/-6) Box:6:3 FB 45’ SL/Pump L 8.5 55 0% L
Fixed stock, straight barrel, and two 6 round magazines. Not affected by Error Range due to ammunition when using pump mode.
Franchi PA3 12 Gauge (5d6/-6) Int:3 FB 25’ Pump M 5.9 60 0% L
Folding stock, vertical foregrip, and a coach cut straight barrel. Not affected by Error Range due to ammunition.
Kel-Tec KSG-25 12 Gauge (5d6/-6) Int:12 Int:12 F B O 1T 55’ Pump L 8.9 40 0% L
Permanent fixed stock, 2 three round shotgun magazine tube upgrades and a straight barrel. This weapon has two separate tubes that can be
loaded independent of one another and switched for 1 CP. Not affected by Error Range due to ammunition.
Kel-Tec KSG 12 Gauge (5d6/-6) Int:7 Int:7 F B O 1T 45’ Pump L 8.6 40 0% L
Permanent fixed stock and a combat cut straight barrel. This weapon has two separate tubes that can be loaded independent of one another and
switched for 1 CP. Not affected by Error Range due to ammunition.
Kel-Tec KSG Tactical 12 Gauge (5d6/-6) Int:5 Int:5 FBO 30’ Pump M 6.2 60 0% L
Permanent fixed stock, permanent vertical foregrip, permanent standard tactical flashlight, and a threaded coach cut straight barrel. This weapon
has two separate tubes that can be loaded independent of one another and switched for 1 CP. Can’t take ext. shotgun magazine tube upgrade. Not
affected by Error Range due to ammunition.
Kel-Tec KS7 12 Gauge (5d6/-6) Int:7 F B O 3T 45’ Pump L 5.8 30 0% L
Permanent fixed stock, permanent vertical foregrip, permanent standard tactical flashlight, and a threaded coach cut straight barrel.
M26 MASS Standalone 12 Gauge (5d6/-6) Box:3:1/5:2 F B O 1T 20’ Bolt L 4.3 30 0% L
Folding stock, coach cut straight barrel, and one 3 round magazine. This weapon can be disassembled and used as a firearm upgrade.
Mossberg 590A1 12 Gauge (5d6/-6) Int:8 FB 45’ Pump L 7.5 32 0% L
Fixed stock, bayonet lug, and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to
ammunition.
Mossberg 590A1 NFA 12 Gauge (5d6/-6) Int:5 FB 25’ Pump L 6.0 30 0% L
Fixed stock and a coach cut straight barrel. Not affected by Error Range due to ammunition.
Mossberg Cruiser 590A1 NFA 12 Gauge (5d6/-6) Int:5 FB 25’ Pump M 5.0 34 0% L
Pistol Grip and a coach cut straight barrel. Not affected by Error Range due to ammunition.
Mossberg 930 Tactical 12 Gauge (5d6/-6) Int:7 F B 1T 45’ SL L 7.5 40 5% L
Fixed stock, three round shotgun magazine tube upgrade, and a combat cut straight barrel.
Mossberg 590M 12 Gauge (5d6/-6) Box:5:2/10:3/15:4/20:5 FB 45’ Pump L 7.8 45 0% L
Fixed stock, one 5 round magazine, and a combat cut straight barrel. Not affected by Error Range due to ammunition.
MTs255-12 Tactical 12 Gauge (5d6/-6) Cyl:5 FBO 35’ SL L 8.1 31 0% L
Folding stock and a straight barrel. Not affected by Error Range due to ammunition.
MTs255-20 Tactical 20 Gauge (4d6/-5) Cyl:5 FBO 35’ SL L 7.4 31 0% L
Folding stock and a straight barrel. Not affected by Error Range due to ammunition.
MTs255-.410 Tactical .410 Bore (3d4+1/-3) Cyl:5 FBO 30’ SL L 6.8 28 0% L
Folding stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 11-87P 12 Gauge (5d6/-6) Int:4 FB 45’ SL L 6.4 53 0% L
Fixed stock and a combat cut straight barrel.
Remington 870, 14” 12 Gauge (5d6/-6) Int:4 FB 30’ Pump L 6.4 29 0% L
Fixed stock and a coach cut straight barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Tactical 12 Gauge (5d6/-6) Int:6 FBO 45’ Pump L 7.0 25 0% L
Fixed stock, two round shotgun magazine tube upgrade, and a combat cut straight barrel. Not affected by Error Range due to ammunition.

Table 199: Expensive Modern Combat Shotguns, Cont


221

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Remington 870 MCS 12 Gauge (5d6/-6) Int:6 F B O 2T 45’ Pump L 8.9 55 0% L
Fixed stock, three round shotgun magazine tube upgrade, and a combat cut straight barrel. Not affected by Error Range due to ammunition. This
weapon is built from a kit, where any Remington MCS can be constructed using the kit, but only one at a time. This change takes 15 minutes. +1
Mastercraft.
Remington MCS Breaching 12 Gauge (5d6/-6) Int:3 FBO 35’ Pump M 5.8 55 0% L
Pistol grip and a coach cut straight barrel. Not affected by Error Range due to ammunition. This weapon is built from a kit, where any Remington
MCS can be constructed using the kit, but only one at a time. This change takes 15 minutes.+1 Mastercraft.
Remington 870 MCS CQB 12 Gauge (5d6/-6) Int:5 F B O 2T 40’ Pump L 7.3 55 0% L
Fixed stock, two round shotgun magazine tube upgrade, and a coach cut straight barrel. Not affected by Error Range due to ammunition. This
weapon is built from a kit, where any Remington MCS can be constructed using the kit, but only one at a time. This change takes 15 minutes. +1
Mastercraft.
Remington 870 Police 12 Gauge (5d6/-6) Int:7 FBO 45’ Pump L 7.0 32 0% L
Fixed stock, three round shotgun magazine tube upgrade, and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Remington Tac-13 12 Gauge (5d6/-6) Int:5 FB 45’ SL M 6.0 45 0% L
Pistol grip and a coach cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. -4 to Stealth to hide weapon.
Remington 1100 Tactical See Text Int:6 FB 45’ SL L 7.0 27 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock, two round shotgun magazine
tube upgrade, and a combat cut straight barrel.
Remington 1100 Competition 12 Gauge (5d6/-6) Int:7 FB 45’ SL L 8.3 30 0% L
Fixed stock, three round shotgun magazine tube upgrade, and a combat cut straight barrel.
Remington Versamax Tactical 12 Gauge (5d6/-6) Int:8 F B O 2T 55’ SL L 7.8 60 0% L
Fixed stock, five round shotgun magazine tube upgrade, and a removable choke barrel.
Saiga 12 12 Gauge (5d6/-6) Box:2|5:1/10:2/20:3 FB 45’ SL L 7.9 28 0% L
Fixed stock, combat cut straight barrel and two 5 round magazines.
Saiga 20 20 Gauge (4d6/-5) Box:5|12:1 FB 45’ SL L 7.7 26 0% L
Fixed stock, combat cut straight barrel and two 5 round magazines.
Serbu Super-Shorty 12 Gauge (5d6/-6) Int:2 FB 20’ Pump M 4.0 35 0% L
Pistol grip and a compact cut straight barrel. Can’t take ext. shotgun magazine tube upgrade.
SIX12 Full Stock 12 Gauge (5d6/-6) Cyl:6:2 FBO 40’ SL L 6.9 70 0% L
Fixed stock, a combat cut straight barrel and two 6 round cylinders. Not affected by Error Range due to ammunition. This weapon is built from a kit,
where any SIX12 can be constructed using the kit, but only one at a time. This kit can also construct a SIX12 Mounted Tactical upgrade. This change
takes 15 minutes. Uses removable cylinders that function identical to magazines.
SIX12 Pistol Grip 12 Gauge (5d6/-6) Cyl:6:2 FB 25’ SL M 4.6 70 0% L
Fixed stock, a coach cut straight barrel, vertical foregrip, and two 6 round cylinders. Not affected by Error Range due to ammunition. This weapon is
built from a kit, where any SIX12 can be constructed using the kit, but only one at a time. This kit can also construct a SIX12 Mounted Tactical
upgrade. This change takes 15 minutes. Uses removable cylinders that function identical to magazines.
SKO-12 12 Gauge (5d6/-6) Box:2:1/5:2/9:3 FBO 40’ SL L 7.6 50 15% L
Synthetic stock, a combat cut straight barrel, and two 2 round magazines. Uses SKO-12 magazines.
SKO-12 Mini 12 Gauge (5d6/-6) Box:2:1/5:2/9:3 FB 25’ SL M 7.1 35 15% L
Pistol grip, a coach cut straight barrel, vertical foregrip, and two 2 round magazines. Uses SKO-12 magazines.

Table 200: Expensive Modern Combat Shotguns, Cont


222

Late Industrial Shotguns


All weapons listed here have a 75% error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Browning Auto-5 12 Gauge (5d6/-6) Int:5 FB 40’ SL L 9.0 40 10% L
Fixed stock and a straight barrel.
Browning Auto-5 “Sweet Sixteen” 16 Gauge (4d6+3/-6) Int:5 FB 40’ SL L 9.0 40 10% L
Fixed stock and a straight barrel.
Burgess Folding Shotgun 12 Gauge (5d6/-6) Int:6 FB 30’ Pump M 5.0 23 0% L
Fixed stock and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Must be folded out to use. When unfolded, it is Large sized.
Ithaca Auto & Burglar 20 Gauge (4d6/-5) Int:1 Int:1 FB 25’ SxS:Single/Double M 4.5 31 0% L
Pistol grip and two straight barrels. Not affected by Error Range due to ammunition.
Ithaca Auto & Burglar 16 Gauge (4d6+3/-6) Int:1 Int:1 FB 25’ SxS:Single/Double M 4.5 31 0% L
Pistol Grip and two straight barrels. Not affected by Error Range due to ammunition.
Remington Model 10 12 Gauge (5d6/-6) Int:5 FB 40’ Pump/Slam L 8.0 44 0% L
Fixed stock, bayonet lug, and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Winchester Model 12 Trench Gun 12 Gauge (5d6/-6) Int:6 FB 40’ Pump/Slam L 8.1 18 0% L
Fixed stock, bayonet lug, and a combat cut straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due
to ammunition.
Winchester Model 1897 12 Gauge (5d6/-6) Int:5 FB 40’ Pump/Slam L 8.0 34 0% L
Fixed stock, bayonet lug, and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Winchester Model 1897 16 Gauge (4d6+3/-6) Int:5 FB 40’ Pump/Slam L 8.0 32 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Winchester Model 1912 12 Gauge (5d6/-6) Int:6 FB 45’ Pump/Slam L 8.1 40 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Winchester Model 1912 16 Gauge (4d6+3/-6) Int:6 FB 45’ Pump/Slam L 8.1 36 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.

Table 201: Late Industrial Shotguns

Industrial Shotguns
All weapons listed here have a 75% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Baker Drilling Rifle/Shotgun 12 Gauge (5d6/-6) Int:1 Int:1 F 50’ SxS:Single/Double L 9.0 130 0% L
and Int:1 60’ Single
.44-40 Winchester
(1d10+5/-5)
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt 1883 12 Gauge (5d6/-6) Int:1 Int:1 F 45’ SxS:Single/Double L 9.0 45 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
L.C. Smith No. 0 12 Gauge (5d6/-6) Int:1 Int:1 F 55’ SxS:Single/Double L 9.0 60 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Winchester Model 1887 12 Gauge (5d6/-6) Int:4 FB 45’ Lever L 8.0 35 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Winchester Model 1887 10 Gauge (7d6/-9) Int:4 FB 45’ Lever L 8.0 40 0% L
Fixed stock and a straight barrel. Can’t take ext. shotgun magazine tube upgrade. Not affected by Error Range due to ammunition.
Winchester Model 1897 12 Gauge (5d6/-6) Int:5 FB 40’ Pump/Slam L 8.0 42 0% L
Fixed stock, and a straight barrel. Not affected by Error Range due to ammunition.

Table 202: Industrial Shotguns


223

Machine Guns
“No matter how many people you kill, using a machine gun in battle is not a war crime because it does not cause
unnecessary suffering; it simply performs its job horrifyingly well.” —Sebastian Junger
A machine gun is a fully automatic mounted or portable firearm, usually designed to fire rounds in quick succession from an
ammunition belt or large-capacity magazine, typically at a rate of several hundred rounds per minute.
Machine guns that used linked ammunition can sometimes equip ammo boxes to hold the rounds.

Modern Light Machine Guns


A light machine gun is a machine gun designed to be employed by an individual soldier, with or without an assistant, as an infantry
support weapon. Light machine guns are often used as squad automatic weapons. They often use belts of linked ammunition, instead
of loose rounds or magazines.
Modern light machine guns often fire smaller-caliber cartridges than medium machine guns, and are usually lighter and more
compact.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Ares Defense 5.56x45mm (5d4/-5) Linked F B O 3T 110’ Auto(F) L 7.5 160 0% M&P
Shrike 5.56 Box:5|10|20|30:1
Box:100:8
Fixed stock, bipod, and one 200 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines.
FN MINIMI 5.56x45mm (5d4/-5) Linked F B O 2T 100’ Auto(F) L 15.1 95 5% M&P
Box:5|10|20|30:1
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using magazines, error
range increases by 25%.
FN MINIMI Para 5.56x45mm (5d4/-5) Linked F B O 2T 100’ Auto(F) L 14.5 100 5% M&P
Box:5|10|20|30:1
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using magazines, error
range increases by 25%.
H&K HK11E 7.62x51mm (5d6/-6) Linked FB 95’ SL/Auto(F) L 16.8 75 0% M&P
Box:20:1/50:7/80:9
Fixed stock, bipod, and one 80 round magazine. Uses G3 magazines.
H&K HK13E 5.56x45mm (5d4/-5) Linked FB 95’ SL/Auto(F) L 17.6 70 0% M&P
Box:25:2/30:3
Box:40:4/100:9
Fixed stock, bipod, and one 100 round magazine. Uses HK33 magazines.
H&K MG36 5.56x45mm (5d4/-5) Box:30:2/100:6 FBO (110’) 135’ SL/3RB/Auto(F) L 8.4 110 5% M&P
Fixed stock, permanent advanced combat sight (3×), permanent bipod, and one 100 round magazine. Uses G36 magazines.
H&K MG4 5.56x45mm (5d4/-5) Linked FBO 100’ Auto(F) L 18.9 150 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Can use 100 round ammo boxes.
FN Mk48 7.62x51mm (5d6/-6) Linked FBO 140’ SL/Auto(F) L 22.0 190 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Can use 100 or 150 round ammo boxes.

Table 203: Modern Light Machine Guns


224

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
IMI Negev 5.56x45mm (5d4/-5) Linked FBO 100’ SL/Auto(F) L 16.3 100 5% M&P
Box:35:2/50:4
Folding stock, bipod, and one 100 round ammo box. Uses 100 round ammo boxes, or 5.56 Galil magazines.
L86 LSW 5.56x45mm (5d4/-5) Box:5|10|20|30:1 FBO (100’) 125’ SL/Auto(F) L 14.5 90 0% M&P
Box:100:8
Permanent fixed stock, bipod, 3× telescopic sight, and two 30 round magazines. Uses M16/AR-15 magazines.
FN M249 5.56x45mm (5d4/-5) Linked F B O 2T 100’ Auto(F) L 20.0 105 5% M&P
Box:5|10|20|30:1
Box:100:8
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using magazines, error
range increases by 25%.
FN M249S 5.56x45mm (5d4/-5) Linked F B O 2T 100’ SL L 20.0 350 5% L
Box:5|10|20|30:1
Box:100:8
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using magazines,
error range increases by 5%
H&K M27 IAR 5.56x45mm (5d4/-5) Box:5|10|20|30:1 F B O 4T 100’ SL/Auto(F) L 7.9 105 5% M&P
Box:100:8
Fixed stock and one 100 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft
Norinco QBB 5.8x42mm (5d4/-5) Box:30:3/75:10 FBO 100’ SL/Auto(F) L 8.6 85 5% M&P
Type 95
Permanent fixed stock, bipod, and one 75 round magazine. Uses QBZ magazines.
RPK 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 90’ SL/Auto(M) L 10.6 55 10% M&P
Box:40:2/75:5
Fixed stock, bipod, and one 75 round magazine. Uses 7.62 AK magazines.
RPKS 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 90’ SL/Auto(M) L 11.0 58 10% M&P
Box:40:2/75:5
Folding stock, bipod, and one 75 round magazine. Uses 7.62 AK magazines.
RPK-74 5.45x39mm (4d4/-4) Box:30:1/45:2/75|100:4 F B 95’ SL/Auto(M) L 10.0 63 5% M&P
Fixed stock, bipod, and one 75 round magazine. Uses 5.45 AK magazines.
RPKS-74 5.45x39mm (4d4/-4) Box:30:1/45:2/75|100:4 F B 95’ SL/Auto(M) L 10.7 65 5% M&P
Folding stock, bipod, and one 75 round magazine. Uses 5.45 AK magazines.
RPK-16 5.45x39mm (4d4/-4) Box:30:1/45:2/75|100:4 F B O 4T 100’ SL/Auto(M) L 8.8 80 5% M&P
Folding stock, bipod, and one 100 round magazine. Uses 5.45 AK magazines.
RPD 7.62x39mm (4d6+2/-6) Linked FB 95’ Auto(M) L 16.3 60 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 round ammo boxes.
CETME Ameli 5.56x45mm (5d4/-5) Linked FB 85’ Auto(F) L 11.0 38 10% M&P
Fixed stock, bipod, and one 250 round ammo box. Uses 250 round ammo boxes.
Stoner 63A 5.56x45mm (5d4/-5) Box:20|30:1 FBO 100’ Auto(F) L 11.9 50 5% M&P
Automatic Rifle
Fixed stock, bipod, and one 30 round magazine. Uses Stoner 63A magazines.
Stoner 63A 5.56x45mm (5d4/-5) Linked FBO 100’ Auto(F) L 10.6 62 5% M&P
Commando
Fixed stock, bipod, and one 100 round ammo box. Uses 75, 100, or 150 round ammo boxes.
Stoner 63A 5.56x45mm (5d4/-5) Linked FBO 100’ Auto(F) L 12.6 65 5% M&P
LMG
Fixed stock, bipod and one 75 round ammo box. Uses 75, 100, or 150 round ammo boxes.
Steyr AUG 5.56x45mm (5d4/-5) Box:30:3/42:4 FB 85’ SL/Auto(F) L 8.6 120 0% M&P
HBAR
Permanent fixed stock, permanent 3× telescopic sight, permanent bipod, and one 42 round magazine. Uses AUG magazines. +1 Mastercraft.
Bren L4 7.62x51mm (5d6/-6) Box:10:1/20:2/30:3 FB 90’ Auto(M) L 24.0 52 5% M&P
Fixed stock, bipod, and three 30 round magazines. Uses FAL magazines.

Table 204: Modern Light Machine Guns, Cont


225

Modern General Purpose Machine Guns


A general purpose machine gun is a machine gun normally used as a vehicle mounted suppression gun, used for fire suppression
through armor and cover, though they can be used as a standalone weapon. General purpose machine guns require the General
Purpose Machine Gunner feat in order to be used without a −4 attack penalty. Bipods and tactical slings or patrol slings are often
used with general purpose machine guns.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz. Wt Cost Err Lic
AA-52 7.5x54mm (4d6+4/-7) Linked FB 115’ Auto(F) L 21.9 60 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
FN MAG 7.62x51mm (5d6/-6) Linked F B O 120’ Auto(F) H 27.5 65 10% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
H&K HK21 7.62x51mm (5d6/-6) Linked FB 90’ SL/Auto(F) L 18.3 80 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
Rheinmetall MG3 7.62x51mm (5d6/-6) Linked FB 125’ Auto(F) L 23.1 100 5% M&P
Fixed stock and bipod.
M60 7.62x51mm (5d6/-6) Linked FB 120’ Auto(M) L 23.1 85 10% M&P
Fixed stock and bipod. Uses 100 or 200 round ammo boxes.
M60E4 7.62x51mm (5d6/-6) Linked F B O 120’ Auto(M) L 23.1 90 10% M&P
Fixed stock, bipod, and vertical foregrip. Uses 100 or 200 round ammo boxes.
FN M240B 7.62x51mm (5d6/-6) Linked F B O 120’ Auto(F) H 27.1 115 10% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
PKM 7.62x54mmR (5d6+2/-7) Linked FB 100’ Auto(M) L 16.5 65 15% M&P
Fixed stock, bipod and one 100 round ammo box. Uses 100, 200, or 250 round ammo boxes.
PKP “Pecheneg” 7.62x54mmR (5d6+2/-7) Linked FB 100’ Auto(M) L 16.5 65 15% M&P
Fixed stock, permanent bipod, and one 100 round ammo box. Uses 100, 200, or 250 round ammo boxes.
Norinco Type 67 7.62x54mmR (5d6+2/-7) Linked FB 100’ Auto(M) L 24.3 72 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100, 200, or 250 round ammo boxes.
IMI Negev NG-7 7.62x51mm (5d6/-6) Linked FB 125’ SL/Auto(F) L 17.5 85 5% M&P
Box:25:2
Folding stock, bipod, and one 100 round ammo box. Uses 100 or 200 round ammo boxes, or 7.62 Galil magazines.

Table 205: Modern General Purpose Machine Guns


226

Early Modern Machine Guns


All weapons listed here have a 75% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Bren Mk 2 .303 British (5d6+3/-7) Box:30:1/100:3 FB 90’ Auto(M) L 24.0 52 5% M&P
Fixed stock, bipod, and one 30 round magazine.
Charlton Automatic .303 British (5d6+3/-7) Box:10:2/30:1 FB 70’ Auto(F) L 16.0 32 10% M&P
Rifle
Fixed stock, vertical foregrip, and one 10 round magazine.
M1941 Johnson .30-06 Springfield (6d6/-8) Box:20:1 FB 75’ SL/Auto(M) L 13.0 44 0% M&P
Machine Gun
Fixed stock, bipod, and one 20 round magazine.
M1918A2 BAR .30-06 Springfield (6d6/-8) Box:20:1/30:3 FB 80’ SL/Auto(M) L 19.0 70 5% M&P
Fixed stock, bipod, and one 20 round magazine.
Type 11 Light Machine 6.5x50mm Arisaka (4d6/-5) Int:30 FB 80’ Auto(S) L 22.4 55 15% M&P
Gun
Fixed stock and bipod. This weapon uses stripper clips and loose rounds to reload.
Type 96 Light 6.5x50mm Arisaka (4d6/-5) Box:30:1 FBO 85’ Auto(S) L 19.8 50 10% M&P
Machine Gun
Fixed stock and one 30 round magazine.
Type 99 Light 7.7x58mm Arisaka (5d6+4/-8) Box:30:1 FBO 95’ Auto(M) L 23.0 72 10% M&P
Machine Gun
Fixed stock, bayonet lug, bipod, and one 30 round magazine.

Table 206: Early Modern Light Machine Guns

Early Modern General Purpose Machine Guns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
M1919A4 .30-06 Springfield (6d6/-8) Linked B 165’ Auto(S) H 31.0 54 10% M&P
Pistol grip, heavy barrel, and a bipod.
M1919A6 .30-06 Springfield (6d6/-8) Linked B 140’ Auto(S) H 31.0 54 10% M&P
Fixed stock, heavy barrel, and a bipod.
MG34 7.92x57mm Mauser (5d6+5/-8) Linked FB 90’ SL/Auto(F) L 26.7 53 10% M&P
Fixed stock and bipod.
MG42 7.92x57mm Mauser (5d6+5/-8) Linked FB 125’ Auto(F) L 25.5 53 10% M&P
Fixed stock and bipod.
SG-43 7.62x54mmR (5d6+2/-7) Linked FB 160’ Auto(S) H 30.0 34 10% M&P
Pistol grip and bipod.

Table 207: Early Modern General Purpose Machine Guns


227

Late Industrial Machine Guns


All weapons listed here have a 75% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Fedorov Avtomat 6.5x50mm Arisaka (4d6/-5) Box: 25:2 F B 90’ SL/Auto(S) L 11.4 60 20% M&P
Fixed stock, permanent vertical foregrip, and one 25 round magazine.
Bergmann MG14 7.92x57mm Mauser (5d6+5/-8) Linked FB 75’ Auto(M) H 28.0 89 10% M&P
Fixed stock and bipod.
Chauchat 8mm Lebel (5d6+1/-6) Box:20:2 FB 70’ SL/Auto(S) L 20.0 55 20% M&P
Fixed stock, bipod, and one 20 round magazine.
Chauchat .30-06 Springfield (6d6/-8) Box:20:2 F B 80’ SL/Auto(S) L 20.0 30 60% M&P
Fixed stock, bipod, and one 20 round magazine.
DP 7.62x54mmR (5d6+2/-7) Box:47:1 FB 75’ Auto(S) L 20.1 14 0% M&P
Fixed stock, bipod, and one 47 round magazine.
Hotchkiss M1909 .303 British (5d6+3/-7) Linked F B 80’ Auto(S) H 26.4 65 10% M&P
Box:30:1
Fixed stock and bipod.
Hotchkiss M1909 8mm Lebel (5d6+1/-6) Linked F B 80’ Auto(S) H 26.4 65 10% M&P
Box:30:1
Fixed stock and bipod.
Hotchkiss M1909 .30-06 Springfield (6d6/-8) Linked F B 80’ Auto(S) H 26.4 65 10% M&P
Box:30:1
Fixed stock and bipod.
Lewis Gun .30-06 Springfield (6d6/-8) Box:47:5 FB 85’ Auto(M) H 28.0 25 5% M&P
Box:97:9
Fixed stock, bipod, and one 47 round magazine.
Lewis Gun .303 British (5d6+3/-7) Box:47:5 FB 85’ Auto(M) H 28.0 65 5% M&P
Box:97:9
Fixed stock, bipod, and one 47 round magazine.
MG 08/15 7.92x57mm Mauser (5d6+5/-8) Linked FB 85’ Auto(M) H 39.7 75 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 round ammo boxes.
M1918 BAR .30-06 Springfield (6d6/-8) Box:20:1 F B 80’ SL/Auto(S) L 19.0 70 5% M&P
Fixed stock and one 20 round magazine.
Madsen See Text Box:30:2/40:4 F B 90’ Auto(S) L 20.0 80 5% M&P
This firearm can be purchased in one of the following calibers: 7x57mm Mauser (5d6+2/-7), 7.92x57mm Mauser (5d6+5/-8),
7.62x54mmR (5d6+2/-7), 7.62x51mm (5d6/-6) or .30-06 Springfield (6d6/-8). Fixed stock, bipod, and two 30 round magazines. Uses
Madsen Magazines.

Table 208: Late Industrial Machine Guns


228

Grenade Launchers, Rocket Launchers, and Mortars


“A bullet may have your name on it, but a grenade is labeled ’To whom it may concern’ ” —U.S. Military mantra
A grenade launcher or grenade discharger is a weapon that launches a grenade with more accuracy, higher velocity, and to
greater distances than a soldier could throw it by hand. Grenade launchers can either come in the form of standalone weapons
(either single-shot or repeating) or attachments mounted under the barrel of a rifle, as well as fire rifle grenades using blanks.
A rocket launcher is any device that launches a rocket-propelled projectile. All rocket launchers when fired, create a 10’ cone
directly behind them that deals 4d6 fire damage to anyone standing in it.
A mortar is an indirect fire weapon that fires explosive projectiles known as mortar bombs at low velocities, short ranges, and
high-arcing ballistic trajectories.

Modern Underbarrel Grenade Launchers


An under-barrel grenade launcher is a grenade launcher that attaches to a tactical rail under a rifle. It can not be used without
being attached. Underbarrel grenade launchers require the Explosive Weapons Proficiency feat in order to be used without a –4
attack penalty.

Weapon Caliber Magazine Upgrade Rng RoF Sz Wt Cost Err Lic


FN GL1 40x46mm Int:1 Attaches to F2000 65’ Single S 3.0 30 0% M&P
FN40GL 40x46mm Int:1 Attaches to all SCAR 70’ Single S 3.0 35 0% M&P
patterns
GP-30 40mm Caseless Int:1 Attaches to all AK 80’ Single S 2.9 12 0% M&P
patterns
This grenade launcher may be attached to any rifle that can accept 7.62/5.45/5.56 AK magazines.
H&K AG36 40x46mm Int:1 Attaches to G36 & 70’ Single S 3.3 18 0% M&P
L85A2
H&K HK79 40x46mm Int:1 Attaches to all 70’ Single S 2.5 20 0% M&P
G3/HK33 patterns
Colt M203 40x46mm Int:1 Attaches to 70’ Single S 3.0 15 0% M&P
M4/M16/AR-15
patterns
This grenade launcher may be attached to any rifle that can accept M4/M16/AR-15 magazines.
Cobray 37mm 37mm Int:1 Attaches to 50’ Single S 2.5 10 0% L
Flare Launcher M4/M16/AR-15
patterns
This grenade launcher can only fire smoke, tear gas, taser, foam slug, grapnel, and flare grenades. Attempting to fire any other
type of grenade causes the launcher and grenade to explode.
IWI GL 40 40x46mm Int:1 Attaches to all 70’ Single S 3.1 32 0% M&P
Tavor/Galil ACE
patterns
This grenade launcher has a Tactical Rail, replacing the one it uses to attach to the rifle.

Table 209: Modern Underbarrel Grenade Launchers


229

Modern Stand Alone Grenade Launchers


A stand alone grenade launcher is a grenade launcher that can be used without attaching it to any weapon. Stand alone grenade
launchers require the Explosive Weapons Proficiency feat in order to be used without a –4 attack penalty.
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
China Lake Grenade 40x46mm Int:3 F 80’ Pump L 10.2 76 0% M&P
Launcher
Fixed stock.
FN40GL-S 40x46mm Int:1 O 2T 70’ Single L 4.4 40 0% M&P
Folding stock. If the stock is removed this may be attached to any SCAR pattern rifle.
H&K M320 40x46mm Int:1 O 80’ Single M 3.3 35 0% M&P
Folding stock. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.
H&K AG36 Standalone 40x46mm Int:1 None 70’ Single L 5.1 25 0% M&P
Folding stock. If the stock is removed this may be attached to any G36 or L85 rifle.
KAC M203 Standalone 40x46mm Int:1 None 70’ Single L 4.5 25 0% M&P
Folding stock. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.
M79 40x46mm Int:1 FB 70’ Single L 6.4 30 0% M&P
Fixed stock.
Milkor MGL-140 40x46mm Int:6 FBO 80’ SL L 11.6 50 0% M&P
Synthetic stock.
RG-6 40mm Caseless Int:6 F 60’ SL L 13.6 40 0% M&P
Folding stock.
H&K XM25 25x40mm Box:6:12 F O 1T 90’ SL L 14.0 1000 0% M&P
Fixed Stock and a Thermal Sight.
Norinco QLZ-87B 35x32mm SR Box:6:15/9:18 FBO 75’ SL L 26.0 200 0% M&P
Box:12:20
Fixed stock.
Cobray 37mm Flare 37mm Int:1 O 50’ Single S 3.5 18 0% L
Launcher Standalone
Fixed Stock. This grenade launcher can only fire smoke, tear gas, taser, foam slug, grapnel, and flare grenades. Attempting to fire
any other type of grenade causes the launcher and grenade to explode. If the stock is removed this may be attached to any
M4/M16/AR-15 rifle.

Table 210: Modern Standalone Grenade Launchers

Modern Rocket Launchers


A rocket launcher is a weapon that launches a high explosive rocket to destroy hard targets, such as vehicles, buildings, and
equipment. Rocket launchers require the Explosive Weapons Proficiency feat in order to be used without a −4 attack penalty.
All modern rocket launchers come standard with one missile or rocket.

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


AT4 30d12 Concussion Int:1 Unreloadable None 250’ Single L 14.8 74 0% M&P
This weapon has a splash damage of 30’
ERYX 38d12 Concussion Int:1:1000/Missile None 400’ Single L 35.3 6000 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.
M47 Dragon 32d12 Concussion Int:1:400/Missile None 220’ Single H 30.0 650 0% M&P
This weapon has a splash damage of 30’.
M72 LAW 26d12 Concussion Int:1 Unreloadable None 200’ Single L 5.0 52 0% M&P
This weapon has a splash damage of 30’ and ignores 10 points of hardness.
FGM-148 Javelin 40d12 Concussion Int:1:2000/Missile None 400’ Single L 26.0 6250 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.
SMAW Payload Int:1 O 375’ Single L 16.9 650 0% M&P
This weapon uses HEDP, HEAT and Thermobaric Rockets.
Panzerfaust 3 35d12 Concussion Int:1:90/Rocket None (350’) 435’ Single L 28.0 600 0% M&P
2.5× telescopic sight. This weapon has a splash damage of 30’ and ignores 25 points of hardness.
RPG-7N2/RPG-7USA Payload Int:1 O 150’ Single L 15.0 150 0% M&P
This weapon uses HEAT, Fragmentation and Thermobaric Rockets.
RPG-22 28d12 Concussion Int:1 Unreloadable None 200’ Single L 6.0 40 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.

Table 211: Modern Rocket Launchers


230

Modern Mortars
A mortar is an indirect fire weapon that fires shells at low velocities, short ranges, and high-arcing ballistic trajectories. It is typically
muzzle-loading and has a barrel length less than 15 times its caliber. Mortars require the Explosive Weapons Proficiency feat in order
to be used without a −4 attack penalty. Mortars have a maximum range increment of 5, and must be set up and stationary to use.
All Modern Mortars come standard with mounting equipment.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


M224 60mm Int:1 None 250’ Single L 47.0 30 0% M&P
L9A1 51mm Int:1 None 140’ Single H 13.0 28 0% M&P

Table 212: Modern Mortars

Modern Rifle Grenades


A rifle grenade is a grenade that is attached to a rifle grenade adapter on a rifle, and is fired using a blank round. It can not be
used without being attached, and is reloaded onto the barrel of the adapter prior to firing. While attached, if the user fires any other
ammunition through the rifle besides a blank round while the rifle grenade is attached, the grenade immediately explodes, damaging
all objects and creatures within it’s blast radius. Rifle grenades require the Exotic Firearms Proficiency feat in order to be used without
a −4 attack penalty. A rifle grenade can be used on any rifle with a rifle grenade adapter. All listed rifle grenades have a blast radius
of 15’, and immediately explode upon striking any surface when fired. Any target caught in the blast must make a Fortitude Saving
Throw [TN20] or be knocked prone. Rifle grenades are limited to 5 range increments.

Weapon Damage Rng RoF Sz Wt Cost Err Lic


Fragmentation Rifle Grenade 5d6 Slashing 50’ Single L 1.5 4 0% M&P
Concussion Rifle Grenade 4d6 Concussion 50’ Single L 1.5 4 0% M&P
Anti-Armor Rifle Grenade 6d6 Concussion/Fire 50’ Single L 1.5 6 0% M&P
Ignores up to 10 points of hardness.

Table 213: Modern Rifle Grenades

Early Modern Rocket Launchers


All Early Modern Rocket Launchers come standard with two rockets.

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


M1A1 Bazooka 10d12 Concussion Int:1:10/Rocket None 110’ Single L 12.0 23 0% M&P
This weapon has a splash damage of 20’ and ignores 15 points of hardness
Panzerschreck 11d12 Concussion Int:1:3/Rocket None 130’ Single L 24.0 30 0% M&P
This weapon has a splash damage of 30’ and ignores 20 points of hardness
PIAT 9d12 Concussion Int:1:4/Rocket None 90’ Single L 32.0 45 0% M&P
This weapon has a splash damage of 20’ and ignores 15 points of hardness
M20 Super Bazooka/Type 51 15d12 Concussion Int:1:10/Rocket None 140’ Single L 16.0 300 0% M&P
This weapon has a splash damage of 30’ and ignores 15 points of hardness
RPG-2 14d12 Concussion Int:1:5/Rocket None 145’ Single L 10.0 280 0% M&P
This weapon has a splash damage of 20’ and ignores 20 points of hardness

Table 214: Early Modern Rocket Launchers


231

Gunsmithing
A gunsmith is a person who repairs, modifies, designs, or builds firearms. This occupation is different from an armorer. The armorer
primarily maintains (disassembly, cleaning) weapons and performs limited repairs involving parts replacement and possibly work
involving accurization. A gunsmith does factory level repairs, renovation (such as applying metal finishes), and makes modifications
and alterations for special uses. Gunsmiths may also apply carvings, engravings, and other decorative features to an otherwise
finished gun. Gunsmithing falls under Craft (Mechanical), and all the rolls and TNs are for that skill.

Crafting a brand new firearm When crafting a new firearm, a character must first pick what current category the firearm would
fit into, or the best case that the firearm would fit into. Aspects such as caliber, magazine size, feed type, barrel length and range, and
size, can all play into this.
When crafting a firearm, a character must meet the minimum requirements for each category.
A firearm may use preexisting magazines for no increase to the TN, but the firearm must use the same caliber of ammunition that
the corresponding magazine and firearm uses.
The GM decides, based on the firearm the players want to craft, what the size and weight of it would be.
Crafting any firearm has a base TN of 5, with an error range of 40% and cost equal to the total TN. For every 3 points the Craft
check beats the DC by, the error range is reduced by 5%.

Holdout Handguns
Holdout handguns are generally no bigger than Small sized, with a +2 bonus to Stealth. Most holdout handguns use small, weak
calibers, such as .22 Long Rifle and .25 ACP. These typically use removable magazines, while larger calibers, such as 9x19mm and .45
ACP are typically single or double shot weapons. They can be either revolvers, or semi-automatic pistols. Because of their size, they
usually use either Single Action, or Double Action Only. Because of their size and barrel length, they rarely get past 25 feet per range
increment.
Type Magazine Caliber Range
+2 TN per category +2 TN per every 5’ over
Single Shot Internal: 1
(Max 5th category) 10’ (Max 20’)
+2 TN per category +2 TN per every 5’ over
Double Shot Internal: 2
(Max 5th category) 10’ (Max 20’)
Cylinder: 5 for 2nd category +3 TN per category +2 TN per every 5’ over
Single Action Revolver
3 for 3rd category (2nd-3rd category) 10’ (Max 20’)
Box Mag: +2 TN for every 2 +4 TN per category +2 TN per every 5’ over
DAO Pistol1
rounds over 4 (Max 8 rounds) (2nd-3rd category) 10’ (Max 20’)
Box Mag: +2 TN for every 2 +3 TN per category +2 TN per every 5’ over
DA/SA Pistol1
rounds over 4 (Max 8 rounds) (2nd-3rd category) 10’ (Max 20’)
Box Mag: +2 TN for every 2 +5 TN per category +2 TN per every 5’ over
Preset Action Pistol1
rounds over 4 (Max 8 rounds) (2nd-3rd category) 10’ (Max 20’)

Table 215: Gunsmithing - Holdout Handgun


1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Holdout Handgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.
232

Backup Handguns
Backup Handguns are between Small sized with a +3 bonus to Stealth, to small sized. Backup handguns, being larger, have a more
choices for calibers, using the same calibers that full-sized handguns use, such as .38 Special, 9x19mm, and .40 S&W., though at a
diminished capacity. They can also be revolvers or semi-automatic pistols, using a number of actions such as Double Action Only,
Double Action/Single Action, and Double Action, as well as Preset Action. Their range increment is usually between 25 and 30 feet.
Type Magazine Caliber Range
Cylinder: 6 for 2nd-3rd category +3 TN per category +2 TN per every 5’ over
DAO Revolver
5 for 4th category (2nd-4th category) 10’ (Max 35’)
Cylinder: 6 for 2nd-3rd category +2 TN per category +2 TN per every 5’ over
Single Action Revolver
5 for 4th category (2nd-4th category) 10’ (Max 35’)
Cylinder: 6 for 2nd-3rd category +3 TN per category +2 TN per every 5’ over
Double Action Revolver
5 for 4th category (2nd-4th category) 10’ (Max 35’)
Box Mag: +2 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
Single Action Pistol1
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 Box Mag: +2 TN for every 2 +4 TN per category +1 TN per every 5’ over 10’
DA/SA Pistol
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 Box Mag: +2 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
DAO Pistol
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 Box Mag: +2 TN for every 2 +5 TN per category +1 TN per every 5’ over 10’
Preset Action Pistol
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Backup Handgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 216: Gunsmithing - Backup Handgun

Full-Sized Handguns
Full-sized handguns are usually Small size. They take your typical handgun cartridges, such as .38 Special, .357 Magnum, and .45
ACP, usually at their full capacity. They sometimes share magazines with their backup handgun counterparts. Because size is not a
real factor, any action can be used, but Double Action/Single Action, Double Action, and Preset Actions are most common. Their
range increment are usually between 30 and 35 feet, but having longer ranges is not unheard of.
Type Magazine Caliber Range
Cylinder: 7 for 2nd-3rd category
+3 TN per category +2 TN per every 5’ over
DAO Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Cylinder: 7 for 2nd-3rd category
+2 TN per category +2 TN per every 5’ over
Single Action Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Cylinder: 7 for 2nd-3rd category
+3 TN per category +2 TN per every 5’ over
Double Action Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Box Mag: +1 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
Single Action Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +4 TN per category +1 TN per every 5’ over 10’
DA/SA Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
DAO Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +5 TN per category +1 TN per every 5’ over 10’
Preset Action Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Full-sized handgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 217: Gunsmithing - Full-size Handgun


233

Target and Hunting Handguns


Target Handguns can be anywhere from Small to Medium sized, and can span a wide variety of cartridges, all the way from .22 Long
Rifle, up to rifle cartridges such as the 5.56x45mm. Hunting handguns are generally larger caliber, usually calibers such as the .44
Magnum and .50 Action Express. Ranges are usually from 30 feet all the way up to 50 feet.
Type Magazine Caliber Range
Internal: +1 TN for every round
over 5 (Max 15) +3 TN per category +1 TN for every 5’ over 20’
Bolt Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Internal: +1 TN for every round
over 5 (Max 8) +3 TN per category +1 TN for every 5’ over 20’
Lever Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Internal: +1 TN for every round
over 5 (Max 8) +3 TN per category +1 TN for every 5’ over 20’
Pump Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
Single Action Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
Preset Action Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
DA/SA Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Cylinder: 9 for 2nd category
7 for 3rd-5th category +5 TN per category +2 TN for every 5’ over
Double Action Revolver
6 for 6th category (2nd-8th category) 20’ (Max 50’)
5 for 7th-8th category
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Target and Hunting Sized Handgun. If the
character does this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the
corresponding magazine and firearm uses.

Table 218: Gunsmithing - Target or Hunting Handgun

Machine Pistols
Machine Pistols are usually Small to Medium sized, and are generally chambered in calibers that full-sized handguns are chambered
in. A few share magazines with their full-sized handgun counterparts, but this is rare. Machine pistols generally have an automatic
fire, but that’s hardly a requirement. They do, however, have large magazines. They also tend to have removable stocks, or vertical
foregrips, to control their automatic fire. They are generally fired in closed bolt position. Ranges generally span the same as full-sized
handguns, but they are considered a scale of firepower, because of their automatic rate of fire. When crafting a weapon with
automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Semi-automatic +8 TN
Box Mag: +1 TN for
Open Bolt Machine Fully Automatic Free
every round over 15 +2 TN per +1 TN for every 5’
Pistol1 2 Round Burst +10 TN
(Max 40) category(2nd- over 15’ (Max 45’)
3 Round Burst +12 TN
5th
category)
Semi-automatic Free
Box Mag: +1 TN for
Closed Bolt Machine Fully Automatic +7 TN
every round over 15 +2 TN per +1 TN for every 5’
Pistol1 2 Round Burst +12 TN
(Max 40) category(2nd- over 15’ (Max 45’)
3 Round Burst +13 TN
5th
category)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Machine Pistol. If the character does this, they do
not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and
firearm uses.

Table 219: Gunsmithing - Machine Pistol


234

Sub-Machine Guns
Sub-machine guns are generally sized between Medium and Large, and are chambered in a pistol caliber, such as 9x19mm or .40
S&W. Sub-machine guns are created with a fixed stock. When crafting a weapon with automatic fire, the creator can choose what rate
of fire the automatic fires at. SMGs are restricted to the following calibers:

.22 Long Rifle .38 Special .41 Long Colt .44 Magnum
.25 ACP .40 S&W 7.63x25mm Mauser 5.7x28mm
.17 HMR .38 Long Colt 7.62x25mm Tokarev 4.6x30mm
.380 ACP .38/200 .455 Webley .44 Special
.32 ACP .38 S&W .44 American 7.63mm Mannlicher
.41 Rimfire .38 Super 9mm Japanese Revolver .454 Casull
.32 Rimfire .357 Magnum .44 Russian .50 Action Express
8x22mm Nambu .45 ACP 7.62x38mmR Nagant
9x19mm .45 GAP .357 SIG
9x18mm Makarov .45 Long Colt 10mm Auto

Type Magazine Caliber Range Firing Modes


Semi-automatic +8 TN
Box Mag +1 TN for every +2 TN per category +1 TN for every 5’ Fully Automatic Free
Open Bolt SMG1
round over 15 (Max 40) (2nd-5th category) over 10’ (Max 60’) 2 Round Burst +10 TN
3 Round Burst +12 TN
Semi-automatic Free
Box Mag +1 TN for every +2 TN per category +1 TN for every 5’ Fully Automatic +7 TN
Closed Bolt SMG1
round over 15 (Max 40) (2nd-5th category) over 10’ (Max 60’) 2 Round Burst +12 TN
3 Round Burst +13 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Sub-machine Guns. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 220: Gunsmithing - Sub-Machine Gun


235

Carbines
Carbine rifles are almost always Large, chambered in intermediate rifle cartridges, such as 5.56x45mm, or full power rifle cartridges
such as 7.62x51mm, with magazines ranging from 10 to 35 rounds. There also exists a subsection called the pistol caliber carbine,
which shoots pistol caliber rounds, such as the 9x19mm, and is always semi-automatic, as a fully automatic pistol carbine is a
sub-machine gun. All carbine rifles are crafted with a fixed stock. When crafting a weapon with automatic fire, the creator can choose
what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
+1 TN per category +1 TN for every 10’
Single Shot Carbine Internal: 1 —
(2nd-9th category) over 30’ (Max 120’)
+1 TN per category +1 TN for every 10’
SxS Double Shot Internal: 2 —
(2nd-9th category) over 30’ (Max 120’)
Carbine
+1 TN per category +1 TN for every 10’
OxU Double Shot Internal: 2 —
(2nd-9th category) over 30’ (Max 120’)
Carbine
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Pump Action —
1 Box Mag: +2 TN for every (2nd-9th category) over 20’ (Max 80’)
Carbine
round over 10 (Max 40)
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Lever Action —
1 Box Mag: +2 TN for every (2nd-9th category) over 20’ (Max 80’)
Carbine
round over 10 (Max 40)
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Self-loading Carbine1 Semi-automatic Free
Box Mag: +2 TN for every (2nd-9th category) over 20’ (Max 75’)
Fully Automatic +9 TN
round over 10 (Max 40)
2 Round Burst +12 TN
3 Round Burst +14 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Carbine Rifle. If the character does this, they do
not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and
firearm uses.

Table 221: Gunsmithing - Carbine


236

Assault, Battle, and Target Rifles


Assault rifles are Large firearms, chambered in intermediate rifle cartridges such as 5.56x45mm or 7.62x39mm, that have an
automatic rate of fire and a stock. Battle rifles are Large weapons chambered in a full power rifle cartridge, such as the 7.62x51mm,
that have an automatic rate of fire, and a stock. Target rifles fall into both of these categories, but lack the automatic firepower.
Ranges are conclusive to rifles, spanning from 65-110’. All assault, battle, and target rifles are crafted with a fixed stock. When crafting
a weapon with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
+1 TN per category +1 TN for every 10’
Single Shot Rifle Internal: 1 —
(2nd-9th category) over 50’ (Max 150’)
+1 TN per category +1 TN for every 10’
SxS Double Shot Rifle Internal: 2 —
(2nd-9th category) over 50’ (Max 150’)
+1 TN per category +1 TN for every 10’
OxU Double Shot Rifle Internal: 2 —
(2nd-9th category) over 50’ (Max 150’)
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Pump Action Rifle1 —
Box Mag: +2 TN for every (2nd-9th category) over 45’ (Max 120’)
round over 10 (Max 40)
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Lever Action Rifle1 —
Box Mag: +2 TN for every (2nd-9th category) over 45’ (Max 120’)
round over 10 (Max 40)
Internal: +1 TN for every Semi-automatic Free
round over 5 (Max 8) +2 TN per category +1 TN for every 5’ Fully Automatic +9 TN
Self-loading Rifle1
Box Mag: +2 TN for every (2nd-9th category) over 45’ (Max 120’) 2 Round Burst +12 TN
round over 10 (Max 40) 3 Round Burst +14 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Assault, Battle, or Target Rifles. If the character
does this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 222: Gunsmithing - Assault, Battle, or Target Rifle

Designated Marksman Rifles


Designated marksman rifles are semi-automatic or selective fire rifles that have been optimized for long range engagement. As such,
they generally have optics, bipods, and a stock that allows them to steady, as well as being chambered in a full-sized rifle cartridge.
All designated marksman rifles are crafted with a fixed stock. When crafting a weapon with automatic fire, the creator can choose
what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Semi-automatic Free
1 Box Mag: +2 TN for every +2 TN per category +4 TN per every 5’ over Fully Automatic +10 TN
DMR
round over 10 (Max 30) (7th-9th category) 85’ (Max 130 feet) 2 Round Burst +13 TN
3 Round Burst +16 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Designated Marksman Rifles. If the character does
this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 223: Gunsmithing - Designated Marksman Rifle

Bolt Action and Sniper Rifles


Sniper rifles and bolt action rifles are nearly identical in construction, being bolt action rifles purpose built for long range target
engagement. Where they differ is deployment. All sniper rifles will have optics. Ranges vary widely, but they are at least 80 feet. Bolt
action and sniper rifles are crafted with a fixed stock.
Type Magazine Caliber Range
Internal: +1 TN for every round
Bolt Action or over 3 (Max 10) +2 TN per category +1 TN per every 5’ over 80’ (Max
Sniper Rifle1 Box Mag: +2 TN for every round (2nd-9th category) 170’)
over 3 (Max 10)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Bolt Action or Sniper Rifles. If the character does
this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 224: Gunsmithing - Bolt Action or Sniper Rifle


237

Anti-materiel Rifles
Anti-materiel rifles are usually semi-automatic rifles chambered in a heavy caliber, such as .50 BMG or 20mm, but can be single or
double shot as well. These weapons are almost always Huge in size and require bipods in order to use properly. They can be single
shot, double shot, bolt action or semi -automatic, but ranges are at least 150 feet. All anti-materiel rifles are crafted with a bipod and
a fixed stock. When crafting a weapon with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
+1 TN per category +1 TN per every 10’
Single Shot Internal: 1 —
(10th-11th category) over 150’ (Max 650’)
Anti-materiel Rifle
+1 TN per category +1 TN per every 10’
SxS Double Shot Internal: 2 —
(10th-11th category) over 130’ (Max 600’)
Anti-materiel Rifle
+1 TN per category +1 TN per every 10’
OxU Double Shot Internal: 2 —
(10th-11th category) over 130’ (Max 600’)
Anti-materiel Rifle
Internal: +5 TN for
Bolt Action Free
every round over 2
Semi-automatic Free
(Max 5) +1 TN per category +1 TN per every 10’
Self-loading Fully Automatic +15 TN
Box Mag: +2 TN for (10th-11th category) over 120’ (Max 450’)
Anti-materiel Rifle1 2 Round Burst +20 TN
every round over 3
3 Round Burst +25 TN
(Max 10)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Anti-Materiel Rifles. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 225: Gunsmithing - Anti-Materiel Rifle


238

Sporting Shotguns
Sporting shotguns are shotguns that are used for hunting, or other shooting related sports, such as clay pigeons. As such, they may
have low capacities, and are either pump action or semi-automatic. They generally come with stocks, and usually have a ton of
accessories to help the user hit their mark, including recoil reducing stocks, and sights. Ranges vary, but most are between 45 to 55
feet. All sporting shotguns are crafted with a fixed stock.
Type Magazine Caliber Range Barrel
Slug +3 TN
Removable Choke +2 TN
+1 TN per every 5’ over 15’
Single Shot Internal: 1 1st category Choked Free
(Max 60’)
Straight Free
Threaded Straight +5 TN
Slug +3 TN
Removable Choke +2 TN
+1 TN per every 5’ over 15’
SxS Double Shot Internal: 2 1st category Choked Free
(Max 60’)
Straight Free
Threaded Straight +5 TN
Slug +3 TN
Removable Choke +2 TN
+1 TN per every 5’ over 15’
OxU Double Shot Internal: 2 1st category Choked Free
(Max 60’)
Straight Free
Threaded Straight +5 TN
Slug +3 TN
Internal: +1 TN for every
Removable Choke +2 TN
round over 3 (Max 7) +1 TN per every 5’ over 15’
Bolt Action1 1st category Choked Free
Box Mag: +2 TN for every (Max 60’)
Straight Free
round over 3 (Max 8)
Threaded Straight +5 TN
Slug +3 TN
Internal: +1 TN for every
Removable Choke +2 TN
round over 4 (Max 7) +1 TN per every 5’ over 15’
Lever Action1 1st category Choked Free
Box Mag: +2 TN for every (Max 60’)
Straight Free
round over 3 (Max 10)
Threaded Straight +5 TN
Internal: +1 TN for every Slug +3 TN
round over 3 (Max 9) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Pump Action1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 10) Straight Free
Slug +3 TN
Internal: +1 TN for every
Removable Choke +2 TN
round over 4 (Max 9) +1 TN per every 5’ over 15’
Self-Loading1 1st category Choked Free
Box Mag: +2 TN for every (Max 60’)
Straight Free
round over 3 (Max 20)
Threaded Straight +5 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Sporting Shotgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 226: Gunsmithing - Sporting Shotgun


239

Combat Shotguns
Combat shotguns are almost exclusively in 12 Gauge, and are equipped with high capacity tubes. They will have combat cut straight
barrels, and take advantage of combat sights and study stocks. Ranges are somewhat shorter, ranging from 45 to 50 feet. All combat
shotguns are crafted with a combat cut straight barrel and a fixed stock.
Type Magazine Caliber Range
+1 TN per every 5’ over 15’ (Max
SxS Double Shot Internal: 2 1st Category
60’)
+1 TN per every 5’ over 15’ (Max
OxU Double Shot Internal: 2 1st Category
60’)
Internal: +1 TN for every round
over 4 (Max 7) +1 TN per every 5’ over 15’ (Max
Lever Action1 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 10)
Internal: +1 TN for every round
1 over 3 (Max 9) +1 TN per every 5’ over 15’ (Max
Pump Action 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 10)
Internal: +1 TN for every round
over 4 (Max 9) +1 TN per every 5’ over 15’ (Max
Self Loading1 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 20)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Combat Shotguns. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 227: Gunsmithing - Combat Shotgun

Light Machine Guns


Light machine guns are machine guns that fire an intermediate rifle cartridge, usually from a belt or a high capacity magazine. They
are almost always equipped with bipods and stocks, to help steady the firearm in its automatic fire. Because of their intended use,
they rarely have a semi-automatic rate of fire. Their ranges can vary, but are generally between 80-120’. When crafting a weapon
with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Linked: +5 TN Semi-automatic +10 TN
Box Mag: +1 TN for every +2 TN per category +3 TN per every 5’ over Fully Automatic Free
LMG1
5 rounds over 25 (Max (7th-9th category) 85’ (Max 150’) 2 Round Burst +11 TN
100) 3 Round Burst +12 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting rifles. If the character does this, they do not have
to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and firearm
uses. A character can also choose to have a Light Machine Gun accept magazines as well as linked ammunition. This increases the TN by 10.

Table 228: Gunsmithing - Light Machine Gun

General Purpose Machine Guns


General purpose machine guns are machine guns that fire either an intermediate or full powered rifle cartridge, usually from a belt
or a high capacity magazine. They are almost always equipped with bipods and stocks, to help steady the firearm in its automatic
fire. Because of their intended use, they rarely have a semi-automatic rate of fire. Their ranges can vary, but are generally between
100 to 150 feet. When crafting a weapon with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Linked: +4 TN Semi-automatic +13 TN
Box Mag: +2 TN for every +2 TN per category +3 TN per every 5’ over Fully Automatic Free
GPMG1
5 rounds over 25 (Max (7th-9th category) 85’ (Max 150’) 2 Round Burst +14 TN
100) 3 Round Burst +15 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting rifles. If the character does this, they do not have
to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and firearm uses.
A character can also choose to have a General Purpose Machine Gun accept magazines as well as linked ammunition. This increases the TN by 14.

Table 229: Gunsmithing - General Purpose Machine Gun


240

Underbarrel Grenade Launcher


Underbarrel grenade launchers are exclusively single shot weapons and chambered in either 40mm Caseless or 40x46mm.
Type Magazine Caliber Range
+1 TN per category +2 TN per every 5’ over 20’ (Max
Single Shot Underbarrel Grenade Launcher Internal: 1
(12th category only) 80’)

Table 230: Gunsmithing - Underbarrel Grenade Launcher

Standalone Grenade Launcher


Standalone grenade launchers can be chambered in quite a few calibers and can be either single shot, multi-shot revolving, or pump
action. They generally have stocks in order to help facilitate firing.
Type Magazine Caliber Range Firing Modes
+1 TN per category +2 TN per every 5’ over
Single Shot Standalone Internal: 1 —
(12th category only) 20’ (Max 80’)
Grenade Launcher
+1 TN per category +2 TN per every 5’ over
Double Shot Standalone Internal: 2 —
(12th category only) 20’ (Max 80’)
Grenade Launcher
Internal: +5 TN for every
round over 3 (Max 5) +1 TN per category +2 TN per every 5’ over
Pump Action Standalone —
Box Mag: +6 TN for every (12th category only) 20’ (Max 80’)
Grenade Launcher
round over 3 (Max 8)
Internal: +5 TN for every
round over 3 (Max 5) +1 TN per category +2 TN per every 5’ over
Lever Action Standalone —
Box Mag: +6 TN for every (12th category only) 20’ (Max 80’)
Grenade Launcher
round over 3 (Max 20)
Internal: +5 TN for every
round over 4 (Max 6) +1 TN per category +2 TN per every 5’ over Semi-automatic
Self-Loading Standalone
Box Mag: +6 TN for every (12th-13th category) 20’ (Max 80’) Free
Grenade Launcher
round over 3 (Max 10)

Table 231: Gunsmithing - Standalone Grenade Launcher


241

Weapon Craft TN Mat. Cost Time


Matchlock Pistol 9 8 2 days
Double Barrel Matchlock 10 9 2 days
Pistol
Matchlock Carbine 14 10 2 days
Matchlock Musket 17 10 2 days
Flintlock Pistol 10 10 2 days
Double Barrel Flintlock Pistol 10 11 2 days
Flintlock Pistol, Rifled 12 10 2 days
Double Barrel Flintlock Pistol, 12 11 2 days
Rifled
Blunderbuss Pistol 9 10 1 day
Flintlock Carbine 12 10 2 days
Flintlock Carbine, Rifled 13 12 2 days
Flintlock Musket 13 12 2 days
Flintlock Musket, Rifled 19 15 2 days
Blunderbuss 11 12 1 day

Table 232: Craft (Mechanical), Matchlocks & Flintlocks

Categories These are the categories of ammunition for crafting


a firearm.

1st 5th 8mm Lebel


7x57mm Mauser
.410 Bore 7.62x54mmR
.44 Special
20 Gauge .303 British
5.7x28mm
16 Gauge .30-40 Krag
7.63mm Mannlicher
12 Gauge 7.7x58mm Arisaka
.38-40 Winchester
10 Gauge 4.6x30mm 7.92x57mm Mauser
.32-20 Winchester .30-06 Springfield
2nd .44-40 Winchester
.357 SIG
.41 Rimfire 10mm Auto 9th
.22 Short .44 Magnum
.25 ACP .44 AMP
.22 Long Rifle 7.62x25mm Tokarev .56-56 Spencer
.17 HMR .45 Winchester Magnum .45-70 Government
.32 ACP .50 GI .50-70 Government
.32 Rimfire .458 SOCOM
.475 Wildey Magnum
.380 ACP .6.8 Remington SPC
8x22mm Nambu .338 Lapua Magnum
.22 WMR 6th
.17 Remington .300 Winchester Magnum

.44 Henry .460 Rowland


.30 Carbine 10th
3rd .454 Casull
.50 Action Express
.38 Long Colt 7.92x94mm
.500 S&W Special
7.65 Longue
.50 BMG
.38/200
.38 S&W 7th
.38 Special
9x18mm PM 11th
9x23mm Steyr
.40 S&W
5.45x39mm
9x19mm 12.7x108mm
5.8x42mm
.38 ACP 14.5x114mm
6.5x50mm Arisaka
.38 Super 5.56x45mm 13.9x99mmB
7.92x33mm Kurz 20x102mm
.243 Winchester 20x105mm
4th
.500 Wyoming Express 20x125mm
.44 American
.500 S&W Magnum
9mm Japanese Revolver
.22 TCM
12th
.44 Russian 8th
.476 Enfield
7.62x38mmR 35x32mm SR
9x39mm
.45 Schofield 40x46mm
6mm Lee Navy
.327 Federal Magnum 37mm
.300 AAC Blackout
.41 Long Colt
.30-30 Winchester 40mm Caseless
.45 Long Colt
6.5x52 Carcano
.455 Webley
6.5mm Grendel
.45 ACP
7.62x39mm 13th
.45 GAP
7.5x55mm Swiss
.357 Magnum
7.5x54mm French
7.63x25mm Mauser 7.62x51mm 25x40mm
242

AR-15 Building The AR pattern rifle is one of the most versatile


rifles to exist, with tons of accessories made for it. Because of
its design, it is very easy to switch out large parts, and design a Upper Receiver Types
customized, personal rifle.
An AR is comprised of two major parts; an upper receiver, Pistol A pistol upper receiver is a receiver intended to be paired
which includes the barrel and chamber, bolt, gas system, tactical with a pistol lower. They typically have barrels about 6-7” long,
rails, optics and optics mount. Because this part has the actual which limits the gun’s ability to be effectively engage in any long
barrel and chamber, this is the part that actually determines range fights. These are also mated with carbine rifle lowers, for
the rifle’s caliber, and a lower receiver, which encompasses the those who need stabilized, high firepower, in a small configuration,
magazine well, the frame, the stock, and the trigger group. The and accuracy at longer ranges is not an issue. Pistol uppers turn
upper receiver will always change the classification of the AR-15, a rifle into a SMG for the purpose of feats, upgrades, and combat.
superseding the classification of the lower.
CQB Rifle This upper has a barrel length between 10-12”,
Lower Receiver Types primarily used by special operations forces in urban, indoor, or
other tight quarter locations. They have a good balance between
maneuverability and range, but are still easily outclassed by the
Pistol A pistol lower receiver is a stripped down receiver,
shortest of carbines. They go well with carbine lowers, to make a
containing the bare necessities for a fully functioning firearm,
light, effective rifle with good firepower. CQB rifle uppers turn a
but not much else. Pistol lowers are equipped with a pistol grip.
rifle into a carbine rifle for the purpose of feats, upgrades, and
These lowers are generally marketed at the civilian market, and
combat.
usually come in semi-automatic only. Pistol lower receivers are
considered carbine rifles for the purpose of feats, upgrades, and
combat. Carbine This upper has a barrel length between 14-16”, and
is the general size for soldiers who don’t need a full-sized rifle,
such as those in vehicles. It is a good compromise between range
Carbine A carbine rifle lower receiver is a receiver that has
and maneuverability, being the largest upper that doesn’t receive
a synthetic stock for weight, while still providing some support.
penalties for fighting adjacent to an enemy. Carbine rifle uppers
These are the most common AR lowers, as they can be swapped
turn a rifle into a carbine rifle for the purpose of feats, upgrades,
out for a different stock, or used bare with a carbine length upper
and combat.
receiver. These lowers are the lowers found on the M4A1 and
M4, and can be purchased with 3 round burst or fully automatic
firing modes (but not both), in addition to semi-automatic, or semi- Assault Rifle At 18-20”, this upper has good range, at the loss
automatic only. Carbine lower receivers are considered carbine of weight and maneuverability. These rifles are very common
rifles for the purpose of feats, upgrades, and combat. and popular with hunters, action shooter sport enthusiasts, and
multiple law enforcement agencies. They are commonly paired
with carbine rifle lowers and assault rifle lowers, but have also
Assault Rifle An assault rifle lower receiver is a receiver with
been paired with designated marksman rifle lowers.
the standard fixed stock. They are balanced for accuracy, but
All Upper Receivers do not come with any magazines.
lack a bit on the weight aspect. These lowers are the lowers found
The X Products Can-Cannon uses 5.56 blanks to fire 12 oz
on the M16 series of rifles, and can be purchased with 3 round
soda cans. This weapon can also be used to launch thrown smoke,
burst or fully automatic firing modes (but not both), in addition
tear gas, stun and sting grenades. This weapon must be used
to semi-automatic, or semi-automatic only. Assault rifle lower
with blanks only. Using any other rounds in the Can-Cannon
receivers are considered assault rifles for the purpose of feats,
destroys the weapon. This weapon must be loaded with a new
upgrades, and combat.
can or grenade after each shot, which takes 3 Combat Points. The
Can-Cannon can not take advantage of any magnified optic.
Designated Marksman Rifle A designated marksman rifle The Taclite T1 and T2 are considered Anti-Materiel Weapons
lower receiver is a receiver that has been optimized for long range for the purpose of feats, regardless of what kind of lower receiver
shooting, including a precision upgrade and either a synthetic they are paired with. The Taclite T2 is a bolt action rifle.
stock, or a fixed stock. Because of their nature and intended The Noveske Diplomat and SPR uppers come with the Heavy
purpose, they are usually semi-automatic only. Designated Barrel and Match Barrel upgrades.
marksman rifle lower receivers are considered DMRs for the
purpose of feats, upgrades, and combat.
243

Lower Size Upg RoF Sz. Wt Cost Restr Included Upgrades


Pistol F Semi M 2.0 10 L Pistol grip
Carbine F Semi L 2.5 13 L Synthetic stock
Carbine F Semi/3RB L 2.5 26 R Synthetic stock
Carbine F Semi/Auto(F) L 2.5 28 M&P Synthetic stock
Assault Rifle F Semi L 3.0 12 L Fixed stock
Assault Rifle F Semi/3RB L 3.0 25 R Fixed stock
Assault Rifle F Semi/Auto(F) L 3.0 27 M&P Fixed stock
Designated Marksman Rifle F Semi L 3.3 30 L Precision upgrade, Fixed stock
Designated Marksman Rifle F Semi/3RB L 3.3 45 R Precision upgrade, Fixed stock

Table 233: AR15 Lower Receivers


244

Weapon Caliber/Recoil Magazine Upg Rng Upper Sz Wt Cost Err Restr


Alexander Arms 6.5mm Box:10|15:2/25:3 BO 70’ Assault L 4.2 40 0% L
Incursion Grendel
(4d6+1/-5)
Alexander Arms 6.5mm Box:10|15:2/25:3 BO 90’ Assault L 5.6 46 0% L
Overwatch A3 Grendel
(4d6+1/-5)
Alexander Arms HMR .17 Box:10:2 BO 70’ Assault L 4.3 27 0% L
HMR(1d4+2/-
1)
Del-Ton AR-15 Flat 5.56x45mm M4/M16 BO 75’ Assault L 6.3 13 10% L
Top (5d4/-5) Box:5|10|20|30:1/100:8
Del-Ton AR-15 5.56x45mm M4/M16 B 75’ Assault L 6.3 11 10% L
Mil-Spec A2 (5d4/-5) Box:5|10|20|30:1/100:8
Del-Ton 16” Rifle Kit 5.56x45mm M4/M16 BO 60’ Carbine L 4.5 11 10% L
(5d4/-5) Box:5|10|20|30:1/100:8
DPMS .22 Long Rifle .22 Long AR .22LR Box:26:1/50:4 BO 45’ Assault L 6.3 16 5% L
Assembly Rifle (1d4/-0)
DPMS Oracle 5.56 Kit 5.56x45mm M4/M16 BO 75’ Assault L 6.3 18 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
Noveske Diplomat 6.8 AR 6.8 Box:10|20:2/30:4 B O 4T 60’ Pistol L 2.5 80 0% L
Remington
SPC
(5d4+3/-6)
Noveske Light GPR 5.56x45mm M4/M16 B O 4T 70’ CQB L 3.9 68 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
Noveske Light Recce 5.56x45mm M4/M16 B O 4T 85’ Carbine L 4.5 70 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
Noveske Light Recce .300 AAC M4/M16 BO 75’ Carbine L 4.5 35 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
Noveske Recon 6.8 AR 6.8 Box:10|20:2/30:4 B O 4T 90’ Carbine L 4.5 75 0% L
Remington
SPC
(5d4+3/-6)
Noveske Rogue .300 AAC M4/M16 B O 4T 80’ Assault L 4.5 65 0% L
Hunter BLK (4d6/-5) Box:5|10|20|30:1/100:8
Noveske SPR 6.8 AR 6.8 Box:10|20:2/30:4 B O 4T 120’ Assault L 6.3 140 0% L
Remington
SPC
(5d4+3/-6)
Olympic Arms 10mm 10mm Auto Box:18:2 B 65’ Carbine L 4.5 32 0% L
(2d6+4/-4)
Olympic Arms .40 .40 S&W Box:20:2 B 60’ Carbine L 4.5 32 0% L
S&W (3d4/-3)
Olympic Arms .45 .45 ACP Box:18:2 B 65’ Carbine L 4.5 32 0% L
ACP (3d4+2/-4)
Olympic Arms .30 .30 Carbine M1 Carbine B O 4T 70’ Carbine L 4.5 32 0% L
Carbine (3d6+1/-4) Box:15|30:1
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 BO 60’ CQB L 3.9 30 0% L
(3d4-1/-3)
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 BO 80’ Carbine L 4.5 30 0% L
(3d4-1/-3)
RRA .458 SOCOM .458 SOCOM M4/M16 Box:10:1 BO 75’ Carbine L 4.5 45 0% L
(3d12/-7)
RRA CAR-47 A4 7.62x39mm AK-47 BO 75’ Carbine L 4.5 50 0% L
(4d6+2/-6) Box:10|20|30:1/40:2/75:5

Table 234: AR15 Upper Receivers


245

Weapon Caliber/Recoil Magazine Upg Rng Upper Sz Wt Cost Err Restr


RA CAR-6.8 SPC A2 6.8 AR 6.8 B 65’ Carbine L 4.5 42 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA CAR-6.8 SPC A2 6.8 AR 6.8 BO 65’ Carbine L 4.5 42 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA CAR-6.8 SPC A2 6.8 AR 6.8 B 85’ Assault L 6.3 45 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA LAR-6.8 SPC A2 6.8 AR 6.8 BO 85’ Assault L 6.3 45 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 40’ Pistol M 2.5 31 0% L
(2d6/-2)
RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 40’ Pistol M 2.5 31 0% L
(2d6/-2)
RRA Pistol-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 40’ Pistol M 2.5 32 0% L
(2d6/-2)
RRA CAR-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 55’ Carbine L 4.5 25 0% L
(2d6/-2)
RRA CAR-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 55’ Carbine L 4.5 27 0% L
(2d6/-2)
RRA Mid Length-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 70’ Assault L 6.3 28 0% L
(2d6/-2)
RRA Mid Length-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 70’ Assault L 6.3 31 0% L
(2d6/-2)
RRA Pistol-15 A2 5.56x45mm M4/M16 B 50’ Pistol M 2.5 30 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
RRA Pistol-15 A4 5.56x45mm M4/M16 BO 50’ Pistol M 2.5 30 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
S&W M&P15PSX 5.56x45mm M4/M16 B O 4T 80’ Carbine L 4.5 38 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
S&W M&P15R 5.45x39mm Box:30:2 B O 4T 75’ Carbine L 4.5 45 0% L
(4d4/-4)
Taclite T1 .50 BMG Int:1 B O 4T 190’ Assault L 12.0 75 0% L
(10d8/-16)
Taclite T1 .338 Lapua Int:1 B O 4T 120’ Assault L 12.0 75 0% L
Magnum
(7d8/-10)
Taclite T2 .50 BMG AW50 Box:5:12 B O 4T 190’ Assault L 15.0 125 0% L
(10d8/-16)
T14 .410 Bore Box:10:2 B 45’ Carbine L 4.5 30 0% L
(3d4+1/-3)

Table 235: AR15 Upper Receivers(Cont.)


246

Weapon Caliber/Recoil Magazine Upg Rng Upper Sz Wt Cost Err Restr


PSA 8.5” .300 AAC M4/M16 BO 50’ Pistol M 3.1 15 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
PSA 10” .300 AAC M4/M16 B O 2T 65’ Carbine L 4.3 17 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
PSA 16” .300 AAC M4/M16 B O 4T 80’ Assault L 4.5 18 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
PSA 8.5” 9x19mm Glock 26 BO 40’ Pistol M 3.1 15 0% L
(2d6/-2) Box:15|17|19|27:1/33:2
PSA 10” 9x19mm Glock 26 B O 2T 55’ Carbine L 4.3 17 0% L
(2d6/-2) Box:15|17|19|27:1/33:2
PSA 16” 9x19mm Glock 26 B O 4T 70’ Assault L 4.5 18 0% L
(2d6/-2) Box:15|17|19|27:1/33:2
PSA 8.5” .45 ACP Glock 30 BO 40’ Pistol M 3.1 15 0% L
(3d4+2/-4) Box:13:1/27:2
PSA 10” .45 ACP Glock 30 B O 2T 55’ Carbine L 4.3 17 0% L
(3d4+2/-4) Box:13:1/27:2
PSA 16” .45 ACP Glock 30 B O 4T 70’ Assault L 4.5 18 0% L
(3d4+2/-4) Box:13:1/27:2
PSA 8.5” 10mm Auto Glock 29 BO 40’ Pistol M 3.1 15 0% L
(2d6+4/-4) Box:10|15|17:1/33:3
PSA 10” 10mm Auto Glock 29 B O 2T 55’ Carbine L 4.3 17 0% L
(2d6+4/-4) Box:10|15|17:1/33:3
PSA 16” 10mm Auto Glock 29 B O 4T 70’ Assault L 4.5 18 0% L
(2d6+4/-4) Box:10|15|17:1/33:3
PSA 8.5” .40 S&W Glock 27 BO 40’ Pistol M 3.1 15 0% L
(3d4/-3) Box:15|17|19|24:1/31:2
PSA 10” .40 S&W Glock 27 B O 2T 55’ Carbine L 4.3 17 0% L
(3d4/-3) Box:15|17|19|24:1/31:2
PSA 16” .40 S&W Glock 27 B O 4T 70’ Assault L 4.5 18 0% L
(3d4/-3) Box:15|17|19|24:1/31:2
X Products 2d6 M4/M16 O 45’ Carbine L 4.4 16 0% L
Can-Cannon Bludgeoning Box:5|10|20|30:1/100:8

Table 236: AR15 Upper Receivers(Cont.)


247

Non-ballistic Ranged Weapons that deals 3d3 points of fire damage to all creatures and objects
in its path. No attack roll is necessary. Any creature caught in the
Ranged weapons that are not firearms include such diverse
line of flame can make a Reflex Saving Throw [TN15] to take half
objects as crossbows, tasers, and pepper spray. The feat that
damage. Creatures with cover get a bonus on their Reflex Saving
provides proficiency with these weapons varies from weapon to
Throw.
weapon.
Any creature or flammable object that takes damage from a
flamethrower catches on fire immediately, taking 2d6 points of fire
Bows and Crossbows damage each subsequent round until the flames are extinguished.
Bows are split into two categories: Recurve Bows and Compound A fire engulfing a single creature or object can be doused or
Bows. Both bows and crossbows do piercing damage. Bows and smothered for 12 Combat Points. They can not attempt a Reflex
crossbows require the Archaic Weapons Proficiency (Bow) feat Saving Throw to extinguish themselves. A flamethrower can
in order to be used without a −4 attack penalty. Bows are also shoot 20 times and a flamer can shoot 8 times before the fuel
classified by the amount of strength it takes to pull one back. Bows supply is depleted and cannot double-tap, double fire, or perform
have a minimum STR modifier in order to be used properly. Bows any other special firing modes. The Exotic Firearms Proficiency
and crossbows have the ability to accept up to 4 Frame upgrades. (Flamethrowers) feat is required to use flamethrower or flamer.
Arrows and bolts can be embedded.
Chemical Irritants
Recurve Bow A bow that has tips that curve away from the A chemical irritant is a spray or fog that can temporarily blind
archer when the bow is strung. By definition, the difference and incapacitate target. It comes in various forms such as pepper
between recurve and other bows is that the string touches a spray and bear fogger. To use pepper spray, make a ranged
section of the limb when the bow is strung. A recurve bow touch attack against the target. The target must make a Fortitude
stores more energy and delivers energy more efficiently than Saving Throw [TN15] or be blinded for 1d4 rounds. Pepper spray
an equivalent straight-limbed bow, giving a greater amount of is limited to 5 range increments. To use bear fogger, the user
energy and hence speed to the arrow. If the character does not selects a 10’×10’ area within the range increment, that lasts for
have the required modifier for a recurve bow, they can only make 1d4 rounds. Any targets caught in the fog must make a Fortitude
Light Pull attacks with that bow. A character adds their POW bonus, Saving Throw [TN9], or be blinded for 2d4 rounds. Bear fogger
up to a maximum of +6, to all damage rolls when using recurve is limited to 1 range increment. A gas mask renders the target
bows. immune to the effects and a wet cloth held over the eyes, nose,
and mouth provides a +2 bonus to the Fortitude Saving Throw.
Compound Bow A bow that uses a levering system of cables
and pulleys to bend its limbs. Compound bows are used for Spear Gun
hunting, olympic archery, and general target practice. If the
character does not have the required modifier for a compound A spear gun is a gun that uses rubber tubing to fire a thin metal
bow, they can not use this bow at all. spear at a target. When used underwater, the spear gun’s range
triples. Spear guns require the Archaic Weapons Proficiency (Bows)
feat in order to be used without a −4 attack penalty.

Crossbow Still used by hunters for silent kills, not much has Taser
changed in hundreds of years. A crossbow has an internal
magazine of 1, and loading a crossbow costs 2 Combat Points and A taser is a weapon that uses springs or compressed air to fire
provokes AoO. a pair of darts at a target. On impact, the darts release a powerful
electrical current. On a successful hit with a X26, X2, X3, and C3,
the darts deal electricity damage and the target must make a
Fortitude Saving Throw [TN15] or be paralyzed for 1d6 rounds. On
Flamethrower and Flamer a successful hit with a Taser 7, the darts deal electricity damage
and the target must make a Fortitude Saving Throw [TN20] or be
A flamethrower consists of a pressurized backpack containing paralyzed for 1d3 rounds. Reloading a taser costs 3 Combat Points
fuel, which is connected to a tube with a nozzle. It shoots a 5- that provokes AoO. All tasers come with 3 extra cartridges. Tasers
foot wide, 60-foot long line of flame that deals 3d6 points of fire can also be used as stun gun by removing the cartridge, which
damage to all creatures and objects in its path. No attack roll is cost 1 CP. When using them in this manner, they are considered
necessary. Any creature caught in the line of flame can make a simple melee weapons, and have the same damage and effect
Reflex Saving Throw [TN15] to take half damage. Creatures with as if it were used as a ranged weapon. Tasers cannot provoke
cover get a bonus on their Reflex Saving Throw. A flamethrower’s a critical strike. The X26 and the X2 taser have a single tactical
backpack has hardness 5 and 20 HP. When worn, the backpack upgrade slot that can be outfitted with multiple ranged upgrades,
has a DEF equal to 9 + the wearer’s AGL modifier. A backpack and the Taser 7 has a built in standard laser sight and standard
reduced to 0 HP ruptures and explodes, dealing 8d6 points of fire tactical flashlight.
damage to the wearer (no Saving Throw allowed) and 3d6 points
of fire damage to creatures and objects within a 10’ burst radius
Tranquilizer Gun
(Reflex Saving Throw [TN15] for half damage).
A flamer is a hand-held version of the flamethrower, putting the A tranquilizer gun is an airgun that fires a hypodermic needle-
fuel in a canister. It shoots a 5-foot wide, 25-foot long line of flame like dart, that injects a target with one dose of tranquilizer agent.
248

Weapon Damage Critical Rng RoF Sz Wt Cost STR Mod Restr


Light Recurve Bow 1d4+2 16-18 25’ Single L 3.0 4 −1 None
Light Compound Bow 1d4+2 16-18 55’ Single L 3.0 9 −3 None
Medium Recurve Bow 2d4+2 16-18 30’ Single L 3.0 7 +0 None
Medium Compound Bow 2d4+2 16-18 60’ Single L 3.0 13 −2 None
Heavy Recurve Bow 3d4+2 16-18 35’ Single L 3.0 9 +1 None
Heavy Compound Bow 3d4+2 16-18 70’ Single L 3.0 16 −1 None
Super Heavy Recurve Bow 4d4+3 16-18 40’ Single L 3.0 11 +2 None
Super-Heavy Compound Bow 4d4+3 16-18 80’ Single L 3.0 25 +0 None
Dreadnought Recurve Bow 5d4+4 16-18 45’ Single L 4.0 13 +4 None
Dreadnought Compound Bow 5d4+4 16-18 90’ Single L 4.0 30 +2 None
Juggernaut Recurve Bow 6d4+4 16-18 50’ Single L 5.0 15 +6 None
Juggernaut Compound Bow 6d4+4 16-18 100’ Single L 5.0 40 +3 None

Table 237: Equipment, Bows

Weapon Damage Critical Rng RoF Upg Sz Wt Cost Restr


Light 4d3 14-18 25’ Single FO M 4.0 10 None
Medium 5d3 15-18 35’ Single FO L 5.0 14 None
Heavy 7d3 15-18 50’ Single FO L 7.0 16 None
Super-Heavy 8d3 16-18 60’ Single FO L 8.0 20 None

Table 238: Equipment, Crossbows

Tranquilizer guns do no damage on their own, but rather the strike. Reloading a less lethal launchers costs 4 Combat Points and
damage is derived from the poison in the dart. A tranquilizer dart provokes AoO. Unlike most non-ballistic weapons, a less lethal
can house one dose of any solid or liquid poison. A tranquilizer launcher can be used to make double-tap attacks at the normal
gun comes with 10 empty darts. Tranquilizer guns can not provoke Combat Point cost for a firearm.
critical. Reloading a tranquilizer gun costs 9 Combat Points and
provokes AoO. Tranquilizer guns come in both handgun, and
rifle configurations. The rifle configuration has a fixed stock and
an optics mount, while the handgun configuration has an optics Ballistic Knife
mount.
A ballistic knife is a specialized combat knife with a detachable
blade that can be expelled from the handle/frame as a projectile
Paintball Marker by means of a spring-operated mechanism. All ballistic knives
come with two blades, and require 4 Combat Points to reload and
A paintball marker is a marker that is used to mark targets from
provokes AoO. When it isn’t fired it functions like a survival knife.
a long range. Its original use was to mark trees or wandering cattle.
The damage listed is for when the blade is launched. It is limited
They are also used for paintball games and by law enforcement
to 2 range increments. A ballistic knife requires the Exotic Melee
for non-lethal short range engagement. Paintball markers require
Weapons Proficiency feat in order to be used without a −4 attack
CO2 or NO2 tanks to fire, which is calculated into the price of the
penalty. Ballistic knives can be embedded.
paintball ammunition. Paintball marker’s damage is determined
by the ammunition it projects. A paintball marker is a simple
weapon and requires no proficiency to use without penalty and
paintball markers cannot provoke a critical strike. Reloading a Slingshot
paintball marker costs 4 Combat Points and provokes AoO. Unlike
most non-ballistic weapons, a paintball marker can be used to A slingshot is a small hand powered weapon that uses rubber
make double-tap attacks at the normal Combat Point cost for a bands or tubing to fling a small projectile. The classic form consists
firearm. of a Y-shaped frame held in the off hand, with two rubber strips
attached to the uprights. The other ends of the strips lead back to a
Less Lethal Launcher pocket which holds the projectile. The pocket is grasped by the off-
hand and drawn back to the desired extent to provide power for
A less lethal launcher is a dedicated launcher that fires cartridges the projectile. Slingshots are simple weapons and require no feats
primarily made to disable or mark targets. It is primarily used to use. They are limited to three range increments. Ammunition
by law enforcement for non-lethal medium and long range for slings usually encompasses rocks, small marbles, lead and
engagement. Less lethal launchers require CO2 or NO2 tanks steel balls and any generally any Fine sized object. Slingshots
to fire, which is calculated into the price of the ammunition. A Less can fire lead ball ammunition, as well as all paintball ammunition.
lethal launcher’s damage is determined by the ammunition it is The damage listed is for lead balls and rocks. When calculating
firing. A less lethal launchers is a simple weapon and requires no damage, a character adds 1½ times their POW modifier. Slingshots
proficiency to use without penalty and cannot provoke a critical must be used with two hands.
249

Bullwhip
Treat a whip as a ranged weapon with a maximum range of
15’ and no range penalties.
A character can make a trip attack with it by succeeding at a
ranged touch attack. The character does not provoke an AoO
when using a whip in this way. If the character is tripped during
their own trip attempt, the character can drop the whip to avoid
being tripped.
When using a whip, a character receives a +2 bonus on their
opposed attack roll when attempting to disarm an opponent,
including the roll to keep from being disarmed if the character
fails to disarm the opponent.
250

Weapon Damage Critical Damage Type Rng RoF Magazine Sz Wt Cost Restr
Flamer 3d3 — Fire 25’ max Semi Int:8 L 5.0 22 L
Flamethrower 3d6 — Fire 60’ max Semi Int:20 L 50.0 35 L
Chemical Irritants, Pepper Special — Special 5’ Single Int:1 T 0.5 1 None
Spray
Chemical Irritants, Bear Special — Special 5’ Single Int:1 S 0.8 4 None
Fogger
Spear Gun 1d10 16-18 Piercing 25’ Single Int:1 L 5.0 4 None
C2 Taser 1d4 — Electricity 5’ Single Int:1 S 1.1 20 None
X26 Taser 1d6 — Electricity 10’ Single Int:1 S 1.1 18 L
X2 Taser 1d6 — Electricity 10’ Single Int:2 S 1.3 25 L
X3 Taser 1d6 — Electricity 10’ Single Int:3 S 1.5 30 L
Taser 7 1d6 — Electricity 5’ Single Int:1 S 1.2 35 L
Tranquilizer Gun, Handgun — — Special 25’ Single Int:1 S 2.0 12 None
Tranquilizer Gun, Rifle — — Special 45’ Single Int:1 S 5.5 25 None
Tippman 98 Custom .68PB — Special 40’ Semi Int:200 L 3.0 20 None
Tippman TPX .68PB — Special 20’ Semi Box:7:1 S 1.1 15 None
FN303 18mm LL — Special 65’ Semi Box:15:1 L 3.0 37 None
FN303P 18mm LL — Special 35’ Semi Box:7:1 S 1.1 24 None
Ballistic Knife 3d4 16-18 Piercing 20’ Single Int:1 S 2.0 20 None
Slingshot 1d2 16-18 Bludgeoning 25’ Single Int:1 S 1.0 1 None
Bullwhip 1d2 16-18 Slashing 15’ — — S 2.0 1 None

Table 239: Equipment, Non-Ballistic Ranged Weapons

Thrown Weapons Boomerangs

These weapons are thrown by the user, dealing damage without A thrown weapon, typically constructed as a flat aerofoil, that
the use of an outside power source. is designed to spin about an axis perpendicular to the direction
of its flight. Boomerangs are unique in throwing weapons as
Thrown Weapons as Melee Weapons they’re able to curve around objects and still strike their target.
A boomerang can only curve in one direction when it is thrown,
It’s not uncommon for a character to need to use a thrown and for every 5’ it curves from the original starting axis, it must
weapon as a melee weapon. Use the below statistics when move 10’. This is likewise for throwing a boomerang at distance.
using a thrown weapon in a melee role.
Example: Curving a boomerang 15’ from the axis would
• Brick Treat as if it were a melee weapon without require 30’ of forward travel. Throwing a boomerang 40’
any range. away would require it to curve out 20’.
• Javelin Treat as an improvised short spear.
The area for the boomerang to curve must be clear of
• Throwing Axe Treat as an improvised hand axe. obstructions, otherwise it will strike the first object that it hits
• Throwing Knives/Stars Treat as an improvised and stop there. A boomerang is an exotic weapon and thus
escape knife. requires an Exotic Melee Weapons Proficiency feat to use without
penalty. A boomerang can be thrown out to a maximum of three
All weapons not listed are not able to be used as melee range increments.
weapons.
Brick
Any blunt improvised weapon that is fist sized and primarily
thrown. These weapons are special in that they don’t incur
Bolas the improvised weapon penalty when thrown. Examples of this
weapon are numerous, including rocks, paperweights, actual bricks,
Bolas are throwing weapons made of weights on the ends of staplers, thrown bottles, or any similar object.
interconnected cords designed to capture animals by entangling
their legs. Improvised versions of this weapon would include an Javelin
extension cord tied up with weights at the end. Bolas can be used
to make a ranged trip attempt. You cannot be tripped during your A light, flexible spear built for throwing that can also be used
own trip attempt when using them. A bola is an exotic weapon in melee. Since it isn’t designed for it, characters using it in
and requires an Exotic Melee Weapons Proficiency feat to be used this manner are always considered non-proficient and take a −4
without a −4 attack penalty. penalty on their melee attack rolls. Javelins can be embedded.
251

Throwing Axe Explosives and Extremity damage

A throwing axe is an axe that has been balanced to be hurled Unlike aimed weapons, explosives generally hit multiple
through the air at a target. Classic examples of these include areas of a character. If a character is caught in an explosive
the tomahawk. Throwing axes require the Exotic Melee Weapons blast, the GM rolls a d% to determine the locations the
Proficiency feat in order to be used without a −4 attack penalty. character is hit. The d% is rolled for every damage die that
Throwing axes can be embedded. is given by the explosive to a maximum of 10. Regardless
of the rolls, the character is always hit in the chest. Do not
reroll if the character is hit in the same place more than
once.
Location D% roll
Throwing Knives/Stars Chest 1-10
Left Arm and Hand 11-32
Right Arm and Hand 33-54
These sleek and fast throwing stars and knives are omnipresent
Left Leg and Foot 55-76
in classic martial arts movies and nearly synonymous with ninja.
Right Leg and Foot 77-98
Throwing stars and throwing knives require the Exotic Melee
Head 99-100
Weapons Proficiency feat in order to be used without a −4 attack
penalty. Throwing knives and stars can be embedded. Table 241: Explosive Extremity Damage Hit Location
When calculating Extremity damage, treat the damage
from the explosive as if it hit the determined locations of
a character at the exact same time. The damage amount
is not multiplied by the amount of locations hit.
Giant Throwing Star

Cooking off Grenades


This is a scaled up version of a throwing star, multiplying the
range and damage of a thrown weapon. Giant throwing stars Grenades normally take 1 turn to detonate after they are
require the Exotic Melee Weapons Proficiency feat in order to be thrown, but a character can cook off a grenade instead.
used without a −4 attack penalty. Giant throwing stars can be A character can spend the Combat Points it would take to
embedded. throw a grenade to instead hold it at the ready, throwing
it at the very beginning of their next turn. Regardless of
if they throw the grenade or not, it still goes off where
it is. A character can not perform any other actions but
movement while they are cooking off a grenade.

Grenades
Grenades come in different types, usually triggered by pulling
Explosives the pin and releasing the spoon, which starts the fuse. Pulling the
pin on a grenade costs no Combat Points. All grenades take a full
Explosives and Splash Weapons round in order to detonate unless noted otherwise.

These weapons explode, dealing damage to creatures or objects Concussion These grenades rely on their explosive power to
within an area. Explosives can be thrown or set off in place, inflict injury. Any target caught in the blast must make a Fortitude
depending on the type of explosive device. All explosives must be Saving Throw [TN17] or be knocked prone.
detonated. Some, such as grenades, include built-in detonators.
Others require timers or other devices to set them off. Fragmentation This is the most common style of hand grenade.
It uses a small explosive charge to fling shards of metal in all
directions. Any target caught in the blast must make a Fortitude
Saving Throw [TN15] or be knocked prone.

Impact This grenade is a fragmentation grenade equipped with


Blast Radius an impact fuse. The grenade detonates on impact of any hard
surface. Any target caught in the blast must make a Fortitude
The blast radius shows the range of squares that an explosive Saving Throw [TN17] or be knocked prone.
destroys. A 5’ blast radius affects a single 5’ square, while a 10’
blast radius affects every adjacent square to where the explosives Defensive These grenades are used for defensive purposes, as
were planted or detonated. they have a rather large blast radius for grenades. They are more
252

Weapon Damage Critical Damage Type Rng. RoF Sz Wt Cost Restr


Bolas 1d4 16-18 Bludgeoning 10’ Single M 1.5 6 None
Boomerang, Light 1d6 16-18 Bludgeoning 30’ Single S 1.0 3 None
Boomerang, Medium 2d4 16-18 Bludgeoning 15’ Single M 1.1 5 None
Boomerang, Heavy 3d4 16-18 Bludgeoning 10’ Single M 1.5 8 None
Brick (4) 1d4 16-18 Bludgeoning 10’ Single S 1.0 1 None
Javelin 2d6 16-18 Piercing 30’ Single M 2.3 3 None
Throwing Axe 1d6+2 16-18 Slashing 10’ Single S 0.6 2 None
Throwing Knives/Stars 1d3+2 16-18 Piercing 10’ Single T 0.5 1 None
Giant Throwing Star 3d4+2 16-18 Slashing 20’ Single M 1.0 3 None

Table 240: Equipment, Thrown Weapons

suited to making traps than they are for being thrown. Any target
caught in the blast must make a Fortitude Saving Throw [TN15] or
be knocked prone.

Smoke These hand grenades create smoke to signal or to


conceal. When thrown a smoke grenade has an effective burst
radius of 15’. On the following round it fills all squares within 20’,
and on the third round it fills all squares within 25’. The smoke
obscures all sight, including night vision goggles. Anyone within
the area has total concealment. The smoke disperses after 10
rounds. Smoke grenades are available in several colors, including
white, red, yellow, green, blue, orange, and purple.

Stun Also known as flashbangs, these grenades create a loud


flash and bang when they are released. Any target caught in the
blast must make a Will Saving Throw [TN16] or be blinded for
1d6 rounds and a Fortitude Saving Throw [TN16] to avoid being
deafened for 1d6 rounds.

Sting These hand grenades are based on the design of the


fragmentation grenade but instead of using a metal casing to
produce shrapnel, it has a hard rubber shell and small rubber
balls. Any target caught in the blast must make a Will Saving
Throw [TN11] and a Fortitude Saving Throw [TN13]. If the character
fails either Saving Throw, they are stunned for 1d3 rounds.
253

Tear Gas These hand grenades are used to disperse crowds Pre-made Charges
and smoke out hostage takers. When the grenade is thrown, a
tear gas grenade has a blast radius of 15’. On the following round Pre-made charges are complete products with a detonator and
it fills all squares within 20’, and on the third round it fills all explosive material.
squares within 25’. Any target caught in the cloud of tear gas must
make a Fortitude Saving Throw every round they spend in the
Anti-Tank Mine An anti-tank mine is a shaped charge with a
tear gas [TN15 + 1 per round staying in the gas] or be blinded and
pressure detonator set by default to 400 pounds. It is designed
stunned for 2d4 rounds. A gas mask renders the target immune
to disable armored vehicles by wrecking their treads. Anti-tank
to the effects, and a wet cloth held over the eyes, nose, and
mines ignore 20 hardness.
mouth provides a +2 to the Fortitude Saving Throw. The tear gas
disperses after 10 rounds
Bounding Mine A bounding mine is an anti-personnel mine that
Thermite This grenade has no blasting charge or explosive includes a tripwire detonator. When triggered, it springs up 4 feet
capability. It is used to destroy rugged equipment, often reducing in the air before exploding and spraying its fragmented contents
it to useless slag with its intense heat. It burns in a single 5’ square. over the unfortunates who stumbled over it.

White Phosphorus This grenade employs a small explosive Breaching Charge A breaching charge is a shaped charge
charge to disperse burning phosphorus particles in all directions. consisting of 0.5 lb of plastic explosive and an electrical detonator
They can be devastatingly effective against people with a in an adhesive frame. It can ignore up to 10 points of hardness
gruesome tendency to cling to human flesh. Any target that takes and has a range increment of 10 feet.
damage from a white phosphorus grenade is dealt an additional
4d6 Fire damage in the following round and risks catching on fire.
Directional Mine A directional mine is a mine that consists of a
Anti-Armor This grenade employs a shaped charge in order to curved steel backing plate, a layer of plastic explosive, and several
defeat armor. It detonates on contact with any hard surface and hundred ball bearings. Its folding feet are dug into the ground
ignores up to 10 points of hardness. or it can be stood up anywhere and when it goes off—either by
remote using its electric blasting cap or by the included tripwire
detonator—it sprays the ball bearings in one direction, leaving
Pipe Bomb This homemade device is usually assembled with the anyone to its sides or rear unscathed. It fires in a 30’ cone.
a quantity of black powder and metal fragments inside a metal
pipe. Pipe bombs can be extremely dangerous to build. Making a
pipe bomb is a Demolitions check [TN15]. Fire Jar A Fire jar is essentially the mine version of a molotov
cocktail. It is set behind doors or set with trip wires so that when it
Propane Bomb This is a homemade explosive device consisting is tipped on its side, it bursts into flames and ignites a large area
of a widely available propane fuel bottle duct-taped to a highway with burning gasoline. Anyone caught in the blast risk catching
flare. Making a propane bomb is a Demolitions check [TN12]. on fire.

Dynamite Stick This is a stick of dynamite with a fuse stuck in Satchel Charge A satchel charge is a canvas bag containing
it. It requires a source of fire to be lit before being used, such as a 1.0 lb of plastic explosive and a timed detonator. It has a range
lighter or a flare. Making a dynamite stick is a Demolitions check increment of 10 feet.
[TN10].

Tannerite Jar Tannerite is a binary mixture of explosives that


Molotov Cocktail This homemade explosive device is common
explodes only upon a violent shock, such as being shot, or an
on the street and consists of a glass bottle filled with a flammable
explosive going off near it. Tannerite will only explode when the
liquid (usually gasoline) and an oily rag for a wick. It shatters
jar receives 8 points of ballistic or concussive damage in one
when it hits a hard surface, spraying flaming gasoline over the
attack. This is a small 0.5 lb jar filled with premixed Tannerite,
immediate area. Anyone hit with a Molotov cocktail takes 1d6
and comes in packs of 4.
slashing damage, and risk catching on fire. Making Molotov
cocktails is a Demolitions check [TN10].
Shockwave Taser A shockwave taser is an area denial device
Breakable Beaker A breakable beaker is a breakable glass that works much like a large version of a directional mine. The
beaker and capped off with a rubber stopper or wood cork that shockwave is set down and then deployed by a remote attached to
can be filled with any volatile liquid. The damage is based on the device. When fired, it fires off 12 standard taser cartridges, that
what kind of liquid is put into the beaker. It shatters when it hits a strike all targets within a 15’ cone in front of the device. Everyone
hard surface, spraying volatile chemicals over the burst radius. A caught within firing range takes electricity damage and must make
beaker can hold up to 2 units of a liquid, and needs at least 1 unit a Fortitude Saving Throw [TN15] or be paralyzed for 1d6 rounds. It
of a liquid to cause any damage. costs 5 Combat Points to deploy the shockwave taser for use and
5 Combat Points to fire it. Reloading the shockwave taser cost 12
Combat Points.
254

Name Damage Damage Type Blast Radius Rng Size Wt Cost Restr
Concussion Grenade 4d6 Concussion 20’ 10’ T 1.0 3 M&P
Fragmentation Grenade 5d6 Slashing 15’ 10’ T 1.0 2 M&P
Impact Grenade 5d6 Slashing 15’ 10’ T 1.0 3 M&P
Defensive Grenade 3d4 Slashing 25’ 10’ T 1.0 1 M&P
Smoke Grenade (2) — — Special 10’ T 1.0 1 None
Stun Grenade — Special 25’ 10’ T 1.0 4 M&P
Sting Grenade 4d6 Bludgeoning 15’ 10’ T 1.0 3 R
Tear Gas Grenade Special Special 15’ 10’ T 1.0 3 M&P
Thermite Grenade 8d6 Fire — 10’ T 1.0 6 M&P
WP Grenade 4d6 Fire 15’ 10’ T 1.0 12 M&P
Anti-Armor Grenade 6d6 Concussion/Fire 5’ 10’ T 1.5 16 M&P
Pipe Bomb 4d8 Slashing 15’ 10’ S 2.0 2 I
Propane Bomb 5d4 Fire 15’ 10’ S 2.5 1 I
Dynamite Stick 2d12 Concussion 20’ 10’ T 0.3 1 R
Molotov Cocktail (4) 1d6 Fire 10’ 10’ S 1.0 1 I
Breakable Beaker (6) See text See text 10’ 10’ S 0.5 1 None

Table 242: Equipment, Grenades

Name Damage Type Blast Radius Sz Wt Cost Restr


Anti-Tank Mine 6d10 Concussion 5’ L 20.0 20 M&P
Bounding Mine 5d4 Slashing 5’ S 8.0 6 M&P
Breaching Charge 3d10 Concussion 5’ S 2.0 4 M&P
Directional Mine 3d12 Slashing 30’ Cone S 2.0 6 M&P
Fire Jar 1d6 Fire 10’ S 1.0 1 I
Satchel Charge 7d10 Concussion 5’ M 5.0 15 M&P
Tannerite(4) 3d6 Concussion 10’ T 2.0 1 L
Shockwave Taser 1d8 Electricity 15’ Cone M 1.9 38 M&P
Detonating Cord 3d4 Concussion 5’ S 2.0 4 M&P

Table 243: Weapons - Pre-made charges


255

Detonating (“Det”) Cord This flexible explosive consists of PETN Tannerite Tannerite is a binary mixture of explosive that
(pentaerythritol tetranitrate) encased in flexible ¼” plastic cord. It explodes only upon a violent shock, such as being shot, or an
is commonly used to trigger other explosives, as well as a primary explosive going off near it. Tannerite will only explode when
explosive to blow open doors by wrapping it around objects or the container it is in receives 8 points of ballistic or concussive
laying it down on the ground. Det cord can be used to set off damage in one attack.
explosives. The listing for det cord is for 5 feet worth of cord. Det
cord can be rolled out in a straight line and ignited, with the entire TNT (Trinitrotoluene) One of the first stable military explosives.
line immediately exploding when it is triggered. Commonly packaged in 0.3, 0.5, and 1.0 lb blocks.

Detonators
Raw Explosive Material
Detonators are used to trigger an explosive device through
Raw explosives may be used to create a bomb. In chemical, mechanical, or electrical means. The type of Detonator
order to make a bomb, a detonator and a unit of the raw can modify the Demolitions TN.
explosive materials are required. Constructing a bomb requires a
Demolitions check. The weight listed is the smallest unit available Dual Mode This detonator functions as both a pressure and a
to be effective. When calculating the increase in blast radius and tripwire detonator.
damage for multiple units, the new larger blast radius takes twice
as much material as the smaller blast radius, and the damage
Manual This detonator is either a twist knob, a plunger, or a
increases per unit used.
button that can be used to manually set off an explosive. It uses
a 50’ electrical wire that has to be attached to the explosive to
Example: To increase the blast radius of thermite by 5’
set it off.
requires an additional 1 lb (1 unit) of thermite. To increase
the blast radius an additional 5’ from a 10’ blast radius
requires an additional 2 lbs (2 units) of thermite. A 15’ blast Fuse Fuses burn at 1 round per two inches and are marked every
radius would cost a total of 4 lbs (4 units) and the damage two inches for hasty measuring. Underwater fuses are sheathed
would be 32d6. in plastic. The listed amount is for 5 feet of fuse.

Pressure This detonator is typically used in land mines. It is


pre-set to detonate a non-electric blasting cap when subjected
ANFO (Ammonium Nitrate and Fuel Oil) The most common to a specific weight. This detonator can also be set to detonate
commercial explosive in use today for large-scale demolitions when the set weight is placed on it and removed.
work such as mining. The explosive of choice for rural terrorists
due to the widespread availability of ammonium nitrate in farm Radio This detonator is triggered by a coded radio signal on a
fertilizer. ANFO may be mixed in solid or liquid (“ANFO slurry”) set frequency.
form.
Timer This detonator may be set for up to 60 hours in 1-second
Black Powder The first commercial explosive. Consists of sulfur, increments.
charcoal, and saltpeter in a roughly 12/13/75 mixture. Also includes
modern gun powders. Tripwire This detonator may be attached to up to 3 taut hair-
thin wires, each of which can be up to 50’ long. It is triggered by
any pressure over 2 pounds. This detonator can also be set to
Dynamite Nitroglycerin absorbed into diatomaceous earth (or detonate when pressure coming from a set weight on the wires is
other porous material such as clay or sawdust) and wrapped in a removed.
protective coating.
Movement This detonator is triggered by any movement of
Nitroglycerin A highly shock-sensitive combination of glycerol the object. Once this detonator is armed, it may not be moved
with nitric and sulfuric acids. The slightest bump can set it off or it risk setting off the explosive. It increases the TN to disarm
while in liquid form. explosives by 15.

Name Sz Wt Cost TN Restr


Plastic Explosives A stable and flexible explosive with the Dual Mode S 0.5 5 +15 M&P
consistency of modeling clay. Modern versions are made with Manual S 0.8 2 +0 M&P
a high-yield TNT derivative mixed with wax or other plasticizers, Fuse T 0.3 1 +0 M&P
and is most commonly packaged in 0.3, 0.5, and 1.0 lb blocks. Pressure S 0.5 2 +8 M&P
Radio T 1.0 4 +10 M&P
Thermite A mixture of powdered iron oxide and aluminum that Timer T 0.5 2 +5 M&P
burns at over 5,400°F. Technically, an incendiary rather than an Tripwire S 1.0 1 +12 M&P
explosive. Movement S 0.1 1 +13 M&P
256

Name Damage TN Type Blast Radius Sz Wt Cost Restr


ANFO 5d6 18 Concussion 20’ H 50.0 2 I
Black Powder 1d8 12 Concussion 5’ S 0.5 1 None
Dynamite 4d12 10 Concussion 10’ S 0.5 3 R
Nitroglycerin 6d6 10 Concussion 5’ S 0.3 3 I
Plastic Explosives 3d10 15 Concussion 10’ S 0.3 1 M&P
Thermite 8d6 13 Fire 5’ S 1.0 12 M&P
Tannerite 3d6 19 Concussion 15’ S 4.0 1 L
TNT 3d6 15 Concussion 5’ S 0.3 3 R

Table 244: Equipment, Raw Explosive Material

Table 245: Equipment, Explosive Detonators


257

Weapon Upgrades plus 2 WP per Craft (Structural) TN the weapon costs to make.
The weapon has a +4 attack bonus, a +1 damage bonus, and the
When calculating cost as a percentage, use the weapon’s original Combat Point cost for any action involving the weapon is reduced
cost. When calculating weight as a percentage, use the weapon’s by 1 for the intended user. Anyone who is not the weapon’s
original weight. intended user does not receive any of these upgrades. The user
must be proficient in the weapon in order to gain the benefits of
Melee Weapon Upgrades the upgrades. Any upgrades performed on the weapon before
it undergoes this upgrade will have to be re-performed, as it
There are 2 locations where an upgrade may be place. The removes all upgrades performed on the weapon.
handle and the contact. Each melee weapon can accept up to two
upgrades per location. Certain upgrades can only be performed Razor Sharp (Contact) The weapon’s blade is made as sharp
on certain types of weapons. as possible, granting a +3 damage bonus. This upgrade may only
be performed on weapons with blades or points.
Composite (Contact/Handle) The weapon is upgraded with
non-ferrous materials, which allow a character to slip it through Retractable (Contact) This upgrade allows the weapon to be
metal detecting devices. It grants a +10 bonus on Stealth checks folded down to one size category smaller than standard. Weapons
against metal detectors, but only for the part upgraded. must be unfolded to use. Folding or unfolding the weapon requires
1 Combat Point.
Custom Handle (Handle) The weapon’s hilt or handle is fitted
to a mold of the purchaser’s hand, granting them a +1 bonus with Weighted (Contact) This upgrade adds weight to the contact of
all attack rolls made with the weapon. The purchaser can also a blunt weapon, increasing its lethality, but making it unwieldy.
have the weapon’s grip enlarged or reduced, making the weapon It grants a −2 attack penalty, +1 damage die, and increases the
one size larger or smaller when using, but not concealing. Anyone weapon’s weight by 50%. Only weapons that deal bludgeoning
else who tries to use the weapon suffers a −2 penalty to their damage may be weighted.
attack rolls.
Jagged (Contact) This upgrade adds ridges and serrations to
Concealed (Contact) This upgrade disguises the weapon as an the knife or sword, that rip and tear as they move through an
everyday, inconspicuous object, granting a +10 bonus to Stealth object. When hit with a weapon with the jagged upgrade, the
checks to hide the weapon. Only weapons of Medium or smaller creature is immediately takes 2 bleed dice (as if they had taken 6
size may use this upgrade. damage) as long as they are not wearing protective armor.

Detailing (Contact/Handle) Gives the weapon an engraved or Support (Contact) This upgrade adds a shelf to allow the resting
precious metal inlay, granting its wielder a +2 equipment bonus of firearms on shields, allowing single handed shields to support
with Presence checks while the target has line of sight to it. This any Large or Medium sized weapon while being held at the ready.
upgrade also increases the weapon’s worth by 75%. The weapon When the firearm is used in this manner, it loses all benefit from
loses this quality if it suffers any damage, though it may be optics upgrades, as well as any benefit given from vertical grips,
restored with a successful Craft (Structural) repair check. angled foregrips, grippods or magazine handgrip. The firearm
also gains a -5 penalty to all attacks. Only shields can use this
Practice Weapon (Contact) The weapon’s contact is replaced upgrade.
with a wooden, softened, or blunted version that inflicts non-lethal
damage equal to the weapon’s standard damage. Reinforced (Handle) This upgrade reinforces the handle of any
staff or spear, making it more durable and heavier by inserting
Personalized Weapon (See Text) This upgrade completely a steel rod into the center. It grants a +2 damage bonus for all
rebuilds the weapon from the ground up, personalizing it to a bludgeoning attacks, and increases the weapon’s weight by 10%.
specific person. The upgrade costs 500% the cost of the weapon Only staffs or spears may be reinforced.

Upgrade Available for Loc Cost Time Wt Restr


Composite Any weapon CH 300% 1 week — None
Concealed Any Medium or smaller weapon C 100% 3 days 25% None
Custom Handle Any weapon H 6 8 hours — None
Detailing Any weapon CH 70% 1 week — None
Practice Weapon Any weapon C 50% 4 hours — None
Personalized Weapon Any Weapon — 500% + 2 WP per Craft TN 2 weeks — None
Razor Sharp Any Piercing or Slashing C 100% 2 days — None
Retractable Any Diminutive or larger weapon C 25% 1 week — None
Weighted Any Bludgeoning weapon C 4 1 day 50% None
Jagged Any sword or knife C 3 2 day — None
Support Any Shield C 5 1 hour — None
Reinforced Any staff or spear H 10 4 days 10% None
258

Table 246: Melee Weapon Upgrades

Ranged Weapon Upgrades Threaded Barrel (Barrel) This replacement barrel is machined
with screw threads on its tip, granting the firearm a threaded barrel.
Ranged weapons can be customized with plenty of upgrades, A threaded barrel may accept only one accessory at a time. If
whether for form, or fashion. There are 4 locations where an a barrel is ported, it cannot be threaded. Only rifles, handguns,
upgrade may be placed. The Optic mount, the Tactical mount, the machine guns, machine pistols, and SMGs may use this upgrade.
Barrel, and the Frame. Each ranged weapon listed has a certain
amount of mounts, and some upgrades can only be performed
on certain types of weapons. A character can only benefit from
Match Barrel (Barrel) This replacement barrel is machined to
ranged weapon upgrades, if they are proficient in the ranged
tight specifications and tolerance for the best accuracy. A match
weapon the upgrade is performed on.
barrel provides a +3 attack bonus when used with match grade and
a +5 attack bonus when used with supermatch grade ammunition.
Optic Mount The optic mount is a mount that can accept lasers, If a barrel is match, it cannot be precision. Only rifles, handguns,
flashlights, and optics. A ranged weapon can have no more than machine pistols, SMGs, and machine guns may use this upgrade.
one upgrade per optic point.

Tactical Mount The tactical mount is a system of rails that can Precision Barrel (Barrel) This barrel is machined to specifica-
accept lasers, flashlights, bipods, and secondary weapons such as tions to provide a benefit when using standard ammunition or
under-barrel shotguns or grenade launchers. A ranged weapon match ammunition. It provides a +1 attack bonus when using all
can have no more than one upgrade per tactical point. non-match ammo and a +2 attack bonus when using match or
supermatch grade ammunition. If a barrel is precision, it cannot
be match. Only rifles, handguns, SMGs, machine pistols, and
Barrel The barrel can be modified to accept suppressors, muzzle machine guns may use this upgrade.
brakes, bayonet lugs, or be upgraded itself. A ranged weapon
can have no more than three upgrades per barrel at one time.
Straight Barrel (Barrel) This replacement barrel is the standard
Frame Ranged weapons typically are built around a frame. This smooth barrel for a shotgun. When using the straight barrel, a
frame may be built or modified to accept extra rails, different grips shotgun’s range penalty applies to both its attack and damage.
and stocks, attach slings, or permit modified internal workings. It Only shotguns may use this upgrade.
can also be customized to fit the user’s style. A ranged weapon
can have no more than four upgrades on its frame at one time.
Slug Barrel (Barrel) This replacement barrel is machined with
None Upgrades with no requirements take up no slots, and don’t rifling made specifically for slug ammunition in shotguns. The
require any slots to use this upgrade. firearm gains a +2 attack bonus when using slugs, armor piercing
slugs, or saboted slugs but takes a −4 attack penalty when using
any other type of ammunition. Also, when using the slug barrel
Barrel Upgrades with slug, armor piercing slug, or saboted slug ammunition the
Extended Barrel (Barrel) This longer replacement barrel range increments for the shotgun only affect the attack roll, not
increases accuracy but adds weight and makes the weapon more the damage roll. Only shotguns may use this upgrade.
noticeable. The firearm’s range increment increases by 10’ but
the Perception TN to detect it decreases by 2. This upgrade also
increases the weapon’s weight by 5%, (rounded up to the nearest Choked Barrel (Barrel) This replacement barrel is choked,
0.1 lb). If this upgrade is placed on a carbine, assault, target, or allowing for better spread patterns. The firearm gains a +2
battle rifle with a self loading rate of fire, the character can change attack bonus when using birdshot or buckshot ammunition. Only
its designation to DMR for the purpose of feats. If this upgrade is shotguns may use this upgrade.
placed on a SMG with a self loading rate of fire, the character can
change its designation to carbine rifle for the purpose of feats. A
firearm can only have one designation at a time, and conversion Threaded Straight Barrel (Barrel) This replacement barrel is
removes its previous designation. a straight barrel that has been threaded on the end, granting the
firearm a threaded barrel. A threaded barrel may accept only
one accessory at a time. Only shotguns may use this upgrade.
Heavy Barrel (Barrel) This replacement barrel increases a
rifle’s range increment by 20%, rounded to the nearest 5’, and
increases its weight by 15% (rounded up to the nearest 0.1 lb).
Compact Barrel (Barrel) This replacement barrel is a shortened
Only rifles and machine guns may use this upgrade.
version of the original barrel made for a handgun. The firearm
gains a +5 Stealth check bonus to conceal, but decreases the
Ported Barrel (Barrel) This replacement barrel has large handgun’s range increment by 20%, rounded to the nearest 5’.
grooves or holes in the upper side of its tip, through which the The weapon is also unable to take any other barrel upgrades and
muzzle blast is vented. A ported barrel reduces the Caliber Recoil all other barrel upgrades are removed. Only handguns may use
Penalty by 1. If a barrel is threaded, it cannot be ported. this upgrade.
259

Short Barrel Rifle (Barrel) This upgrade turns a target rifle, • Rifled Choke Grants a +2 attack bonus when using slugs,
assault rifle, battle rifle, or DMR into a short barreled rifle (SBR) of armor piercing slugs, or saboted slugs but gives a −4 attack
the same kind of rifle it was before. A SBR loses 15% of its range penalty when using any other type of ammunition.
increment, rounded to the nearest 5’, but can be used against an
adjacent opponent with any stock for no penalty. Only target, • Extra Full Choke Increases a shotgun’s range by 35’ when
battle, and assault rifles, and DMRs can use this upgrade. If this using birdshot.
upgrade is placed on an assault, target, or battle rifle, the character • Full Choke Grants a +2 to attack rolls and increases a
can change its designation to carbine rifle for the purpose of feats. shotgun’s range by 20’ when using birdshot.
If this upgrade is placed on a DMR, the character can change its
designation to battle rifle for the purpose of feats. A firearm can • Modified Choke Increases a shotgun’s range by 10’ when
only have one designation at a time, and conversion removes its using birdshot or buckshot.
previous designation.
• Improved Cylinder Choke Grants a +1 attack bonus when
using birdshot or buckshot but gives a −2 attack penalty
Bayonet Lug (Barrel) This upgrade installs a bayonet mount when using any other type of ammunition.
which can be used to attach a bayonet. Attaching or removing
the bayonet requires 10 Combat Points. Only rifles and shotguns • Cylinder Choke Retains all the bonuses, penalties, and
may use this upgrade. features of a Straight Barrel.
• Breaching Choke Retains all the bonuses, penalties, and
Rifle Grenade Adapter (None) This accessory attaches to the features of a Straight Barrel, reduces a shotgun’s range by
tip of a firearm’s barrel, allowing it to fire rifle grenades using 10’, and gives the shotgun’s buttstroke attack an additional
blanks. The rifle can be used as normal if a grenade is not damage die of slashing damage.
attached. The barrel must be threaded in order to use the rifle
grenade adapter. It may be removed for 10 Combat Points. If the shotgun is fired without a choke the barrel is completely
destroyed and the user takes 2d8 slashing damage. Only cylinder
chokes, rifled chokes, and breaching chokes may fire anything
Muzzle Brake (None) This accessory attaches to the tip of a
other than buckshot or birdshot. Changing a choke costs 8 Combat
firearm’s barrel, reducing the Caliber Recoil Penalty by 3. The
Points. Only shotguns may use this upgrade.
barrel must be threaded in order to use the muzzle brake. It may
be removed for 10 Combat Points.

Suppressor (None) A suppressor is a device attached to or


part of the barrel of a firearm to reduce the amount of noise
and flash generated by firing the weapon. The barrel must be
threaded in order to use the suppressor. When the suppressor
is attached, each Perception check made to hear this weapon
firing suffers a −10 penalty. This penalty increases to −15 if low
pressure ammunition is used. Suppressors are rated by how many
damage dice a caliber has, and by any modifications that the
ammunition makes to those dice damage. A suppressor’s level
must meet or exceed the amount of damage dice it is rated for in
order to suppress the firearm successfully. Attaching a suppressor
to a weapon with a restriction rating below Restricted raises its
restriction rating to Restricted, and removing it reduces it back to
the highest restriction rating on the weapon.

Example: A level 2 suppressor can suppress 9x19mm,


which uses 2d6, and .22 Long Rifle, which uses 1d4.

Compensator (Barrel) A compensator is a weighted attach-


ment that helps offset the recoil when firing multiple shots. It
reduces the Caliber Recoil Penalty by 2, but gives a −2 to all Stealth
checks made to hide the firearm. If a firearm has a compensator,
it may not be threaded or ported. Only handguns and machine
pistols may use this upgrade.

Removable Choke Barrel (Barrel) This replacement barrel is


threaded for different types of chokes, allowing a character to
change the type of spread by changing out the choke tubes. The
barrel comes with 7 types of choke tubes, as listed below.
260

Insert (Barrel) An insert is a piece of rifled metal, usually steel, 10 Gauge .22 WMR
that allows the use of smaller caliber ammunition in a firearm 20 Gauge .17 HMR
.45 ACP 20 Gauge
chambered for larger ammunition. They come in various calibers .44 Magnum / .44 Special .45 ACP
in both reduction and original calibers. Below are the listings for 9x19mm .410 Bore
the original calibers, and their available reductions. Only single 12 Gauge .44 Magnum / .44 Special
shot weapons, shotguns with 2 or more barrels, and cylinder 20 Gauge .357 Magnum / .38 Special
16 Gauge 9x19mm
firearms may use this upgrade. .45 ACP .22 Long Rifle / .22 Short
.40 S&W .410 Bore
.410 Bore .22 Long Rifle / .22 Short
.44 Magnum / .44 Special 9x19mm
.357 Magnum / .38 Special .380 ACP
9x19mm 37mm
.380 ACP 12 Gauge
.22 Long Rifle / .22 Short

Upgrade Available for Loc Cost Time Wt Restr


Extended Barrel Any firearm B 15 1 hour See text None
Heavy Barrel Any rifle or machine gun B 8 1 hour See text None
Ported Barrel Any firearm B 3 2 hours — None
Threaded Barrel Any rifle, handgun, machine B 10 1 hour — None
pistol, machine gun, or SMG
Match Barrel Any rifle, handgun, machine B 20 1 day — None
pistol, machine gun, or SMG
Precision Barrel Any rifle, handgun, machine B 15 1 day — None
pistol, machine gun, or SMG
Straight Barrel Any shotgun B 4 30 min. — None
Slug Barrel Any shotgun B 5 30 min. — None
Choked Barrel Any shotgun B 5 30 min. — None
Threaded Straight Barrel Any shotgun B 6 30 min. — None
Compact Barrel Any handgun B 3 15 min. — None
Short Barrel Rifle Any target, battle, or assault rifle, B 26 1 week — None
or DMR
Bayonet Lug Any rifle or shotgun B 1 2 hours — None
Rifle Grenade Adapter Any rifle B 9 12 CP 0.8 None
Muzzle Brake Any firearm B 12 12 CP 1.0 None
Suppressor Any rifle, SMG, machine pistol, B 7/Lv 12 CP 1.0 R
machine gun, shotgun, or
non-cylinder handgun
Compensator Any handgun or machine pistol B 9 4 hours 1.0 None
Removable Choke Barrel Any shotgun B 12 30 min. — None
Inserts Single shot weapons, shotguns B 1 ea. 13 CP — None
with 2 or more barrels, and
cylinder firearms

Table 247: Barrel Upgrades

Optics and Sights Upgrades Day/Night Sight (Optics) This accessory combines the benefits
of a night vision sight and a telescopic sight. Switching between
Optic Mount (Frame) The firearm or crossbow gains an optic nighttime and daytime modes costs 12 Combat Points.
upgrade location if it doesn’t have one. A firearm or crossbow
may only have one optic mount.
Red Dot Sight (Optics) This accessory projects an illuminated
red dot onto a piece of glass or plastic, superimposing it over the
shooter’s field of vision as he looks through the sight. It visually
resembles a laser sight to the shooter, but no actual dot is projected
Advanced Combat Sight (Optics) This accessory combines the
downrange. A red dot sight grants a +1 attack bonus to all attack
benefits of a red dot sight and telescopic sight of 1.5-3×, or 3.1-6×
rolls made within the weapon’s first 5 range increments.
magnification. When using this sight, a character does not suffer
the −4 penalty for the first range increment, as would be on the
normal telescopic sight, and they must spend 2 Combat Points to Telescopic Sight (Optics) A telescopic sight is a sighting device
acquire their target. Shotguns, grenade launchers, machine-pistols, that makes it easier to hit targets at long range. However, although
bows, crossbows, and handguns do not gain the benefit of using a scope magnifies the image of the target it has a very limited field
any telescopic sight stronger than 3×. of view, making it difficult to use at close range. The telescopic
261

sight increases the range increment for a ranged weapon. To Standard Laser Sight (Optics/Tactical) This accessory projects
use a scoped weapon, a character must spend 6 Combat Points a visible-frequency laser beam, usually red, parallel to the
acquiring their target. If the character changes targets or otherwise weapon’s barrel. It grants a +1 attack bonus to all single shot
loses sight of the target, they must spend 6 Combat Points to attack rolls and a +2 attack bonus to all potshot attack rolls made
reacquire the target. Any character attempting to attack a target against any target within 40’. A laser sight can also be purchased
within the weapon’s first range increment suffers a −4 attack in blue, green, or purple, but these cost 3 more than the original
penalty. Shotguns, grenade launchers, machine-pistols, bows, WP cost.
crossbows, and handguns do not gain the benefit of using any
telescopic sight stronger than 3×, SMGs and rocket launchers do
Infrared Laser Sight (Optics/Tactical) This accessory operates
not gain the benefit of using any telescopic sight stronger than
like a standard laser sight but projects an infrared dot, visible only
6×, and carbine rifles do not gain the benefit from using any
with night-vision equipment. It grants a +1 attack bonus to all single
telescopic sight stronger than 9×.
shot and potshot attack rolls made against any target within 120’.
All ranges are rounded up to the nearest 5’
• 1.5×-3× Multiply range increment by 1.25 Multi-Mode Laser Sight (Optics/Tactical) This accessory
• 3.1×-6× Multiply range increment by 1.5 combines a standard laser sight and an IR laser sight in one
housing. Switching between modes requires 2 Combat Points.
• 6.1×-9× Multiply range increment by 1.75
• 9.1×-12× Multiply range increment by 2 Ghost Ring Sight (Optics) This accessory is a 1-2 inch long
tube, with the post mounted at the inside end of the tube, or a
• 12.1×-15× Multiply range increment by 2.25
ring on the optics mount that still utilizes the standard end sight.
• 15.1×-18× Multiply range increment by 2.5 It reduces the range increment of the weapon by 25%, rounded
to the nearest 5’, but grants a +2 attack bonus to all attack rolls
• 18.1×-21× Multiply range increment by 2.75 made within the weapon’s first 4 range increments.
• 21.1×+ Multiply range increment by 3
High Visibility Sights (None) These are sights with a built-in
Adjustable Telescopic Sight (Optics) This accessory is an glowing insert, usually tritium, that allow sight acquisition even in
adjustable telescopic sight, allowing for multiple magnification zero light. This upgrade reduces all concealment due to darkness
levels in a single sight. It can be purchased in a variety of different by ½. This upgrade does not take up any upgrade slots.
magnifications. Switching between magnification levels costs 12
Combat Points.
Adjustable Iron Sights (Frame) These are sights that can be
adjusted to fire at a longer range, while still maintaining the
Thermal Sight (Optics) This accessory literally sees heat. It combat effectiveness and sleek design of combat styled sights.
negates all vision penalties for darkness and smoke with regard This upgrade grants a +2 attack bonus on the weapon’s second
to people, creatures, and objects warmer than the surrounding range increment.
scenery, but only when looking at sources of heat—ambient
or otherwise—between 60-120°F/15-49°C (outside this range,
everything appears cold blue or white hot). Further, a thermal sight Canted Sights (Tactical) These are sights that are at a 45° cant,
cannot register warmth through heat-shielded scenery or through allowing for a weapon with a telescopic sight to be used with
any scenery over 2 inches thick. If the accessory is purchased its iron sights. When using these sights, the weapon can use
with magnification it operates like an equivalent telescopic sight. its standard range even if it has a telescopic sight, but using
these sights grants a −10’ range penalty on any weapon they are
attached to.
Night Vision Sight (Optics) Night vision optics amplify existing
low levels of visible and near-infrared light and convert them
to a monochrome visual image. In twilight or brighter lighting Killflash (None) This is an adapter for telescopic sights that
conditions, a night vision sight is useless as the electronics shut makes them more difficult to detect due to the reflection from the
down to prevent damage. So long as at least Dim light is available, glass in any telescopic sight. When installed, it grants a +2 bonus
this accessory negates the vision penalties applied by low ambient to all Stealth checks to hide any weapon with a telescopic sight.
light. The accessory can be purchased with magnification and This upgrade is installed on any telescopic sight. This upgrade
operates like an equivalent telescopic sight. does not take up any upgrade slots.
262

Upgrade Available for Loc Cost Time Wt Restr


Optic Mount Any firearm or F 2 30 min. — None
crossbow
Advanced Combat Sight, 1.5-3× Any ranged weapon O 50 30 min. 1.5 None
Advanced Combat Sight, 3.1-6× Any ranged weapon O 80 30 min. 1.5 None
Adjustable Telescopic Sight Any ranged weapon O 10 per category 30 min. 2.0 None
Day/Night Sight, 1.5-3× Any ranged weapon O 150 30 min. 2.0 None
Day/Night Sight, 3.1-6× Any ranged weapon O 200 30 min. 2.0 None
Day/Night Sight, 6.1-9× Any ranged weapon O 250 30 min. 2.0 None
Red Dot Sight Any ranged weapon O 12 30 min. 0.9 None
Telescopic Sight, 1.5-3× Any ranged weapon O 4 30 min. 0.9 None
Telescopic Sight, 3.1-6× Any ranged weapon O 8 30 min. 1.0 None
Telescopic Sight, 6.1-9× Any ranged weapon O 12 30 min. 1.1 None
Telescopic Sight, 9.1-12× Any ranged weapon O 16 30 min. 1.3 None
Telescopic Sight, 12.1-15× Any ranged weapon O 20 30 min. 1.4 None
Telescopic Sight, 15.5-18× Any ranged weapon O 24 30 min. 1.5 None
Telescopic Sight, 18.5-21× Any ranged weapon O 28 30 min. 1.6 None
Telescopic Sight, 21.1×+ Any ranged weapon O 32 30 min. 1.6 None
Thermal Sight, no magnification Any ranged weapon O 240 30 min. 3.0 None
Thermal Sight, 1.5-3× Any ranged weapon O 320 30 min. 4.0 None
Night Vision Sight, no magnification Any ranged weapon O 100 30 min. 2.0 None
Night Vision Sight, 1.5-3× Any ranged weapon O 150 30 min. 2.0 None
Night Vision Sight, 3.1-6× Any ranged weapon O 200 30 min. 2.1 None
Standard Laser Sight Any ranged weapon OT 3 30 min. 0.1 None
Infrared Laser Sight Any ranged weapon OT 28 30 min. 0.5 None
Multi-Mode Laser Sight Any ranged weapon OT 32 30 min. 0.8 None
Ghost Ring Sight Any ranged weapon O 4 20 min. 0.2 None
High Visibility Sights Any ranged weapon — 14 4 hours — None
Adjustable Iron Sights Any ranged weapon F 12 4 hours — None
Canted Sights Any rifle, shotgun, T 10 5 min. — None
SMG, machine pistol,
or machine gun
Killflash Any weapon with a — 4 1 min. — None
telescopic sight

Table 248: Optics Upgrades

Ergonomics and Aesthetic Upgrades loses this quality if it suffers any damage. Though it may be
restored by repairing it with a successful Craft (Mechanical) check.
Custom Grip (Frame) The weapon’s grip is fitted to a mold of
the purchaser’s hand, granting them a +1 attack bonus to all attack
rolls made with the weapon. The purchaser can also have the Finish (None) This upgrade changes the finish to either blued (a
weapon’s grip enlarged or reduced, making the weapon one size dark finish), chrome (a shiny, light finish), camouflage (woodland,
larger or smaller when using, but not concealing. Anyone else desert, or winter), or rainbow (any color not black, chrome or a
who tries to use the weapon suffers a −2 attack penalty. Only camo pattern). To change the finish of the gun to a camouflage
handguns may use this upgrade. color, it costs 6 more than the original WP cost. When used in the
appropriate setting, camouflage gives a +10 to all Stealth checks
for all Large and larger firearms. This upgrade does not take up
Grip Sight (Frame) This upgrade is a laser sight built into the any upgrade slots.
grip of the weapon, forgoing the extra bulk of a normal laser sight,
but at a higher cost. It grants a +1 attack bonus to all single shot Bipod (Tactical/Frame) A bipod gives a weapon additional
attack rolls and a +2 attack bonus to all potshot attack rolls made stability and improves aim under the right circumstances. To
against any target within 40’. A grip sight can also be purchased use a bipod, a character must be able to place it on a solid
in blue, green, or purple, but these cost 6 more than the original surface at roughly shoulder height. The most common method of
WP cost. Only handguns may use this upgrade. using a bipod is to fire from the prone position, so that the user’s
shoulder, like the weapon and the bipod, is close to the ground.
However, a weapon with a bipod can be used from a crouched
Detailing (Frame) This upgrade gives the weapon an engraved or even standing position if the bipod is set on a suitable surface.
or a precious metal inlay, granting its wielder a +5 bonus to Only Medium or larger weapons can benefit from a bipod. A
all Presence checks while the target has line of sight to it. This bipod used with a Medium or larger weapon grants the user a +3
upgrade also increases the weapon’s worth by 75%. The weapon attack bonus. Any Huge or larger weapon must be used with a
263

bipod or other type of mount. Most bipods can be folded up for weapon is upgraded with a stock its size rating increases to Large.
ease of transport. Deploying a folded bipod costs 1 Combat Point. A weapon can only have one stock upgrade at a time. Only rifles,
SMGs, machine pistols, shotguns, stand alone grenade launchers,
Ergonomic Stock (Frame) This upgrade is usually seen on and machine guns may use this upgrade.
sniper rifles and competition shotguns. It requires precise
measurements of the intended wielder’s upper body (which takes Buffer Stock (Frame) This upgrade gives the weapon a stock
1d3 hours to acquire) to ensure that the gun perfectly matches with a recoil tube spring, which allows for greatly reduced recoil
his shooting posture. It grants the intended wielder a +3 attack when firing multiple rounds. It reduces the Caliber Recoil Penalty
bonus on all single shot attack rolls made using the firearm and by 5. A buffer stock may not be used to buttstroke. When a
decreases the Combat Point cost to perform a single shot attack Medium or smaller weapon is upgraded with a stock its size rating
by 1. Anyone else who tries to use the weapon suffers a −4 attack increases to Large. A weapon can only have one stock upgrade at
penalty, unless it is readjusted for that user, which also takes 1d3 a time. Only rifles, SMGs, machine pistols, shotguns, and machine
hours. When a Medium or smaller weapon is upgraded with a guns may use this upgrade.
stock its size rating increases to large. A weapon can only have
one stock upgrade at a time. Only rifles, SMGs, shotguns, and Bumpfire Stock (Frame) This upgrade gives the weapon a stock
machine guns may use this upgrade. that recesses back as the user fires which allows for more control
while bumpfiring. It grants a +4 attack bonus to all bumpfire attack
Fixed Stock (Frame) This upgrade gives the weapon a fixed rolls but a −2 attack penalty to all single shot and double tap attack
stock that increases accuracy and while allowing the stock to be rolls. A bumpfire stock may not be used to buttstroke. When a
used as a secondary weapon. It reduces the Caliber Recoil Penalty Medium or smaller weapon is upgraded with a stock its size rating
by 2 and decreases the Combat Point cost to perform a single increases to Large. A weapon can only have one stock upgrade
shot attack by 1. When a Medium or smaller weapon is upgraded at a time. Only rifles, machine pistols, and shotguns may use this
with a stock its size rating increases to Large. A weapon can only upgrade.
have one stock upgrade at a time. Only rifles, SMGs, machine
pistols, shotguns, stand alone grenade launchers, and machine Detachable Stock (Frame) This upgrade gives the weapon a
guns may use this upgrade. stock that may be removed from weapon. When attached it
reduces the Caliber Recoil Penalty by 2 and decreases the Combat
Pistol Grip (Frame) This upgrade removes the stock and gives Point cost to perform a single shot attack by 1. When attached
the weapon a pistol like grip that allows the weapon to be more to a weapon a detachable stock always increases the size rating
concealable, but at a loss of accuracy. It grants a +3 to Stealth of the weapon to Medium. A detachable stock may not be used
checks to hide the weapon, doubles the range increment attack to buttstroke. Attaching or removing a detachable stock cost 6
penalty, decreases the Combat Point cost to perform all multi-shot Combat Points. A weapon can only have one stock upgrade at a
attacks by 1, and removes penalties when fighting an adjacent time. Only handguns and machine pistols may use this upgrade.
enemy. When a Large or larger weapon is upgraded with a pistol
grip, its size rating decreases by one size category. A pistol grip Integral Stock (Frame) This upgrade gives the weapon a stock
may not be used to buttstroke. This upgrade is considered a stock built into the weapon, minimizing the space it takes up, but still
upgrade, and a weapon can only have one stock upgrade at a allowing for a balancing stock to be pulled out if needed. When
time. Only rifles, SMGs, shotguns, and machine guns may use the stock is extended, it reduces the Caliber Recoil Penalty by 1 and
this upgrade. decreases the Combat Point cost to perform a single shot attack
by 1. An integral stock may not be used to buttstroke. A weapon
can only have one stock upgrade at one time. Only handguns,
Folding Stock (Frame) This upgrade gives the weapon a
and machine pistols may use this upgrade.
collapsible stock that increases accuracy while allowing the stock
to be folded up for quick carry. When the stock is extended, it
reduces the Caliber Recoil Penalty by 2 and decreases the Combat Speedfeed Stock (Frame) This upgrade gives the weapon a
Point cost to perform a single shot attack by 1. A folding stock stock with built in shell holders. It reduces the Caliber Recoil Penalty
may not be used to buttstroke. When it is folded, it doubles the by 2, decreases the Combat Point cost to perform a single shot
range increment attack penalty, decreases the Combat Point cost attack by 1, and stores 4 shotgun shells for use without needing to
to perform all multi-shot attacks by 1 and removes penalties when reach into a pack to retrieve ammunition. A speedfeed stock may
fighting an adjacent enemy. When folded, the weapon’s size rating not be used to buttstroke. When a Medium or smaller weapon is
is reduced to Medium, or goes back to its original size rating as upgraded with a stock, its size rating increases to Large. A weapon
if it did not have the stock attached, whichever size is smaller. A can only have one stock upgrade at one time. Only shotguns
weapon can only have one stock upgrade at a time. Only rifles, may use this upgrade.
SMGs, machine pistols, shotguns, stand alone grenade launchers,
and machine guns may use this upgrade.

Synthetic Stock (Frame) This upgrade gives the weapon a


synthetic stock that increases accuracy while saving on weight. It
decreases the Combat Point cost to perform a single shot attack
by 2 and decreases a weapon’s weight by 30%. A synthetic
stock may not be used to buttstroke. When a Medium or smaller
264

Stock Mag Pouch (None) This upgrade adds a small pouch on Buttpad (None) This upgrade adds a soft padding to the butt of
the stock that may be used to hold one magazine that holds 40 a stock of a weapon to give increased recoil control. This upgrade
rounds or less. Using a stock mag pouch negates the necessity to gives a +1 attack bonus when double tapping, slamfiring, or burst
reach into a pack to retrieve ammunition. A stock mag pouch can firing. A buttpad can only be attached to a stock and if the stock
only be attached to a stock and if the stock is removed, the mag is removed, the buttpad is as well. This upgrade does not take up
pouch is as well. A stock can only have one pouch at a time. This any upgrade slots. This upgrade can not be used with the Pistol
upgrade does not take up any upgrade slots. This upgrade can Grip stock.
not be used with the Pistol Grip stock.
Beveled Magazine Well (Frame) This upgrade cuts a tapered
Stock Cartridge Holder (None) This upgrade adds small pouch bevel in the magazine well so that it is easier and faster to insert
on the stock that may be used to hold 12 cartridges. Using a stock magazines into handguns and machine pistols. It decreases the
cartridge holder negates the necessity to reach into a pack to Combat Point cost to reload a handgun or machine pistol with a
retrieve ammunition. A stock cartridge holder can only be attached magazine by 1. Only handguns and machine pistols may use this
to a stock and if the stock is removed, the cartridge holder is as upgrade.
well. A stock can only have one pouch at a time. This upgrade
does not take up any upgrade slots. This upgrade can not be used
with the Pistol Grip stock.

Upgrade Available for Loc Cost Time Wt Restr


Custom Grip Any handgun F 12 8 hours — None
Grip Sight Any handgun F 10 20 min. — None
Detailing Any ranged weapon F 70% 1 week — None
Finish Any ranged weapon F 5 4 hours — None
Bipod Any Medium or larger ranged FT 6 25 min. 2.0 None
weapon
Ergonomic Stock Any rifle, shotgun, SMG, or F 50 3 days — None
machine gun
Fixed Stock Any rifle, shotgun, SMG, machine F 3 30 min. 2.0 None
pistol, stand alone grenade
launcher, or machine gun
Pistol Grip Any rifle, shotgun, SMG, or F 1 30 min. 0.5 None
machine gun
Folding Stock Any rifle, shotgun, SMG, machine F 6 30 min. 2.0 None
pistol, stand alone grenade
launcher, or machine gun
Synthetic Stock Any rifle, shotgun, SMG, machine F 13 30 min. — None
pistol, stand alone grenade
launcher, or machine gun
Buffer Stock Any rifle, shotgun, SMG, machine F 20 30 min. 2.0 None
pistol, or machine gun
Bumpfire Stock Any rifle, shotgun, or machine F 17 30 min. 2.0 None
pistol
Detachable Stock Any handgun or machine pistol F 5 1 day 1.1 None
Integral Stock Any handgun or machine pistol F 6 2 hours 1.0 None
Speedfeed Stock Any shotgun F 5 30 min. 1.8 None
Stock Mag Pouch Any weapon with a stock — 2 5 min. — None
Stock Cartridge Holder Any weapon with a stock — 1 5 min. — None
Buttpad Any weapon with a stock — 3 5 min. — None
Beveled Magazine Well Any handgun or machine pistol F 6 2 hours — None

Table 249: Ergonomics and Aesthetics Upgrades


265

Firing Mode Upgrades mode upgrade installed. If it is not, then the weapon restriction
rating defaults to the highest on the weapon. You can also use
Full Auto Upgrade (Frame) This upgrade allows the weapon this upgrade to remove burst fire mode from a firearm, reducing
to fire in full auto mode, fitting it with parts designed to take the its restriction rating down to the highest restriction rating due to
stress of automatic fire. This upgrade lets the person performing upgrades.
the upgrade choose their rate of fire, either slow, medium, or fast.
This upgrade raises the weapon’s restriction rating to Military and
Slamfire Modification (Frame) This upgrade removes the
Police. You can also use this upgrade to remove full auto mode
trigger disconnect of a pump action firearm, allowing the weapon
from a firearm, reducing its restriction rating down to the highest
to fire in slamfire mode. This upgrade increases the weapon’s
restriction rating due to upgrades.
error range by 15%.

Burst Fire Upgrade (Frame) This upgrade allows the weapon Single Action Modification (Frame) This upgrade turns a
to fire in three or two round burst fire mode, fitting it with parts double action revolver into a single action revolver, granting a +1
designed to take the stress of automatic fire. This upgrade raises attack bonus to all attacks, but removing the ability to perform
the weapon’s restriction rating to Restricted, if it is the only firing double tap attacks.

Upgrade Available for Loc Cost Time Wt Restr


Full Auto Upgrade Any semi-automatic firearm F 15 4 days — M&P
Burst Fire Upgrade Any semi or fully automatic firearm F 19 4 days — R
Slamfire Upgrade Any pump action firearm F 8 3 days — None
Single Action Modification Any DA cylinder firearm F 8 4 days — None

Table 250: Firing Mode Upgrades

Internal Upgrades • Compact Cut (6” standard minimum) The weapon’s range
increment decreases by half (rounded down, minimum 10’),
Precision Upgrade (None) These upgrades improve the its size becomes Medium, and its weight decreases by 40%.
weapon’s accuracy by competitive degrees. Each upgrade has If a shotgun is a semi-automatic or pump action with an
the following effects. This upgrade does not take up any upgrade internal magazine, its capacity decreases by 50%. Only
slots. self loading, pump action, lever action, bolt action, single-
or double-fire shotguns may use this upgrade. It does not
• If the weapon has an error range from manufacturing or
take the ranged attack penalty when fighting an adjacent
modification, it becomes mastercraft +1 firearm.
opponent.
• If the weapon doesn’t have an error range from
manufacturing or modification, it becomes a mastercraft +2 • Pistol Cut (less than 6” of barrel and a pistol grip) The
firearm. weapon’s range increment decreases to 5’, its size becomes
Small and its weight decreases by 60%. Only shotguns
• If the weapon is considered to be mastercraft +1 or +2, it with single or doublefire may use this upgrade. It does not
becomes a grandmastercraft +3 firearm. take the ranged attack penalty when fighting an adjacent
opponent.

Clockwork Action (Frame) This upgrade completely tears down


and examines the gun’s inner workings, reconditioning and Extended Shotgun Magazine Tube (None) This upgrade
replacing any parts as necessary, and treating the weapon for replaces a shotgun’s internal magazine cap with an extended
durability and resilience. The weapon’s error range due to the tube that allows more rounds to be held. Each upgrade increases
manufacture or modification of the weapon is removed. This the shotgun’s capacity by the rounds indicated. Different magazine
upgrade takes no frame upgrades. extension sizes have different requirements.

• One Round Any internal magazine shotgun.


Sawed-Off (Frame and Barrel) A shotgun may be cut down
to one of the following 4 lengths. Any shotgun with more than
• Two Round Any internal magazine shotgun with a barrel
one barrel must have all barrels cut off. Cutting the barrel doesn’t
that isn’t Compact Cut, or Pistol Cut.
change how the shotgun’s barrel functions.

• Combat Cut (15-20”) The weapon’s range increment • Three Round Any internal magazine shotgun with a barrel
decreases by 5’ and it does not take the ranged attack that isn’t Coach cut, Compact Cut, or Pistol Cut
penalty when fighting an adjacent opponent.
• Five Round Any internal magazine shotgun with a barrel
• Coach Cut (6-14”) The weapon’s range increment that isn’t Combat Cut, Coach Cut, Compact Cut, or Pistol Cut
decreases by 10’ and gains a +2 bonus to Stealth checks
to hide it. It does not take the ranged attack penalty when Only self loading, pump action, lever action or bolt action shotguns
fighting an adjacent opponent. with internal magazines may accept this upgrade.
266

Stripper Clip Guide (Frame) This upgrade gives a rifle with a Fortified Frame(Frame) This upgrade strengthens and fortifies
box magazine the ability to load its magazine without removing the the firearm’s parts to allow it to use over pressure ammunition
magazine from the firearm, using stripper clips. Only magazine without the threat of destruction on failure, but increases the weight
fed rifles may accept this upgrade. of the firearm by 10%, rounded up. The firearm will not explode
from over pressure ammunition.
Breakdown Frame (Frame) This upgrade partially re-engineers
the firearm to turn it into a breakdown firearm that can be
separated into two pieces for easy carrying and concealment.
When broken down, the firearm is completely unusable. A firearm’s Tightened Drawstring (Frame) This upgrade makes the
magazine can be loaded in this state, but can not have a round in drawstring of a bow, or crossbow stronger, giving it more power.
its chamber. It takes 12 CP to breakdown a whole firearm, or put a When calculating the bonus to damage from POW for recurve
firearm back together. When broken down, the firearm is split into bows, use POW×1.5, rounded up. When calculating damage for
two objects, each one being one size smaller than the firearm’s the upgraded crossbow, the crossbow gains a +1 damage bonus
most compact size. Only Medium or larger ranged weapons may per damage dice. Only recurve bows and crossbows may accept
accept this upgrade. this upgrade.

Upgrade Available for Loc Cost Time Wt Restr


Precision Upgrade Any ranged weapon — 25 2 weeks — None
Clockwork Action Any firearm F 10 2 days — None
Sawed-off Shotguns (see text) F/B — 5 min. — None
Extended Shotgun Magazine Tube Shotguns (see text) — 1/Round 10 min. — None
Stripper Clip Guide Magazine Fed Rifles F 15 1 day 0.3 None
Breakdown Any Medium or larger ranged weapon F 25 1 week — None
Fortified Any firearm F 30 1 week See text None
Tightened Drawstring Recurve Bows and Crossbows F 4 5 min. — None

Table 251: Internal Upgrades

Tactical Upgrades tactical rail, much like a grenade launcher. It may be attached,
or removed with 12 Combat Points. The SIX12 has a removable
Extra Rail (None) The firearm, bow or crossbow gains 1
cylinder that holds 6 rounds, a range increment of 25’, uses 12
additional tactical rail upgrade location. No firearm may possess
Gauge shells and does not gain error range due to ammunition.
more than 4 tactical rail locations. This upgrade does not take up
This weapon is made from the SIX12 kit, which must be purchased
any upgrade slots.
in order to build this upgrade. The SIX12 can use its cylinders like
magazines, and each cylinder cost 2 WP. Only rifles and SMGs
Taser Mount (Tactical) This accessory is an M26 Taser that may use this upgrade.
attaches to the bottom rail of a rifle’s tactical rail, much like a
grenade launcher, and is used similarly to one. It may be attached
or removed with 12 Combat Points. Only rifles and SMGs may use Flamer Mounted (Tactical) This accessory is a standalone
this upgrade. miniature flamethrower, that attaches to the bottom rail of a rifle’s
or shotgun’s tactical rail, much like a grenade launcher. It may be
KAC Masterkey (Tactical) This accessory is a shortened attached, or removed with 12 Combat Points. The flamer has a
Remington 870 Express shotgun that attaches to the bottom rail fuel cylinder that holds 5 shots. It shoots a 5-foot wide, 15-foot
of a rifle’s tactical rail, much like a grenade launcher. It may be long line of flame or a 10’ cone of flame that deals 2d3 points of
attached or removed with 12 Combat Points. The masterkey has fire damage to all creatures and objects in its path. No attack roll
an internal magazine of 3, a range increment of 20’, uses 12 is necessary. Any creature caught in the line of flame can make a
Gauge shells, and does not gain error range due to ammunition. Reflex Saving Throw [TN15] to take half damage. Any creature or
Only rifles and SMGs may use this upgrade. flammable object that takes damage from a flamer catches on fire,
taking 1d6 points of fire damage each subsequent round until the
flames are extinguished. A flamer can shoot 5 times before the
M26 Modular Accessory Shotgun System (Tactical) This
fuel supply is depleted and the fuel canister must be replaced for
accessory is a standalone bolt action shotgun, that attaches to the
4 Combat Points.. The Exotic Firearms Proficiency (Flamethrowers)
bottom rail of a rifle’s tactical rail, much like a grenade launcher.
feat is required to use this weapon without penalty. Only rifles,
It may be attached, or removed with 12 Combat Points. The M26
shotguns, and SMGs may use this upgrade.
has a box magazine of either 3 rounds, or 5 rounds, a range
increment of 20’, uses 12 Gauge shells and does not gain error
range due to ammunition. The 3 round magazines cost 1 WP, and Patrol Sling (None) This item allows the wielder to hang a
the 5 round magazines cost 2 WP. Only rifles and SMGs may use weapon from his shoulder, allowing him the use of his hands
this upgrade. having to set it down. The weapon is considered holstered when
hanging off of the wielder’s shoulder. Only shotguns, rifles, SMGs,
SIX12 Mounted (Tactical) This accessory is a standalone semi machine guns, grenade launchers, and crossbows may use this
automatic shotgun, that attaches to the bottom rail of a rifle’s upgrade. This upgrade does not take up any upgrade slots.
267

Shotgun Sling (None) This item works just as a patrol sling, but Switching the light on or off, or changing modes costs 1 Combat
also holds 15 shotgun shells, which are considered ready. Only Point. All tactical flashlights can be purchased with infrared or
shotguns may use this upgrade. Using a shotgun sling negates ultraviolet modes, increasing the WP cost by 2 per extra mode.
the necessity to reach into a pack to retrieve ammunition. This
upgrade does not take up any upgrade slots.
Vertical Foregrip (Frame/Tactical) This accessory offers a
shooter more leverage than a standard foregrip. When gripped
Tactical Sling (None) This item holds a firearm or crossbow by the user while firing, it reduces the Caliber Recoil Penalty by 2.
across the wearer’s body, keeping its grip within a foot of his Only rifles, shotguns, SMGs, machine pistols, and machine guns
normal hand position. The wielder is always considered armed may use this upgrade.
with the weapon, but it cannot be concealed. Only shotguns, rifles,
SMGs, machine guns, grenade launchers, and crossbows may use
this upgrade. This upgrade does not take up any upgrade slots. Vertical Grippod (Frame/Tactical) This accessory offers a
shooter less leverage than a standard foregrip, but comes with the
Shotshell Holder (Frame/Tactical) This accessory mounts on added bonus of having a portable bipod in addition. When gripped
the frame or tactical mount of a shotgun to hold shells for quick by the user while firing, it reduces the Caliber Recoil Penalty by
use. It can hold up to 6 shells of its caliber. Using a shotshell holder 1, and grants a +1 attack bonus when the bipod is deployed
negates the necessity to reach into a pack to retrieve ammunition. and used. When deployed, this upgrade uses the same rules
and requirements that a standard bipod has. It costs 4 Combat
Secure-Clip (Frame) A secure-clip is a metal clip mounted on Points to deploy or retract the bipod. Only rifles, shotguns, SMGs,
the frame of a handgun, allowing for Waistband carry without a machine pistols, and machine guns may use this upgrade.
chance of the firearm falling out from rough movement. While
using a secure-clip a character does not have to roll a Reflex Angled Foregrip (Frame/Tactical) This accessory offers a
Saving Throw to catch their firearm while Waistband carrying it. shooter more leverage than a standard foregrip. When gripped
Only Small or smaller firearms may use this upgrade. by the user while firing, it grants a +2 attack bonus on all single
shot and double tap attacks. Only rifles, shotguns, SMGs, and
Cartridge Holder (Frame/Tactical) This accessory mounts on machine guns may use this upgrade.
the frame or tactical mount of a rifle, carbine, or SMG to hold
cartridges for quick use. It can hold up to 10 cartridges of its
caliber. Using a cartridge holder negates the necessity to reach Lanyard (None) This accessory is a coiled lanyard for
into a pack to retrieve ammunition. handguns, that allows a character to always keep their handgun
within reach if it’s dropped or taken. The lanyard can stretch a
maximum of 5’ from the person or object it’s attached to and can
Mounted Quiver (Frame) This accessory mounts a quiver onto
be used to retrieve or pull back the pistol if it is dropped or taken
the crossbow or bow to hold crossbow bolts or arrows for quick
without dropping to kneeling or prone to pick it up. Only handguns
use. It can hold up to 5 crossbow bolts or arrows. Using a
and machine pistols may use this upgrade. This upgrade does
mounted quiver negates the necessity to reach into a pack to
not take up any upgrade slots.
retrieve ammunition.

Tactical Flashlight (Tactical/Optics/Frame) This is a flashlight Handgun Mount (Frame|Handgun/Tactical|Rifle) This acces-
that attaches to a firearm. It comes in one of four styles: sory is a mount for a handgun to mount it on one of the tactical
rails of a rifle. It allows for doublefire attacks, using the highest
• Standard This projects a beam of light in a 20’ cone. It cost
Combat Point cost for the attack. Mounting a handgun on the
2 WP less.
mount costs 12 Combat Points. Only rifles may use this upgrade,
• High Output High output projects light out in a 40’ cone in and only handguns may be mounted.
front of the firearm, as opposed to the standard 20’ cone.
• Light/Laser Combo The light/laser combo has dual modes; Pistol Bayonet (Tactical) This accessory is an escape knife
one mode that projects light out in a 20’ cone in front of the attached to the tactical rail of a handgun. It may be removed or
firearm, and the other mode that projects a standard laser. attached for 2 Combat Points, or used while still attached to the
When using the laser, it is identical to a standard laser sight. gun. Only handguns may use this upgrade.
Only one mode may be used at a time.
• Strobe Output Strobe has dual modes; one mode that Magazine Foregrip (Tactical) This accessory fits the tactical rail
projects light out in a 20’ cone in front of the firearm, and with a clip that may be slipped on and off, allowing the shooter to
the other mode that strobes the light to temporary blind. use a handgun magazine as a vertical foregrip, giving a shooter
When any creature is within 20’ of the light and is looking in more leverage. Attaching a magazine from or to the grip costs 7
its direction, they must make a Will Saving Throw [TN12] or Combat Points. When a magazine is attached and gripped by the
be blinded for 1 round. This may only be attempted once user while firing, it reduces the Caliber Recoil Penalty by 1. Only
per creature per combat. handguns and machine pistols may use this upgrade.
268

Upgrade Available for Loc Cost Time Wt Restr


Extra Rail Any firearm, bow, or crossbow — 2 2 hours — None
Taser Mount Any rifle or SMG T 18 12 CP 0.9 L
KAC Masterkey Any rifle or SMG T 15 12 CP 3.1 L
M26 MASS Any rifle or SMG T 22 12 CP 2.7 L
SIX12 Mounted Any rifle or SMG T — 12 CP 3.4 L
Flamer Any rifle, shotgun, or SMG T 16 12 CP 1.9 L
Patrol Sling Any rifle, shotgun, SMG, machine — 1 5 min. 0.3 None
gun, or crossbow
Shotgun Sling Any shotgun — 3 5 min. 0.6 None
Secure-Clip Any Small or smaller firearm F 2 25 min. 0.1 None
Tactical Sling Any rifle, shotgun, SMG, machine — 4 5 min. 0.5 None
gun, or crossbow
Shotshell Holder Any shotgun F 4 10 min. 0.2 None
Cartridge Holder Any rifle F 4 10 min. 0.2 None
Mounted Quiver Crossbows and bows F 2 10 CP 0.8 None
Tactical Flashlight Any ranged weapon FOT 4 5 min. 0.6 None
Vertical Foregrip Any Medium or larger firearm FT 5 5 min. 0.5 None
Vertical Grippod Any rifle, shotguns, machine FT 9 5 min. 0.8 None
pistol, machine gun, or SMG
Angled Foregrip Any rifle, shotguns, machine gun, FT 5 5 min. 0.9 None
or SMG
Lanyard Any handgun or machine pistol — 1 10 min. 0.1 None
Handgun Mount See text See text 20 10 min. 0.3 None
Pistol Bayonet Any handgun T 10 12 CP 0.5 None
Magazine Foregrip Any handgun or machine pistol T 8 5 min. — None

Table 252: Tactical Upgrades


269

Ammunition 18mm Less Lethal


Ammunition consists of the items required for ranged 18mm Less Lethal ammunition is used in the FN 303 series Less
weapons to function. Lethal Launchers. Ammunition cost includes the propellant that
Less Lethal Launchers use.
Type Cost
Spear gun Spears (5) 1 OC This ammunition is an 18mm capsules filled with OC chemical
CO2 Cartridges (40) 1 irritant. When hit, the target must make a Fortitude Saving Throw
Taser Cartridge 2 [TN19] or be blinded for 4d2 rounds. A gas mask renders the
Flamer Fuel Cartridge (2) 1 target immune to the effects and a wet cloth held over the eyes,
Ballistic Knife Blades 2 nose, and mouth provides a +2 to the Fortitude Saving Throw.
If a character is already blinded due to an effect that would
Table 253: Equipment, Ammunition be ineffective due to a gas mask, the original blinding effect is
removed, and the new effect immediately takes place.
.68 Paintball Ammunition
Marker This ammunition is an 18mm capsules filled with a high
Paintball ammunition is used in paintball markers. Ammunition visible, non-toxic food grade coloring. It leaves a splotch of paint
cost includes the propellant that paintball markers use. on whatever it strikes. Marker ammunition is available in various
colors.
Pepperball This ammunition is paintball capsules filled with OC
chemical irritant. When hit, the target must make a Fortitude Impact This ammunition is an 18mm capsules filled with an inert
Saving Throw [TN15] or be blinded for 1d4 rounds. A gas mask powder. It does 2d8 non-lethal damage.
renders the target immune to the effects and a wet cloth held
over the eyes, nose, and mouth provides a +2 to the Fortitude Type Cost #/box Restr
Saving Throw. If a character is already blinded due to an effect OC 3 25 None
that would be ineffective due to a gas mask, the original blinding Marker 3 25 None
effect is removed, and the new effect immediately takes place.
Impact 3 25 None

Pava Round This ammunition is paintball capsules filled with Table 255: Equipment, 18mm Less Lethal Ammunition
extra strength Pava chemical irritant. When hit, the target must
make a Fortitude Saving Throw [TN20] or be blinded for 2d3
rounds. If a character is already blinded due to an effect that
Crossbow Bolt Heads and Arrowheads
would be ineffective due to a gas mask, the original blinding effect Crossbow bolts and arrowheads are used with bows and
is removed, and the new effect immediately takes place. crossbows.

Marker This ammunition is paintball capsules filled with a highly Fieldpoint These heads are the standard heads for arrows and
visible, non-toxic food grade coloring. It leaves a splotch of paint crossbow bolts. They have no special rules.
on whatever it strikes. Marker ammunition is available in various
colors. Blunt These heads are rounded and made of plastic. They do
non-lethal damage.
Glass Breaker This ammunition is a hollow ball of nylon, used
to break glass at a safe distance. It does 1d2 bludgeoning damage. Bodkin These heads are hardened and tapered for maximum
penetration. They add +2 piercing damage dice.
Self Defense This ammunition is a hard rubber ball used
primarily as a self defense weapon. It does 1d3 non-lethal damage. Broadhead These heads are wide and sharpened for maximum
The rounds are reusable, if collected. damage upon impact. They add +1 slashing damage die.

Practice This ammunition is a soft rubber ball used to practice Type Cost/20
by both paintball players and law enforcement. It does no damage Fieldpoint 2
and the rounds are reusable, if collected. Practice ammunition is Blunt 2
available in various colors. Bodkin 4
Type Cost #/box Restr Broadhead 5
Pepperball 1 20 None
Table 256: Equipment, Bolt & Arrowheads
Pava Round 1 10 R
Marker 1 500 None
Glass Breaker 1 100 None
Self Defense 1 50 None
Practice 1 100 None

Table 254: Equipment, .68 Paintball Ammunition


270

Cased Ammunition Type Cost #/box Restr


Heavy Rimmed Handgun
Cased ammunition is ammunition that uses a metal case to
FMJ 1 50 None
hold all of the components of the ammunition together, normally
Surplus 1 100 None
made of brass, steel, or aluminum. All calibers within a category
JHP 1 20 None
have the same cost for the type of rounds listed.
Ratshot 1 10 None
Frangible 1 20 None
Type Cost #/box Restr
Armor Piercing 1 5 M&P
Rimfire
Tracer 1 10 None
FMJ 1 500 None
Blank 1 100 None
JHP 1 400 None
SJHP 1 20 None
Match Grade 1 50 None
SJSP 1 20 None
Tracer 1 100 None
Wadcutter 1 50 None
Frangible 1 50 None
Semi-Wadcutter 1 50 None
Blank 1 200 None
Solid 1 5 None
Light Rimless Handgun
Match Grade 1 25 None
FMJ 1 50 None
Light Rifle
Surplus 1 200 None
FMJ 1 40 None
JHP 1 50 None
Surplus 1 160 None
Frangible 1 10 None
JHP 1 20 None
Match Grade 1 25 None
Tracer 1 20 None
Blank 1 50 None
Blank 1 100 None
Intermediate Rimless Handgun
Armor Piercing 1 10 M&P
FMJ 1 100 None
Match Grade 1 20 None
Surplus 1 400 None
SJSP 1 20 None
JHP 1 50 None
Intermediate Rifle
Ratshot 1 10 None
FMJ 1 40 None
Frangible 1 25 None
Surplus 1 160 None
Armor Piercing 1 5 M&P
JHP 1 20 None
Non-Lethal 1 20 None
Solid 1 10 None
Match Grade 1 25 None
Frangible 1 20 None
Tracer 1 10 None
Incendiary 1 5 M&P
Blank 1 200 None
Armor Piercing 1 10 M&P
Heavy Rimless Handgun
Match Grade 1 20 None
FMJ 1 50 None
Tracer 1 20 None
Surplus 1 200 None
Blank 1 100 None
JHP 1 25 None
SJSP 1 20 None
Ratshot 1 10 None
Heavy Rifle
Frangible 1 25 None
FMJ 1 20 None
Armor Piercing 1 5 M&P
Surplus 1 100 None
Non-Lethal 1 20 None
JHP 1 20 None
Match Grade 1 25 None
Frangible 1 20 None
Tracer 1 10 None
Match Grade 1 10 None
Blank 1 200 None
Incendiary 1 10 M&P
Semi-Wadcutter 1 50 None
Armor Piercing 1 10 M&P
Solid 1 5 None
Tracer 1 30 None
Light Rimmed Handgun
Blank 1 100 None
FMJ 1 50 None
SJSP 1 20 None
Surplus 1 100 None
Exploding 1 5 M&P
JHP 1 30 None
Solid 1 5 None
Ratshot 1 10 None
Super Heavy Rifle
Frangible 1 30 None
FMJ 1 10 None
Armor Piercing 1 5 M&P
Surplus 1 40 None
Tracer 1 10 None
JHP 1 10 None
Blank 1 100 None
Match Grade 1 5 None
SJHP 1 30 None
Incendiary 1 5 M&P
SJSP 1 30 None
Armor Piercing 1 5 M&P
Wadcutter 1 50 None
Blank 1 20 None
Semi-Wadcutter 1 50 None
Exploding 1 1 M&P
Match Grade 1 25 None
Solid 1 5 None
271

Cased Ammunition Categories Caliber Damage Recoil Craft Category


Mod
Rimfire Ammunition .45 ACP 3d4+2 -4 4th
A box of rimfire ammunition weighs 0.4 lb per 50 rounds.
.45 GAP 3d4+2 -4 4th
10mm Auto 2d6+4 -4 5th
Caliber Damage Recoil Craft Category
.44 AMP 3d6 -4 5th
Mod
.45 3d6+1 -4 5th
.41 Rimfire 1 +0 2nd Winchester
.22 Short 1d2 +0 2nd Magnum
.22 Long Rifle 1d4 +0 2nd .50 GI 5d3+2 -5 5th
.32 Rimfire 2d3 +0 2nd .475 Wildey 3d6+5 -6 5th
.17 HMR 1d4+2 -1 2nd Magnum
.22 WMR 2d4+2 -2 2nd .460 4d4+2 -5 6th
.44 Henry 2d6+1 -2 2nd Rowland
.50 Action 3d6+2 -5 6th
Table 257: Rimfire Ammunition Express

Table 260: Heavy Rimless Ammunition


Light Rimless Ammunition
A box of light rimless ammunition weighs 0.5 lb per 50 rounds.

Caliber Damage Recoil Craft Category


Mod
.25 ACP 1d3 +0 2nd
.32 ACP 1d6 -1 2nd
7.65mm 1d4+2 -1 3rd
Longue

Table 258: Light Rimless Ammunition

Intermediate Rimless Ammunition


A box of intermediate rimless ammunition weighs 0.6 lb per 50
Light Rimmed Ammunition
rounds.
A box of light rimmed ammunition weighs 0.6 lb per 50 rounds.
Caliber Damage Recoil Craft Category
Mod
.380 ACP 2d4 -1 2nd
8x22mm 2d4 -1 2nd
Nambu
9x18mm PM 2d4+1 -1 3rd
9x19mm 2d6 -2 3rd Caliber Damage Recoil Craft Category
.40 S&W 3d4 -3 3rd Mod
.38 ACP 2d6+1 -2 3rd .38 Long Colt 1d4 +0 3rd
.38 Super 3d4+3 -4 3rd .38/200 1d4+3 -1 3rd
7.63x25mm 2d8 -3 4th .38 S&W 1d4+3 -1 3rd
Mauser .38 Special 2d4+1 -1 3rd
.22 TCM 2d3+3 -1 4th .476 Enfield 1d4 +0 4th
7.63mm 1d6+4 -3 5th 9mm 1d6+2 -2 4th
Mannlicher Japanese
.357 SIG 2d6+2 -3 5th Revolver
7.62x25mm 2d8+2 -4 5th 7.62x38mmR 1d8+2 -3 4th
Tokarev
9x23mm 2d6+3 -3 7th Table 261: Light Rimmed Ammunition
Steyr

Table 259: Intermediate Rimless Ammunition

Heavy Rimless Ammunition


A box of heavy rimless ammunition weighs 0.9 lb per 50 rounds.
272

Heavy Rimmed Ammunition Heavy Rifle Ammunition


A box of heavy rimmed ammunition weighs 1.0 lb per 50 rounds. A box of heavy rifle ammunition weighs 0.8 lb per 20 rounds.
Caliber Damage Recoil Craft Category
Mod
.44 American 1d6+3 -2 4th Caliber Damage Recoil Craft
.44 Russian 1d6+3 -2 4th Mod Category
.45 Schofield 2d4+3 -2 4th 6.5x50mm Arisaka 4d6 -5 7th
.327 Federal 2d6+1 -2 4th 7.92x33mm Kurz 3d8 -5 7th
Magnum .243 Winchester 4d6+2 -6 7th
.45 Long Colt 2d6+3 -3 4th .300 AAC Blackout 4d6 -5 8th
.41 Long Colt 3d4+1 -3 4th .30-30 Winchester 4d6+1 -5 8th
.455 Webley 3d4+1 -3 4th 6.5mm Grendel 4d6+1 -5 8th
.357 3d4+3 -4 4th 6.5x52mm Carcano 4d6+2 -6 8th
Magnum 7.62x39mm 4d6+2 -6 8th
.32-20 1d10 -3 5th 7.5x54mm French 4d6+4 -7 8th
Winchester 7.62x51mm 5d6 -6 8th
.44 Special 1d6+6 -4 5th 8mm Lebel 5d6+1 -6 8th
.38-40 1d6+5 -3 5th 7x57mm Mauser 5d6+2 -7 8th
Winchester 7.62x54mmR 5d6+2 -7 8th
.44-40 1d10+5 -5 5th .303 British 5d6+3 -7 8th
Winchester .30-40 Krag 5d6+4 -8 8th
.44 Magnum 3d6 -4 5th 7.7x58mm Arisaka 5d6+4 -8 8th
.454 Casull 3d6+2 -5 6th 7.5x55mm Swiss 5d6+4 -8 8th
.500 S&W 5d6+4 -8 6th 7.92x57mm Mauser 5d6+5 -8 8th
Special .30-06 Springfield 6d6 -8 8th
.500 4d6+2 -6 7th .56-56 Spencer 2d10+5 -6 9th
Wyoming .45-70 Government 3d10 -6 9th
Express .50-70 Government 3d10+5 -8 9th
.500 S&W 7d6 -9 7th .458 SOCOM 3d12 -7 9th
Magnum
Table 265: Heavy Rifle Ammunition
Table 262: Heavy Rimmed Ammunition

Light Rifle Ammunition


A box of light rifle ammunition weighs 0.3 lb per 20 rounds.
Caliber Damage Recoil Craft Category
Superheavy Rifle Ammunition
Mod
A box of super heavy rifle ammunition weighs 1.9 lb per 20 rounds.
.17 2d6 -2 2nd
Remington
4.6x30mm 3d4−1 -3 5th
Caliber Damage Recoil Craft Category
5.7x28mm 3d4−1 -3 5th
Mod
Table 263: Light Rifle Ammunition .300 7d6 -9 9th
Winchester
Intermediate Rifle Ammunition Magnum
A box of intermediate rifle ammunition weighs 0.5 lb per 20 .338 Lapua 7d8 -10 9th
rounds. Magnum
7.92x94mm 7d8 -10 10th
.50 BMG 10d8 -16 10th
Caliber Damage Recoil Craft Category
Mod 12.7x108mm 10d8 -16 10th
13.9x99mmB 12d8 -19 11th
.30 Carbine 3d6+1 -4 6th
14.5x114mm 10d10 -17 11th
5.45x39mm 4d4 -4 7th
20x102mm 12d10 -20 11th
5.8x42mm 5d4 -5 7th
20x105mm 12d10 -20 11th
5.56x45mm 5d4 -5 7th
20x125mm 12d10 -20 11th
9x39mm 4d4+4 -6 8th
6mm Lee Navy 5d4+2 -6 8th Table 266: Superheavy Rifle Ammunition
6.8mm Remington SPC 5d4+3 -6 9th

Table 264: Intermediate Rifle Ammunition


273

Cased Ammunition Types Blank This ammunition lacks any projectile, simply creating a
loud bang and muzzle flash, often used for rifle grenades. It
Full Metal Jacket (FMJ) This ammunition consists of lead bullets converts all damage to no damage and provides a 50% error
encased in a metal casing. This is the standard ammunition for range. If blank ammunition makes up more than one-fifth of the
all firearms. It has no special rules. rounds fired, the firearm’s attack does no damage.

Surplus This ammunition consists of plain lead bullets that lack


the quality of modern manufacturing. Quantity has a quality all
its own. It provides +30% error range.

Jacketed Hollow Point (JHP) This ammunition contains a conical


cavity in the nose of the bullet that “mushrooms” inside a target, Wadcutter This ammunition is a special-purpose flat-nosed
transferring greater kinetic energy. It provides a +2 damage bullet specially designed for shooting paper targets, usually at
bonus plus +1 damage bonus per damage dice over 3, against close range and at subsonic velocities. It provides a +4 damage
unarmored targets. plus a +2 damage bonus per damage dice within the first range
increment, against unarmored targets and a +30% error range.
Semi Jacketed Hollow Point (SJHP) This ammunition contains a
conical cavity in the nose of the bullet that “mushrooms” in a target,
transferring greater kinetic energy, but the metal jacket extends
about halfway up the bullet, exposing the bare lead underneath.
It provides a +1 damage bonus per damage dice and +15% error
range.
Semi-wadcutter This ammunition is a compromise between
the wadcutter and FMJ ammunition, featuring the sharp edges
Semi Jacketed Soft Point (SJSP) This ammunition is a bullet
of a wadcutter, with the slightly tapered nose of a FMJ bullet. It
that has the metal jacket that extends about halfway up the bullet,
provides a +2 damage per damage dice within the first two range
exposing the bare lead underneath. It provides a +2 damage
increments, against unarmored targets and a +20% error range.
bonus per damage dice and +15% error range.

Armor Piercing This ammunition is specifically constructed to


pierce armor. When attacking targets that are armored or have
natural armor to ballistic damage, it provides −1 ballistic damage
die, but also provides +2 piercing damage dice, plus +1 piercing
damage dice per 2 damage dice over 2.
Exploding This ammunition is a bullet that has a small cavity
filled with low explosives within the tip, designed to go off once
Incendiary This ammunition contains a compound that burns it impacts something hard, such as bone. It grants +1 additional
rapidly and causes fires. It provides +1 fire damage die and +10% damage dice of concussion damage that affects the target’s CHP
error range. immediately and +10% error range.

Frangible This ammunition is designed not to pierce solid


surfaces such as schoolhouse walls or aircraft bulkheads. It
provides a −4 damage penalty against armored targets and a
+3 damage bonus against unarmored targets. Any object with a
Hardness of 2 or greater immediately defeats this ammunition.
Solid This ammunition is a bullet machined out of a solid piece
of metal, usually copper or brass. It provides a +6 damage bonus
Non-Lethal This ammunition consists of a rubber bullet.
and a +3 damage bonus per 2 damage dice over 3, increases the
Converts all damage to non-lethal damage, and only deals
recoil penalty by 1 per damage dice over 2, and a +25% error
damage within the first two range increments.
range.

Match Grade This ammunition is of high quality, used for


competition target shooting and precision sniping. It provides
a +3 attack bonus when used with a match barrel and a +2 attack
bonus when used with a precision barrel.

Tracer This ammunition leaves a string of light when fired, Rat Shot This ammunition is a bullet with a plastic cap filled with
allowing for correcting when firing multiple shots. It provides birdshot, turning any firearm loaded with it into an impromptu
a +1 attack bonus for all multi-shot attack rolls as long as 50% of shotgun. It grants a −8 damage penalty and a +2 attack bonus,
the fired rounds are tracers. but is only effective for 50’.
274

Shell Ammunition Type Cost #/box Restr


Heavy Shotshell
00 Buckshot 1 25 None
Shell ammunition is ammunition that uses a plastic, brass, or #4 Buckshot 1 30 None
paper shell to hold all of the components of the ammunition #9 Birdshot 1 100 None
together. All calibers within a category have the same cost for the #6 Birdshot 1 50 None
type of rounds listed. #3 Birdshot 1 25 None
Slug 1 20 None
Magnum 00 Buckshot 1 10 None
Magnum #4 Buckshot 1 10 None
Magnum #9 Birdshot 1 50 None
Type Cost #/box Restr
Magnum #6 Birdshot 1 25 None
Light Shotshell Magnum #3 Birdshot 1 15 None
00 Buckshot 1 25 None Magnum Slug 1 5 None
#4 Buckshot 1 25 None
#6 Birdshot 1 40 None
#3 Birdshot 1 20 None
Non-Lethal, rock salt 1 50 None
Slug 1 10 None Shell Ammunition Categories
Frangible 00 Buckshot 1 10 None
Frangible #3 Birdshot 1 20 None Light Shotshell Ammunition
Saboted Slug 1 25 None A box of light shotshells weighs 0.4 lb per 25 rounds.
Wax Slug 1 20 None
Blank Shell 1 20 None
AP Shell 1 2 M&P Caliber Damage Caliber Craft Category
Intermediate Shotshell Recoil
Mod
00 Buckshot 1 25 None
#4 Buckshot 1 30 None .410 Bore 3d4+1 -3 1st
#9 Birdshot 1 100 None
Table 267: Light Shotshell Ammunition
#6 Birdshot 1 100 None
#3 Birdshot 1 100 None
Non-Lethal, beanbag 1 5 None
Non-Lethal, rubber ball 1 20 None
Non-Lethal, rock salt 1 200 None Intermediate Shotshell Ammunition
Slug 1 20 None A box of intermediate shotshells weighs 0.6 lb per 25 rounds.
OC Shell 1 10 R
Saboted Slug 1 10 None
Blank Shell 1 20 None Caliber Damage Caliber Craft Category
Tracer 1 10 None Recoil
Taser 1 5 R Mod
Frangible 00 Buckshot 1 5 None 20 Gauge 4d6 -5 1st
Frangible #6 Birdshot 1 10 None 16 Gauge 4d6+3 -6 1st
Frangible #3 Birdshot 1 10 None 12 Gauge 5d6 -6 1st
Breaching 1 5 None
Exploding 4 1 M&P Table 268: Intermediate Shotshell Ammunition
Flamethrower 2 3 None
Flare 1 3 None
Stun 1 2 R
Strung Buck 1 4 None Heavy Shotshell Ammunition
Magnum 00 Buckshot 1 10 None A box of heavy shotshells weighs 0.8 lb per 25 rounds.
Magnum #4 Buckshot 1 10 None
Magnum #9 Birdshot 1 50 None
Magnum #6 Birdshot 1 25 None Caliber Damage Caliber Craft Category
Magnum #3 Birdshot 1 15 None Recoil
Magnum Slug 1 5 None Mod
Mini 00 Buckshot 1 25 None 10 Gauge 7d6 -9 1st
Mini Slug 1 25 None
Wax Slug 1 25 None Table 269: Heavy Shotshell Ammunition
AP Shell 1 2 M&P
Flechette 1 5 None
275

Shell Ammunition Types Mini This ammunition is comprised of smaller shells that allow
for more shells to be placed in a shotgun tube, at the cost of both
00 Buckshot This ammunition consists of .33 caliber heavy lead powder and shot. Different sizes of shot provide different bonuses
balls fired simultaneously from a single shell. It has no special and penalties, but still retain any non bonus or penalty benefits
rules. and properties that come with the ammunition. All modern-day
shotguns with internal magazines can chamber mini shells, but
#4 Buckshot This ammunition consists of .24 caliber heavy when using it with any shotguns with an internal magazine above
lead balls fired simultaneously from a single shell. It is weaker 3, they gain 1 round of capacity per 3 when using mini ammunition.
than buckshot, but still an effective defensive load. It grants a +2 00 Buckshot Provides a −5 damage penalty, reduces the
attack bonus within the first 2 range increments and a −4 damage Recoil Penalty by 2 and provides a +25% error range.
penalty. Slug Provides a +1 damage dice, a −2 attack penalty, reduces
the Recoil Penalty by 3, and provides a +25% error range.
Birdshot This ammunition is similar in design to buckshot, except
that the pellets are much smaller and more numerous. Different Non-lethal This ammunition converts all damage to non-lethal
sizes of shot provide different bonuses and penalties. damage and provides a +20% error range increase.
#9 Birdshot Provides a +6 attack bonus and −3 damage Rubber Ball This shot consists of eight rubber balls and has
dice. no special rules.
#6 Birdshot Provides a +4 attack bonus and −2 damage Beanbag Provides a −2 attack penalty and +2 damage dice.
dice. Rock salt Provides a +1 attack bonus and −3 damage dice.
#3 Birdshot Provides a +2 attack bonus and −1 damage die.
Stun Ammunition This ammunition is a shotgun-launchable
flashbang shell, that works exactly like its thrown counterpart. It
Slug This ammunition consists of a single massive cylinder of
has a maximum range of 45’ and a blast radius of 15’. Any target
lead. It provides a −2 attack penalty and +2 damage dice.
caught in the blast must make a Will Saving Throw [TN16] or be
blinded for 1d4 rounds, and a Fortitude Saving Throw [TN16] to
Wax Slug This ammunition consists of birdshot that has been avoid being deafened for 1d4 rounds. It provides a +55% error
solidified in wax. It grants +1 damage die. It cannot take the range.
benefits of a slug barrel.
Frangible This ammunition is designed not to pierce solid
Saboted Slug This ammunition increases a shotgun’s range. surfaces, such as schoolhouse walls or aircraft bulkheads. It
This ammunition multiples a shotgun’s range increment by 1.5 provides a +20% error range, regardless of the type of shot. Any
rounded up to the nearest 5’, and provides +1 damage die. object with a hardness of 2 or greater immediately defeats this
ammunition. It comes in various shot configurations
#6 Birdshot Provides a +4 attack bonus, a −12 damage
Armor Piercing Slug This ammunition is specifically constructed
penalty against armored targets, and a +1 damage bonus against
to pierce armor. It provides a −2 attack penalty, and when
unarmored targets.
attacking targets that are armored or have natural armor to
#3 Birdshot Provides a +2 attack bonus, a −9 damage
ballistic damage, it provides −1 ballistic damage die, but also
penalty against armored targets, and a +3 damage bonus against
provides +2 piercing damage dice, plus +1 piercing damage dice
unarmored targets.
per 2 damage dice over 2.
00 Buckshot Provides a −6 damage penalty against armored
targets and a +6 damage bonus against unarmored targets.
Magnum This ammunition is comprised of larger shells that
allow for more powder and shot. Different sizes of shot provide Blank This ammunition lacks any projectile, simply creating a
different bonuses and penalties, but still retain any non bonus or loud bang and a muzzle flash. It converts all damage to no
penalty benefits and properties that come with the ammunition. damage and provides a +40% error range. If blank ammunition
All modern-day shotguns with internal magazines can chamber makes up more than one-fifth of the rounds fired, the firearm
magnum shells, but when using it with any shotguns with an does no damage.
internal magazine above 3, they lose 1 round of capacity per 3
when using magnum ammunition.
Breaching This ammunition is specially made for the purposes
00 Buckshot Provides a +1 damage die, a +3 damage bonus
of door breaching. These shells contain a metallic powder that
and increases the Recoil Penalty by 2.
disperses on contact. When fired at an object it ignores 10 points
#4 Buckshot Provides a +2 attack bonus, and increases the
of hardness, provides −2 damage dice, and +30% error range.
Recoil Penalty by 2.
They have a maximum range of 20’.
#9 Birdshot Provides a −3 damage dice, a +6 attack bonus,
a +2 damage bonus, and increases the Recoil Penalty by 2.
#6 Birdshot Provides a −2 damage dice, a +4 attack bonus, Flechette This ammunition is a bundle of flechette darts packed
a +3 damage bonus, and increases the Recoil Penalty by 2. into a shell. When fired, the flechettes rip and shred their target. It
#3 Birdshot Provides a −1 damage die, a +2 attack bonus, a converts all ballistic damage to piercing damage.
+4 damage bonus, and increases the Recoil Penalty by 2.
Slug Provides a +2 damage dice, a −2 attack penalty, a +6 Tracer This ammunition leaves a string of light when fired,
damage bonus, and increases the Recoil Penalty by 3. allowing for corrections when firing multiple shots. It provides a
276

+1 attack bonus for all multi-shot attack rolls as long as 50% of Any target caught in the blast must make a Fortitude Saving Throw
the fired rounds are tracers. [TN12] or be knocked prone An HE grenade ignores 15 points of
hardness.
Exploding This ammunition is a small shotgun grenade that
works like a small grenade launcher grenade. When fired at an
object it ignores 6 points of hardness. It provides a −1 attack penalty High Explosive Dual Purpose (HEDP)
and −1 damage die, but all damage is converted to concussion These grenades combine high explosive and fragmentation
damage and it affects a 5’ blast radius. grenades and are suitable for use on armored or soft targets.
An HEDP grenade ignores 10 points of hardness. Any target
OC Shell A shell that consists of tightly packed irritant powder. It caught in the blast must make a Fortitude Saving Throw [TN14] or
shoots a 5-foot wide, 20-foot long line of OC powder that causes be knocked prone.
all those caught in the blast to make a Fortitude Saving Throw
[TN15] or be blinded for 1d4 rounds. If a character is already
blinded due to an effect that would be ineffective due to a gas Tear Gas
mask, the original blinding effect is removed, and the new effect
immediately takes place. No attack roll is necessary. A gas mask These grenades are used to disperse crowds and smoke out
renders the target immune to the effects and a wet cloth held over hostage takers. When the grenade is launched, a tear gas grenade
the eyes, nose, and mouth provides a +2 bonus to the Fortitude fills all squares within 10’ with tear gas and on the second round
Saving Throw. It provides a +50% error range. it fills all squares within 15’ with tear gas. Any target caught in the
cloud of tear gas must make a Fortitude Saving Throw [TN15] or
be blinded and stunned for 2d4 rounds. A gas mask renders the
Flamethrower A shell that consists of tightly packed magnesium
target immune to this effect, and a wet cloth held over the eyes,
powder. It shoots a 5-foot wide, 20-foot long line of flame that
nose, and mouth provides a +2 to the Fortitude Saving Throw. The
deals 2d6 points of fire damage to all creatures and objects in its
tear gas disperses after 10 rounds
path. No attack roll is necessary. A flamethrower shell can also
ignite flammable material and fluids. Any creature caught in the
line of flame can make a Reflex Saving Throw [TN15] to take half
Smoke
damage. It provides a +50% error range.
These grenades create smoke to serve as signals or concealment.
Flare A flare that illuminates a 30’ radius as if it were lit by When the grenade strikes a hard surface, it bursts and fills all
daylight for 7 rounds. When used as a signal, a flare round may squares within 15’ with smoke. On the following round it fills all
be spotted at a distance of 3 miles with a successful Perception squares within 20’ and on the third round it fills all squares within
check, [TN20] during the day or [TN15] at night. A flare may also 25’. The smoke obscures all sight, including night vision goggles.
be used as a weapon, with a maximum range of 30’ and the Anyone within the area has total concealment. It disperses after 10
potential to do 2d4 fire damage. Anyone shot with a flare round rounds. Smoke grenades are available in several colors including
must make a Reflex Saving Throw [TN18] or be caught on fire. white, red, yellow, green, blue, orange, and purple.
A flare shell can also ignite flammable material and fluids. This
ammunition provides a +45% error range.
Beehive
Taser A miniaturized taser unit packed into a shell that releases These grenades fire a bundle of flechette darts that rip and shred
a powerful electrical current on impact. On a successful hit the their target. Beehive grenades have a −2 damage penalty for
shell deals 1d3 electricity damage and 1 non-lethal damage die. every range increment. This grenade must be used against a
The target must make a Fortitude Saving Throw [TN15] or be specific target, and does not gain the bludgeoning damage or
paralyzed for 1d6 rounds. incur the attack penalty from normally firing a grenade at a target.

Strung Buck This ammunition consists of two heavy lead balls


connected with a steel cable. It provides a +8 damage bonus and Foam Slug
a −4 attack penalty.
These grenades consists of a large foam slug, used when non-
lethal force is necessary. This grenade must be used against a
Grenade Ammunition Types specific target and does not gain the bludgeoning damage or incur
Fragmentation the attack penalty from normally firing a grenade at a target.

The most common type of launched grenade. Uses a small


explosive charge to fling shards of metal in all directions. Any Buckshot
target caught in the blast must make a Fortitude Saving Throw
[TN18] or be knocked prone. These grenades fire a bundle of buckshot rounds that penetrate
the target, turning the grenade launcher into a large shotgun. Has
the same damage penalty for range as shotguns. This grenade
High Explosive (HE)
must be used against a specific target, and does not gain the
These grenades are packed with a shaped charge that detonates bludgeoning damage or incur the attack penalty from normally
on impact, intended for use against armored targets and buildings. firing a grenade at a target.
277

Flare both armor and personnel. A HEDP rocket ignores 15 points of


Hardness.
These grenades illuminates a 60’ radius as if it were lit by daylight
for 10 rounds. When used as a signal, a flare round may be
spotted at a distance of 5 miles with a successful Perception check Fragmentation
[TN20] during the day or [TN15] at night. Anyone shot with a
These rockets are packed with fragmentation shrapnel, primarily
flare round must make a Reflex Saving Throw [TN18] or be caught
focused around eliminating personnel.
on fire. A flare round can also ignite flammable material and
fluids. Does not gain the bludgeoning damage or incur the attack
penalty from normally firing a grenade at a specific target. Thermobaric
These rockets are a fuel-air explosive, that use the surrounding air
Hornet’s Nest in order to keep the fire and explosion running. Anything caught
An insert that holds 10 .22 Long Rifle rounds that all get fired at in the burst fire radius of the explosion is immediately set on fire.
once, working somewhat like a more lethal buckshot grenade.
Can be refilled and reused. Only usable with 40x46mm launchers.
This grenade must be used against a specific target, and does not
gain the bludgeoning damage or incur the attack penalty from Mortar Ammunition Types
normally firing a grenade at a target.
High Explosive (HE)
Taser These shells are packed with a shaped charge, that when impacted,
destroy armored targets and buildings. A HE shell ignores 35 points
These are an upscaled version of taser shells capable of being fired
of Hardness.
from a standalone or underbarrel grenade launcher. Designed
for military use, they easily outrange the standard taser offerings
allowing for a long distance takedown. On a successful hit, the Smoke
darts deal electricity damage and the target must make a Fortitude
These shells create smoke to serve as signals or concealment.
Saving Throw [TN20] or be paralyzed for 2d4 rounds. Only usable
When the mortar strikes a hard surface, it bursts and fills all
with 40x46mm launchers. This grenade must be used against
squares within 20’ with smoke. On the following round it fills all
a specific target and does not gain the bludgeoning damage or
squares within 25’, and on the third round it fills all squares within
incur the attack penalty from normally firing a grenade at a target.
30’. The smoke obscures all sight, including night vision goggles.
Anyone within the area has total concealment. It disperses after
Airburst 10 rounds. Smoke shells are available in several colors, including
These grenades are fused to explode before they hit the ground, white, red, yellow, green, blue, orange, and purple.
thereby causing the maximum amount of damage to soft targets.
Airburst
Thermobaric
These mortars are fused to explode before they hit the ground,
These grenades are a fuel-air explosive, that use the surrounding thereby causing the maximum amount of damage to soft targets.
air in order to keep the fire and explosion running. Anything
caught in the burst radius of the explosion is immediately set on
fire.
Ammunition Modifications and Reloading
Grapnel
Ammunition can be purchased in a multitude of ways: Refer to
These grenades come with 120’ of paracord, and a hook built into the below information for the various ways and styles of how
the grenade. These grenades can fire 80’ straight up, or 120’ at a ammunition can be purchased.
specific target or square.

Linked This ammunition upgrade links ammunition to be fired


by weapons that used linked ammunition. Any cased ammo may
be linked. The price listed is for 100 rounds of any ammunition.
Rocket Launcher Ammunition Types
High Explosive Anti Tank (HEAT) Low Pressure This ammunition loading is ammunition with a
These rockets are packed with a shaped charge, that when reduced propellant charge to improve their performance with
impacted, destroy armored targets and buildings. A HEAT rocket suppressors and quiet their report. It provides a −1 damage penalty
ignores 20 points of Hardness. per damage dice the caliber has and reduces the recoil penalty
by 1 per damage dice the caliber has. This is calculated after any
increase or decrease of damage dice due to ammunition type. It
High Explosive Dual Purpose (HEDP)
also provides a −15 penalty to the Perception check to hear the
These rockets are packed with a shaped charge as well as weapon when used with a suppressor, and +25% error range. Any
fragmentation shrapnel, allowing them a dual purpose use against cased ammunition may be purchased as low pressure.
278

Grenade Type Damage Damage Type Blast Radius Rng. Sz. Wt. Cost Restr.
Fragmentation 5d6 Slashing 20’ — T 1.0 6 M&P
High Explosive 10d6 Concussion 15’ — T 1.0 10 M&P
HEDP 7d6 Slashing/Concussion 20’ — T 1.0 8 M&P
Tear Gas Special Special Special — T 1.0 5 M&P
Smoke — — Special — T 0.8 2 L
Beehive 8d6 Slashing — 20’ T 1.0 8 M&P
Foam Slug 4d6 Non-lethal Bludgeoning — — T 0.5 9 M&P
Buckshot 3d10 Ballistic — 25’ T 0.9 4 M&P
Flare 2d4 Fire — 60’ Max T 1.0 1 L
Hornet’s Nest 6d4 Ballistic — 10’ T 1.3 25 M&P
Taser Grenade 2d6 Electric — — T 1.3 34 M&P
Airburst 6d8 Slashing 25’ — T 1.0 14 M&P
Thermobaric 4d6 Concussion/Fire 30’ — T 1.0 10 M&P
Grapnel — — — — T 2.8 15 R

Table 270: Equipment, Grenade Ammunition

Rocket Type Damage Damage Type Blast Radius Sz Wt Cost Restr


HEAT 19d12 Concussion 10’ M 5.7 23 M&P
HEDP 22d12 Concussion/Slashing 15’ M 7.2 34 M&P
Fragmentation 10d12 Slashing 20’ M 4.0 18 M&P
Thermobaric 13d12 Fire 25’ M 9.9 30 M&P

Table 271: Equipment, Rocket Ammunition

Mortar Type Damage Damage Type Blast Radius Sz Wt Cost Restr


High Explosive 20d6 Concussion/Fire 30’ S 2.0 100 M&P
Smoke — — Special S 2.0 80 M&P
Airburst 18d6 Concussion/Slashing 45’ S 2.0 120 M&P

Table 272: Equipment, Mortar Ammunition


279

Standard Pressure This ammunition loading loads the ammu- all modern ammunition. Since the powder is burnt up when the
nition to its standard pressure for the caliber. It provides no rules ammunition is fired, it is impossible to reuse (as there isn’t any to
changes to damage or recoil. When purchasing ammunition in reuse). One pound of powder is enough to create a single batch
boxes, these are the rounds normally purchased. of ammunition.

High Pressure This ammunition upgrade loads the ammunition Payload


to a slightly higher internal pressure than standard for the
ammunition of its caliber. It provides a +1 damage bonus per The payload is the object fired from the firearm, which can range
damage dice the caliber has and increases the recoil penalty by from plain lead bullets to rubber buckshot. The payload is almost
1 per damage dice the caliber has. This is calculated after any always destroyed or deformed too much to be reusable, if it can
increase or decrease of damage dice due to ammunition type. even be found.
Any cased ammunition may be purchased as high pressure. Creating a batch of ammunition requires a full batch of each
component, and the amount created in every batch is dependent
Over Pressure This ammunition upgrade loads the ammunition on the type of ammunition created. It takes about 4 hours to
to a much higher internal pressure than standard for the create a batch of ammunition. If a character fails the Craft check
ammunition of its caliber. It provides a +2 damage bonus per the ammunition is still made, but for every point below the Craft
damage dice the caliber has, increases the recoil penalty by 2 TN, 10% of the ammunition is unusable and unrecoverable and
per damage dice the caliber has, and +20% error range. This is should be thrown out. If any of this ammunition is used, the
calculated after any increase or decrease of damage dice due to firearm will explode, dealing the caliber’s damage to the user and
ammunition type. If a character’s firearm jams, it explodes, causing destroying the firearm in the process. Cased ammunition can be
1d6 slashing damage and completely destroying the firearm. This loaded to Low Pressure, Standard Pressure, High Pressure, or Over
affects all firearms unless otherwise noted that it will not explode Pressure loading.
due to over pressure ammunition. Any cased ammunition may Reloading can not be done without a reloading kit and any
be purchased as over pressure. attempt to reload without one will result in a failure, ruining all of
the components in the process.

Type Cost Increase Time Restr Ammunition Category Craft TN Rounds/Batch


Linked 2 per 100 30 minutes None Tiny Pistol 15 500
rounds Small Pistol 20 400
Low Pressure 1 WP per Box — None Large Pistol 23 300
Standard Pressure — — — Tiny Rifle 18 300
High Pressure 1 WP per Box — Small Rifle 20 250
Over Pressure 2 WP per Box — None Medium Rifle 20 200
Large Rifle 20 100
Table 273: Equipment, Ammunition Modifications Huge Rifle 25 50
Shotgun Shell 13 300
Reloading
Table 274: Craft (Mechanical), Ammunition Reloading
Reloading is the act of creating complete ammunition from
components. A single round of ammunition has four parts: the
Reloading Supplies
casing, the primer, the powder, and the payload.
Reloading supplies span everything from the powder to the
Casing The casing is the part of the ammunition that holds all of cases, that are needed to reload ammunition.
the components together. This is the piece that is ejected after it
is fired, and can be used again, if it is undamaged. The casing for Cases Cases are split into eight different categories, based on
cased ammunition is usually composed of brass, or less frequently, the type of ammunition. Each category’s price is listed for a single
aluminum or steel. unit, which is enough to create a single batch of ammunition. When
purchasing a unit of cases, a specific caliber must be specified.
Primer The primer is a small metal cup containing the primary
explosive for the round of ammunition. When the firing pin strikes Tiny Pistol Tiny pistol calibers are
the primer, it ignites the explosive, which in turn ignites the powder
and sends the payload on its way. Primers are a one-time use .25 ACP .32 ACP .32-20 Winchester
object, but are generally inexpensive. There are certain types of
ammunition where the primer is actually embedded in the casing.
Small pistol Small pistol calibers are
These types of ammo are unreloadable, as they require massive,
complex manufacturing equipment.
9x19mm 9x18mm PM .38 ACP
.38 Special .40 S&W .38 Super
Powder The powder is the main explosive for ammunition, and .38 Long Colt .41 Long Colt .22 TCM
.38/200 9mm Jap. Revolver .327 Federal Magnum
is the explosive that propels the bullet down the barrel of a firearm. .38 S&W 7.63 Mannlicher 7.65 Longue
Powder spans from the archaic black powder, still in use by some .380 ACP 7.63x25mm Mauser .38-40 Winchester
handloaders, to modern smokeless powder which is used in nearly 8x22mm Nambu 7.62x25mm Tokarev 7.62x38mmR
280

Large pistol Large pistol calibers are Steel Core These are lead bullets with a hardened steel core.
It removes half of all damage and damage dice, replacing
.45 ACP .45 Long Colt .460 Rowland them with piercing damage, rounded down.
.45 GAP .357 Magnum .44 AMP
.455 Webley .357 SIG .45 Win. Mag.
JHP, Light These are light Jacketed Hollow Points. They grant
.44 American 10mm Auto .500 S&W Special
.44 Russian .50 Action Express .500 S&W Magnum a +1 damage bonus plus +1 damage bonus per damage dice
.44 Special 9x23mm Steyr .500 WE over 4, against unarmored targets, and reduce the Recoil
.44 Magnum .454 Casull .50 Action Express Penalty by 1.
.44-40 Winchester .50 GI .476 Enfield
JHP, Standard These are standard Jacketed Hollow Points.
Tiny Rifle Tiny rifle calibers are They grant a +2 damage bonus plus +1 damage bonus per
damage dice over 3, against unarmored targets.
5.7x28mm 4.6x30mm
JHP, Heavy These are heavy Jacketed Hollow Points. They
Small Rifle Small rifle calibers are grant a +2 damage bonus plus +1 damage bonus per
.30 Carbine damage dice over 2, against unarmored targets.

Medium Rifle Medium rifle calibers are JHP, Match These are match Jacketed Hollow Points,
designed for accuracy and weight distribution over
5.56x45mm 5.45x39mm .17 Remington expansion. They grant a +3 attack bonus when used with
5.8x42mm .243 Winchester 6.8mm Remington SPC a match barrel and a +2 attack bonus when used with a
6.5x50mm Arisaka .300 AAC Blackout 9x39mm precision barrel.

Large Rifle Large Rifle calibers are JHP, Supermatch These are supermatch Jacketed Hollow
Points, designed for the highest of accuracy at the loss
7.62x51mm .300 Win. Mag. 7.5x55mm Swiss of power. They grant a +5 attack bonus when used with
.303 British .45-70 Government 7.5x54mm French a match barrel and a +2 attack bonus when used with
7.92x57mm Mauser 7.62x54mmR 7x57mm Mauser precision barrel, but -1 damage dice.
.30-06 Springfield 6.5x52 Carcano 7.92x33mm Kurz
.30-40 Krag 8mm Lebel .30-30 Winchester
7.7x58mm Arisaka 7.62x39mm 6mm Lee Navy SP, Standard These are standard Soft Points. It provides a
6.5mm Grendel .458 SOCOM +2 damage bonus per damage dice and +5% error range.

Huge Rifle Huge Rifle calibers are SP, Heavy These are heavy Soft Points. It provides a +3
damage bonus per damage dice and +10% error range.
.338 Lapua 7.92x94mm 12.7x108mm
.50 BMG 14.5x114mm 13.9x99mmB Tungsten These heavy rounds are the best penetrators
.56-56 Spencer 20x125mm 20x102mm available. All damage and damage dice are changed to
.50-70 Government 20x105mm piercing damage.

Shotgun Shell Shotgun shells are Silver These are cast silver bullets, suited for would-be
vampire hunters and dispensers of justice alike. They affect
.410 Bore 16 Gauge 10 Gauge certain creatures in certain ways, but otherwise perform as
20 Gauge 12 Gauge lead bullets.

Powder and Primers The powder listed here is modern Shell Ammunition Payloads
smokeless powder and provides enough for one batch of any
caliber of ammunition, as well as enough primers for one batch Lead These are simple lead balls. They come in slug, 00
of ammunition. buckshot, #4 buckshot, and #3, #6 and #9 birdshot.

Payloads Payloads are split into two categories, cased and shell, Glass These are glass marbles in 00 buckshot and slug
and the types available for each vary differently. Each listing is sizes. They deal Slashing damage instead of Ballistic.
enough for a single batch of ammunition, but a specific caliber
must be specified. Wood These are wooden dowels cut to fit in the selected
shell. They deal Bludgeoning damage instead of Ballistic
and reduce the range increment of the firearm by half.
Cased Ammunition Payloads
Hardball These are plain cast lead bullets with a rounded Buckshot/Birdshot Mix This load is a mixture of both
nose. They are considered FMJ ammunition. birdshot and buckshot, allowing for a better spread pattern
as well as the solid punch of buckshot. They grant a +2 to
Semi-Wadcutters These are plain cast lead bullets with a attack rolls at −1 damage die.
tapered nose and sharp edges. It grants a +2 damage per
damage dice within the first two range increments, against Silver These are cast silver pellets. They come in slug, 00
unarmored targets and a +10% error range. buckshot, #4 buckshot, and #3, #6, and #9 birdshot.
281

Object Sz Wt Cost Restr • Defense The vehicle’s Defense.


Cases, Tiny Pistol S 2.0 1 None
• Hardness The vehicle’s hardness. Subtract this number
Cases, Small Pistol S 2.0 2 None
from any damage dealt to the vehicle.
Cases, Large Pistol S 2.0 2 None
Cases, Tiny Rifle S 2.0 2 None • Hit Points The vehicle’s full normal Hit Points.
Cases, Small Rifle S 2.0 2 None
Cases, Medium Rifle S 2.0 2 None • Size Vehicle size categories are defined differently from the
Cases, Large Rifle S 2.0 3 None size categories for weapons and other objects.
Cases, Huge Rifle M 2.0 4 None • Cost This is the Wealth Point cost to acquire the vehicle.
Hulls, Shotgun Shells M 2.0 2 None This number reflects the base price and doesn’t include any
Payload, Cased, Hardball S 3.0 2 None modifiers for purchasing the vehicle on the black market.
Payload, Cased, Wadcutter S 3.0 2 None
Payload, Cased, Steel Core S 3.0 4 None • Restriction The restriction rating for the vehicle, if any.
Payload, Cased, JHP, Light S 3.0 5 None
Payload, Cased, JHP, Standard S 3.0 5 None Standard Car Classifications
Payload, Cased, JHP, Heavy S 3.0 5 None
Payload, Cased, JHP, Match S 3.0 6 None Most new standard cars include such standard features as air
Payload, Cased, JHP, Supermatch S 3.0 7 None conditioning, air bags, anti-lock brakes, cruise control, keyless
Payload, Cased, SP, Standard S 3.0 4 None entry, and an AM/FM radio with CD player. Luxury vehicles
Payload, Cased, SP, Heavy S 3.0 4 None often also include extras such as heated side mirrors, power
Payload, Cased, Tungsten S 3.0 6 None seats, leather upholstery, and sunroofs. In general, these luxury
Payload, Cased, Silver S 3.0 15 None amenities can be added to a non-luxury car with an increase of
10% to the Wealth Point cost. It takes 4 Combat Points to enter or
Payload, Shell, Lead S 3.0 2 None
exit a car. It takes 1 Combat Point to start or stop the engine of a
Payload, Shell, Glass S 3.0 3 None
car.
Payload, Shell, Wood S 3.0 1 None
Unless otherwise noted, civilian cars provide three-quarters
Payload, Shell, Buck/Bird Mix S 3.0 4 None
cover for their occupants (although passengers who lean out of
Payload, Shell, Silver S 3.0 15 None
windows or sunroofs, perhaps to fire weapons, may be reduced
Powder and Primers S 2.0 4 None to one-half or even one-quarter cover).
Table 275: Equipment, Reloading Supplies
Toy Car
A toy car is any kind of single passenger recreational vehicle,
Vehicles meant for private roads such as road tracks. It lacks any covering
Vehicles are described by a number of statistics: at all and does not provide cover of any type for its occupant.
Examples include go-karts of various makes and models. Toy
• Crew The standard number of crew. In most cases, only one cars are a single 5’ square.
person is needed to drive the vehicle; other crew members
serve as gunners or copilots. Microcar
• Passengers The number of passengers (in addition to the A micro car is a tiny car, built to hold two passengers, used
crew) the vehicle is designed to carry. Vehicles that carry mostly in crowded cities. They have very little cargo space, but
passengers can use that space to carry additional cargo can fit in spaces that would be otherwise impossible for other cars.
when passengers aren’t present. Each unused passenger Examples include the Ford Fiesta and the Smart TwoFor. Microcars
slot allows the vehicle to carry an additional 100 pounds of are 10’ long and 10’ wide.
cargo.

• Cargo Capacity The amount of cargo the vehicle is Compact Car


designed to carry. Many vehicles can carry extra A compact car is a car that is not as small as a microcar, but not
passengers instead of cargo, but doing so is usually a as big as a mid-sized car. These cars make up a large majority of
cramped, uncomfortable, and unsafe experience for those vehicles on the road, hailed for their adequate passenger space,
passengers. As a rule of thumb, one additional passenger cargo room, and fuel efficiency. Examples include the Ford Focus,
can be carried for every 200 pounds of unused cargo Honda Civic, and the Toyota Corolla. Compact cars are 15’ long,
capacity. and 10’ wide.
• Initiative The modifier added to the driver’s or pilot’s
Initiative check when operating the vehicle. Mid-Sized Car

• Maneuver (Man) The modifier added to any Drive or PilotMid-sized cars are larger than compact cars, usually boasting
checks attempted with the vehicle. roomy interior, advanced features such as moon roof and enlarged
cargo space over a compact car. Examples include the Chevrolet
• Top Speed The highest speed category the vehicle can Malibu and the Ford Fusion. Mid-sized cars are 15’ long and 10’
reach. wide.
282

Entry Level Luxury Car radio with CD player. Unless otherwise noted, vans provide three-
quarters cover to their occupants.
Entry level luxury cars are cars that are the size of a mid-sized
car, but have luxurious additions, such as heated seats and power
seating. They also tend to have a slightly more powerful engine. Multi-Purpose Vehicle
Examples include the BMW 3, the Audi A4, and the Mercedes-Benz A Multi-purpose vehicle is a van designed for personal use,
C-Class. Entry level luxury cars are 15’ long and 10’ wide. usually transporting passengers. Examples include the Ford C-
Max, Chevrolet Orlando, Chrysler Town and Country, the Ford
Full-Size Car Galaxy, and the Volkswagen Touran. Multi-purpose vehicles are
20’ long and 10’ wide.
Full-size cars are cars with a wide body, a very large,
comfortable interior, with lots of cargo space. For this purpose,
they are often used as police cars. Examples include the Chevrolet Cargo Van
Impala, Ford Taurus, and the Ford Crown Victoria. Full-sized cars
Cargo vans are large vans that have a large opening in the rear
are 20’ long and 10’ wide.
for transporting cargo. In addition to the single side door, they
usually have two rear doors that can be opened. Any cargo or
Full-Size Luxury Car passengers that are in the cargo area have full cover. Examples
These are roomy, comfortable towncars, often driven by car include the Chevrolet Express 150, Ford e350 van, and the GMC
services and people wanting to make a statement. Examples of Vandura. Cargo vans are 20’ long and 10’ wide.
these cars include the Audi A8, BMW 7 Series, Lexus LS, and the
Mercedes-Benz S Class. Full-size luxury cars are 20’ long and 10’ Passenger Van
wide.
Passenger vans are vans used to transport large amounts of
people, usually upwards of 12 to 15, with little room for cargo.
Sports Car Classifications Examples include Chevrolet Express 1500 and the Ford E350
Sports cars are cars made for the sole purpose of racing; they Wagon. Passenger vans are 25’ long and 10’ wide.
are fast, agile, and powerful. They also have the same amenities
as luxury cars such as heated side mirrors, power seats, and Standard Truck Classifications
leather upholstery.
Trucks include pickups of all types. They generally have the
same features as cars. Like cars, trucks generally provide three-
Grand Tourer Car
quarters cover to their occupants. The rear bed of a pickup truck,
A Grand Tourer is a luxury vehicle, capable of both long distance however, provides only one-half cover.
and high speed driving. They are usually expensive, finely tuned
machines that can be driven as a normal car, or driven on Mini Pickup Truck
a racetrack. Examples include the Maserati GranTurismo, The
Porsche 911 GT, the Nissan Skyline and GT-R, and the Ford GT. A mini pickup truck is a compact pickup truck, usually used
Grand Tourer cars are 20’ long and 10’ wide. for light duty. Examples include the Toyota Hilux, the Chevrolet
Montana and the Volkswagen Saveiro. Mini pickup trucks are 15’
long and 10’ wide.
Supercar
Supercars are even more expensive versions of Grand Tourers. Mid-Sized Pickup Truck
They are usually marketed as limited production, elite vehicles,
or are vehicles that are custom built for power and performance. A mid-sized pickup truck is a pickup truck with a larger cab
Examples include the Bugatti Veyron and the Lamborghini than a mini pickup truck, but still has the same bed. Examples
Reventon. Supercars are 20’ long and 10’ wide. include the Ford Ranger, the Chevrolet Colorado, and the Nissan
Navara. Mid-sized pickup trucks are 15’ long and 10’ wide.
Muscle Cars
Full-Sized Pickup Truck
Muscle cars are the American version of a Grand Tourer, but
instead of being built for performance and long distance, these Full sized pickup trucks are trucks that have a large bed and
cars are built for torque and drag racing, with high horsepower a roomy cabin, most often used for hauling large amounts of
engines. Examples include the Dodge Challenger and Charger, material. Examples include the Dodge Ram, the Ford F150, and
the Pontiac GTO, and the Chevrolet Camaro. Muscle cars are 20’ the Toyota Tundra. Full-sized pickup trucks are 20’ long and 10’
long and 10’ wide. wide.

Standard Van Classifications Heavy Duty Pickup Truck


Vans include transport and cargo vans of all types. They are Heavy duty trucks are large trucks made for hauling the
encapsulated all around, and unlike pickup trucks, give cover to heaviest of cargo. Examples include the Chevrolet Silverado,
their cargo as well. They also have the same standard features the Dodge Ram Heavy Duty, and the Ford Superduty. Heavy duty
that cars have, such as anti-lock brakes, air bags, and AM/FM pickup trucks are 20’ long and 10’ wide.
283

Standard SUV Classifications Touring Motorcycle


Sport utility vehicles are vehicles that are made for both on Touring bikes are bikes designed for long distance riding, offer
road and off-road work, usually possessing 4x4 Drive to tackle good weather and wind protection, as well as large capacity fuel
tough terrain. Like trucks, they usually have the same amenities tanks and expansive luggage. Examples include the BMW R1200RT
as cars. Unless otherwise noted, they provide their passengers and K1600GL, and the Honda Gold Wing.
with three-fourths cover.

Mini SUV Dual Sport Motorcycle

A mini SUV is a small, but powerful SUV, built for compactness. Dual sport bikes are enduros that have street legal tires, mirrors,
It sacrifices cargo space for comfort. Examples include the Jeep lights and signals, horn, muffler, and fairings. These bikes are built
Wrangler, and the ford EcoSport. Mini SUVs are 15’ long and 10’ for dual purpose and have the ability to drive off road, as well as
wide. on road with no issues. Examples include the Honda XRV series,
the Yamaha XT series, and the Kawasaki KLR series.
Compact SUV
A compact SUV is a small SUV, larger than a mini SUV that Enduro Motorcycle
incorporates some cargo space. Examples include the Ford Escape,
Enduro motorcycles are off-road motorcycles used primarily
the Jeep Compass, and the Chevrolet Equinox. Compact SUVs are
for recreation, and not usually ridden on roads. They lack the
15’ long and 10’ wide.
necessary fairings, mirrors, or lights to be driven safely on roads,
and the tires are usually knobby and built for dirt. Enduro
Mid-sized SUV motorcycles come equipped with all terrain tires. Examples include
A mid-sized SUV is a large SUV, complete with good cargo space the Yamaha YZ250F and Kawasaki KDX220.
and ample room for passengers. Examples include the Ford Edge,
the Jeep Grand Cherokee, and the Volkswagen Touareg. Mid-sized
SUVs are 15’ long and 10’ wide. ATV

All terrain vehicles, or ATVs are off-road vehicles used primarily


Full-Sized SUV for recreation, and not usually ridden on roads. They have four
wheels instead of two, making them more stable at slower speeds.
A full sized SUV is the largest of SUVs, usually including a large
They lack the necessary fairings, mirrors, or lights to be driven
amount of cargo room and passenger space. Examples include
safely on roads, and the tires are usually knobby and built for dirt,
the Cadillac Escalade, Chevrolet Suburban, and the Ford Explorer:
but their wider size gives them the ability to carry cargo at the
Full-sized SUVs are 20’ long and 10’ wide.
cost of speed. ATVs come equipped with all terrain tires, but can
not take sidecar upgrades. Examples include the Yamaha YZ450R
Standard Motorcycle Classifications and Kawasaki Brute Force 300.
Unlike getting into a vehicle, mounting a motorcycle cost 3
Combat Points. It takes 1 Combat Point to start or stop the
Scooter
engine of a motorcycle. Motorcycles tend to perform better than
automobiles in the terms of acceleration and maneuverability, but Scooters are two wheeled vehicles with a step through frame,
they provide no cover to their occupants. All motorcycles are 10’ usually with an engine size smaller than a motorcycle. They are
long and 5ft wide. ridden in a sitting posture. While not being as fast as a motorcycle,
they are more economic, usually ridden around town for light
Standard Motorcycle travel. Examples include the Vespa PX and Yamaha Vino.
A standard bike is a general use motorcycle, with a natural
posture and are often used as general purpose street bikes. They Standard Rotary Aircraft
have good speed and good handling. Examples include the Suzuki
GS500E and a Honda Hornet 599. A rotary-wing aircraft is a heavier-than-air flying machine that
uses lift generated by wings, called rotary wings or rotor blades,
Cruiser Motorcycle that revolve around a mast. They are called helicopters. It takes 4
Combat Points to enter or exit a rotary aircraft. It takes 15 minutes
These bikes are styled after american machines from the 1930s to start the engine of a rotary aircraft, and 10 combat points to
to the 1960s, with a relaxed posture, extended handle bars, and lots stop it.
of torque and power. Examples include various Harley-Davidsons,
Indians and Excelsior-Hendersons.
Utility Helicopter
Sport Motorcycle
This is a general all purpose helicopter, that has an average
These bikes emphasize speed, acceleration, braking and range, decent maneuverability, which can fulfill a various set of
cornering on paved roads, being made for racing and flash. roles. Examples include the Bell JetRanger. It is 40’ long and 15’
Examples include the Kawasaki Ninja and the Suzuki GSX. wide.
284

Gunship Helicopter Moving Truck


This is a helicopter that has a primary role of engaging ground This is a large cargo truck used to move furniture or deliver
targets. It is equipped with a 30mm autocannon, and has 4 freight. Trucks of this sort are often available as rentals. It provides
external hardpoints that can mount rockets, missiles or guns. All three-quarters cover for occupants in the cab and full cover for
weapons are forward firing arc. It is 60’ long and 15’ wide. any in the back. It is 25’ long and 10’ wide.

Transport Helicopter Bus

This is a large helicopter whose sole purpose is to transport This is a large vehicle for transporting large amounts of people.
a large amount of troops, cargo, or supplies from one area to It has a door at the front and a second door about halfway down
another. It is 65’ long and 15’ wide. the right-hand side or a door at the rear. It provides three-quarters
cover for crew and passengers. It is 60’ long and 10’ wide.

Standard Fixed Wing Aircraft Armored Truck


A fixed-wing aircraft is an aircraft capable of flight using wings Used to transport money between businesses and financial
that generate lift caused by the vehicle’s forward airspeed and institutions, armored trucks are designed to deter would-be thieves.
the shape of the wings. It takes 4 Combat Points to enter or exit The truck has three doors and firing ports that allow the crew to
a fixed wing aircraft. It takes 5 minutes to start the engine of a use their firearms without leaving the vehicle. It provides nine-
fixed wing aircraft, and 10 combat points to stop it. tenths cover for its occupants. It is equipped with run-flat tires. It
Is 20’ long and 10’ wide.
Standard Prop Aircraft
Tow Truck
This is a standard aircraft that is powered by a single propeller.
It makes up the bulk of all civilian aircraft. Examples include the This is a vehicle specifically made to hook up, and transport
Cessna 172. It is 60’ long and 20’ wide at the cabin, with a 100’ vehicles either with or without the owner’s consent. It can tow any
wingspan. vehicle of the same size or smaller, but when towing a vehicle it
incurs a −5 to Maneuverability. It provides three-quarters cover
for crew and passengers. It is 40’ long and 10’ wide.
Military Prop Aircraft
This is an aircraft built for military specifications. It is equipped Golf Cart
with two heavy machine guns and has 5 external hardpoints that
can accept rockets, missiles, or guns. All weapons are forward This electrical vehicle is primarily used for light transport work,
firing arc. Examples include the A-29 Super Tucano and the P51 such as moving around on a golf course, or through paved areas
Mustang. It is 80’ long and 20’ wide at the cabin, with a 140’ such as shopping plazas. It provides no cover for crew and
wingspan. passengers. It is 10’ long and 10’ wide.

Semi Trailer Truck


Standard Jet Aircraft
Used to transport all sorts of cargo long distances, this truck
These aircraft are similar in size to prop aircraft, but instead
includes both the cab and an attached full-sized trailer. All
have a jet engine, allowing them increased speed, often used for
occupants in the trailer have full cover, while those in the cab
transportation. It is 120’ long and 30’ wide at the cabin, with a
have three-quarters cover. The cab can hold 1,000 lbs of cargo,
150’ wingspan.
while the trailer can hold 80,000 lbs of cargo. It Is 80’ long and
15’ wide.
Military Jet Aircraft
These aircraft are jet aircraft built for military specifications. RV
They are equipped with a single heavy machine gun and have Recreational Vehicles, or RVs, are motor vehicles equipped with
6 external and 2 internal hardpoints for rockets, missiles or guns. living space and amenities. They are often used for long distance
All weapons are forward firing arc. Examples include the F/A-18, travel, long term vacations, and for comfortable living in remote
the F-16, and the F-15. It is 150’ long and 30’ wide at the cabin, areas. RVs contain a bathroom, two bedrooms, and a small
with a 140’ wingspan. kitchenette. All occupants in the RV have full cover, while those in
the driving and passenger seats have three-quarters cover. It Is
50’ long and 10’ wide.
Other Vehicles
A few types of vehicles don’t fit neatly into the categories Military and Police Vehicles
covered above. Many of these (such as the armored truck and the
bus) are usually custom built, so the model name isn’t specified Several military and police vehicles are covered here. In
as it is with most other vehicles in this section. The description addition, a number of the standard vehicles covered above are
and stats reflect a typical model. commonly seen in military and police service.
285

Armored Personnel Carriers using the Treat Injury skill. Mounting a horse costs 3 Combat
Points.
Armored personnel carriers are vehicles designed to carry
troops into various conflicts and protect them from small arms fire.
Some are equipped with a full turret mounted General Purpose Tripod
Machine gun, while others are unarmed, usually those in police
A tripod is a stationary mounted pintle, that is used for mounting
roles. APCs provide full cover for all of the occupants and the
weapons. It is not a vehicle in the traditional sense. All tripods have
driver, and three-quarters cover for the gunner, if applicable. It
the weapon pintle upgrade built in. Tripods must be constructed.
takes 12 Combat Points to enter the driver or gunner seat of an
When they are in their deconstructed form, they are considered a
APC and another 12 Combat Points to start it moving. It takes 4
Huge object. Tripods take 10 minutes to construct. When they are
Combat Points to Enter the passenger seat of an APC. Examples
constructed, they can be used in any direction, but the user must
include the M113, BMP-2, Lenco Bearcat, and Cougar. APCs are 20’
be standing on the opposite direction of the tripod when using the
long and 10’ wide. APCs do not lose speed due to terrain.
mounted weapon. Tripods can not accept any vehicle upgrades.

Infantry Fighting Vehicle


Vehicle Upgrades
Infantry fighting vehicles are vehicles designed to carry troops
into battle and support them. They differ themselves from APCs A vehicle can be upgraded with various upgrades to make them
by the weaponry they carry, built for more heavy fighting. They faster, more resilient to attacks, or mount weapons. Vehicles can
have a 30mm cannon and a secondary machinegun, mounted on be upgraded in a number of slots.
the same axis as the 30mm cannon, with a full turret. IFVs provide
full cover for all of the occupants, the driver and the gunner. It • Body The frame, the plating, and any other superficial
takes 12 Combat Points to enter the driver or gunner seat of an equipment such as the lighting, windshields, paint job, and
IFV and another 12 Combat Points to start it moving. It takes 4 interior.
Combat Points to Enter the passenger seat of an IFV. Examples
• Wheels The tires, rims, and the brakes of a vehicle.
include the BMP-3 and M1126 ICV Stryker. APCs are 20’ long and
10’ wide. IFVs are 25’ long and 15’ wide. IFVs do not lose speed • Powertrain The engine and any auxiliary equipment
due to terrain. hooked up to it, such as a turbocharger.

Main Battle Tank • Drivetrain The transmission and the suspension.


A main battle tank is a tank that fills the heavy direct fire role Unless otherwise noted, a vehicle can have as many upgrades
and the secondary infantry and IFV support. Examples include the of each type as the owner can afford.
M1 Abrams and T90. Main battle tanks have a tank gun, a general
purpose machine gun mounted on the same axis as the Tank
Gun, and a secondary machine gun of its choice. The secondary Paint Job (Body)
machine gun is also in a separate, full turret. MBTs are 40’ long This upgrade gives the vehicle a brand new color, tint, and hue.
and 15’ wide. MBTs do not lose speed due to terrain. The car can be painted any color the character wishes.

Multi-Use Vehicle
Convertible (Body)
A multi-use vehicle is a vehicle that is used when armored
This upgrade gives the vehicle either a hard top or soft top
transport is not necessary, or would cause too much attraction.
convertible, allowing the top to retract or extend at the push of a
This version can be configured in a variety of ways, including
button. It takes 1 round for the top to retract or extend. When the
a two-door pickup, a four-door pickup with a short bed, and a
top is retracted, all characters in the vehicle have one-half cover.
completely enclosed, SUV-like body with a hatchback and four
Only cars, trucks, SUVs, and vans may take this upgrade.
doors, and a heavy machine gun full turret mount on the top, which
provides one-half cover. When the MUV is configured with the
machine gun, it has one less passenger, and one more additional Service Kit (Body)
crew. It is equipped with Run flat tires. A MUV is 20’ long and 10’
This upgrade is used for Fire, EMS, and auxiliary vehicles to
wide.
change their looks to be more visible. This upgrade gives the
vehicle lights, sirens, and markings for the selected use. Cars
Other Transportation receive space for a standard equipment kit, and trucks, vans, and
SUVs receive space for a deluxe equipment kit.
Horses
A horse is a hoofed, quadrupedal mammal that has been Police Kit (Body)
domesticated for work and riding. There are many different
breeds of horses, the one listed representing the average work This upgrade gives the vehicle lights and sirens, markings (if a
horse. The cost listed includes two saddle bags, and a saddle. marked unit), a professional radio, and a spotlight. Cars, trucks,
Unlike other vehicles, horses die if their hit points reach −10, and SUVs, and vans also receive two long-gun mounts, capable of
are disabled like characters if their Hit Points reach 0. Horses also securely storing two large firearms in a lock (Handcuff Lock). APCs,
do not reduce their speed based on terrain. They can be healed IFVs and MBTs that take this kit have all of their weapons removed.
286

Racing Kit (Body) weapon. These can be fired by the driver, or wired to a gunner
position. If it is wired to a gunner position, remove one passenger
This upgrade adds a spoiler, and removes all non-essential
location and add one crew location to the vehicle, and increase
parts in the car for racing, such as the rear seats, radio and CD
the cost by 20 WP. This upgrade may be taken a maximum of six
player, and the AC and heat. This upgrade reduces the passenger
times. When taking this upgrade, a firing arc must be selected.
rating to 1, and reduces the weight of the vehicle by 20%. The
racing kit also reduces damage given to occupants, due to rolling
or collisions, by half. Standard Tires (Wheel)
This upgrade is the standard, general use tires. They grant no
Sidecar Kit (Body) bonuses or penalties.
This upgrade adds a sidecar to a motorcycle or scooter, giving
a new spot for an additional rider or more storage space. This Racing Tires (Wheel)
upgrade increases the passenger rating by 1, but reduces the This upgrade changes the standard tires for high performance
Maneuverability of a motorcycle by 2, and reduces the top speed racing tires, that grant a +4 bonus to Maneuverability while on
of a motorcycle by one category. Anyone sitting in the sidecar any paved roads, but grants a -3 penalty when driving on any
has one-half cover. Only motorcycles may take this upgrade. other kind of surface, and when driving on wilderness, the car
becomes stuck immediately and can not move.
Light Armor Kit (Body)
This upgrade fits the car with bullet resistant windows, and Snow and Ice Tires (Wheel)
plating under the doors. Visibly, it looks identical to an unmodified This upgrade changes the standard tires for knobby snow tires,
vehicle. It increases the HP of the vehicle by 10%, and the hardness that have metal studs in the rubber. They grant a +5 bonus to
of the vehicle by 2 points. Only cars, trucks, SUVs, vans, and maneuverability while on any ice or snow terrain, but grant a −5
military and police vehicles may take this upgrade. penalty to maneuvering when driving on paved roads, and a −3
penalty when driving on any other kind of surface.
Heavy Armor Kit (Body)
This upgrade fits the vehicle with heavy plating and thick, All Terrain Tires (Wheel)
reinforced bullet resistant windows. It increases the HP of the This upgrade changes the standard tires for off-roading tires,
vehicle by 30%, the hardness of the vehicle by 10 points, but fitted with knobby rubber studs that dig into soft ground. When
reduces the max speed category by 1. Only cars, trucks, SUVs, driving on wilderness, or semi-paved roads, the vehicle’s speed
vans and military and police vehicles may take this upgrade. loss due to terrain is reduced by 2 categories.

Weapon Pintle Upgrade (Body) Run-Flat Upgrade (Wheel)


This upgrade fits the vehicle with a mount that allows for a large This upgrade will upgrade any set of tires to their run-flat variant.
or larger weapon to mount onto a vehicle. When mounted, the Any attack or action that would cause the tires to be destroyed,
weapon’s Recoil penalty is reduced by 6. Only trucks and vans and the penalties incurred from that is negated for 45 minutes.
can use this upgrade. When used on trucks this upgrade puts the After 45 minutes, the tires are damaged as normal, and any skill
mount in the bed of the truck, and the pintle has full range of checks or Saving Throws are then completed, if necessary.
motion. When this upgrade is placed on vans, the mount is put
either at the rear doors or on the side doors, if the vehicle has
Racing Brakes (Wheel)
one, and gains only the firing arc of the opening doors. A vehicle
can only have one weapon pintle mount. This upgrade replaces the standard brakes with a set of high
performance racing brakes. The vehicle can reduce its speed by
Internal Hardpoint Upgrade (Body) two levels every round.

This upgrade fits the vehicle with an internal hardpoint that can
Turbocharger Kit (Powertrain)
accept a single missile, a rocket pod bay, or a large or larger
weapon. These can be fired by the driver, or wired to a gunner This upgrade fits the vehicle with a turbocharger and an
position. If it is wired to a gunner position, remove one passenger intercooler, which work together to increase the overall output of
location and add one crew location to the vehicle, and increase a vehicle’s engine. It increases the maximum speed category of
the cost by 25 WP. Only cars, trucks, vans, SUVs, and military and a vehicle by 1.
police vehicles may take this upgrade, and this upgrade may be
taken a maximum of six times. Because of its internal nature, it is Nitrous Oxide Kit (Powertrain)
impossible to detect when not in use. When taking this upgrade,
a firing arc must be selected. This upgrade fits the vehicle with a single nitrous oxide tank,
used by racers to gain a sudden boost of speed. A driver activates
the tank for 2 Combat Points, and the vehicle immediately gains
External Hardpoint Upgrade (Body)
two speed categories. Each tank can be activated only once
This upgrade fits the vehicle with external hardpoints, that can before it must be refilled, spare nitrous costing 4 WP per refill.
accept a single missile, a rocket pod bay, or a large or larger The vehicle must not be stationary in order to gain this benefit.
287

This upgrade can be taken up to three times, each time giving an Upgrade Time Cost
additional tank. Paint Job 2 hours 20
Convertible 4 hours 50
Service Kit 4 hours 20
Police Kit 3 hours 25
Standard Transmission (Drivetrain) Racing Kit 4 hours 30
Sidecar Kit 8 hours 50
This transmission is the standard transmission installed in Light Armor Kit 6 hours 45
vehicles. It grants no bonuses or penalties. Heavy Armor Kit 8 hours 65
Weapon Pintle 2 hours 10
Internal Hardpoint 8 hours 22
External Hardpoint 3 hours 10
Sprint Transmission (Drivetrain) Standard Tires 20 min. 10
Racing Tires 20 min. 30
This transmission reduces the overall speed of a vehicle, but Snow and Ice Tires 20 min. 12
helps it get off the line faster. When using this upgrade, a vehicle All Terrain Tires 20 min. 15
can immediately go from stationary to Avenue speed, but has a Run-Flat Upgrade 20 min. 5
maximum speed of Street speed. Racing Brakes 10 min. 15
Nitrous Oxide Kit 1 hour 8
Turbocharger Kit 2 hours 18
Standard Transmission 1 day 100
Long Distance Transmission (Drivetrain) Sprint Transmission 1 day 150
Long Distance Transmission 1 day 150
This transmission reduces the acceleration of a vehicle, but Racing Transmission 1 day 300
increases the gear ratio to help increase its overall speed. When All Wheel Drive Transmission 1 day 180
using this upgrade, it takes two rounds to increase to the next Improved Suspension 1 day 50
speed, but the maximum speed is increased by 3.
Table 279: Equipment, Vehicle Upgrades

Racing Transmission (Drivetrain)


Lifestyle and Services
This transmission is a customizable transmission, allowing for
variable gear ratios. It can be set to either Sprint, Standard, or Long Housing
Distance, and uses the same rules as the selected transmission.
A number of types of homes are mentioned on Table: Lifestyle.
The WP cost covers the down payment and financing, not the
total cost of the home. A character buying a home does not
All Wheel Drive Transmission (Drivetrain) have to worry about mortgage payments. All of these homes
are of typical construction; luxury appointments with high art
This transmission ties all of the wheels together to increase design is available with a 25% increase to the wealth point cost,
its traction and reduce loss of speed on loose and rough terrain. rounded up. Location dramatically affects a home’s value. The
When driving on wilderness or semi-paved roads, the vehicle’s given Wealth Point cost assumes a typical suburban location. An
speed loss due to terrain is reduced by 1 category. undesirable location, such as a bad neighborhood or a remote
rural site, reduces the Wealth Point cost by 10%, rounded up. A
particularly good location in an upscale neighborhood or city
center increases the wealth point cost by 15%, rounded up.
Improved Suspension (Drivetrain)

This upgrade increases the effectiveness of the suspension, Small Apartment


making the vehicle easier to handle. It grants a +2 to Maneuver.
The small apartment is a one- or two bedroom apartment
complete with a small kitchen, and out-front parking. It has space
for a single vehicle, and can house two people comfortably.

Large Apartment

The large apartment is a three- or two bedroom apartment


complete with a small kitchen, and out-front parking. It has space
for two vehicles, and can house four people comfortably.
288

Name Crew Pass Cargo Init Maneu Top Speed Defense Hardness HP Size Cost
Standard Car Categories
Toy Car 1 0 0 lb. −3 +0 Alley 12 0 25 M 12
Microcar 1 1 50 lb. −2 −1 Street 9 3 40 L 180
Compact Car 1 3 125 lb. −2 −2 Highway 8 5 45 H 200
Mid-Sized Car 1 4 145 lb. −2 −2 Highway 8 5 45 H 450
Entry Level Luxury Car 1 4 190 lb. −1 −2 Highway 8 5 48 H 1,100
Full-Sized Car 1 4 225 lb. −1 −3 Highway 7 5 50 H 750
Full Size Luxury Car 1 4 235 lb. −1 −3 Highway 7 5 55 H 2,000
Standard Van Categories
Multi-Purpose Van 1 7 280 lb. −1 −2 Highway 7 6 55 H 400
Cargo Van 1 1 2,800 lb. +0 −2 Highway 6 6 48 H 500
Passenger Van 1 12 250 lb. −2 −2 Street 6 6 46 G 650
Standard Truck Categories
Mini Pickup Truck 1 1 800 lb. −1 −1 Highway 8 5 38 L 220
Mid-sized Pickup Truck 1 2 1,200 lb. −1 −2 Highway 8 5 45 H 310
Full-Sized Pickup Truck 1 3 2,000 lb. −1 −2 Highway 7 5 60 H 380
Heavy Duty Pickup Truck 1 4 3,500 lb. −2 −3 Highway 7 5 70 G 420
Standard SUV Categories
Mini SUV 1 3 280 lb. −1 −1 Highway 7 5 50 L 220
Compact SUV 1 4 320 lb. −1 −2 Highway 7 5 60 H 310
Mid-Sized SUV 1 4 430 lb. −1 −2 Highway 6 5 70 H 380
Full-Sized SUV 1 5 650 lb. −2 −3 Highway 6 5 80 G 420
Standard Motorcycle Categories
Standard Motorcycle 1 1 100 lb. +2 +2 Highway 10 2 25 M 500
Cruiser Motorcycle 1 1 150 lb. +1 +1 Highway 9 2 45 M 700
Sport Motorcycle 1 1 0 lb. +3 +3 All Out 10 2 26 M 725
Touring Motorcycle 1 1 300 lb. +1 +2 Highway 8 2 28 M 800
Dual Sport Motorcycle 1 1 50 lb. +1 +2 Highway 10 2 25 M 650
Enduro Motorcycle 1 0 0 lb. +0 +4 Street 11 0 19 M 250
ATV 1 0 225 lb. +0 -1 Alley 9 0 22 M 245
Scooter 1 1 20 lb. +0 +1 Alley 10 0 14 M 100
Standard Rotary Aircraft
Utility Helicopter 2 3 250 lb. −3 −4 All Out 4 5 45 G 8,750
Gunship Helicopter 2 0 50 lb. −2 −3 All Out 5 20 90 G 12,000
Transport Helicopter 2 10 6,000 lb. −4 −4 All Out 4 5 50 G 9,000
Standard Fixed Wing Aircraft
Standard Prop Aircraft 2 2 150 lb. −6 +0 All Out 3 5 23 C 7,000
Military Prop Aircraft 1 0 0 lb. −6 +0 All Out 3 12 40 C 11,000
Standard Jet Aircraft 2 8 500 lb. −5 −2 All Out 2 5 25 C 150K
Military Jet Aircraft 2 0 0 lb. −5 −2 All Out 2 18 60 C 300K
Other Vehicles
Moving Truck 1 2 33,000 lb. −4 −4 Avenue 6 5 44 G 400
Bus 1 39 50,000 lb. −4 −4 Avenue 6 5 48 G 5,000
Armored Truck 2 0 3,600 lb. −2 −2 Street 8 10 36 H 520
Tow Truck 1 2 300 lb. −4 −2 Street 8 6 52 H 900
Golf Cart 1 3 250 lb. −2 +1 Alley 11 0 21 L 250
Semi-Trailer Truck 1 1 81,000 lb. −5 −7 Street 5 7 60 G 2,000
RV 1 7 4,000 lb. −3 −5 Highway 8 4 40 H 720
Military & Police Vehicles
APC 2 8 250 lb. −3 −3 Street 6 25 180 H 6,000
IFV 2 8 280 lb. −4 −3 Street 6 30 190 H 12,000
MBT 4 0 50 lb. −6 −4 Avenue 2 50 240 G 100K
MUV, 2-Door Pickup 1 1 1,800 lb. −2 −2 Street 7 10 55 H 5,000
MUV, 4-Door Pickup 1 3 1,000 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/o Gun 1 4 250 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/ Gun 2 3 100 lb. −2 −2 Street 7 10 55 H 5,000

Table 276: Equipment, Vehicles


289

Name Crew Pass. Cargo Init Maneu Top Speed Defense Hardness HP Size Cost
Sports Car Categories
Grand Tourer Car 1 1 50 lb. −1 −2 All Out 7 3 40 H 5,000
Supercar 1 1 75 lb. +0 −2 All Out 7 3 55 H 8,000
Muscle Car 1 1 250 lb. −2 −2 All Out 7 5 62 H 1,800
Other Transportation
Horse 1 1 100 lb. +1 +2 Cruising 12 0 25 L 250
Tripod 1 0 0 lb. +1 N/a N/a 0 3 10 L 60

Table 277: Equipment, Vehicles (cont.)

Weapon Damage Critical Damage Type Rng. RoF Magazine Sz. Cost Restr
Cannons [Requires Exotic Firearms Proficiency (Cannons) feat]
30mm Cannon 16d12 16-18 Ballistic 300’ Auto(F) Linked H * M&P
Tank Cannon 45d12 16-18 Ballistic 300’ Single 1 H * M&P
Machine Guns
HMG 10d8 16-18 Ballistic 180’ Auto(F) Linked H 190 M&P
GPMG 5d6 16-18 Ballistic 120’ Auto(F) Linked H 100 M&P
LMG 5d4 16-18 Ballistic 100’ Semi/Auto(F) Linked L 75 M&P
Rockets and Missiles
Rocket Pod1 8d12 16-18 Concussion 130’ Semi 12 H 220 M&P
Missile2 26d6 16-18 Concussion 250’ Single 1 H 400 M&P
Grenade Launcher
Grenade Launcher3 10d6 16-18 Concussion/Fire 90’ Semi Linked L 90 M&P
*WP Cost do not apply. These weapons are part of the vehicles on which they are mounted.
1 This weapon has a splash damage of 15’, and ignores 10 points of Hardness.
2 This Weapon has a splash damage of 30’, and ignores 25 points of Hardness.
3 This Weapon has a splash damage of 10’, and ignores 15 points of Hardness.

Table 278: Equipment, Vehicle Weapons

Small House Large Mansion

The small house is a one- or two-bedroom house, usually


containing a small garage that can hold one vehicle. It can house The large mansion is a house with nine or more bedrooms,
can house two people comfortably. The garage can also be containing a huge garage that can easily hold twelve vehicles. It
converted into a workshop that can hold one deluxe sized kit. can house can house nine or more people extremely comfortably.
The garage can also be converted into a workshop that can hold
twelve deluxe sized kits, with room to spare for a billiards table.
Medium House

The medium house is a three- or four-bedroom house, usually Renting


containing a garage that can hold two vehicles. It can house can
house four people comfortably. The garage can also be converted A character (or group of characters) can always decide
into a workshop that can hold two deluxe sized kits. to rent instead of purchasing their own house, albeit at a
monthly cost. It costs 10% of the price of the domicile to
rent it for a month.
Large House

The large house is a five- or six-bedroom house, containing a


large garage that can hold four vehicles. It can house can house
six people comfortably. The garage can also be converted into a
workshop that can hold four deluxe sized kits.

Small Mansion
Transportation
The small mansion is a seven- or eight-bedroom house,
containing a large garage that can easily hold eight vehicles. It
can house can house eight people very comfortably. The garage Airfare tickets are for a single passenger round trip. One-way
can also be converted into a workshop that can hold eight deluxe tickets are available, but only reduce WP costs by 30%, rounded
sized kits. up. Car rentals and lodging rates are per day.
290

Lifestyle Cost and a family who has never before been charged with a crime
Housing, Small Apartment 150 gets minimal bail; a career criminal with nothing to lose receives
Housing, Large Apartment 250 maximum bail or may not be granted bail at all. The WP cost
Housing, Small House 620 shown assumes the suspect is viewed positively by the court. If
Housing, Medium House 740 not, increase the cost by as much as 25%, rounded up. Whatever
Housing, Large House 800 the base cost, a successful Presence check [TN15] by the suspect
Housing, Small Mansion 1000 reduces the purchase price by 10%, rounded up.
Housing, Large Mansion 3500
Transportation, Airfare, Domestic, Coach 6 Legal Services
Transportation, Airfare, Domestic, First Class 12
The cost of legal services is 15 + the lawyer’s Knowledge (Civics)
Transportation, Airfare, Int’l, Coach 15
rank.
Transportation, Airfare, Int’l, First Class 30
Transportation, Car Rental, Economy Car 4
Transportation, Car Rental, Mid-size Car or Truck 6 Civil Crime
Transportation, Car Rental, Luxury Car 10 This crime involved civil matters, no one was threatened or hurt
Lodging, Budget Motel 2 physically as a part of the crime.
Lodging, Average Motel 4
Lodging, Upscale Hotel 10 Property Crime
Table 280: Lifestyle The crime involved only the destruction of property; no one
was attacked or seriously hurt as part of the crime.
Auto Repair
Assault Crime
Having a car repaired can be expensive; the level of expense
depends on the amount of damage the vehicle has suffered. The The crime involved an attack intended to capture, kill, or
WP cost for damage repair assumes that the vehicle has not seriously injure the victim.
actually been disabled; if it has, increase the WP cost by 50%,
rounded up. Repair generally takes 1 day for every 10 HP of Death Crime
damage dealt and results in the vehicle being returned to full HP.
Someone died as a result of the crime.
Gunsmithing, Blacksmithing and Engineering Ser-
vices Medical Services
Characters can hire gunsmiths, blacksmiths or engineers to A character’s medical insurance is built into their salary; the
create weapons or equipment for them. The WP cost is determined cost represents the ancillary expenses not covered or only partly
by the TN of the Craft check required, at 3 WP per TN, and the covered by insurance. Medical services must be paid for in full
character must also pay for any material cost. Characters are regardless of whether they are successful. See the Treat Injury skill
restricted to the level of license they currently have, and can not for more information on the medical services described below. In
request the smith or engineer to build something that is out of a hospital setting the necessary Treat Injury checks are always
their license level. successful. The Wealth Point cost is per check.

Long-Term Care
Bail Bonds and Legal Services
The cost represents treatment for regaining HP or ability score
Characters jailed for crimes can seek bail. Bail is a monetary
points more quickly than normal on a given day.
guarantee that the suspect will show up for his trial. The bail
amount is set by a judge or magistrate, sometimes immediately
following arrest (for minor crimes) and sometimes days later (for Restore Hit Points
serious crimes). If bail is granted, a character can arrange for a The cost represents treatment for HP damage from wounds or
bail bond, a loan that covers bail. The costs represent the fees injuries on a given day.
associated with the loan; the bond itself is paid back to the bond
agency when the character shows up for trial. If the character
fails to show up, the agency loses the bail loan and may send Surgery
bounty hunters or other thugs after the character. The cost represents a single surgical procedure.
Bail amounts vary dramatically, depending on the serious-
ness of the crime, the suspect’s criminal history, their role in
Treat Poison/Disease
society, their family life, and other factors the judge believes
indicate that the character will or will not flee (or commit other Represents one application of treatment for a poison or disease.
crimes) before the trial. An upstanding citizen with a good job The cost is 10 + cost of antidote.
291

Service Cost
Auto Repair, 1-10 HP Damage 10
Auto Repair, 11-20 HP Damage 15
Auto Repair, 21-30 HP Damage 20
Auto Repair, 30+ HP Damage 35
Auto Repair, Towing 5
Smithing and Engineering services 1 per TN
Bail Bonds, Civil Crime 15
Bail Bonds, Property Crime 25
Bail Bonds, Assault Crime 120
Bail Bonds, Death Crime 250
Bribery, Bouncer 2
Bribery, Bureaucrat 25
Bribery, Informant 5
Bribery, Police Officer 10
Legal Services See text
Medical Services, Long-Term Care 10
Medical Services, Restore HP 12
Medical Services, Surgery 15
Medical Services, Treat Poison/Disease See text

Table 281: Services


292
293

Chapter VIII

Game Mastering
295

The Role of the Game Master When do I need to specify a called shot? Answer: Called
shots should be specified before an attack roll is made, so that the
The Game Master is a storyteller and a referee, creator of necessary modifiers can be applied to the roll, and so that there
terrible threats against humanity, secret master of the villainous, is no confusion between the GM and the players on what the
criminal and insane, and hidden protector of the brave. The GM’s player is attempting to attack. If you don’t specify a called shot, it
responsibilities include three important tasks. is assumed you are aiming for “Center mass” or the chest-pelvis
region.

Craft a Story Can I throw (Object)? Answer: Usually yes. Any object that isn’t
First and foremost, a game session is a story. It should make outright listed to be thrown follows the standard rules for throwing
sense and hang together, complete with a beginning, middle, and objects (10’ range, 5 range increments), and is considered a “Brick”
an ending. After you set the adventure in motion, the players for damages.
help provide what happens in the middle and how the conclusion
plays out. Do ammunition types change the caliber recoil penalty from
damage alone? Answer: No, recoil is only increased if the
particular ammunition specifically dictates that it is increased by
Create the world that ammunition type. If it does not specify that the specified
ammunition type increases the caliber recoil penalty, it does not.
The GM develops the campaign world, either using one from
a preexisting one, or creating all their own. The campaign provides
the backdrop and the story that unfolds. Do I have to roll all this damage for something I know will
be killed by the attack? Answer: No. At the discretion of the
GM, If any character or creature would be damaged by an attack
Adjudicate the Game or action that has 1.5x or more damage dice than the character
has both CHP and XHP combined, the GM can immediately reduce
Finally, the GM decides to add a few enemies to keep the this character or creature’s XHP and CHP to 0. If a GM does want
characters in danger and actually referees the use of the rules to apply bleed damage in this case, treat each damage dice as if
contained in this book. The players must be able to count on you it rolled the lowest possible value per dice. Also, if any character
to run the game fairly and in everyone’s interest. or creature would be damaged by an attack or action that has
more than 2x damage dice than the character or creature has in
both CHP and XHP combined, the GM can immediately consider
Frequently Asked Questions and Exam- this character dead. Bleed damage is usually unnecessary in this
ples of Play case, but can be applied in the same manner as stated before. If
an object or vehicle would be damaged by an attack or action
that has more than 2x damage dice than the object or vehicle
Frequently Asked Questions
has in HP, the GM can immediately consider the object destroyed,
Does armor stack? Answer: Yes, armor does stack. If the DR and blown to pieces.
of one upper armor is depleted, and the target is wearing armor
underneath that that does stop the same kind of damage of Does increasing ability scores through training or some other
that was given, the left over damage is transferred to the armor means also improve prior level values? Answer: Sometimes.
underneath, and that damage goes to the new armor’s armor Increases of Strength, Dexterity, Constitution, Wisdom, and
point score. Charisma immediately improve any values that rely on them
or use them to derive a value, such as attack bonuses, damage
bonuses, HP, Mental Limit, and their associated ability score skill
Do unspent combat points roll over to the next round?
modifiers. Intelligence does as well, but a player does not gain
Answer: No. Any unspent combat points are lost once the next
retroactive skill points for prior levels they did not have when they
round begins. A character can ready an action, or hold their
leveled up, because they did not have that level of intelligence
action, but they must use those points by the end of the round,
when they leveled up. Going forward, their current Intelligence
otherwise they are lost and the point values are reset.
score would be used, which would result in more skill points. A GM
can, however, award these skill points they would have missed,
When does a grenade explode if it doesn’t explode when I as they see fit.
throw it? Answer: Unless otherwise noted, grenades take a full
round to explode. Everyone gets a single turn to react to the
grenade, and the grenade explodes at the beginning of the turn
of the person who originally threw it.

I’m bleeding, when do I roll my bleed dice? Answer: Bleed


dice are rolled after the person that is bleeding ends their turn,
or has run out of combat points to continue their turn. They
are always rolled after their turn has completed, never before or
during, even if they acquired the bleed dice during that turn.
296

Combat Examples TN to detect it is 14(10 + 4 Stealth Ranks). Henry rolls a 26 (3d6: 6,


6, 4, +10 Perception) and easily spots the handgun carried in the
Ranged Combat Example waistband of Larry. Henry inquires about the handgun he spotted
Henry Example in Larry’s waistband to Larry, who immediately yells obscenities
Medium Human and threats at Henry. The GM calls the start of combat. Because
CHP 15 neither character has surprised the other, there is no surprise
XHP 16 round, so both characters roll initiative. Henry rolls a 7 (3d6: 2, 2,
Initiative +1 2 +1) and Larry rolls a 3 (3d6: 1, 1, 1, +0).
Combat Points 15 (−2 when moving)
Defense 13, touch 11, flat-footed 12 (+2 Armor, +1 Dex) Turn 1, Henry’s actions Henry wins the initiative so he goes
Armor Concealable Vest (11/Ballistic, 2/Slashing; AP 35) first. Henry draws his Glock 17 handgun from his Tactical Holster
BAB +2 (3 CP) and gives Henry a command to put his hands up, reading
Grapple +4 an action that if Larry makes a move for his waistband, he will
Attack +5 Melee (1d6+2; Unarmed Strike) or +4 Melee (1d6+2/ immediately take a single shot attack(7 CP - 1 CP for Handgun
Bludgeoning; Light Club) or +3 Ranged (Glock 17 (9x19mm) (PA) Specialist Feat = 6 CP cost).
35ft, 17r 2d6/16-18 +2 against Unarmored (JHP)) or +3 Ranged Henry also walks 10’ closer (2 CP at 1 CP per 5’ + 2 CP cost to
(Pepper Spray (Single) 5ft, 1r Special (see text)) move for wearing armor = 4 CP cost) standing 20’ away from
Reach 5’ Larry now. Henry has spent 13 CP total during his turn and ends
Fighting Space 5’ by 5’ his turn.
Saves Fort +2, Ref +2, Will +2
Ability Scores Str 14, Dex 12, Con 13, Int 12, Wis 13, Cha 10 Turn 1, Larry’s actions Larry begins his turn by immediately
Skills Acrobatics +4, Athletics +6, Drive +4, Knowledge (Civics) +5, drawing his handgun from his waistband (6 CP).
Knowledge (Streetwise) +4, Perception +10, Presence +2 (+4 with When Larry does this, Henry’s readied action trips, and Henry
police uniform) takes his single shot. Henry rolls a 12 (3d6: 4, 2, 3, +3) which is
Feats Brawl, Personal Firearms Proficiency, Alert, Handgun over Larry’s 10 Defense, and strikes Larry in the chest. Because
Specialist, Rifle Specialist, Medium Armor Proficiency Henry did not specify where he was shooting, the shot was aimed
Possessions Police Uniform, Police Badge, Utility Belt with Tactical at center mass by default. Henry rolls his damage, rolling a 12
Holster, Concealable Vest, Police Baton (with Retractable upgrade), (2d6: 5,5, +2 for unarmored due to JHPs), and does 12 Ballistic
Glock 17 (with a Tactical Flashlight), Pepper Spray, 3 17 round Glockdamage to Larry. Larry immediately takes this 12 damage to his
26 magazines loaded with 17 rounds of 9x19mm JHP, Smartphone, Extended Hit Points, reducing them down to 9. Larry also now has
Professional Radio, Standard Flashlight, Steel Handcuffs. 4 bleed damage, and takes 4d3 bleed dice at the end of his turn.
Larry takes a single shot (7 CP) at Henry with his S&W SD40, rolling
a 19 (3d6: 6, 4, 6, +3). This is a critical attack (All firearms have a
Larry Example critical threat range of 16-18 natural roll) , and because it is above
Medium Human the defender’s defense of 13, the attack is successful. Because it is
CHP 16 a critical strike, the attack ignores armor and Extended Hit Points,
XHP 21 going straight to Henry’s Core Hit Points. Larry rolls his damage,
Initiative +0 rolling a 10(3d4: 4, 3, 3), and does 10 ballistic damage to Henry’s
Combat Points 15 Core Hit Points, leaving him with 5. Because it bypassed his armor,
Defense 10, touch 10, flat-footed 10 Henry now has 3 bleed damage and will take 3d3 bleed dice at
Armor None the end of his turn.
BAB +2 Larry finally backs up 15’ (3 CP), increasing the distance between
Grapple +4 the two to 35’. Larry has spent all 15 of his CP, and ends his turn.
Attack +5 Melee (1d6+2; Unarmed Strike) or +2 (+3 within the first At the end of his turn, Larry rolls his bleed dice, receiving 7
30ft) Ranged (S&W SD40 (.40 S&W) (PA) 30ft, 14r 3d4/16-18) damage (4d3:3, 1, 2, 1,), which is subtracted from his Extended HP
Reach 5’ first, leaving him with 2 Extended HP.
Fighting Space 5’ by 5’
Saves Fort +4, Ref +0, Will +1 Turn 2, Henry’s actions Henry immediately returns fire at Larry,
Ability Scores Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10 performing a Double Tap Attack(6 CP - 1 CP for Handgun Specialist
Skills Athletics +6, Drive +3, Knowledge (Streetwise) +6, Perception Feat = 5 CP cost). Henry’s 14 Strength Score (+4 to recoil) mostly
+2, Presence +3 (+5 when intimidating), Stealth +4 offsets the -5 Caliber Recoil penalty( -3 + -2 for 9x19mm), giving the
Feats Brawl, Street Fighting, Personal Firearms Proficiency, Point attack a -1 total penalty. Henry rolls his attack, rolling a 14(3d6:
Blank Shot, Menacing, Improvised Weapon Proficiency 5, 2, 5, +3 -1 Recoil), and successfully attacks Larry. Because
Possessions Track suit, S&W SD40 (.40 S&W), 14 round SD40 9x19mm has 2 or less damage dice as standard (2d6), it gains +1
magazine loaded with 14 rounds of .40 S&W FMJ (3d4), 2d4 WP damage dice. Henry rolls his damage, rolling 12 (3d6:2,3,5, +2 for
in cash unarmored due to JHPs), and does 12 ballistic damage to Larry.
Larry is completely out of Extended Hit Points, taking 2 damage to
Turn 0, Pre-combat actions Henry and Larry are both standing his extended HP, and the remaining 10 damage going to his Core
on a street, 30’ away from one another. Henry rolls a perception Hit Points instead. Larry has 6 Core Hit Points left now. Larry also
check against the concealed handgun that Larry has concealed has received 4 bleed damage, bringing his total bleed damage to
in his waistband. Larry took 10 to conceal that handgun, so the 8.
297

Henry performs another Double Tap Attack (5CP) at Larry, rolling Reach 5’
a 13(3d6: 5, 1, 5, +3 -1 Recoil), successfully attacking Larry again. Fighting Space 5’ by 5’
Henry rolls his damage, rolling 11 (3d6: 4, 4, 1, +2 for unarmored Saves Fort +2, Ref +4, Will +1
due to JHPs), and does 11 ballistic damage to Larry. Larry is now Ability Scores Str 12, Dex 14, Con 12, Int 9, Wis 8, Cha 8
at -4 Core HP, and falls unconscious immediately. He also receives Skills Acrobatics +4 (+6), Athletics +4 (+6), Knowledge (Tactics) +1,
3 more bleed damage, bringing his total bleed damage to 11. Perception +2, Ride +2, Stealth +2 (+4)
Henry uses the remainder of his turn radioing in the situation, and Feats Archaic Weapons Proficiency (Combat Swords), Light Armor
ends his turn. Proficiency, Acrobat, Sword Martial Arts, Simple Weapon Specialist,
At the end of his turn, Henry rolls his bleed dice, receiving 5 Shield Focus
damage (3d3: 2, 1, 2,), which is subtracted from his Extended HP Possessions Soldier Clothing, Leather Vest, Leather Helmet,
first, leaving him with 11 Extended HP. Shortsword, Dagger, Concealed Sheath, Tactical Sheath, Bedding,
flask (Mediocre Quality Water), dried beef strips
Turn 2, Larry’s actions Larry is currently unconscious, at -4
Core Hit Points. He first attempts a Fortitude Saving Throw to Turn 0, Pre-combat actions John and Bruce are both standing
stabilize himself, rolling a 15(3d6: 4, 6, 1, +4), which is less than in a field, 30’ away from one another. Bruce is already holding
the TN20 required to stabilize. For this, he loses 1 Core Hit Point, his spear in his hand, and John is standing with his arms crossed.
putting him at -5. Because he is unable to stabilize himself, his John takes a single 5’ step towards Bruce, which prompts Bruce to
turn ends. grasp and ready his spear. They are standing 25’ away from one
At the end of his turn, Larry rolls his bleed dice, receiving 26 another now. The GM calls the start of combat. Because neither
damage (11d3: 3, 1, 3, 3, 3, 1, 3, 3, 2, 1, 3), putting him at -31, killing character has surprised the other, there is no surprise round, so
him. This ends the combat. both characters roll initiative. Bruce rolls a 9 (3d6: 2, 4, 2 +1) and
John rolls a 10 (3d6: 1, 6, 1, +2).

Melee Combat Example


Turn 1, John’s actions John immediately draws his shortsword
Bruce Example (3 CP) and advances 15’ (3 CP at 1 CP per 5’ + 1 CP cost to move
Medium Human for wearing armor = 4 CP cost) toward Bruce. John is currently in
CHP 12 Bruce’s threatened square, as he is standing 10’ away from Bruce.
XHP 6 Because he started out of a threatened square
Initiative +1 John takes an additional 5’ (1 CP) toward Bruce, stepping out of
Combat Points 15 Bruce’s threatened square, as short spears can attack up to 10’
Defense 11, touch 11, flat-footed 10 (+1 Dex) away from the target, but not attack adjacent targets. Because of
Armor None this, this provokes an attack of opportunity.
BAB +1 Bruce makes his Attack of Opportunity, rolling a 14 (3d6: 4,2,6,
Grapple +4 +2), which is over John’s 13 defense. He rolls his damage and
Attack +2 Melee (1d3+1; Unarmed Strike) or +2 Melee (2d4+1/15-18 receives 5 (2d4: 3,1,+1) piercing damage. John is wearing a leather
Piercing or 2d6+1/15-18 Bludgeoning; Short Spear) vest, which protects him from 2 of the piercing damage. His armor
Reach 5’ (10’ when attacking with Short Spear, cannot strike loses 2 Armor Points, leaving him with 6 Armor Points left, and he
adjacent foes with this weapon) takes 3 points to his Extended Hit points, leaving him with 12. He
Fighting Space 5’ by 5’ does not take any bleed damage as he was wearing armor that
Saves Fort +0, Ref +1, Will -1 protected him from the damage he received.
Ability Scores Str 12, Dex 12, Con 10, Int 9, Wis 8, Cha 8 He swings his sword at Bruce (3 CP), rolling a 13 (3d6: 3,3,4, +3 )
Skills Acrobatics +3, Athletics +3, Drive +4, Ride +3, Perception +2 for his attack. This is well above Bruce’s 11 defense. He rolls his
Feats Simple Weapon Specialist, Archaic Weapons Proficiency damage, getting 6(1d6:5, +1) and dealing 6 slashing damage to
(Spears), Improvised Weapon Proficiency Bruce. Bruce takes this damage firstly to his Extended hit points,
Possessions Peasant Clothes, Short Spear, flask (Mediocre Quality leaving him with 0. Bruce also has 2 bleed damage, and will take
Water), dried beef strips 2d3 bleed dice at the end of his turn.
John swings his sword a second time, choosing to swing lightly(3
CP - 1 CP Light attack modifier = 2 CP cost), swinging at a reduced
John Example cost. He rolls a 14 (3d6: 5, 5, 1, +3) for his attack, striking Bruce
Medium Human again. He rolls his damage, getting 4 (1d6: 6, -2), and applying
CHP 14 this to Bruce’s Core Hit Points now. Bruce takes 4 damage to his
XHP 15 Core Hit Points, leaving him with 8 Core Hit points. Bruce also
Initiative +2 takes an additional 1 bleed damage, for a total of 3 now.
Combat Points 15 (−1 when moving) John has spent 13 Combat Points, and ends his turn.
Defense 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex)
Armor Leather Vest (2/Bludgeoning, Piercing, Slashing; AP 8),
Leather Helmet (2/Slashing; AP 6)
BAB +2
Grapple +3
Attack +2 Melee (1d3+1; Unarmed Strike) or +3 Melee (1d6+1/15-18
Slashing; Shortsword) or +3 Melee (1d4+1/14-18 Slashing; Dagger)
298

Turn 1, Bruce’s actions Bruce immediately withdraws from Combat Points. Children have no effective attacks and should be
John’s attack and moves back by 5’ (4x CP cost to move * 1 treated as noncombatants.
CP per 5’ = 4 CP cost) When a child turns 12, they are considered a young adult and
Bruce is now in his weapon’s reach range, and makes an attack takes their first level. At that point, the character becomes an
with his spear (4 CP), choosing to target John’s arm. He declares ordinary (or character, in some cases).
that he’s targeting John’s sword arm, taking the -6 Penalty to his
attack. He rolls a 9 (3d6: 5,5,3, -4), and misses John’s arm.
Bruce attacks again, forgoing targeting John’s arm and makes a Battle Value
standard attack attacking his center mass (4 CP), rolling a 13 (3d6:
An ordinary character has a BV based on their Character Level.
6, 1, 4, +2). John’s defense is also 13, and defenders always win
Children have a BV of 0 and characters receive no experience
ties, so Bruce barely misses John with his attack.
points for murdering them.
Bruce declares that he’s going to extra effort, immediately gaining
5 extra Combat Points. He uses these combat points to throw
down his spear( 0 CP) and hightail it in the opposite direction, 1 Aloof 25 Even Tempered
screaming for his life. Bruce runs 40’ (8 CP) feet before he runs 2 Bad breath 26 Exacting
out of combat points and ends his turn. 3 Bald 27 Eyeglasses
At the end of his turn, Bruce rolls his bleed dice, receiving 5 4 Bookish 28 Eye patch
damage (3d3: 3, 1, 1,), which is subtracted from his Core Hit Points, 5 Braces or dentures 29 Fanatical
leaving him with 3 Core Hit points. 6 Brave 30 Fast talker
7 Capricious 31 Fidgets nervously
As Bruce has left the normal range for melee combat, and with
8 Careless 32 Foppish
John having no form of ranged combat, the GM considers this
9 Clean 33 Forgiving
combat to be complete. Bruce will quickly bleed out without any 10 Collector 34 Forging
kind of medical assistance. 11 Condescending 35 Foul-mouthed
12 Cowardly 36 Hacking cough
13 Unusually Straight Teeth 37 Hard of hearing
NPCs 14 Crooked Teeth 38 Helpful
15 Cruel 39 Hot tempered
Ordinaries 16 Cryptic, evasive, or secretive 40 Hyperactive
17 Dirty and unkempt 41 Impeccably dressed
“Ordinaries” are supporting characters and extras. Ordinaries 18 Distinctive jewelry 42 Inquisitive
are built using the standard character creation rules and have 19 Distinctive nose 43 Jealous
occupations, skills, and feats. As they gain levels, ordinaries 20 Distinctive scar 44 Jokester
increase their skill points, and BAB. However, ordinaries differ 21 Doesn’t like to be touched 45 Jumpy
from characters in three ways. An ordinary character has 22 Drunkard 46 Lazy
23 Easy going 47 Loquacious
• The standard starting ability score package. 24 Enunciates very clearly

• No ability focuses.
48 Melancholy 75 Sexist, Racist, etc.
• No COP to spend on any upgrades. 49 Missing tooth 76 Promiscuous
50 Missing finger 77 Shaky hands
51 Moody 78 Sings or hums a lot
Starting Ability Scores 52 Multiple piercings 79 Talks a lot
Ordinaries do not roll their ability scores. They start with the 53 Nasal voice 80 Stooped back
54 Nervous twitch 81 Strong body odor
standard score package: 15, 12, 12, 10, 10, 8. The GM can assign
55 Neurotic 82 Stutters lisps or slurs
the scores as they see fit. At 3rd level and 6th character level, an 56 Never shuts up 83 Suave
ordinary adds 1 point to one ability score. 57 No sense of humor 84 Suspicious
58 Not very observant 85 Sweaty
Hit Points 59 Obsequious 86 Theatrical
60 Obese 87 Unfeeling
Ordinaries receive the standard set Hit Points as if they did not 61 Opinionated 88 Unusual hair style or color
purchase any using COP. 62 Optimistic 89 Uses big words
63 Overbearing 90 Uses expressive hand gestures
64 Particularly high voice 91 Very short
Children 65 Particularly long hair 92 Very tall
Children (newborns to age 11) are handled differently from other 66 Particularly low voice 93 Visible birthmark
67 Passionate artist or hobbyist 94 Visible tattoo
characters. They do not have levels. They begin with the same
68 Perfect teeth 95 Walks with a limp
ability score package as ordinaries, but their ability scores are 69 Pessimistic or cynical 96 Wears flamboyant or outlandish
reduced as follows: −3 STR, −1 DEX, −3 CON, −1 INT, −1 WIS, −1 CHA. 70 Pleasant-smelling attire
Children have 1d4 CHP plus their CON modifier (minimum 1 CHP). 71 Preachy 97 Wears toupee or wig
They have no skills, feats, or occupations. Their BAB is +0, and 72 Reclusive 98 Well-read
they have a +0 modifier on all Saving Throws (plus any ability 73 Self destructive 99 Well-mannered
score modifiers). Children have a +0 modifier to Defense and 10 74 Self glorifying 100 Whistles
299

Occupational Equipment and Resources Housing

Character occupations can determine the personality, Housing can vary, depending on the type of adventurer. Some
background, and even the preferred equipment of the character. adventurers do not have homes; they live in their vehicles of
Below are notes on equipment, based on the occupation of the choice or camp out in the stars, while others may have a small
character. This is usually in addition to the normal equipment apartment.
nearly all people carry, such as writing utensils, wallets and
identification, and currency. This also includes any vehicles, or Vehicle
housing arrangements that the character may have. Generally,
it’s assumed that the rest of the character’s salary is going to An adventurer would possess a vehicle that cost 400 WP or
paying for utilities such as car payments, insurance, and housing less.
payments, so there’s no need to track or bother with keeping up
with those funds. Athlete
Vehicles and Housing
Athletes, regardless of type, are always nearby their athletic
It’s not required that a GM give players housing, cars or equipment of choice. Small first aid kits are also common, due to
access to resources, if it doesn’t fit the game or story the inherent danger of competing.
line that the GM is telling. These rules are to be used as
a guide to more flesh out characters secondary assets Housing
before the campaign starts. It’s also a good idea to give
players a choice: If they choose not to purchase a car Housing generally follows normal means. Professional athletes,
with the allotted funds, to instead give them 10% of the depending on their success, can have anything from a small house
listed value for their own personal use. to a large mansion.

Vehicle
Academic An athlete would possess a vehicle that cost anywhere from
250 to 700 WP.
Academics of all types are often nearby computers, and usually
have various writing materials and text on hand. Academics with
specific focuses will have small to standard kits available at their Blue Collar
disposal, for instructional purposes. They also have access to
A blue collar character’s equipment can vary wildly based on
non-internet sources for information in the form of white papers,
the job they perform. Blue collar characters will almost always
private college research networks, contacts within their chosen
have some kind of mechanical kit available to them, as well as a
form of field of study.
small first aid kit for on-the-job injuries.

Housing
Housing
Housing can vary greatly, depending on how successful the
Academic is. New academics may live in a small or large Housing usually follows more conventional means. Blue collar
apartment, while more tenured academics may have a small characters may have small to large apartments, or small to
to medium house. medium houses.

Vehicle Vehicle

An academic would possess a vehicle that cost 400 WP or less. A blue collar would possess a vehicle that cost 400 WP or less.

Adventurer Celebrity
Adventurers such as daredevils and extreme sports enthusiasts A celebrity always has a smartphone, a camera, and any other
have some type of equipment that suits their thrill of choice, such indulgences they prefer, as well as any instruments they may
as a motorcycle, sports equipment, or parachute. This should be need to perform.
given to them instead of required for them to buy outright, due
to the cost involved. GMs are encouraged to talk with the player Housing
about this equipment
Big game hunters will always have a high powered assault Housing is almost always in the upper echelon, ranging from a
rifle, battle rifle, or sniper rifle for hunting, usually in 5.56x45mm, large house to a large mansion.
7.62x39mm, 7.62x51mm, .30-06 Springfield, or .243 Winchester.
Explorers and field scientists will always have camping Vehicle
equipment, as well as adequate equipment to do calculations
and equations in the field. Small kits are usually brought with A celebrity usually possess multiple vehicles, having 5,000 WP
them. to spend on vehicles as they wish.
300

Creative EMTs and Paramedics are issued what is called a “Red Bag”,
which is a bag that contains multiple supplies for everything they
Creative characters always have their medium of choice nearby
may have to deal with as an EMT/Paramedic. Below is an example
whether that’s paper, pens and pencils, a notebook computer, or
of a bag.
a good DSLR camera.
• Large Duffel Bag(Red Colored)
Housing
Housing usually follows more conventional means. Creative
characters may have small to large apartments, or small to – Standard First aid Kit (10/10 uses)
medium houses.
– 3x Tourniquets

Vehicle – 8x Cold Packs


A creative would possess a vehicle that cost 400 WP or less.
– 10x Field Dressings

Criminal – 2x Spray On Bandages


Criminals such as bank robbers, crime family soldiers, gang – 2x 3 Bleed hemostats
members, and drug dealers usually carry their weapon of choice,
which is usually cheap, concealable, and powerful, as well as a – 5x 2d4 XHP Painkillers
kit that suits their job, such as a lockpicking kit for burglars and
thieves, or a forgery kit for con artists. Pirates, regardless of the – 2x Standard Antiseptics
locale, are often armed with heavy automatic weapons.
Hitmen usually keep .22 Long Rifle, .32 ACP, or .25 ACP Pistols – 3x 2d10+1 HP Opioids
on hand, equipped with a threaded barrel and a suppressor, as
well as sub-sonic ammunition. – 1x 3d10+1 HP Opioids

– 6x Candybars
Housing
Criminal housing can vary greatly, but it is usually on the lower
end, in small to large apartments, to smaller houses. Housing

Vehicle Housing usually follows more conventional means. Emergency


Service characters may have small to large apartments, or small
A criminal would possess a vehicle that cost 350 WP or less. to medium houses.

Doctor
Doctors of all types on call will always have plenty of medical Vehicle
supplies; however, when out of the office, their supplies will be
limited to a small first aid kit. An Emergency Service character would possess a vehicle that
Pharmacists would have access to a deluxe chemistry kit while cost 450 WP or less.
at their main place of work.

Housing Entrepreneur
Housing usually follows more conventional means. Doctors Entrepreneurs always have some form of computer on their
may have large apartments, or small to large houses. person at one time, whether it be a smartphone or a notebook
computer.
Vehicle
A doctor would possess a vehicle that cost 675 WP or less.
Housing
Emergency Services Housing usually follows more conventional means. En-
Rescue workers, firefighters, paramedics, hazardous material trepreneurs may have small to large apartments, or small to
handlers and emergency medical technicians all fall under this large houses.
category.
Firefighters and rescue workers are issued a turnout coat
as standard issue, with access to fire axes, fire extinguishers, Vehicle
sledgehammers, and other gear necessary to complete rescue
operations in burning buildings. A creative would possess a vehicle that cost 850 WP or less.
301

Investigative that they perform in the role becoming to an officer. A serious


break to this code could have the weapon and position revoked,
Federal agents and police detectives are issued the badge a demoted position, or in the most severe cases, the firing of the
of their respective departments, a backup or full-sized semi- agent or officer.
automatic handgun in either 9x19mm, .38 Special, .357 Magnum, In addition to the service handgun officers are issued, police
.357 Sig, .40 S&W, or .45 ACP that costs 30 Wealth Points or less, officers have access to the police armory, which will normally
a pair of steel handcuffs and a tactical holster. They may take include ArmaLite AR-15s and Remington 700 rifles, Remington 870
the Wealth Points given to them, and add their own money to Express Tactical shotguns, and Mossberg 590A1 and Shockwave
purchase a more expensive firearm, as long as it meets the caliber model shotguns, as well as a well stocked ammunition depot, with
requirements. The WP allocated for the issued firearm is for the boxes of 9x19mm, .38 Special, .357 Magnum, .40 S&W, .45 ACP,
firearm only, and does not cover any upgrades. Ammunition is and 5.56x45mm FMJ and JHP rounds, and boxes of 12 gauge 00
provided for this firearm by the department, either FMJ or JHP (GM buckshot and non-lethal rounds. The armory also has X26 tasers,
choice). Federal agents or police detectives will only be issued a taser cartridges, and extendable batons (light club) for issue.
handgun if they take the Personal Firearm Proficiency feat. The S.W.A.T. team members have access to much heavier weapons,
issued weapon does come with a condition however; that they including sub-machine guns such as the H&K MP5A4 and MP5A5,
act and perform in the role becoming of a proper agent or officer. UMP9, UMP40, UMP45, and FN P90, assault rifles such as the
A serious break to this code could result in consequences such FN SCAR-L and SCAR-H, carbines such as the Colt M4A1, and M4,
as the weapon and position being revoked, the character being shotguns such as the Benelli M1, M2, M1014, Mossberg 590A1,
demoted in position, or in the most severe cases, the firing of the Remington 870 Express Tactical and Remington 1100 Tactical,
agent or officer. and sniper rifles such as the Remington 700 and the Accuracy
Federal agents and police detectives have the Military and PoliceInternational AWM. They also have grenades, such as tear gas,
license for free, but any purchases using it must be approved by stun, sting, and concussion.
their superior officer (the GM). A concealable vest is issue for all police officers, state troopers,
Private investigators also carry firearms, usually sticking to deputy sheriffs, and S.W.A.T. members while on duty and is turned
either a backup or full-sized handgun. in when off duty.
Photojournalist and investigative reporters always have a Military police are issued a uniform, a badge, and a sidearm
camera of some type, such as a DSLR camera for photojournalists based on their country and only possess this sidearm while on
or a camcorder for investigative reporters. active duty.
Espionage agents are a special case. Because of the nature of
their work most of the weapons they carry are procured during
assignment, making any weapon a potential weapon. Espionage United States Sig-Sauer P320 Full Size with three 17 round
agents prefer smaller, more easily concealed weapons as a magazines.
general rule.
United Kingdom Glock 17 with three 17 round magazines.
Housing
Canada Browning Hi-Power with three 13 round magazines.
Housing usually follows more conventional means, unless
otherwise noted. Investigative characters may have small to large
Israel Jericho 941 with three 16 round magazines.
apartments, or small to large houses.

China Norinco QSZ-92 with three 15 round magazines.


Vehicle
Law enforcement personnel have the Military and Police license
An investigative would possess a vehicle that cost 600 WP or for free, but any purchases that require this license must be
less. approved by their superior officer (the GM).

Law Enforcement Housing


Police officers, state troopers, deputy sheriffs, and S.W.A.T. Housing usually follows more conventional means, unless
members are issued the badge and uniform of their respective otherwise noted. Law Enforcement characters may have small to
departments, a backup or full-sized semi-automatic handgun in large apartments, or small to large houses.
either 9x19mm,.38 Special, .357 Magnum, .357 Sig, .40 S&W,
or .45 ACP that costs 30 Wealth Points or less, a pair of steel
Vehicle
handcuffs and a tactical holster. They may take the Wealth Points
given to them, and add their own money, and purchase a more A law enforcement officer would possess a vehicle that cost
expensive firearm, as long as it meets the caliber requirements. 400 WP or less.
The Wealth Points allocated for the issued firearm are for the
firearm and extra magazines or speedloaders only, and does not
Military
cover any upgrades. Ammunition is provided for this firearm by
the department, either FMJ or JHP (GM choice). Police officers, Military personnel are issued fatigues of their branch, as well as
state troopers, deputy sheriffs, or S.W.A.T. members will only be a dress uniform, regardless of whether they are on or off duty. If
issued a handgun if they take the Personal Firearm Proficiency a character is on active duty in a combat area or on assignment,
feat. The issued weapon does come with a condition however; the equipment for a character in the military profession is based
302

on what branch, type of classification, and country they belong to. Security
While on active duty in a combat area or on assignment military
personnel have the Military and Police license for free. Security personnel usually have at least a flashlight and radio to
accompany their gear, and, if they deal with threats on a constant
basis, a firearm. They also have handcuffs, to keep suspects
Housing secured so they do not attack innocents or them. Lesser security
personnel will keep non-lethal weapons such as chemical irritants
Military personnel are usually an exception to housing. Those or tasers.
deployed usually stay in the barracks, or out in the field, while
those on leave would have a home of any size, if they qualify to
live off base. Housing
Housing usually follows more conventional means. Security
Vehicle characters may have small to large apartments, or small to large
houses.
Military personnel would possess a vehicle that cost 475 WP or
less
Vehicle
A security officer would possess a vehicle that cost 350 WP or
Religious less.
Ordained clergymen own traditional garb and text of their
religion, with little else to their name, while scholars and experts Technician
would be equipped just as academics would be.
A technician’s equipment depends on what kind of technician
they are. A chemical engineer would have access to a deluxe
Rural chemistry kit on site, and a small chemical kit at their home. A
mechanical engineer would have access to a deluxe mechanics kit
Farm workers, hunters, and others who make a living in rural on site, and a small mechanics kit at home. An electrical engineer
communities fall under this category. would have access to a deluxe electronics kit on site, and a small
Farm workers favor target and heavy handguns, lever action electronics kit at home. A programmer or computer technician
rifles, and shotguns of various gauges and types. would have a notebook computer. A civil engineer would have
The preference of a hunter depends on what he is hunting. For his sketching and surveying equipment.
small to medium game, a pistol caliber carbine or a .22 caliber
rifle is more than sufficient. For medium to large game, a larger
caliber rifle or a shotgun would be more suited. Housing
Housing usually follows more conventional means. Technicians
Housing may have small to large apartments, or small to large houses.

Housing usually follows more conventional means, but because Vehicle


of the rural nature, tend to favor houses to apartments.
A technician would possess a vehicle that cost 450 WP or less.

Vehicle
Unemployed
A rural character would possess a vehicle that cost 450 WP or
less, specifically with some kind of modification to have it function An unemployed character doesn’t have any other resource
well off road. besides free time, the library computer, and the local want ads.

Housing
Student
Unemployed characters are either barely making ends meet
Students will always have a computer of some type, their text with their current funds, or are currently couch surfing with friends
of study, and a backpack to carry it all around in. in their place of residence.

Housing Vehicle
Students usually either live together in small to large apartments, Unemployed characters don’t have vehicles.
or at home with guardians if they’re not old enough to live by
themselves.
White collar
Vehicle White collar characters would always have access to a computer,
as well as any text that may be relevant to their job, as well as a
Students usually don’t have vehicles for themselves. company car.
303

Housing What is a Sniper?


Housing usually follows more conventional means. White collar A sniper is a highly trained marksman who operates alone,
characters will have a medium to large house, or a small mansion. in a pair, or with a sniper team to maintain close visual contact
with the enemy and engage targets from concealed positions or
Vehicle distances exceeding the detection capabilities of enemy personnel.
These sniper teams operate independently, with little combat asset
In addition to the company car, which is usually a full sized support from their parent units.
luxury vehicle of some type, white collar characters will also have Snipers come in two forms: Military Snipers and Police Snipers.
a vehicle or two that cost 1500 WP or less.
Military Snipers Military snipers are the generators of the
All Occupations definition of sniper. Military snipers are marked with high discipline,
teamwork, and expert knowledge in snipercraft. Marksmanship
Below are listings for equipment that all occupations could
is important, but their job usually entails being out in the field,
reasonably have. These are mostly guidelines and starting points
watching and giving intelligence back to the main base and other
for people to use.
squads, as well as providing overwatch and cover. Snipercraft,
such as stealth, camouflage, movement, tracking and moving
IFAK without being tracked, deep survival, and most importantly,
An IFAK is an individual first aid kit, carried by multitudes of patience, are heavily trained and have strict requirements that
people to have and use in case of emergencies. Below is a must be passed in training before a soldier can be called a sniper.
standard IFAK; many variants exist, but they usually all contain Military snipers are required work with others. A military sniper
these components. often attached to a unit, with a spotter. In addition to their rifle,
they carry any other military equipment that would aid them in
• Waist Pack (Usually red colored, but can be any color. A completing their mission. Most also carry a sidearm.
velcro “First aid” cross is also a common insignia on these
bags) Police Snipers Police snipers are a much newer breed of sniper,
– 2x 3 Bleed hemostats compared to military. Instead of the focus on snipercraft, they
instead focus on intelligence, and high risk engagements. They
– 2x Weak Antiseptic are usually covered by other officers when they are engaging a
– 1x Tourniquet target, which negates the necessity for a lot of aspects that military
– 4x Field Dressing snipers focus on. What they do focus on is marksmanship, and
neutralizing a target in high risk situations. Another aspect that
is unique to police snipers is the fact that they are often patrol
Conceal Carry Setup
officers, who perform all of the duties expected of a patrol officer,
A conceal carry setup is a way for characters to carry weapons in addition their S.W.A.T. and sniper duties when they are called
concealed, either legally when carrying a weapon is socially on.
unacceptable, or illegally when carrying a weapon is legally Police snipers, when on duty, often carry their policing
unacceptable. A conceal carry setup usually contains two equipment, with their S.W.A.T. gear in the trunk of their patrol car.
components; A holster or sheath, and a weapon.
• Belt Holster or Conceal Carry Holster (Usually chosen for Sniper Basics
their ability to be worn with ready access to the weapon, A sniper is no good without tools. The first and foremost
but Shoulder Holsters are also a fairly common sight) important tool in a sniper’s arsenal is his rifle. The rifle is rarely
– A Small or smaller firearm, usually filled with Hollow an off-the-shelf model, instead tuned and customized to that
Point or Semi Jacketed Hollow Point ammunition. (This particular sniper’s requirements and taste. It will have at least a
can be any multitude of firearms, depending on the 3× telescopic sight. It can be bolt action or semi-automatic, with
user’s taste.) semi-automatic becoming more popular. It is also chambered
in a common, high-powered cartridge, such as the 7.62x51mm,
– A spare magazine or speed loader, filled with the same 5.56x45mm, .338 Lapua Magnum, or .300 Winchester Magnum.
kind of ammunition as the firearm. Snipers should also invest in upgrades that increase the range and
• Concealed Sheath accuracy of their rifle, such as the heavy barrel upgrade, match
barrel upgrade, and ergonomic stock upgrade.
– Small or smaller melee weapon, often with the Snipers should also invest in a good sidearm, since the main
Retractable upgrade. firearm is a long distance rife that performs poorly at close ranges.
A good handgun or compact machine pistol makes a proper
sidearm.
Snipers A sniper should place themselves and strive to have a majority
of the engagement area to be within their second range increment,
These rules are instructions and hints involved with playing to maximize their effectiveness.
a sniper, that includes focus and duties, types of snipers and
the applicable gear they should and do use, and the aspects of
snipers in games from both a player and GM standpoint.
304

Playing a Sniper and GMing for a Sniper to indicating challenge level, the BV is also used to determine
the amount of experience characters get for succeeding in those
Playing a sniper is vastly different from any other style of play. encounters.
Snipers should only play their role when there is at least some
time to setup and prepare for the oncoming battle. Instead of
choosing a spot within the battlefield, a sniper will sit off-grid, at
a specified distance from the battlefield, usually at a high vantage
point if possible. For the purpose of ranging shots, a token will be
placed on the corner of the battle map that represents the sniper’s
location, from that distance. Any shots taken by the sniper will be
calculated from that spot, adding the distance the sniper is away
from that point to the total range.
Snipers and spotters are also not a part of the standard Initiative.
Instead of rolling for Initiative, Snipers and their spotters can Determining Encounter Levels
choose to either be placed at the top of the Initiative, or the
bottom, acting either before everyone else, or after everyone has.
Game Masters should be encouraged to give snipers plenty to Determining the level of an encounter involves four steps:
do; spotting, relaying information about enemy location, taking determining the amount of opponents or hazards; calculating
out hard to reach or difficult targets. Sniping and spotting can be the overall Battle Value from those individual BVs; considering
a boring but important job and it’s the job of the GM to make the threat level of the encounter; and considering the encounter
sniping interesting and fun. circumstances.

Setting Prices
Ops & Tactics uses a wealth system called Wealth Points,
where 1 WP is equal to about 20 USD. This makes the setting of
prices very easy. If a character wishes to purchase something Character Enemy
that isn’t in the book, you can set the price for it, based on Wealth Modifier BV Worth
Points. If it falls somewhere in the middle, always round up for Character level 1×Level
the price. If the cost of the item is less than half a single Wealth Character is armed with. . .
Point, then the character can purchase multiples of the object, for A Simple Melee Weapon +1
a single Wealth Point. An Archaic Melee Weapon +2
An Exotic Melee Weapon +4
Salary An Improvised Weapon +2
A Single Shot Firearm +1
Every character has a profession, and that profession provides A Semi-Automatic Firearm1 +2
them with a salary. Every two weeks in game time or when the A Firearm with Burst fire1 +3
GM thinks it’s applicable, the players get to roll their salary. This is 1
A Fully Automatic Firearm +4
added to their total wealth point pool. It is assumed that when the
A Bow or Crossbow +3
characters are not adventuring, they are off doing their respective
A taser or chemical irritant +1
jobs, in the background.
A Ranged Thrown Weapon +2
An Explosive +3
Encounter Goals Character is wearing. . .
Light armor +2
Players receive experience points for overcoming obstacles Medium armor +3
that stand in the way of achieving the goals of the adventure. Feel Heavy armor +4
free, however, to adjust the experience awards depending on how Environments
easily the players achieve an encounter goal. Slightly Hostile Total BV×1.10
Moderately Hostile Total BV×1.25
Severely Hostile Total BV×1.50
Battle Value Extremely Hostile Total BV×2.00
Every encounter is rated with a Battle Value (BV), that indicates
how challenging the encounter is expected to be. In general, an
encounter with a Battle Value around the same as the characters is
moderately challenging; difficult or dangerous enough to make the
characters pay attention, but probably not life threatening if they’re
reasonably careful. A Battle Value of two to three times higher
than the characters is a much more dangerous. On the other 1 These bonuses stack for multiple firing modes for a firearm
hand, minor encounters throughout the adventure might have a
BV of two to three times lower than the characters. In addition Table 282: Encounter Level
305

Hostile Environments
A hostile environment is an environment that does not promote
itself for combat, that can possess anything from distractions to
an actively hostile hazards such as land mines. An example of a
slightly hostile environment would be fighting out on populated
city streets. A moderately hostile environment would be fighting
in a densely populated mall. An example of a severely hostile
environment would be fighting in the middle of a sandstorm. An
example of an extremely hostile environment would be fighting
in the middle of an active warzone.

Calculating XP Gain
There is one form of experience points: party experience. Party
experience is given to all characters who participated in the battle,
and is what they learn from being in combat.
• Party (Total Enemy BV)d2×25xp
Fractional BV is treated as 1 BV, for the purpose of XP gain.
Fractional BV for the combat should be added up, and if the total
amount is less than 1 BV, it should be rounded up to 1 BV.
306

Firearms Manufacturers Barrett Firearms Manufacturing

Below listed is a list of manufacturers of firearms, and the


Barrett Firearms Manufacturing is an American manufacturer
histories behind the company.
of firearms and ammunition. It was founded in 1982 by
Ronnie Barrett for the single purpose of building semi-automatic
rifles chambered for the powerful 12.7×99mm NATO (.50 BMG)
Accu-Tek
ammunition, originally developed for and used in M2 Browning
Accu-Tek firearms are manufactured by Excell Industries, machine guns. Barrett began his work in the early 1980s and the
specializing in small .380 ACP backup handguns. Their firearms first working rifles were available in 1982, hence the designation
are generally low cost—perfect for those on a tight budget. M82. Barrett designed every single part of the weapon personally
and then went on to market the weapon and mass produce it out
of his own pocket. He continued to develop his rifle through the
Accuracy International 1980s, and developed the improved M82A1 rifle by 1986. Their
most recognizable rifles are the Barrett M82 and the M95 anti-
Accuracy International is a specialist British firearms manufac- materiel rifles, firing the .50 BMG round. They also have produced
turer, best known for their Arctic Warfare series of sniper rifles, assault rifles and machine guns.
which are some of the most highly prized precision rifles around.
The Arctic Warfare Super Magnum currently holds the record for
the longest confirmed kill.

American Derringer
American Derringer Corp is a Texas company, reviving the old Benelli Arms
style Remington .41 over under rimfire derringers and putting them
into modern calibers, such as .38 Special and .357 Magnum. The Benelli Arms is an Italian firearm manufacturer founded in 1967,
derringers are highly prized by collectors as each one is crafted located in Urbino, Italy, best known for high quality shotguns
by hand. used by military, law enforcement, and civilians all over the world.
Particularly famous is the Benelli M3 12 gauge, used extensively
by American SWAT teams, and the Benelli M4, used extensively
AMT by various organizations, including the USMC and the U.S. Army.
Arcadia Machine & Tool was a firearms manufacturer from Benelli also manufactures target pistols and shotguns for hunting
Irwindale, California. The company produced several weapons, and competition use, which are considered to be some of the best
often clones of existing firearms. Plagued by quality and reliability shotguns made.
problems, the company went bankrupt and the assets and
trademark were acquired by IAI (Irwindale Arms Incorporated).

ArmaLite
ArmaLite is the name of a small arms engineering facility Pietro Beretta
founded in the early 1950s, and once associated with the Fairchild
Engine and Airplane Corporation. ArmaLite was responsible for
small arm designs that evolved into many of the infantry weapons Beretta is an Italian firearms manufacturer founded in 1526.
in service worldwide today, including the M16 assault rifles and Their firearms are used worldwide for a variety of civilian,
the M4 carbine. The original ArmaLite ceased all operations in the law enforcement, and military purposes. It is also known for
early 1980s, and ArmaLite’s successor, ArmaLite, Inc. is currently manufacturing shooting clothes and accessories. Beretta is the
located in Geneseo, Illinois. The company changed many hands, oldest active firearms manufacturer in the world. Beretta is known
before landing in the hands of a former U.S. Army Ordnance for its broad range of firearms: side-by-side shotguns, over-and-
officer, who now manufacturers a number of AR-15 and AR-10 under shotguns, hunting rifles, assault rifles, sub-machine guns,
based rifles, as well as a .50 caliber anti-materiel rifle. lever and bolt action rifles, single and double action revolvers and
semi-automatic pistols. The model Beretta 92FS was the primary
sidearm of the United States Army, Marine Corps, Air Force, the
Astra United States Border Patrol and the United States Immigration and
Naturalization Services, designated the M9 pistol, and was the
Astra was a Spanish weapons manufacturer founded on July 17, former sidearm of various large police departments, including
1908 under the name of Esperanza y Unceta by Juan Esperanza the Los Angeles Police Department and the Los Angeles Sheriff’s
and Pedro Unceta. First located in the city of Eibar, the stronghold Department, as well as fictional organizations, such as the Raccoon
of the Basque arms industry, the company moved in 1913 to City Police Department. Other famous models include their newer
Guernica. They produced various copies of more famous guns, line of handguns, the Px4 series, its carbine counterpart, the
such as the Mauser Broomhandle and the Browning Vest pocket Cx4, and the machine pistol variant of the 92FS, the 93R. Beretta
pistol. currently owns Benelli Firearms as well as their subsidiary Stoeger.
307

Bersa released its first production weapon in 1985. Calico was sold in
1990 but remained in Bakersfield. The company was sold again
Bersa is an Argentine arms manufacturer located in the city
in 1991 to the original concept designer, and in 1998 operations
of Ramos Mejia in Argentina. The company is well known
were moved to Sparks, Nevada, where replacement parts for
among firearm enthusiasts for producing high quality guns at
existing weapons were produced. In 2006, Calico was sold once
very reasonable prices and it spends very little money on
again, and moved to Hillsboro, Oregon, where full production of
advertisement. While strong and well built, nicely engineered,
firearms resumed. Calico implemented a CNC machining process
accurate, visually appealing and very reliable, Bersa handguns
and upgraded materials used in manufacture. Additionally, there
are not on par with the most prestigious brands (such as SIG or
were minor redesigns of some production models to increase
Beretta) when it comes to finishing. However, firearms made by
durability and reliability. Calico produces a line of pistols and
such companies can cost twice as much or more compared to
pistol-caliber carbines which feature a top-mounted, helical-feed,
a Bersa pistol in the same caliber and with similar features. The
high-capacity (50 or 100 round) magazine that ejects spent shells
Argentine company is often influenced by the German firearms
from a port in the bottom.
manufacturer Walther in the design of its handguns; the Thunder
22, 32 and 380 are basically clones of the famous Walther PP
and PPK, while the Thunder 9 and 40 are somewhat similar in Charter Arms
appearance and some mechanical aspects to the Walther P88.
Charter Arms Co. is an American manufacturer of revolvers that
are relatively inexpensive yet serviceable handguns. The original
Bond Arms Charter Arms produced revolvers chambered in calibers .22 Long
Bond Arms Inc. is a firearms manufacturer located in Granbury, Rifle, .22 Winchester Magnum, .32 Long, .32 H&R Magnum, .327
Texas. Bond Arms was founded by longtime tool and die maker, Federal Magnum, .357 Magnum, .38 Special and .44 Special. The
Greg Bond. The company became incorporated as Bond Arms in most famous revolvers manufactured by Charter Arms are the
1995 and was licensed by the BATFE as a firearms manufacturer .44 Special Bulldog and .38 Special Bulldog Pug.
and dealer. Bond Arms is the largest manufacturer of derringers
in the firearms industry, popular for having two-shot derringers
in calibers from .22 Long Rifle and .25 ACP up to .410 Bore and Cobray
.45 Long Colt. The Cobray Company was a manufacturer of sub-machine
guns and semi-automatic carbines, handguns and shotguns as
Browning Arms Company well as non-lethal 37 mm launchers. They produced a copy of
the Armsel Striker 12, the MAC-10, and MAC-11, in both full and
Browning Arms Company is a maker of firearms, bows and semi-automatic only firing modes.
fishing gear. Founded in Utah in 1927, it offers a wide variety of
firearms, including shotguns, rifles, pistols, and rimfire firearms
and sport bows, as well as fishing rods and reels. Colt
The company was founded to market the sporting designs of
John Browning, one of the world’s most prolific firearms inventors. Colt’s Manufacturing Company is a US firearms manufacturer,
Nearly all of John Browning’s designs have been manufactured by whose first predecessor corporation was founded in 1836 by
other companies, including Winchester, Colt, Remington, Fabrique Samuel Colt. Colt is best known for the engineering, production,
Nationale de Herstal of Belgium, and Miroku. Browning is currently and marketing of firearms over the later half of the 19th and the
a fully owned subsidiary of Fabrique Nationale de Herstal (FN). 20th century. Colt’s earliest designs played a major role in the
Browning Arms Company is best known for the Browning BPS popularization of the revolver and the shift away from earlier
shotgun, the A-Bolt rifle, X-Bolt rifle, the Auto-5 semi-automatic single-shot pistols. While Sam Colt did not invent the revolver
shotgun, the BAR semi-automatic rifle, and the Hi-Power 9mm concept, his designs resulted in the first very successful ones.
pistol. Browning also manufactures a set of trap shotguns in the The most famous Colt products include the Walker Colt, Single
Cynergy series. Action Army or Peacemaker, and the Colt Python. John Browning
worked for Colt for a time, and came up with a design for a
semiautomatic pistol, which debuted as the Colt M1900 pistol and
Bushmaster Firearms eventually evolved into the Colt M1911 pistol. Though they did not
Bushmaster Firearms International is a manufacturer and develop it, for a long time Colt was primarily responsible for all
distributor of guns which is based in Madison, North Carolina in M16 rifle production, as well as of many derivative firearms. The
the United States. Bushmaster’s product line revolves around semi- most successful and famous of these are numerous M16 carbines,
automatic pistol and rifle variants of the AR-15 design. Bushmaster including the Colt Commando family and the M4.
is currently the best-selling brand for AR type firearms in the
United States. Bushmaster is part of the Freedom Group, owned CZ
by Cerberus Capital Management.
CZUB (Ceská zbrojovka Uherský Brod) was established in 1936
as a branch of the Ceská zbrojovka armament firm in the small
Calico
Moravian town of Uherský Brod in Czechoslovakia, now in the
Calico Light Weapons Inc. is a privately held firearms Czech Republic. They manufacture a wide line of handguns and
manufacturing company based in Cornelius, Oregon. The machine pistols, the most popular being the Cz 75 9mm pistol, as
company was established in 1982 in Bakersfield, California, and well as a number of surplus handguns, such as the CZ-82 pistol.
308

Daewoo HK has a history of innovation in firearms, such as the use of


polymers in weapon designs and the use of an integral rail for
S&T Daewoo (formerly Daewoo Precision Industries) is a South flashlights on handguns. HK also developed modern polygonal
Korean firearms and auto parts manufacturer founded in 1981. Its rifling, noted for its high accuracy, increased muzzle velocity, and
firearms equip most frontline units of the Republic of Korea Armed barrel life. Not all of its technologically ambitious designs have
Forces. They produce licensed copies of the M1911 handgun, the translated into commercially successful products (for instance,
USAS-12 automatic shotgun, and the K1, 2, and 3 series of rifles. the advanced but now abandoned G11 assault rifle, which fired
caseless high-velocity ammunition). HK produces a whole range
FN of small arms, from pistols to grenade launchers and machine
guns. In its extensive product range, HK has used most of the
Fabrique Nationale d’Herstal—self identified as FN Herstal and operating systems for small arms: blowback operation, short-
often referred to as Fabrique Nationale or simply FN—is a firearms recoil, roller-delayed blowback, gas-delayed blowback, and gas
manufacturer located in Herstal, Belgium. FN is a subsidiary operation.
of the Belgian Herstal Group, which also owns U.S. Repeating
Arms Company (Winchester) and Browning Arms Company. FN
Herstal is the parent company of two United States entities:
FN Manufacturing and FNH USA. FN Manufacturing, located in
Columbia, South Carolina, is the manufacturing branch of FN Hämmerli
Herstal in the United States, producing firearms such as the M249
and M240 machine guns and M16 rifle, among others. FNH USA, Hämmerli is a Swiss manufacturer of firearms aimed mostly at
located in McLean, Virginia, is the sales and marketing branch sport shooting. Their firearms are praised for their accuracy and
of FN Herstal in the United States. Firearms designed and/or ergonomics, but these come at a high price.
manufactured by FN include the Browning Hi-Power, Five-seveN,
FAL, FNC, F2000, P90, M2 Browning, MAG, and Minimi. FN Herstal’s
firearms are used by the armed forces of over 100 countries.
Henry Repeating Arms
Franchi
Henry Repeating Arms is a firearms manufacturing company
Luigi Franchi S.p.A. is an Italian manufacturer of firearms, most that leads in the manufacture of lever action firearms. Henry
notably various shotguns. Notable Franchi products include the Repeating Arms takes its name from Benjamin Tyler Henry, the
military SPAS-12 and SPAS-15 and the sporting-type long-recoil inventor who patented the first repeating rifle in 1860. The
action AL-48. Franchi are renowned for their semi-automatic company also produces bolt action and pump-action rimfire
shotguns and are a division of Benelli. Franchi remained a family rifles as well as a new generation of the AR-7 takedown rifle,
business since its founding until 1987, when it was acquired by now known as the Henry US Survival rifle, which was originally
the industrial conglomerate Socimi, based in Milan; with the designed for the United States Air Force. The Henry Golden Boy
bankruptcy of Socimi in 1993, Franchi was acquired by the Beretta is the company’s signature model, featuring a Brasslight receiver
Holdings which is the current owner. and octagonal barrel. A larger caliber centerfire version is known
as the Henry Big Boy.
Glock
Glock Ges.m.b.H. (trademarked as GLOCK) is a weapons
manufacturer headquartered in Deutsch-Wagram, Austria, named
after its founder, Gaston Glock. While the company is best known Hi-Point
for its line of striker-fired polymer-framed pistols, it also produces
field knives, entrenching tools, and apparel. Hi-Point Firearms is a firearms manufacturer based in Mansfield,
Glock handguns are used by armed forces and law enforcement Ohio. They manufacture low-cost pistols and carbines, in 9x19mm,
organizations worldwide, including a majority of US law .380 ACP, .40 S&W and .45 ACP. The semi-automatic pistols are
enforcement agencies. Glock handguns are also very popular polymer-framed and generally regarded as simple, inexpensive
with civilians for personal protection and practical shooting, and handguns, which trade-off aesthetics for lower manufacturing
the company sponsors a competitive shooting team which travels cost, and ruggedness.
worldwide. Glock produces more than two dozen models of
handguns in seven different calibers.

HK Israel Military Industries

Heckler & Koch (HK) is a German defense manufacturing Israel Military Industries Ltd. (IMI) is an Israeli weapons
company that produces various small arms. Some of their manufacturer. It manufactures firearms, ammunition and military
products include the SA80, MP5, G3, G36, HK 416, MP7, the technology mainly for Israeli security forces (especially the IDF),
USP series of handguns, and the high-precision PSG1. All firearms although its small arms are very popular throughout the world.
made by HK are named by a prefix and the official designation, Popular firearms include the world famous Desert Eagle family of
with suffixes used for variants. handguns, Uzi, Negev LMG, and the Galil and Tavor assault rifles.
309

Intratec Kahr K9 is a popular backup weapon with the New York City
police officers, even to this day. Popular firearms include the
Intratec was a firearms company based in Miami, Florida. The
aforementioned Kahr K9 and K40, as well as their various polymer
company’s most famous product was the TEC-9. Intratec began as
versions of their handguns, the PM Series.
Interdynamic USA, an offshoot of Swedish firearms manufacturer
Interdynamic AB. Due to the lack of firearm market in Sweden,
Interdynamic AB set up a subsidiary in the United States to sell the
KG-9. This company eventually became Intratec and continued to Kel-Tec
sell variants of the KG-9 which was renamed to TEC-9. It went out
of business in 2001 under pressure of lawsuits and the anti-gun Kel-Tec is a US manufacturer of firearms based in Cocoa, Florida,
movement. the company has manufactures semi-automatic pistols, rifles and
shotguns, touted as the third largest manufacturer of handguns
in all of the United States. Notable firearms include the P-11, the
Ithaca Gun Company Sub-2000, and the SU-16 Series of rifles, as well as the PLR-16, a
The Ithaca Gun Company is a firearms manufacturer of rifles long range rifle based on the SU 16, and the PMR30 handgun, the
and shotguns based in Ithaca, New York. Ithaca became famous RFB rifle and the KSG Shotgun.
for building firearms based on expired Remington patents, as well
as their model of the M1911 .45 ACP handgun and M3 grease gun
for the US during World War II. Its 12 gauge shotguns were the
Korth
standard and are still in use today by some departments. Popular
firearms include the various versions of the Ithaca 37 pump action Korth is a manufacturer of high end revolvers, and autoloading
shotgun and the M3 Grease Gun. handguns, made by renowned German gunmaker Willie Korth.
These handguns are very limited and are high end, custom, usually
IZHMASH one of a kind pieces of work.

The Izhevsk Machine building Plant is a Russian weapons


manufacturer based in Izhevsk, founded in 1807 at the decree of
Tsar Alexander I, and is now one of the largest corporations in its Marlin Firearms
field. It manufactures the famous Kalashnikov series of assault
rifle, along with a host of other Russian arms, including medium Marlin Firearms Co. formerly of North Haven, Connecticut, was
cannons, missiles, and guided shell. They have manufactured a manufacturer of high power, center fire, lever action, and .22
such iconic arms as the Mosin-Nagant, SKS-45, SVT-40, the Saiga caliber rimfire rifles. In the past, the company made shotguns,
series of rifles and shotguns, and the entire series of AK rifles, derringers and revolvers. Marlin owned the firearm manufacturer
including the AK-47, AKM, AK-101, AK-103, and AK-12. H & R Firearms, and was owned by Remington Arms, part of the
Freedom Group.
Marlin Firearms was issued a patent for their specialty
IZHMEKH MicroGroove rifling, which has multiple, small rifling grooves
The Izhevsk Mechanical Plant is a major russian firearms instead of the standard ballard or cut rifling. This has lead to their
manufacturer founded in Izhevsk in 1942 for manufacturing small increased accuracy with factory ammunition, but on the downside,
arms. After the end of World War II it continued producing firearms, makes them less accurate with handloaded ammunition, because
both for military and hunting applications, and later high-tech of the bullet diameter. Popular firearms include the Marlin Model
weapons and civilian machinery. Notable and popular firearms 20 bolt action rifle, the Marlin 1879 and the Marlin Model 336
include the “Baikal” shotguns and the Makarov pistol. lever action rifles.

Jimenez Arms, Bryco Arms, Jennings Firearms


O.F. Mossberg & Sons
Jimenez Arms, also known as “J.A.”, is an American firearms
manufacturer based in Henderson, Nevada. The company was O.F. Mossberg & Sons (commonly known as Mossberg) is an
started in August 2004 using the molds and machinery from American firearms manufacturer, specializing in shotguns, rifles,
bankrupt Bryco Arms and currently makes five models of firearm, scopes and firearm accessories. From the 1940s through the 1960s,
the J.A.-NINE a, J.A.-380, J.A.-22, J.A.-32 ,and the J.A.-25, which it also produced a line of .22 caliber target and sporting rifles.
are all low cost, affordable firearms. Mossberg also soon produced gun racks, golf clubs, campers and
sailboats, while maintaining the core sporting firearms business.
The company has remained a family-owned business to this day,
Kahr Arms
and is the oldest family-owned firearms manufacturer in America.
Kahr Arms is an American small arms manufacturer specializing Popular firearms include their flagship products, the Mossberg
in compact and mid-size semi-automatic pistols chambered for 500 and 590 pump action shotguns, the both being used currently
popular cartridges, including .380 ACP, 9x19mm, .40 S&W, and .45 by the U.S. Marine Corp and the U.S. Army, and the Mossberg
ACP. Kahr pistols feature polymer or stainless steel frames, single- 930 semi-auto shotgun.
stack magazines, and double-action-only striker firing actions. Mossberg also owns a subsidiary called Maverick Arms, aimed
Company headquarters is in Blauvelt, New York and the Kahr at a selling fordable, budget-level shotguns, the most popular of
manufacturing facility is located in Worcester, Massachusetts. The these being the Maverick 88 pump action shotgun.
310

Norinco quality components for small arms in addition to heavy weapon


production.
Norinco (China North Industries Corporation) is a multi-market Popular weapons include the MG3 machine gun and the 120mm
manufacturer, based in Beijing, China. Norinco manufactures M1 Abrams main gun.
vehicles (trucks, cars, and motorcycles), machinery, optical-
electronic products, oil field equipment, chemicals, light industrial
products, explosives and blast materials, civil and military firearms Royal Small Arms Factory Enfield
and ammunition, known for producing copies of popular firearms.
Popular firearms include their copies of the 1911A1, Sig P226 and The Royal Small Arms Factory (RSAF) was a UK government-
P220, AK-47 and AKM, M14, Cz75, as well as their own production owned rifle factory in the London Borough of Enfield in an area
firearms, the QBZ series of assault rifles, made for the People’s generally known as the Lea Valley. The factory produced British
Liberation Army. military rifles, muskets, and swords from 1816. It closed in 1988,
but some of its work was transferred to other sites. Popular and
famous firearms include the FAL battle rifle, L85 assault rifle, Sten
North American Arms sub-machine gun, and the Lee-Enfield bolt action rifle.
North American Arms is a US company, headquartered in Provo,
Utah, that manufactures small pistols and mini-revolvers. They Sturm, Ruger & Co., Inc.
specialize in pocket pistols that are barely three to four inches in
length. Popular firearms include the NAA mini revolver, and the Sturm, Ruger & Company was founded by William B. Ruger and
NAA Guardian. Alexander McCormick Sturm in 1949 in a small rented machine
shop in Southport, Connecticut. Just prior to their partnership, Bill
Ruger had successfully duplicated two Baby Nambu pistols in his
Para-Ordnance garage, from a captured Nambu that he acquired from a returning
Para-Ordnance is a Canadian firearms manufacturer founded US Marine, at the close of World War II. When it came to designing
in Toronto in 1985 by two childhood friends. Para-Ordnance has a their first auto pistol, Ruger decided to incorporate the looks of
factory in Scarborough, Ontario, Canada. The company originally the German 9mm Luger and the American Colt Woodsman into
started out manufacturing sub-machine gun paintball guns, but their first commercially produced .22 caliber pistol, which became
soon transitioned to the manufacturing of handguns. so successful that it launched the entire company.
Para-Ordnance is the originator of the high magazine capacity Ruger has been under fire with the firearms community for
M1911-style pistol. Para-Ordnance offers a wide range of products his personal beliefs when it came to firearms, stating that “No
for the law enforcement, military, and civilian markets. The honest man needs more than ten rounds” and would not sell high
company has created a true double-stack 1911 pistol, in addition capacity magazines to civilians. Despite this, Ruger firearms are
to single- and double-stack pistols in .45 ACP, .40 S&W, 9mm, still some of the most prized firearms to this day. Popular firearms
and .38 super calibers. Para pistols have found a variety of uses, include the Ruger Mark II and III, SP101, 10/22, and the famous
including competition, law enforcement, concealed carry, and Mini-14.
general target shooting. Popular firearms include the P14-45, the
P18-9, and the P16-40 handguns.
Smith & Wesson
Smith & Wesson a manufacturer of handguns and rifles in
Remington Arms the United States. The corporate headquarters is in Springfield,
Remington Arms Company, Inc. was founded in 1816 by Massachusetts. Founded in 1852, Smith & Wesson’s pistols and
Eliphalet Remington in Ilion, New York, as E. Remington and revolvers have become standard issue to police and armed forces
Sons. It is the oldest company in the United States which still throughout the world. They are also used by sport shooters and
makes its original product, and is the oldest continuously operating have been featured in numerous Hollywood movies. Smith &
manufacturer in North America. It is the only U.S. company which Wesson has been known for the many types of ammunition it
produces both firearms and ammunition domestically, and is the has introduced over the years, and many cartridges bear the
largest U.S. producer of shotguns and rifles. company’s name.
Remington has produced a number of iconic firearms, such Popular firearms are numerous, including the Model 10, Model
as the Model 870 series of pump action shotguns, popular with 36, the Sigma and M&P, as well as the first, second, and third
various law enforcement agencies, the Model 700 bolt action rifle, series of autoloading S&W handguns, such as the 59, 669, and
the basis for the M24 SWS, used by the United States Army as their the 5906.
standard sniper rifle, and the Model 1100 series of Semi-automatic
Shotguns.
SIG Sauer

Rheinmetall AG SIG Sauer GmbH is the German representative of Switzerland-


based manufacturing firm Swiss Arms AG, which was spun off from
Rheinmetall AG is a German automotive and defense company Schweizerische Industrie Gesellschaft (SIG) in 2000. SIG Sauer Inc.
with factories in Düsseldorf, Kassel and Unterlüß. The company was established in 1985 with the name Sigarms to import and
has a long tradition of making guns and artillery pieces. The distribute SIG firearms into the United States, although it now also
company is also involved in a variety of advanced metal-working has some manufacturing capabilities. Since 2000 it has been a
and milling technologies, allowing it to provide special high- separate entity.
311

Springfield Armory, Inc. Firearm Functionality


Springfield Armory, Inc. is a firearms manufacturer and
importer based in Geneseo, Illinois, founded in 1974. It is one of Firearm Basics
the largest firearms marketers of imported firearms in the United
States. They import the HS2000, which they market as the XD Different types of firearms accept ammunition in different ways.
series of handguns, and produce semi-automatic copies of the M14 The box magazine is the most common method for loading
rifle, named the M1A, as well as copies of the M1911A1 handgun, modern firearms. The box magazine is essentially a detachable
in various calibers. box that holds a number of ammunition cartridges. The magazine
is inserted into a well on the weapon to load it. When the weapon
is fired, it takes a cartridge from the magazine and sends the
Stoeger Industries bullet down range. After firing, the action is cycled to load the
next cartridge. In automatic weapons, this occurs mechanically
Stoeger Industries is a manufacturer and importer of firearms as part of the firing cycle. When the magazine is empty, it is
into the United States, specializing in shotguns. Stoeger Industries’ removed and replaced with a loaded one. Secondly, there are
headquarters are in Accokeek, Maryland, United States. Stoeger revolvers. Instead of getting ammunition from a box magazine, a
is a wholly owned subsidiary of Benelli, which in turn is owned revolver has a rotating cylinder that holds the ready ammunition.
by Italian firearms manufacturer Beretta. Popular firearms include As the weapon is fired, the chamber revolves to advance the
the Stoeger Cougar, a licensed copy of the Beretta 8000, and the next cartridge to the firing position. Thirdly, there are belt fed
M2000, a semi-automatic shotgun. weapons, which fire ammunition from interlinked belts. As the
weapon is fired, the old belt link is moved to the side, and the
link with the new ammunition comes forward. Finally, there is the
Steyr Mannlicher internal magazine, holding ammunition in a non-detachable part
of the weapon. Internal magazines include tubular magazines,
Steyr Mannlicher is a firearms manufacturer based in the city which consists of a metal tube running along the barrel, usually
of Steyr, Austria. Originally a part of the Steyr-Daimler-Puch underneath it, that holds the ready ammunition. As each bullet or
manufacturing conglomerate, it became independent when the shell is fired, a spring pushes the next cartridge in the tube back
conglomerate was broken in 1990. to be fed into the firing chamber. There are also blind magazines.
Steyr has produced the AUG for the Austrian army, and is quite Blind magazines are similar to a box magazines, except that they
famous for its short overall size while still having a full length are built into the weapon and are not removed. Instead, the action
barrel. is opened and cartridges are inserted directly into it. Tubular
magazines are most common in shotguns, and blind magazines
are used on some precision-target rifles or sniper rifles. After the
Taurus weapon is loaded with ammunition, it must be cocked. This means
that the bolt or hammer is drawn back into position and the first
Forjas Taurus is a manufacturing conglomerate based in cartridge is loaded from the magazine into the firing chamber.
Porto Alegre, Brazil. Beginning as a tool and die manufacturer, The weapon is then ready to be fired.
the company now consists of divisions focusing on firearms, Once the gun is loaded, the shooter pulls the trigger to fire
metals manufacturing, plastics, body armor, helmets, and civil it. Pulling the trigger sets the firing cycle in motion. The trigger
construction. mechanism moves an internal arm or lever, called the sear, which
Taurus produces a number of variants on popular manufactur- releases the weapon’s hammer or firing pin. The hammer springs
ers, including Beretta, Colt, and Smith and Wesson. They are forward, striking the back of the cartridge where the primer is
known in the firearms industry for pushing the envelope on located. The impact detonates the primer, which in turn ignites
designs, producing a 5 shot revolver that fires .410 bore shotgun the propellant and fires the projectile. With single shot weapons,
shells, and the first revolver with a polymer frame, as well as that is all that happens. The user must then manually cycle the
various revolvers chambered for rounds traditionally thought of action, which accomplishes three things. First, the empty cartridge
as autoloader rounds, such as 9x19mm, .40 S&W, .45 ACP, and case is extracted and ejected from the weapon. Then, the next
even some rifle rounds, such as the .30 Carbine. cartridge in the magazine feeds into the firing chamber, or the
Popular firearms include their variant on the 1911, the PT92, user reloads the firearm by hand. Finally, the bolt closes on the
a Beretta 92F copy with a frame mounted safety, and the 24/7 chamber, which seals it, cocks the firing pin back, and readies the
series of handguns, as well as their revolver that fires both .410 weapon for firing again. Double shot weapons can be fired twice,
bore shotgun shells and .45 Long Colt rounds, the Taurus Judge. one for each barrel, before this must take place. On auto-loading
weapons (those that operate semi-automatically or automatically),
this process of cycling is carried out by the mechanical action
Walther Arms of the weapon. The action cycles by itself, driven either by the
recoil force or the pressure from the propellant gases. For semi-
Carl Walther GmbH Sportwaffen or Walther is a German arms automatics, the user simply pulls the trigger again to fire another
manufacturer. Walther has made major breakthroughs in the shot and repeat the cycle, until the magazine is emptied and the
development of pistols. weapon must be reloaded. On automatic designs, the action will
Popular firearms include the PPK and the P99—both pistols continue to cycle and fire as long as the trigger is held down or
carried by the fictional character James Bond—and the P38, the until the weapon runs out of ammunition. Select-fire weapons
standard-issue sidearm of the German military in World War II. are those capable of firing in either semi-automatic or automatic
312

mode, as desired. Bolt, Pump, and Lever action weapons require a revolver can be as little as 3 rounds, and as many as 10, but 5
the user to work the action themselves, to remove the used casing, and 6 round cylinders are the most common. Revolvers predated
and chamber a new round into the barrel, to be fired again. Single semi-automatic pistols, praised in their time for their ability to fire
Action firearms require the hammer to be pulled back manually, multiple shots without reloading, nor resorting to having multiple
which prepares for the next shot to be fired. barrels to do as such. Revolvers provide an advantage in the
Any firearm that uses a box magazine, or any lever action or fact that a misfiring cartridge does not put a gunfighter out of
pump action weapon can carry an extra cartridge in the chamber. commission; only a trigger pull is needed to advance to the next
To put a cartridge in the chamber, the weapon is loaded as normal. round. Revolvers are also generally less complicated on an end
(Chambering a round is part of the normal loading process.) user level, being easier to maintain and operate, but much harder
Then the magazine is removed, an extra bullet or shell is added to repair. Revolvers, however, usually have low capacities, when
(to replace the one that was chambered), and the magazine is compared to autoloading pistols (the highest capacity revolver at
reinserted. This process takes 12 Combat Points. For lever action 10 rounds, is only the mid-level for an autoloading pistol), and
and pump action weapons, the weapon is loaded as normal. nearly all models are unable to effectively use suppressors.
(Chambering a round is part of the normal loading process). Then Revolvers themselves fall into various categories based on
an extra bullet or shell is added (to replace the one that was how they are cocked, and how they are loaded.
chambered), this process takes 4 Combat Points.
Generally, the closer a target is to the shooter, the easier it is
to score a hit. The farther away a target is, the smaller it appears Single Action, Double Action, and Double Action Only
and the more difficult it is to hit. To counteract this difficulty, the With a single action revolver (SA), the hammer is manually cocked,
use of telescopic scopes has become popular. A telescopic scope usually with the thumb of the firing or supporting hand. This action
gives the shooter a magnified view of a distant target, facilitating advances the cylinder to the next round and locks the cylinder in
aim. It also uses a targeting reticule or cross hair to identify the place with the chamber aligned with the barrel. The trigger, when
bullet’s point of impact. When a scope is fitted to a rifle, it must be pulled, releases the hammer, which fires the round in the chamber.
zeroed, meaning that it must be adjusted so that the cross hairs To fire again, the hammer must be manually cocked again. This is
accurately show the actual impact point at a given range. This called “single action” because the trigger only performs a single
process requires the Personal Weapons Proficiency feat, and 5 action, of releasing the hammer. Because only a single action is
bullets or shells, as well as somewhere to test fire the weapon. performed and trigger pull is lightened, firing a revolver in this way
allows most shooters to achieve greater accuracy. Additionally,
the need to cock the hammer manually acts as a safety. The
Handguns Colt Paterson Revolver, the Walker Colt, the Colt Dragoon and the
A handgun is a firearm designed to have the potential to be Colt Single Action Army pistol of the American Frontier era are
held and operated by one hand, although not necessarily used all good examples of this system. A single action revolver can
that way. This characteristic differentiates handguns as a general be used to perform fanning attacks, where the supporting hand
class of firearms from long guns such as rifles and shotguns rapidly cocks the hammer back and the primary hand simply
(which are usually mounted against the shoulder). Major handgun holds the trigger down, allowing for a volley of lead at a cost of
subtypes are the revolver and pistol, and are split into various accuracy.
subtypes based on size and use. With a double action (DA) revolver, the stroke of the trigger
There are handguns that are available to suit nearly any pull generates three actions: the hammer is pulled back to the
budget. Low-cost models featuring simple operating systems, cocked position, the cylinder begins to be indexed to the next
crude manufacturing, and low-quality materials are widely round, and then the hammer is released to strike the firing pin.
produced, while more reliable and sophisticated service weapons Thus double action means that a cocking action separate from
that are suitable for more active use form the middle of the the trigger pull is unnecessary; and every trigger pull will result in
market. At the high end are advanced custom pistols, produced a complete cycle. This allows uncocked carry while also allowing
for Olympic-class target shooting, exclusive private collections, or draw-and-fire using only the trigger. A longer and harder trigger
specialized forces, such as SWAT. stroke is the trade-off, but this drawback can also be viewed as a
Handguns differ from long guns in the fact that they are safety feature, as the gun is safer against accidental discharges
generally regarded as more personal weapons: The style, model, from being dropped.
and even caliber, can tell quite a lot about a character, and they Most double-action revolvers may be fired in two ways. The
are generally selected by hand, rather than issued. Handgun first way is single-action, exactly the same as a single-action
selection generally mirrors personal preference out in combat, revolver; the hammer is cocked with the thumb, which indexes the
more so than long guns as a handgun is generally always worn, cylinder, and when the trigger is pulled, the hammer is tripped.
and only drawn when needed. They are also easier to conceal The second way is double action.
than a long gun, allowing for a seemingly unarmed appearance Certain revolvers, called double action only (DAO), lack the
when worn with the correct holster and clothing. A handgun latch that enables the hammer to be locked to the rear, and thus
should always be chosen carefully, the character’s personality, can only be fired in the double action mode. With no way to
backstory, and preference should definitely have some sway and lock the hammer back, DAO designs tend to have bobbed or
appearance in their choice. spurless hammers, and may even have the hammer completely
covered by the revolver’s frame. These are generally intended for
concealed carrying, where a hammer spur could snag when the
Revolvers
revolver is drawn. The potential reduction in accuracy in aimed
A revolver is a repeating firearm that has a cylinder containing fire or the ability to perform a fanning attack is offset by the
multiple chambers and at least one barrel for firing. Capacity for increased capability for concealment.
313

Front Loading Revolvers The first revolvers were front this act also operates an extractor that pushes the cartridges in
loading, and were a bit like muskets in that the powder and the chambers back far enough that they will fall free, or can be
bullet were loaded separately. These were caplocks or “cap and removed easily. Fresh rounds are then inserted into the cylinder.
ball” revolvers, because the percussion cap method of priming The barrel and cylinder are then rotated back and locked in place,
was the first to be compact enough to make a practical revolver and the revolver is ready to fire.
feasible. When loading, each chamber in the cylinder was rotated Top break revolvers can be loaded more rapidly than fixed-
out of line with the barrel, and charged from the front with loose frame revolvers, especially with the aid of speedloaders. However,
powder and an oversized bullet. Next, the chamber was aligned this design is much weaker and cannot handle high pressure
with the ramming lever underneath the barrel. Pulling the lever rounds. While this design is mostly obsolete today, supplanted
would drive a rammer into the chamber, which sealed it and held by the stronger yet equally convenient swing out design,
the ball and powder securely in place. Finally, the user would manufacturers have begun making reproductions of late 19th
place percussion caps on the nipples on the rear face of the century designs for use in cowboy action shooting.
cylinder.
After each shot, a user was advised to raise his revolver
Swing Out Cylinder Revolvers The last and most modern
vertically while cocking back the hammer so as to allow the
method of loading and unloading is the swing out cylinder. The
fragments of the spent percussion cap to fall out safely. Otherwise,
cylinder is mounted on a pivot that is coaxial with the chambers,
the fragments could fall into the revolver’s mechanism and jam it.
and the cylinder swings out and down (to the left in most cases).
Caplock revolvers were also vulnerable to “chain fires”, wherein
An extractor is fitted, operated by a rod projecting from the front
hot gas from a shot ignited the powder in the other chambers.
of the cylinder assembly. When pressed, it will push all fired
This could be prevented by sealing the chambers with cotton, wax,
rounds free simultaneously (as in top break models, the travel is
or grease.
designed to not completely extract longer, unfired rounds). The
Loading a cylinder in this manner was a slow and awkward
cylinder may then be loaded, singly or again with a speedloader,
process and generally could not be done in the midst of battle.
closed, and latched in place.
Some soldiers solved this by carrying multiple revolvers in the
The pivoting part that supports the cylinder is called the crane; it
field. Another solution was to use a revolver with a detachable
is the weak point of swing out cylinder designs. Using the method
cylinder design. These revolvers allowed the shooter to quickly
often portrayed in movies and television of flipping the cylinder
remove a cylinder and replace it with a full one, much like how
open and closed with a flick of the wrist can in fact cause the
modern pistols use magazines.
crane to bend over time, throwing the cylinder out of alignment
with the barrel. Lack of alignment between chamber and barrel
Fixed Cylinder Revolvers In many of the first generation of is a dangerous condition, as it can impede the bullet’s transition
cartridge revolvers (especially those that were converted after from chamber to barrel. This gives rise to higher pressures in the
manufacture), the pin on which the cylinder revolved was removed, chamber, bullet damage, and the potential for an explosion if the
and the cylinder taken from the gun for loading. Later models bullet becomes stuck.
used a loading gate at the rear of the cylinder that allowed one The shock of firing can also put a great deal of stress on the
cartridge at a time to be accessed for loading, while a rod under crane, as in most designs the cylinder is only held closed at one
the barrel could be pressed backwards to extract the fired case. point, the rear of the cylinder. Stronger designs use a lock in the
Most revolvers using this method of loading are single action crane as well as the lock at the rear of the cylinder. This latch
revolvers. The removable-cylinder design is employed in some provides a more secure bond between cylinder and frame, and
modern “micro-revolvers” (usually in .22 caliber), in order to allows the use of larger, more powerful cartridges. Swing out
simplify their design. These weapons are small enough to fit in cylinders are rather strong, but not as strong as fixed cylinders,
the palm of the hand. and great care must be taken with the cylinder when loading, so
The loading gate on the original Colt designs (and on nearly as not to damage the crane.
all single action revolvers since, such as the famous Colt Single
Action Army) is on the right side, which was done to facilitate
loading while on horseback; with the revolver held in the left hand, Single Shot and Semi-Automatic Pistols
the cartridges can easily be ejected and loaded with the right. A single shot pistol is a type of handgun which uses a single
Since the cylinder in these revolvers is firmly attached at the chamber and barrel, where the shot or cartridge is loaded in
front and rear of the frame, and since the frame is typically and then fired. A single shot pistol must be reloaded after every
full thickness all the way around, fixed cylinder revolvers are shot. Single shot handguns have generally fallen out of favor
inherently strong designs. Because of this, many modern large for revolvers and semi-automatic handguns because of their
caliber hunting revolvers tend to be based on the fixed cylinder increased capacity and ease of loading, but still hold some value
design. Fixed cylinder revolvers can fire the strongest and most as last ditch and backup weapons. A semi-automatic pistol is a
powerful cartridges, but at the price of being the slowest to load type of handgun which uses a single chamber and barrel, with a
and cannot use speedloaders for loading, as one chamber is mechanism powered by the previous shot to load a fresh cartridge
exposed at a time to the loading gate. into the chamber. One round is fired each time the trigger of a
semi-automatic pistol is pulled. A semi-automatic pistol harnesses
Top Break Revolvers The next method used for loading and the energy of one shot to reload the chamber for the next, typically
unloading cartridge revolvers was the top break design. In a via recoil operation, blowback, or gas operation. After a round
top break revolver, the frame is hinged at the bottom front of is fired, the spent casing is ejected and a new round from the
the cylinder. Releasing the lock and pushing the barrel down magazine is loaded into the chamber, allowing another shot to
exposes the rear face of the cylinder. In most top break revolvers, be fired as soon as the trigger is again pulled.
314

A revolver is a repeating firearm that has a cylinder containing fire or the ability to perform a fanning attack is offset by the
multiple chambers and at least one barrel for firing. Capacity for increased capability for concealment.
a revolver can be as little as 3 rounds, and as many as 10, but 5
and 6 round cylinders are the most common. Revolvers predated Front Loading Revolvers The first revolvers were front
semi-automatic pistols, praised in their time for their ability to fire loading, and were a bit like muskets in that the powder and
multiple shots without reloading, nor resorting to having multiple bullet were loaded separately. These were caplocks or “cap and
barrels to do as such. Revolvers provide an advantage in the ball” revolvers, because the percussion cap method of priming
fact that a misfiring cartridge does not put a gunfighter out of was the first to be compact enough to make a practical revolver
commission; only a trigger pull is needed to advance to the next feasible. When loading, each chamber in the cylinder was rotated
round. Revolvers are also generally less complicated on an end out of line with the barrel, and charged from the front with loose
user level, being easier to maintain and operate, but much harder powder and an oversized bullet. Next, the chamber was aligned
to repair. Revolvers, however, usually have low capacities, when with the ramming lever underneath the barrel. Pulling the lever
compared to autoloading pistols (the highest capacity revolver at would drive a rammer into the chamber, which sealed it and held
10 rounds, is only the mid-level for an autoloading pistol), and the ball and powder securely in place. Finally, the user would
nearly all models are unable to effectively use suppressors. place percussion caps on the nipples on the rear face of the
Revolvers themselves fall into various categories based on cylinder.
how they are cocked, and how they are loaded. After each shot, a user was advised to raise his revolver
vertically while cocking back the hammer so as to allow the
Single Action, Double Action, and Double Action Only fragments of the spent percussion cap to fall out safely. Otherwise,
With a single action revolver (SA), the hammer is manually cocked, the fragments could fall into the revolver’s mechanism and jam it.
usually with the thumb of the firing or supporting hand. This action Caplock revolvers were also vulnerable to “chain fires”, wherein
advances the cylinder to the next round and locks the cylinder in hot gas from a shot ignited the powder in the other chambers.
place with the chamber aligned with the barrel. The trigger, when This could be prevented by sealing the chambers with cotton, wax,
pulled, releases the hammer, which fires the round in the chamber. or grease.
To fire again, the hammer must be manually cocked again. This is Loading a cylinder in this manner was a slow and awkward
called “single action” because the trigger only performs a single process and generally could not be done in the midst of battle.
action, of releasing the hammer. Because only a single action is Some soldiers solved this by carrying multiple revolvers in the
performed and trigger pull is lightened, firing a revolver in this way field. Another solution was to use a revolver with a detachable
allows most shooters to achieve greater accuracy. Additionally, cylinder design. These revolvers allowed the shooter to quickly
the need to cock the hammer manually acts as a safety. The remove a cylinder and replace it with a full one, much like how
Colt Paterson Revolver, the Walker Colt, the Colt Dragoon and the modern pistols use magazines.
Colt Single Action Army pistol of the American Frontier era are
all good examples of this system. A single action revolver can Fixed Cylinder Revolvers In many of the first generation of
be used to perform fanning attacks, where the supporting hand cartridge revolvers (especially those that were converted after
rapidly cocks the hammer back and the primary hand simply manufacture), the pin on which the cylinder revolved was removed,
holds the trigger down, allowing for a volley of lead at a cost of and the cylinder taken from the gun for loading. Later models
accuracy. used a loading gate at the rear of the cylinder that allowed one
With a double action (DA) revolver, the stroke of the trigger cartridge at a time to be accessed for loading, while a rod under
pull generates three actions: the hammer is pulled back to the the barrel could be pressed backwards to extract the fired case.
cocked position, the cylinder begins to be indexed to the next Most revolvers using this method of loading are single action
round, and then the hammer is released to strike the firing pin. revolvers. The removable-cylinder design is employed in some
Thus double action means that a cocking action separate from modern “micro-revolvers” (usually in .22 caliber), in order to
the trigger pull is unnecessary; and every trigger pull will result in simplify their design. These weapons are small enough to fit in
a complete cycle. This allows uncocked carry while also allowing the palm of the hand.
draw-and-fire using only the trigger. A longer and harder trigger The loading gate on the original Colt designs (and on nearly
stroke is the trade-off, but this drawback can also be viewed as a all single action revolvers since, such as the famous Colt Single
safety feature, as the gun is safer against accidental discharges Action Army) is on the right side, which was done to facilitate
from being dropped. loading while on horseback; with the revolver held in the left hand,
Most double-action revolvers may be fired in two ways. The the cartridges can easily be ejected and loaded with the right.
first way is single-action, exactly the same as a single-action Since the cylinder in these revolvers is firmly attached at the
revolver; the hammer is cocked with the thumb, which indexes the front and rear of the frame, and since the frame is typically
cylinder, and when the trigger is pulled, the hammer is tripped. full thickness all the way around, fixed cylinder revolvers are
The second way is double action. inherently strong designs. Because of this, many modern large
Certain revolvers, called double action only (DAO), lack the caliber hunting revolvers tend to be based on the fixed cylinder
latch that enables the hammer to be locked to the rear, and thus design. Fixed cylinder revolvers can fire the strongest and most
can only be fired in the double action mode. With no way to powerful cartridges, but at the price of being the slowest to load
lock the hammer back, DAO designs tend to have bobbed or and cannot use speedloaders for loading, as one chamber is
spurless hammers, and may even have the hammer completely exposed at a time to the loading gate.
covered by the revolver’s frame. These are generally intended for
concealed carrying, where a hammer spur could snag when the Top Break Revolvers The next method used for loading and
revolver is drawn. The potential reduction in accuracy in aimed unloading cartridge revolvers was the top break design. In a
315

top break revolver, the frame is hinged at the bottom front of chamber, allowing another shot to be fired as soon as the trigger
the cylinder. Releasing the lock and pushing the barrel down is again pulled.
exposes the rear face of the cylinder. In most top break revolvers, Most types of semi-automatic pistols rely on a removable
this act also operates an extractor that pushes the cartridges in magazine to store ammunition before it is fired, usually inserted
the chambers back far enough that they will fall free, or can be inside the grip. These magazines can hold anywhere from 3 to 100
removed easily. Fresh rounds are then inserted into the cylinder. rounds, though magazines between 5 and 20 are most common.
The barrel and cylinder are then rotated back and locked in place, Semi-automatic pistols provide an advantage in capacity, as they
and the revolver is ready to fire. hold two to three times more than a revolver of similar size. Semi-
Top break revolvers can be loaded more rapidly than fixed- automatic pistols are generally more complex to operate and
frame revolvers, especially with the aid of speedloaders. However, maintain on an end user level, but easier to repair.
this design is much weaker and cannot handle high pressure Semi-automatic pistols fall into various categories based on
rounds. While this design is mostly obsolete today, supplanted how they are cocked, and what kind of magazine they posses.
by the stronger yet equally convenient swing out design,
manufacturers have begun making reproductions of late 19th
century designs for use in cowboy action shooting. Single Action, Double Action/Single Action, Double Action
Only, and Preset Action Typically, the first round is manually
loaded into the chamber by pulling back and releasing (“racking”)
Swing Out Cylinder Revolvers The last and most modern the slide mechanism. After the trigger is pulled and the round is
method of loading and unloading is the swing out cylinder. The fired, the recoil operation of the handgun automatically extracts
cylinder is mounted on a pivot that is coaxial with the chambers, and ejects the shell casing and reloads the chamber. This mode
and the cylinder swings out and down (to the left in most cases). of operation generally allows for faster reloading, although semi-
An extractor is fitted, operated by a rod projecting from the front automatic pistols are potentially more prone to malfunctions than
of the cylinder assembly. When pressed, it will push all fired revolvers due to their more complex design and mechanism.
rounds free simultaneously (as in top break models, the travel is A single action (SA) semi-automatic pistol must be cocked by
designed to not completely extract longer, unfired rounds). The first operating the slide or bolt, or, if a round is already chambered,
cylinder may then be loaded, singly or again with a speedloader, by cocking the hammer manually. The famed Colt M1911 is an
closed, and latched in place. example of this style of action. All SA semi-automatic pistols
The pivoting part that supports the cylinder is called the crane; it exhibit this feature, and automatically cock the hammer when
is the weak point of swing out cylinder designs. Using the method the slide is first “racked” to chamber a round. A round can also
often portrayed in movies and television of flipping the cylinder be manually inserted in the chamber with the slide locked back.
open and closed with a flick of the wrist can in fact cause the Then the safety can be applied.
crane to bend over time, throwing the cylinder out of alignment Standard modern semi-automatic pistols are usually double
with the barrel. Lack of alignment between chamber and barrel action/single action (DA/SA). In this design, the hammer or striker
is a dangerous condition, as it can impede the bullet’s transition may be either thumb-cocked or activated by pulling the trigger
from chamber to barrel. This gives rise to higher pressures in the when firing the first shot. The hammer or striker is re-cocked
chamber, bullet damage, and the potential for an explosion if the automatically during each firing cycle. In double-action/single-
bullet becomes stuck. action (DA/SA) pistols, the first pull of the trigger requires roughly
The shock of firing can also put a great deal of stress on the twice as much pressure as subsequent firings, since the first pull
crane, as in most designs the cylinder is only held closed at one of the trigger also cocks the hammer (if not already cocked by
point, the rear of the cylinder. Stronger designs use a lock in the hand). The Beretta 92FS, a full-sized, service, semi-automatic
crane as well as the lock at the rear of the cylinder. This latch pistol is an example of this style of action. A common mode of
provides a more secure bond between cylinder and frame, and carry for DA/SA semi-automatic pistols is with the magazine full,
allows the use of larger, more powerful cartridges. Swing out a round chambered, and the gun holstered and uncocked with
cylinders are rather strong, but not as strong as fixed cylinders, the external safety off.
and great care must be taken with the cylinder when loading, so A Preset Action (PA) is a blend of Single Action (SA), and Double
as not to damage the crane. Action/Single Action (DA/SA). Upon firing a cartridge or loading
the chamber, the hammer or striker will rest in a partially cocked
Single Shot and Semi-Automatic Pistols A single shot position. The trigger serves the function of completing the cocking
pistol is a type of handgun which uses a single chamber and cycle and then releasing the striker or hammer. While technically
barrel, where the shot or cartridge is loaded in and then fired. A two actions, it differs from a double action trigger in that the trigger
single shot pistol must be reloaded after every shot. Single shot is not capable of fully cocking the striker or hammer. It differs
handguns have generally fallen out of favor for revolvers and from single action in that if the striker or hammer were to release,
semi-automatic handguns because of their increased capacity and it would generally not be capable of igniting the primer. Preset
ease of loading, but still hold some value as last ditch and backup actions also benefit in the fact that the first shot has the same
weapons. A semi-automatic pistol is a type of handgun which trigger pressure as the subsequent shots, but have a downside
uses a single chamber and barrel, with a mechanism powered by where the slide must be racked if the round fails to fire, in order
the previous shot to load a fresh cartridge into the chamber. One to reset the action.
round is fired each time the trigger of a semi-automatic pistol is Some modern semi-automatic pistols are double action only
pulled. A semi-automatic pistol harnesses the energy of one shot (DAO); that is, once a round is chambered, each trigger pull
to reload the chamber for the next, typically via recoil operation, will cock the hammer, striker, or firing pin, and will additionally
blowback, or gas operation. After a round is fired, the spent casing release the same to fire a cartridge in one continuous motion.
is ejected and a new round from the magazine is loaded into the Each pull of the trigger on a DAO semi-automatic pistol requires
316

the same amount of pressure. The Kel-Tec P-32 is an example twice as much pressure as subsequent firings, since the first pull
of a DAO action. DAO semi-automatic pistols are most generally of the trigger also cocks the hammer (if not already cocked by
recommended only in the smaller, self-defense, concealable hand). The Beretta 92FS, a full-sized, service, semi-automatic
pistols, rather than in target or hunting pistols. A notable exception pistol is an example of this style of action. A common mode of
are Glock pistols which optimize preset triggers (similar to DAO) but carry for DA/SA semi-automatic pistols is with the magazine full,
the striker is partially cocked back as the slide closes. This allows a round chambered, and the gun holstered and uncocked with
for significantly shorter trigger pulls than DAO. The trigger spring the external safety off.
can be replaced with a lighter one and paired with a low-strength A Preset Action (PA) is a blend of Single Action (SA), and Double
sear connector resulting in lightened trigger pulls to improve a Action/Single Action (DA/SA). Upon firing a cartridge or loading
shooter’s accuracy. the chamber, the hammer or striker will rest in a partially cocked
position. The trigger serves the function of completing the cocking
Fixed and Removable Magazine Nearly all semi-automatic cycle and then releasing the striker or hammer. While technically
pistols use a removable magazine, which can be taken from the two actions, it differs from a double action trigger in that the trigger
magazine well, reloaded, and then replaced in the pistol. This is not capable of fully cocking the striker or hammer. It differs
facilitates a much quicker reload time by carrying around more from single action in that if the striker or hammer were to release,
magazines that have been prefilled with ammunition. In most it would generally not be capable of igniting the primer. Preset
handguns, even with the magazine removed, it can still be fired if actions also benefit in the fact that the first shot has the same
there is a round in the chamber. trigger pressure as the subsequent shots, but have a downside
The fixed pistol magazine generally uses stripper clips or loose where the slide must be racked if the round fails to fire, in order
rounds to reload a handgun, which is pushed into the internal to reset the action.
magazine, and then stowed or tossed away. These are generally Some modern semi-automatic pistols are double action only
slower than removable magazine pistols, as the action generally (DAO); that is, once a round is chambered, each trigger pull
has to be locked back before reloading, and if a character is will cock the hammer, striker, or firing pin, and will additionally
caught in the middle of reloading, they can not fire. Reloading release the same to fire a cartridge in one continuous motion.
also has to be done after the firearm has completely expended Each pull of the trigger on a DAO semi-automatic pistol requires
all of its ammunition (or all of the ammunition has been removed), the same amount of pressure. The Kel-Tec P-32 is an example
which doesn’t allow for topping off rounds in a timely manner. of a DAO action. DAO semi-automatic pistols are most generally
Most types of semi-automatic pistols rely on a removable recommended only in the smaller, self-defense, concealable
magazine to store ammunition before it is fired, usually inserted pistols, rather than in target or hunting pistols. A notable exception
inside the grip. These magazines can hold anywhere from 3 to 100 are Glock pistols which optimize preset triggers (similar to DAO) but
rounds, though magazines between 5 and 20 are most common. the striker is partially cocked back as the slide closes. This allows
Semi-automatic pistols provide an advantage in capacity, as they for significantly shorter trigger pulls than DAO. The trigger spring
hold two to three times more than a revolver of similar size. Semi- can be replaced with a lighter one and paired with a low-strength
automatic pistols are generally more complex to operate and sear connector resulting in lightened trigger pulls to improve a
maintain on an end user level, but easier to repair. shooter’s accuracy.
Semi-automatic pistols fall into various categories based on
how they are cocked, and what kind of magazine they posses. Fixed and Removable Magazine Nearly all semi-automatic
pistols use a removable magazine, which can be taken from the
Single Action, Double Action/Single Action, Double Action magazine well, reloaded, and then replaced in the pistol. This
Only, and Preset Action Typically, the first round is manually facilitates a much quicker reload time by carrying around more
loaded into the chamber by pulling back and releasing (“racking”) magazines that have been prefilled with ammunition. In most
the slide mechanism. After the trigger is pulled and the round is handguns, even with the magazine removed, it can still be fired if
fired, the recoil operation of the handgun automatically extracts there is a round in the chamber.
and ejects the shell casing and reloads the chamber. This mode The fixed pistol magazine generally uses stripper clips or loose
of operation generally allows for faster reloading, although semi- rounds to reload a handgun, which is pushed into the internal
automatic pistols are potentially more prone to malfunctions than magazine, and then stowed or tossed away. These are generally
revolvers due to their more complex design and mechanism. slower than removable magazine pistols, as the action generally
A single action (SA) semi-automatic pistol must be cocked by has to be locked back before reloading, and if a character is
first operating the slide or bolt, or, if a round is already chambered, caught in the middle of reloading, they can not fire. Reloading
by cocking the hammer manually. The famed Colt M1911 is an also has to be done after the firearm has completely expended
example of this style of action. All SA semi-automatic pistols all of its ammunition (or all of the ammunition has been removed),
exhibit this feature, and automatically cock the hammer when which doesn’t allow for topping off rounds in a timely manner.
the slide is first “racked” to chamber a round. A round can also
be manually inserted in the chamber with the slide locked back. Personal Defense Weapons
Then the safety can be applied.
Standard modern semi-automatic pistols are usually double A personal defense weapon (PDW) is a compact semi-
action/single action (DA/SA). In this design, the hammer or striker automatic or fully automatic firearm similar in most respects to a
may be either thumb-cocked or activated by pulling the trigger sub-machine gun, but firing a (often proprietary) rifle round, giving
when firing the first shot. The hammer or striker is re-cocked a PDW better range, accuracy and armor-penetrating capability
automatically during each firing cycle. In double-action/single- than sub-machine guns, which fire pistol-caliber cartridges. The
action (DA/SA) pistols, the first pull of the trigger requires roughly class of weapon as it exists today evolved as a hybrid between a
317

sub-machine gun and a carbine, retaining the compact size and Open vs. Closed Bolt
ammunition capacity of the former while adding the ammunition
A semi or full automatic firearm is said to fire from an open
power, accuracy and penetration of the latter. For the context of
bolt if, when ready to fire, the bolt and working parts are held to
this book, PDWs include sub-machine guns as well as machine
the rear. When the trigger is pulled the bolt goes forward, feeding
pistols.
a round from the magazine into the chamber and firing it. Like any
A machine pistol is a handgun-style, often magazine-fed and
other self-loading design without an external power supply, the
self-loading firearm, capable of fully automatic or burst fire, and
action is cycled by the energy of the shot; this sends the bolt back
normally chambered for pistol cartridges. The term is a literal
to the rear, ejecting the empty cartridge case and preparing for
translation of Maschinenpistole, the German term for a hand-held
the next shot. Generally, open bolt is used for automatic weapons
automatic weapon. While the dividing line between machine pistols
and not for semi-automatic weapons.
and compact sub-machine guns is hard to draw, the term “sub-
Compared to a closed-bolt design, open bolt weapons
machine gun” usually refers to larger automatic firearms scaled
generally have fewer moving parts. The firing pin is usually part
down from a full-sized machine gun to fire handgun rounds, while
of the bolt, saving on manufacturing costs. In automatic weapons
the term “machine pistol” usually refers to a weapon built up
an open bolt helps eliminate the dangerous phenomenon known
from a semi-automatic pistol design. Machine pistols, however,
as “cook-off”, wherein the firing chamber becomes so hot that
break away from this definition with the new arrival of rifle
rounds spontaneously fire without trigger input. Open-bolt designs
caliber handguns, that are extremely cut down rifles, with a semi-
typically operate much cooler than closed-bolt designs, making
automatic rate of fire, and lacking a stock.
them more suitable for constant full automatic weapons such as
In a law enforcement context, machine pistols are used by
machine guns.
tactical police units such as SWAT teams or hostage rescue teams
Open bolt weapons are more prone to fire when dropped,
which are operating inside buildings and other cramped spaces,
and the open mechanism is more subject to picking up dirt when
who need a small, concealable weapon with a high rate of fire.
in the ready position, and so may require an additional ejector
Bodyguards from police or government agencies sometimes carry
door or similar mechanism to exclude dust and dirt. Some open
concealed machine pistols when they are protecting high-risk
bolt designs can suffer “slamfire”, in which bolt retention fails and
VIPs. Criminal gang members such as narcotics traffickers also
the weapon discharges even with no trigger input. Open bolt
use machine pistols, typically guns which have been illegally
weapons can not chamber a round in the barrel, and thus are
converted to fire in a fully automatic fashion.
restricted to the amount of the rounds in the magazines. Accuracy
In a military setting, some countries issue machine pistols
can suffer somewhat in an open bolt design, but this is generally
as personal defense side arms to infantry, paratroopers, artillery
less of a concern in automatic weapons.
crews, helicopter crews, or tank crews. They have also been
A semi or full-automatic firearm which is said to fire from
used in close quarters combat settings where a small weapon is
a closed bolt is one where, when ready to fire, a round is in the
needed.
chamber and the bolt and working parts are forward. When the
A sub-machine gun is an automatic carbine, designed to fire
trigger is pulled the firing pin or striker fires the round, the action
pistol cartridges. It combines the automatic fire of a machine
is cycled by the energy of the shot sending the bolt to the rear
gun with the cartridge of a pistol, which allows for controllable
which extracts and ejects the empty cartridge case, the bolt then
automatic fire in a close setting. Sub-machine guns almost always
goes forward feeding a fresh round from the magazine into the
have stocks, and are used like close ranged rifles.
chamber, ready for the next shot.
In the early 20th century, experiments were made by
Closed bolt designs are more accurate for the first round and
converting stocked pistols from semi to fully automatic, thereby
for semi-automatic fire, and don’t have the movement of working
making machine pistols. Stocked automatic weapons firing pistol
parts to inhibit accuracy. The first round sits consistently in the
rounds were developed around the same time during World War
chamber, which allows the topping off of a magazine, for +1 round.
I, by Italy, Germany, and the United States. The first dedicated
The action remaining closed the majority of the time prevents
designs were developed in the latter stages of World War I both as
foreign debris from entering the gun.
improvements on earlier stocked pistols, and to offer an advantage
Closed bolt weapons are generally more expensive to make,
in trench warfare. They were popularized in the 1920s and 1930s
and they can suffer from cook-off. Closed bolt designs are typically
as weapon of choice of American gangsters and police. Sub-
seen in semi-automatic weapons, such as handguns, shotguns,
machine guns rose to prominence as a front line close-quarters
and rifles.
combat weapon and commando firearm during World War II.
They are now widely used by police SWAT, military commando,
paramilitary, and counter-terrorism team members for a variety of Rifles
situations. Sub-machine guns are highly effective in close quarters;
their lower-powered pistol cartridges make them generally more A rifle is a firearm designed to be fired from the shoulder, with
controllable in fully automatic fire compared to assault rifles, a barrel that has a helical groove or pattern of grooves (“rifling”)
while their small size and light weight grant maneuverability. cut into the barrel walls. The raised areas of the rifling are called
However, pistol cartridges generally have low effectiveness against “lands,” which make contact with the projectile, imparting spin
targets protected by body armor or cover, and are short-ranged around an axis corresponding to the orientation of the weapon.
compared to intermediate and rifle cartridges. When the projectile leaves the barrel, this spin lends gyroscopic
stability to the projectile and prevents tumbling, in the same way
that a properly thrown American football or rugby ball behaves.
This allows the use of aerodynamically-efficient pointed bullets
(as opposed to the spherical balls used in muskets and shotguns)
and thus improves range and accuracy. The word “rifle” originally
318

referred to the grooving, and a rifle was called a “rifled gun.” Lever Action Lever action is a type of firearm action which
Rifles are used in warfare, hunting and shooting sports. uses a lever located around the trigger guard area, (often including
The rifle is the backbone of every modern infantry army, and the trigger guard itself) to load fresh cartridges into the chamber of
nearly all countries have used them since the mid-1800s, which the barrel when the lever is worked. Most lever action firearms are
were a massive upgrade from the smoothbore muskets, which rifles, but lever action shotguns and a few pistols have also been
had troubles with accurate, precise fire because of their barrels. made. One of the most famous lever action firearm is undoubtedly
Rifles were initially single shot, muzzle-loading weapons. During the Winchester rifle, but many manufacturers—notably Marlin
the 18th century, breech-loading weapons were designed, which and Savage—also produce lever action rifles.
allowed the rifleman to reload while under cover, but defects in While lever action rifles were (and are) popular with hunters
manufacturing and the difficulty in forming a reliable gas-tight seal and sporting shooters, they were not widely accepted by the
prevented widespread adoption. During the 19th century, multi- military. One significant reason for this was that it is harder to
shot repeating rifles using lever, pump or bolt actions became fire a lever action from the prone position (compared to a bolt-
standard, further increasing the rate of fire and minimizing the action rifle), and while nominally possessing a greater rate of fire
fuss involved in loading a firearm. The problem of proper seal than bolt-action rifles, lever action firearms are also generally fed
creation had been solved with the use of brass cartridge cases, from a tubular magazine, which limits the ammunition that can
which expanded in an elastic fashion at the point of firing and be used in them. Pointed center fire Spitzer bullets, for example,
effectively sealed the breech while the pressure remained high, can cause explosions in a tubular magazine, as the point of each
then relaxed back enough to allow for easy removal. By the end cartridge’s projectile rests on the primer of the next cartridge in
of the 19th century, the leading bolt action design was that of Paul the magazines. The tubular magazine may also have a negative
Mauser, whose action—wedded to a reliable design possessing a impact on the harmonics of the barrel, which limits the theoretical
five-shot magazine—became a world standard through two world accuracy of the rifle. A tubular magazine under the barrel also
wars and beyond. The Mauser rifle was paralleled by Britain’s pushes the center of gravity forward, which alters the balance of
ten-shot Lee-Enfield and America’s 1903 Springfield rifle models. the rifle in ways that are undesirable to some shooters. However
Rifles are split into categories by their size, accessories, there are some lever rifles, such as the Winchester Model 1895
actions, and use. which saw service with the Russian Army in World War I, that use
When selecting a rifle, a character should always consider a box magazines.
many things, such as what the role they plan to play with that
rifle, the ammunition type, caliber, and accessories they will take
use of. Rifles are best complimented with a variety of upgrades,
and should take full use of them. Rifles are less personal weapons,
more utilitarian weapons that are used and employed when
needed, and stowed away when not.

Bolt Action Bolt action is a type of firearm action in which


the weapon’s bolt is operated manually by the opening and closing
of the breech (barrel) with a small handle, most commonly placed
on the right-hand side of the weapon. As the handle is operated,
the bolt is unlocked, the breech is opened, the spent cartridge
case is withdrawn and ejected, the firing pin is cocked (this occurs
either on the opening or closing of the bolt, depending on design),
and finally a new round/cartridge is placed into the breech and
the bolt closed. Bolt action firearms are most often rifles, but there
are some bolt action shotguns as well. Examples of this system
date as far back as the early 19th century, notably in the Dreyse
needle gun. From the late 19th century, all the way through both
World Wars, the bolt action rifle was the standard infantry firearm
for most of the world’s militaries.
In military and law enforcement use, the bolt action has been
mostly replaced by semi-automatic and selective fire weapons,
though the bolt action remains the dominant design in sniper rifles.
Bolt action firearms are still very popular for hunting and target
shooting. Compared to most other manually operated firearm
actions, it offers an excellent balance of strength (allowing powerful
chamberings), ruggedness, reliability, and potential accuracy, all
with light weight and low cost. The major disadvantage is a
marginally lower practical rate of fire than other manual repeating
firearms, such as lever action and pump action, and a far lower
practical rate of fire than semi-automatic weapons, but this is not
an important factor in many types of hunting and target shooting.
319

Due to the higher rate of fire and shorter overall length than The disadvantage are that a self loading weapon is almost
most bolt action rifles, lever actions have remained popular to this always more mechanically complex than any other type of action,
day for sporting use, especially short- and medium-range hunting and requires more maintenance.
in forests, scrub, or bushland. Lever action firearms have also
been used in some quantity by prison guards in the United States, Carbines
as well as by wildlife authorities/game wardens in many parts of
the world. An additional advantage over typical bolt-action rifles A carbine is a longarm similar to, but shorter than, a rifle.
is the lack of handedness: lever actions like pump-actions are Many carbines are shortened versions of full rifles, firing the same
frequently recommended as ambidextrous in sporting guidebooks. ammunition at a lower velocity due to a shorter barrel length,
and as such, the range for carbines is usually less than their rifle
counterparts.
Pump Action A pump action rifle is one in which the
The smaller size and lighter weight of carbines makes them
handgrip can be pumped back and forth in order to eject a
easier to handle in close-quarter situations such as urban or
spent round of ammunition and to chamber a fresh one. It is
jungle warfare, or when deploying from military vehicles. The
much faster than a bolt-action and somewhat faster than a lever
disadvantages of carbines relative to rifles include inferior long-
action, as it does not require the trigger hand to be removed from
range accuracy and a shorter effective range. Being larger than a
the trigger whilst reloading.
submachine gun, they are harder to maneuver in tight encounters
The cycling time of a pump action is quite short, often less
where superior range and stopping power at distance are not
than that of some semi-automatic designs. The manual operation
great considerations. Firing the same ammunition as rifles gives
gives a pump action the ability to cycle rounds of widely varying
carbines the advantage of standardization over those personal
power that a gas or recoil operated firearm would fail to cycle.
defense weapons (PDWs) that require proprietary cartridges.
The simplicity of the pump action relative to a semi-automatic
One of the more unusual classes of carbine is the pistol caliber
design also leads to improved durability and lower cost. It has
carbine. These first appeared soon after metallic cartridges
also been noticed that the time taken to work the action allows the
became common. These were developed as "companions" to
operator to identify and aim on a new target, avoiding a “spray
the popular revolvers of the day, firing the same cartridge but
and pray” usage. An advantage of the pump action over the
allowing more velocity and accuracy than the revolver.
bolt-action is its ease of use by both left- and right-handed users:
The primary advantages of a pistol caliber carbine are increased
like lever actions, pump-actions are frequently recommended as
accuracy due to the buttstock and longer barrel (and with it, sight
ambidextrous in sporting guidebooks.
radius), relatively low muzzle blast/flash/recoil, higher muzzle
Like most lever action rifles, most pump action rifles do not
velocity and energy of a longer barrel for increased wounding
use a detachable magazines. This makes for slow reloading, as
potential and penetration (depending on the particular load used),
the cartridges have to be inserted individually into the firearm,
and greater adaptability for easily accepting accessories such as
which can take more time to reload.
optics, weapon lights, and lasers.
One less-noted advantage of PCCs is their lower muzzle report
Self Loading A semi-automatic, or self-loading rifle is compared to more powerful rifles; because they are less noisy
a weapon which performs all steps necessary to prepare the when fired, they are less likely to cause permanent hearing
weapon to fire again after firing—assuming cartridges remain in damage when fired indoor without hearing protection - this can
the weapon’s feed device or magazines. Typically, this includes be an important consideration during home defense situations.
extracting and ejecting the spent cartridge case from the weapon’s Compared to "regular" carbines/rifles (such as those in .223
firing chamber, re-cocking the firing mechanism, and loading Rem and 7.62x39mm), pistol-caliber carbines may suffer from a
a new cartridge into the firing chamber. Although automatic shorter effective range, more pronounced trajectory, less power,
weapons and selective fire firearms do the same tasks, semi- and less effectiveness against body armor.
automatic firearms do not automatically fire an additional round Carbines are issued to high-mobility troops such as special-
until the trigger is released and re-pressed by the person firing operations soldiers and paratroopers, as well as to mounted,
the weapon. supply, or other non-infantry personnel whose roles do not require
While all basic firearm actions require the action to be cycled full-sized rifles. Carbine rifles go well with tactical slings, or patrol
manually before the first shot, semi-automatic as well as automatic slings, and the same accessories that would be outfitted on a full
and selective fire actions are differentiated from other forms such size rifle.
as pump-action, bolt action, or lever action firearms by eliminating
the need to manually cycle the weapon after each shot. For
Assault, Battle, and Target Rifles
example, to fire ten rounds from a semi-automatic firearm or a
selective fire weapon set to fire semi-automatically, the action An assault rifle is an automatic rifle that Uses an intermediate
would initially be cycled to load the first round and the trigger cartridge and a detachable magazine. Assault rifles are the
would need to be pulled ten times (once for each round fired). standard infantry weapons in most modern armies. Assault rifles
For the other forms, the weapon’s mechanism would require are categorized in between light machine guns, which are intended
cycling manually prior to firing the next round. An automatic or a more for sustained automatic fire in a light support role, and sub-
selective fire weapon set to fire automatically would be able to machine guns, which fire a pistol cartridge rather than a rifle
fire continuously as long as the trigger is held until the magazine cartridge.
or feed device runs out of ammunition. The term assault rifle is a translation of the German word
Advantages of this type of action is that the weapon can Sturmgewehr (literally "storm rifle", as in "to storm a position"). The
fire much faster than any other type of action, without having to name was coined by Adolf Hitler to describe the Maschinenpistole
break sights on the target in order to ready another round. 43, subsequently renamed Sturmgewehr 44, the firearm generally
320

considered the first assault rifle that served to popularize the Designated Marksman Rifles
concept and form the basis for today’s modern assault rifles.
A designated marksman rifle (DMR) is the weapon used by
The translation assault rifle gradually became the common
soldiers in the designated marksman role. The DM role fills the
term for similar firearms sharing the same technical definition as
gap between a regular infantryman and a sniper and DMRs have
the StG 44. In a strict definition, a firearm must have at least the
been developed with this middle ground in mind.
following characteristics to be considered an assault rifle: it must
These rifles have to be effective, in terms of accuracy and
be an individual weapon with provision to fire from the shoulder
terminal ballistics, at ranges exceeding those of ordinary assault
(i.e. a buttstock); It must be capable of selective fire, It must have
rifles, but do not require the extended range of a dedicated sniper
an intermediate-power cartridge: more power than a pistol but
rifle.
less than a standard rifle or battle rifle, its ammunition must be
DMRs, however, often share some basic characteristics with
supplied from a detachable magazine rather than a feed-belt, and
sniper rifles in difference to the weapons carried by others in the
it should at least have a firing range of 300 meters (1000 feet).
DMs unit. DMRs may have an attached telescopic sight, quickly
Rifles that meet most of these criteria, but not all, are technically
deployed stabilizing bipod to allow optimized accuracy and low-
not assault rifles despite frequently being considered as such.
recoil in temporarily fixed situations or an adjustable stock. They
For example, semi-automatic-only rifles that share designs with
will, though, generally retain semi-automatic firing capability (more
assault rifles are not assault rifles, as they are not capable of
rapid than bolt-action sniper rifles) and a larger magazine capacity
switching to automatic fire and thus are not selective fire capable,
of 10, 20, or 30 rounds depending on the firearm in question.
and are noted as target rifles. Belt-fed weapons or rifles with
fixed magazines are likewise not assault rifles because they do
not have detachable box magazines. Bolt Action and Sniper Rifles
The term "assault rifle" is often more loosely used for In military and law enforcement terminology, a sniper rifle is a
commercial or political reasons to include other types of arms, precision rifle used to ensure more accurate placement of bullets
particularly arms that fall under a strict definition of the battle at longer ranges than other small arms. A typical sniper rifle is
rifle, or semi-automatic variant of military rifles such as AR-15s. built for optimal levels of accuracy, fitted with a telescopic sight
The US Army defines assault rifles as “short, compact, selective- and chambered for a military centerfire cartridge. The term is
fire weapons that fire a cartridge intermediate in power between often used in the media to describe any type of accurized firearm
sub-machinegun and rifle cartridges.” fitted with a telescopic sight that is employed against human
A battle rifle is a military service rifle that fires a full power targets, although "sniping rifle" or "sniper’s rifle" is the technically
rifle cartridge, such as 7.62x51mm. While the designation of battle correct fashion to refer to such a rifle.
rifle is usually given to post-World War II select fire infantry rifles The military role of a sniper, dates back to the turn of
such as the H&K G3, the FN FAL, or the M14, this term can also the 18th century, but the true sniper rifle is a much more
apply to older military bolt action or semi-automatic rifles such recent development. Advances in technology, specifically that
as the Mauser 98k or the M1 Garand. The battle rifle’s power of telescopic sights and more accurate manufacturing, allowed
and long-range accuracy are intended to engage targets at long armies to equip specially trained soldiers with rifles that enable
distances, but this comes with a trade-off of length and weight them to deliver precise shots over greater distances than regular
that make it relatively cumbersome in close-quarter combat. infantry weapons. The rifle itself could be based on a standard rifle
Recently, however, there has been a general backlash against (at first, a bolt action rifle); however, when fitted with a telescopic
carbines and light rifles in many armies around the world due to sight, it becomes a sniper rifle.
their having less range, penetration, and power than battle rifles. Modern Sniper Rifles can be divided into two classes: Military
Recent conflicts in desert environments have underscored the and Law Enforcement
need for greater range while developments in body armor have
created a need for more powerful munitions. A consequence of • Military Sniper rifles aimed at military service are
this was the creation of the Squad Designated Marksman program often designed for very high durability, range, reliability,
in the U.S. Army and the Squad Advanced Marksman in the U.S. sturdiness, serviceability, and repairability under adverse
Marine Corps. The role of the designated marksman is to fill the environmental and combat conditions, at the sacrifice
"marksmanship gap" between the rifleman and the sniper. Instead of a small degree of accuracy. Military snipers and
of relying on the use of smaller, lighter weapons with a higher sharpshooters may also be required to carry their rifles and
rate of fire to hit a target, these programs place greater emphasis other equipment for long distances, making it important
on marksmanship training, allowing the squad to take advantage to minimize weight. Military organizations often operate
of the greater range and power of heavier weapons. This has under strict budget constraints, which influences the type
marked the return of battle rifles in the form of marksman rifles, and quality of sniper rifles they purchase.
which are discussed next section.
Target rifles are semi-automatic rifles that use a varying degrees • Law Enforcement Sniper rifles built or modified for use
of cartridges, from the lighter assault rifle cartridges, to the heavier in law enforcement are generally required to have the
battle rifle cartridges. Target rifles may retain and appear to be greatest possible accuracy, more than military rifles, but
exactly like assault and battle rifles, even down to having part and do not need to have as long a range. As law enforcement-
magazine compatibility, but target rifles have a semi-automatic specific rifles are usually used in non-combat (often urban)
rate of fire only. environments, they do not have the requirement to be as
Assault rifles, battle rifles, and target rifles go well with a hardy or portable as military versions; nevertheless they
multitude of upgrades based on their use, and can take advantage may be smaller, as they do not need very long range. Some
of a wide variety of upgrades. of the first sniper rifles designed specifically to meet police
and other law-enforcement requirements were developed
321

for West German police after the Munich massacre at the substantial power. However, in the 19th century, these weapons
1972 Summer Olympics. Many police services and law were largely replaced on the battlefield with breechloading rifled
enforcement organizations (such as the U.S. Secret Service) firearms, which were more accurate over longer ranges. The
now use rifles designed for law enforcement purposes. military value of shotguns was rediscovered in the First World War,
when American forces used 12 Gauge pump action shotguns in
Bolt action rifles and sniper rifles, because of their use, will close-quarters trench fighting to great effect. Since then, it has
almost always use a scope of high magnification (at least x3),and been used in a variety of roles in civilian, law enforcement, and
a bipod. Accessories such as lasers, custom built stocks, and military applications.
modified barrels are often built in as well, to achieve the best The shot pellets from a shotgun spread upon leaving the
possible shot. barrel, and the power of the burning charge is divided among the
pellets, which means that the energy of any one ball of shot is fairly
Anti-Materiel Rifles low. In a hunting context, this makes shotguns useful primarily for
hunting birds and other small game. However, in a military or law
An Anti-materiel rifle is a rifle designed to destroy at hard
enforcement context, the large number of projectiles makes the
targets, such as equipment, vehicles, and weapons, rather than
shotgun useful as a close quarters combat weapon or a defensive
at other combatants. Anti-materiel rifles are similar in form and
weapon. Shotguns are also used for target shooting sports such
appearance to modern sniper rifles and can often serve in that
as skeet, trap, and sporting clays.
role, though they are usually chambered for cartridges more
Shotguns are widely used as a support weapon by police
powerful than are normally required for neutralizing a human
forces. One of the rationales for issuing shotguns is that even
and can operate at a greater range. In general, anti-materiel rifles
without much training, an officer will probably be able to hit targets
are chambered for 12.7x99mm NATO (.50 BMG), 12.7x108mm
at close to intermediate range, due to the “spreading” effect of
Russian, 14.5x114mm Russian, and 20mm cartridges. The large
buckshot. This is mainly a myth, due to the fact that the spread
cartridges are required to be able to fire projectiles containing
of shotgun at 25 feet, averages 8 inches, being very capable of
usable payloads such as explosives, armor-piercing cores, and
missing a target. Some police forces are replacing shotguns in
incendiaries.
this role with carbine rifles such as AR-15s. Shotguns are also used
Due to the considerable size and weight of anti-materiel rifles
in roadblock situations, where police are blocking a highway to
and other support equipment, sniper cells operating in 2- or 3-
search cars for suspects. Law enforcement agencies often use
man or larger teams become a necessity. The recoil produced
riot shotguns, especially for crowd and riot control where they
by the employed cartridges dictates that these rifles are designed
may be loaded with less-lethal rounds. Shotguns are also often
to be fired from the prone position. Bipods and muzzle brakes
used as breaching devices to defeat locks.
are used as accessories to employ these rifles as comfortably
The downside to shotguns, is that the shot quickly expends
and accurately as possible. Firing several 12.7x99mm NATO,
its energy as the pellets fly farther, making them poor long range
12.7x108mm Russian, or larger calibers from the standing position
weapons, and even less-than-desirable medium range weapons.
or in a kneeling position would be very uncomfortable for the
Shotguns, unlike any other weapon in Ops and Tactics, have their
operator.
range penalties affect both their total damage, as well as their
Bipods are mandatory, and various telescopic sights, tactical
attack bonus.
slings, patrol slings, and ergonomic stocks are all suitable for
Shotguns, like rifles, are separated by their actions.
anti-materiel rifles.

Break Action For most of the history of the shotgun, the


Shotguns
break action breech loading double was the most common type,
“Over the centuries, mankind has tried many ways of typically divided into three subtypes: the traditional “side-by-side”
combating the forces of evil... prayer, fasting, good works shotgun features two barrels mounted one beside the other (as the
and so on. Up until Doom, no one seemed to have thought name suggests), the “over-and-under” shotgun has the two barrels
about the double-barrel shotgun. Eat leaden death, demon.” mounted one on top of the other, and the single barrel shotgun.
—Terry Pratchett Side-by-side shotguns were traditionally used for hunting and
A shotgun (also known as a scattergun and peppergun, or other sporting pursuits (early long barreled side-by-side shotguns
historically as a fowling piece) is a firearm that is usually designed were known as Fowling Pieces for their use hunting ducks and other
to be fired from the shoulder, which uses the energy of a fixed birds), whereas over and under shotguns are more commonly
shell to fire a number of small spherical pellets called shot, or a associated with sporting use (such as clay pigeon/skeet shooting).
solid projectile called a slug. Shotguns come in a wide variety of Both types of double-barrel shotgun are used for hunting and
sizes, ranging from .22 inch bore up to 2 inch bore, and in a range sporting use, with the individual configuration largely being a
of firearm operating mechanisms, including breech loading, single- matter of personal preference. Single barrel shotguns can be used
barreled, double or combination gun, pump action, bolt, and lever for either use as well, but the single shot doesn’t permit a user to
action, semi-automatic, and even fully automatic variants. participate in certain types of clay shooting.
A shotgun is generally a smoothbore firearm, which means Most break action shotguns have two triggers, allowing the
that the inside of the barrel is not rifled. Preceding smoothbore user to fire the barrel they prefer, which each may be loaded with
firearms, such as the musket, were widely used by armies in the different loads, or fire both barrels at the same time, for twice the
18th century. The direct ancestor to the shotgun, the blunderbuss, load at a target. The downside to having two separate triggers is
was also used in a similar variety of roles from self defense to riot that the user must shift their hand in order to be able to manipulate
control. It was often used by cavalry troops due to its generally each trigger. A newer style is to have a single trigger that fires
shorter length and ease of use, as well as by coachmen for its one barrel first, then the other, in a predetermined sequence, that
322

is reset when the action is broken and reloaded. The advantage Pump action shotguns lacking a trigger disconnector can be
to this is that the user doesn’t have to shift their grip in order to slamfired, on purpose or otherwise, if the trigger is kept depressed
fire quickly, but looses the ability to fire both barrels at once. whilst cycling the action. This permits a user to rapidly spray shells
onto a target area and perform slamfire attacks.
• Side-by-Side (SxS) shotguns have −1 attack penalty when Pump action shotguns have no attack bonus or penalty.
aiming at the same target on the second shot, but a +1 attack
bonus when aiming at a target adjacent to the first.
Lever Action Early attempts at repeating shotguns
invariably centered around either bolt or lever action designs,
• Over-and-Under (OxU) shotguns have no attack bonus or drawing inspiration from contemporary repeating rifles, with
penalty. the earliest successful repeating shotgun being the lever action
Winchester M1887, designed by John Browning at the behest of
Pump Action In pump action shotguns, a sliding forearm the Winchester Repeating Arms Company.
handle (the pump) works the action, extracting the spent shell Lever shotguns, while less common, were popular in the late
and inserting a new one while cocking the hammer or striker as 19th century with the Winchester Model 1887 and Model 1901
the pump is worked. A pump gun is typically fed from a tubular being prime examples. Initially very popular, demand waned
magazine underneath the barrel, which also serves as a guide for after the introduction of pump action shotguns at the turn of the
the pump. The rounds are fed in one by one through a port in the century, and production was eventually discontinued in 1920.
receiver, where they are lifted by a lever called the elevator and One major issue with lever actions (and to a lesser extent
pushed forward into the chamber by the bolt. A pair of latches at pump actions) was that early shotgun shells were often made
the rear of the magazine hold the rounds in place and facilitate of paper or similar fragile materials (modern hulls are plastic or
feeding of one shell at a time. If it is desired to load the gun fully, metal). As a result the loading of shells, or working of the action
a round may be loaded through the ejection port directly into the of the shotgun, could often result in cartridges getting crushed
chamber, or cycled from the magazine, which is then topped off and becoming unusable, or even damaging the gun.
with another round. Well-known examples include the Winchester Lever shotguns have seen a return to the gun market in
Model 1897, Remington 870, and Mossberg 500/590. recent years, however, with Winchester producing the Model 9410
Pump action shotguns are common hunting, fowling, and (chambering the .410 bore shotgun shell and using the action
sporting shotguns. Hunting models generally have a barrel of the Winchester Model 94 series lever action rifle, hence the
between 24 and 28 inches. They can also easily be used with an name), and a handful of other firearm manufacturers producing
empty magazine as a single shot weapon, by simply dropping versions of the Winchester Model 1887/1901 designed for modern
the next round to be fired into the open ejection port after the 12 Gauge smokeless shotshells with more durable plastic casings.
spent round is ejected. Pump action shotguns with shorter barrels
and no barrel choke (or very little) are highly popular for use in Autoloading Gas, inertia, or recoil operated actions are
home defense, military and law enforcement, and are commonly other popular methods of increasing the rate of fire of a shotgun;
known as riot guns. The minimum barrel length for shotguns these are generally referred to as autoloaders or semi-automatics.
in most of the U.S. is 18” and this barrel length is the primary Instead of having the action manually operated by a pump or
choice for riot shotguns. The shorter barrel makes the weapon lever, the action automatically cycles each time the shotgun is
easier to maneuver around corners and in tight spaces, though fired, ejecting the spent shell and reloading a fresh one into the
slightly longer barrels are sometimes used outdoors for a tighter chamber. The first successful semi-automatic shotgun was John
spread pattern or increased accuracy of slug projectiles. Home Browning’s Auto-5, first produced by Fabrique Nationale beginning
defense/law enforcement shotguns are usually chambered for in 1902. Other well-known examples include the Remington 1100,
12 gauge shells, providing maximum shot power and the use of Benelli M1, and Saiga-12.
a variety of projectiles such as 00 Buckshot, rubber, beanbag, Some, such as the Franchi SPAS-12 and Benelli M3, are
and slug shells, but 20 gauge (common in bird-hunting shotguns) capable of switching between semi-automatic and pump action.
or .410 (common in youth-size shotguns) are also available in These are popular for two reasons; first, some jurisdictions forbid
defense-type shotgun models allowing easier use by novice the use of semi-automatic actions for hunting, and second, lower-
shooters. powered rounds, like many less lethal cartridges, have insufficient
A riot shotgun has many advantages over a handgun or power to reliably cycle a semi-automatic shotgun.
rifle. Compared to “defense-caliber” handguns (chambered for Autoloading shotguns also encompasses shotguns that are
9x19mm Parabellum, .38 Special, .357 Magnum, .40 S&W, .45 ACP fully automatic, such as the Daewoo USAS-12 and the AA-12.
and similar), a shotgun has far more power and damage potential,
allowing a “one-shot stop” that is more difficult to achieve with
Machine Guns
typical handgun loads. Compared to a rifle, riot shotguns are
easier to maneuver due to the shorter barrel, still provide better A machine gun is a fully automatic mounted or portable
damage potential at indoor distances (generally 3-5 meters/yards), firearm, usually designed to fire rounds in quick succession from
and reduce the risk of “overpenetration”; that is, the bullet or shot an ammunition belt or large-capacity magazine, typically at a
passing completely through the target and continuing beyond, rate of several hundred rounds per minute.
which poses a risk to those behind the target through walls. The Machine guns are generally categorized as machine guns or
wide spread of the shot reduces the importance of shot placement autocannons. Machine guns are often portable to a certain degree,
compared to a single projectile, which increases the effectiveness but is generally used when mounted on a stand or fired from the
of “point shooting” - rapidly aiming simply by pointing the weapon ground on a bipod. Light machine guns are small enough to be
in the direction of the target. This allows easy, fast use by novices. fired and hand held like a rifle, but the gun is more effective when
323

fired from a prone position, while general purpose machineguns and high-arcing ballistic trajectories. It is typically muzzleloading.
are almost always too heavy to be fired and held like a rifle, A mortar is relatively simple and easy to operate. A modern
and are near required to be fired with support. The difference mortar consists of a tube into which gunners drop a purpose-
between machine guns and autocannons is based on caliber, with designed bomb. The tube is generally set at between 45 and 85
autocannons using calibers larger than 16mm. degrees angle to the ground, with the higher angle giving shorter
Man-portable machine guns are split into two categories: firing distances. The bomb has no cartridge case; the propellant
light and general purpose. Light machine guns are often used is attached to the bomb’s fins. When it reaches the base of the
as squad automatic weapons, automatic weapons used to give tube it hits a firing pin, which detonates the propellant and fires
infantry squads a portable source of automatic, focused fire, that the projectile.
can be carried and maintained by one member of the unit, while Mortars are portable, and usually used by infantry units. The
general purpose machine guns, which can be used by one person, chief advantage a mortar section has over an artillery battery is
usually benefit greatly by having other soldiers help in the aspect the flexibility of small numbers, and mobility. Mortars are able to
of reloading, barrel changing, and carrying ammunition, because fire from the protection of a trench. In these aspects the mortar
of the weight. is an excellent infantry support weapon, as it can be transported
The machine gun’s primary role in modern ground combat is over any terrain and is not burdened by the logistical support
to provide suppressive fire on an opposing force’s position, forcing needed for artillery.
the enemy to take cover and reducing the effectiveness of his Backblast is a cone-shaped area behind a rocket launcher
fire. This either halts an enemy attack or allows friendly forces where hot gases are expelled when the rocket is fired. The
to attack enemy positions with less risk. Because of this, most backblast area is dangerous to others, who may be burned by
machine guns do not even posses a selector switch, and fire in the gases or exposed to overpressure caused by the explosion. In
automatic only mode. confined spaces, common in urban warfare, even the operators
Machine guns that used linked ammunition can sometimes themselves may be at risk.
equip ammo boxes to hold the rounds. All rocket launchers when fired, create a 10’ cone directly
behind them that deals 4d6 fire damage to anyone standing in it.

Grenade Launchers, Rocket Launchers, and Mor-


tars
A grenade launcher or grenade discharger is a weapon that
launches a grenade with more accuracy, higher velocity, and to
greater distances than a soldier could throw it by hand. Grenade
launchers can either come in the form of standalone weapons
(either single-shot or repeating) or attachments mounted under
the barrel of a rifle. Some rifles have been designed to fire rifle
grenades, either from their muzzle or from a detachable muzzle-
mounted launcher.
Most grenade launchers are man-portable, shoulder-fired
weapons issued on a squad level, though larger launchers are
sometimes mounted on armored vehicles. The most common
grenade round in use by modern militaries is the 40 mm
fragmentation grenade, which is effective against a wide range of
targets including infantry and lightly armored vehicles. The ability
of the grenade launcher to loft payloads in a high arc has resulted
in many specialty grenades such as less-lethal sponge grenades.
A rocket launcher is any device that launches a rocket-
propelled projectile, although the term is often used in reference to
mechanisms that are portable and capable of being operated by
an individual. Weapon systems that fall into this category include
the shoulder-launched missile weapon, the wider international
term for any weapon that fires a rocket-propelled projectile at a
target, yet is small enough to be carried by a single person, and
fired while held on one’s shoulder. However, the term bazooka, is
also often used for any shoulder-launched rocket weapon.
Specific types of rocket launchers within this group include
the rocket-propelled grenade, better known as the RPG, which
is a type of shoulder-launched anti-tank weapon designed by
the Soviet Union; the anti-tank guided missile, a guided missile
primarily designed to hit and destroy heavily-armored tanks and
other armored fighting vehicles; and the man-portable air-defense
systems, which provides shoulder-launched surface-to-air missiles.
A mortar is an indirect fire weapon that fires explosive
projectiles known as mortar bombs at low velocities, short ranges,
324

Weapons in Use Glock series in 9x19mm, .45 ACP, and .40 S&W, the Smith and
Wesson 59 Series and the M&P Series in 9x19mm and .40 S&W,
This chapter talks about the general trends that firearms have The SIG P229 in .40 S&W, the Springfield Armory GI 1911A1 in .45
followed throughout the years, as well as trends that generally APC, and the XD in .40 S&W and .45 ACP, and the Beretta 92FS in
follow for the armed citizen. In most campaigns, players should 9x19mm and the Px4 in 9x19mm, .40 S&W and .45 ACP. In addition
be free to choose the weapons for their characters; however, if to their sidearm, they often carry an expendable or fixed baton,
they don’t know what to choose, this section can provide some pepper spray or for more well funded departments, a taser, at least
useful advice depending on what kind of campaign or setting is two reloads for their sidearm, a multitool or pocket knife, a small
being played. The information in this chapter, and more broadly, flashlight, a pair of handcuffs, and a radio. They are also issued
this book, focuses on the United States and its firearm laws. For a ballistic vest, or receive a stipend to pay for one. Detectives
other countries, similar firearms should be used, but they might and investigators will generally carry the same firearms issued
not be as common for some types of characters. For instance, to the officers, though older detectives grandfathered in before
in the UK, a bartender might have a bat over a shotgun, but an the widespread use of automatics will carry their .38 Special and
armored car guard will probably be armed along the same lines .357 Magnum revolvers, such as the Colt Detective Special and the
as their US counterpart. Smith and Wesson Model 36, as well as a pair of handcuffs. Higher
This chapter also covers what kinds of ammunition and officers, such as the captains, majors and chiefs, pull double duty
reserve weapons various organizations would have on hand, if and are out on the street just as much as they are in the office,
need called for them. carrying what suits them.
The SWAT team is usually comprised of various officers who
Local and State Law Enforcement work their normal duty work until their services are needed.
Unlike the standard officers, SWAT team members generally carry
Local and State Law Enforcement encompasses the major personalized handguns, that have been fitted to their specific
uniformed officers who deal with local and state crime, needs. The SWAT team, when on a mission is equipped with
investigating everything from petty thief and indecency calls, shotguns such as the Mossberg 590A1 and Remington 870 Police,
all the way to statewide drug rings and murder sprees. They sub-machine guns such as the HK MP5A4 and MP5A5, UMP9,
generally do not contact federal agencies (or are contacted by UMP40, and UMP 45, and bolt action rifles such as the Remington
federal agencies), unless the case becomes a federal case, that 700P, as well as a single entry shield. A SWAT team in a department
is, crosses state lines. They will often call in federal agencies for of this size will also have tear gas and smoke grenades.
guidance and assistance on things that are out of their scope, The armory will have 10-15 extra boxes of JHP ammunition
such as profiling. for regular duty work, 8-10 boxes of FMJ for target practice, 10-
20 boxes of 12 Gauge 00 buckshot ammo, and 5-8 boxes of 12
Small Police Station or Sheriff’s Department Gauge non-lethal beanbag and rubber ball ammo. The armory
will also have between 5-25 spare handguns that have not been
A small police station is a station that has less than 20 sworn in issued or are spares, with extra magazines for these handguns,
officers or deputies. Because of this, service handgun restrictions as well as 6-10 12 Gauge pump action shotguns, usually of an
are generally lax, usually consisting of caliber requirement for unformed nature, the most common being the Mossberg 500 and
the selected handgun (from 9x19mm up to .45 ACP), and the the Remington 870 Express.
requirement that the officer or deputy be able to qualify and Examples of these police stations and sheriff’s departments
display proper use and maintenance of their weapon. Because include a state patrol, large town police force or campus police at
of their size, officers and deputies are heavily stressed to carry a large university.
a backup weapon. Police stations and sheriffs departments of
this size generally do not have their own SWAT team, and usually
have to ask a larger, nearby department, for assistance. Service Large Police Station or Sheriff’s Department
handgun habits for departments of this size span the entire
department, from the rookie patrol officer or deputy, all the way A large police station is a station that has over 100 sworn
up to the chief or sheriff. in officers or deputies. These stations or departments are
The armory may include between 1-5 extra boxes of JHP generally stringent on their specific firearms, sticking to strictly
ammunition for duty work, 6-8 boxes of 12 Gauge 00 Buckshot issued firearms for its personnel. They follow the same trends a
ammunition, and 3-5 12 Gauge pump action shotguns of assorted medium-sized police station would in choice of firearms and issued
manufacturer. equipment, though the requirement that the officer or deputy be
Examples of these police stations and sheriff’s departments able to qualify and display proper use and maintenance of their
include small town sheriff’s department or campus police at a weapon still applies. Detectives and investigators will generally
small college. carry the same firearms issued to the officers. Higher officers,
such as the captains, majors and chiefs, are usually confined to
clerical and managerial work, and as such, do not make it a habit
Medium Police Station or Sheriff’s Department
to carry a weapon while on duty.
A medium police station is a station that has between 21- The SWAT team in a large station is comprised of dedicated
100 sworn in officers or deputies. They generally issue specific officers who are solely on the SWAT team and do not do patrol
firearms, though the requirement that the officer or deputy be work. Because of their area of coverage, they are mostly active
able to qualify and display proper use and maintenance of their answering calls where their forces are needed, and when not
weapon still applies. Popular firearms for police stations and doing so, are undergoing training to keep their skills sharp until
sheriff’s departments for their officers and deputies include the their services are needed. SWAT team members generally are
325

relaxed from the strict requirements that other officers are imposed The current issued sidearm for special agents is the Glock 22
about their sidearms, allowing to choose a sidearm to fit their or Glock 23 if they pass their first qualification. If they fail their
specific needs. The SWAT team would have the same equipment first qualification, they will be issued either a Glock 17 or Glock
as a medium-sized department, just more of it, but would also 19 to aid in their next qualification. The Glock 26, Glock 23, and
possess shotguns such as the Mossberg 930 Tactical, Remington Glock 27 are authorized as backup weapons. Special agents are
1100, and Benelli M1014, carbine rifles such as the Colt M4, H&K authorized to purchase and qualify with the Glock 21 for duty
G36K, designated marksman rifles such as the H&K PSG1 and carry.
M14 SWS, and even grenade launchers such as the H&K M320, Special agents of the FBI Hostage Rescue Team and FBI SWAT
as well as multiple entry shields and riot shields. A SWAT team teams are issued the Springfield Armory 1911A1 Loaded Operator
in a department of this size will also have tear gas, smoke, sting, in .45 ACP.
stun and even concussion grenades. Departments such as these The HRT and SWAT team maintains a stock of H&K MP5/10A3
also have weapons dedicated for purely non-lethal engagement, and MP5SD6 SMGs that have been outfitted with laser sights,
and will have multiple .68 Cal. paintball markers and 18mm LL tactical flashlights, red dot sights, and a vertical foregrip, as well
for subduing a subject without firearms. as Colt M16A3, M4 and M4A1, M14, and M40A1 rifles. They also
The armory for a large police department will have hundreds have access to Barrett M82A1 Anti-materiel rifles, M79 grenade
of boxes of various types of ammunition, though a bulk of their launcher, Tasers, and stun grenades when needed.
ammunition will be JHP issued for duty. The armory will also
not only have a multitude of spare firearms and magazines, Bureau of Alcohol, Tobacco, Firearms, and Explosives
but will possess its own staff of armorers dedicated to repairing,
maintaining, and cataloging said firearms. The Bureau of Alcohol, Tobacco, Firearms, and Explosives (ATF)
Examples of these police stations and sheriff’s departments is a federal law enforcement organization within the United States
include police forces of metropolises, such as the New York City Department of Justice. Its responsibilities include the investigation
Police Department, the Los Angeles Police Department, the Chicago and prevention of federal offenses involving the unlawful use,
Police Department, the Atlanta Police Department, and the Los manufacture, and possession of firearms and explosives; acts of
Angeles County Sheriff’s Department. arson and bombings; and illegal trafficking of alcohol and tobacco
products. The ATF also regulates via licensing the sale, possession,
and transportation of firearms, ammunition, and explosives in
Park Rangers interstate commerce.
Park rangers hold a special place in law enforcement, in the fact The currently issued sidearm for special agents is the Glock 22
that they perform more than just the standard duties associated or Glock 23.
with law enforcement. In addition to enforcing park regulations
and laws, they are charged with educating the various visitors of United States Marshals Service
the parks which can be as simple as weather forecast and giving
directions, to complex as giving full guided tours that talk about The United States Marshals Service (USMS) is a United
the park’s ecology, history, and demonstrations. They are also States federal law enforcement agency within the United States
charged with watching for forest fires and answering emergency Department of Justice. The Marshals Service is part of the
calls and dispatching help to those in need. executive branch of government, and is the enforcement arm of
Because of their somewhat remote nature, most park rangers the United States federal courts. The U.S. Marshals are responsible
carry weapons that would be considered heavy or excessive in for the protection of court officers and buildings and the effective
a civilian setting, with revolvers chambered in .44 Magnum or operation of the judiciary. The service also assists with court
.454 Casull, or autoloaders chambered in .45 ACP or 10mm Auto, security and prisoner transport, serves arrest warrants, and seeks
to stop large animals such as bears and mountain lions. They fugitives.
also generally have a shotgun or rifle in their vehicle, as well as The current issued sidearm for Marshals is the Glock 22 or
a complete medical kit, a map of the area, a compass, flashlight, Glock 23, chambered in .40 S&W, but a Marshal may choose to
blankets, water and food rations. carry any 9x19mm, .40 S&W, .45 ACP, or .357 Magnum backup
or full sized handgun, providing they pay the full cost and qualify
with it.
Federal Agencies While on assignment, Marshals will also carry ArmaLite AR-15
and Colt M4A1 rifles, and Mossberg 500 and Remington 870 Police
Federal agencies are agencies that investigate crimes that are shotguns.
either attempted against the entire United States of America or that The Special Operations Group (SOG) is issued the Springfield
involve multiple states. They generally do not bother themselves Armory 1911A1 Loaded Operator in .45 ACP.
with local petty crime, but will get involved with larger crimes, as
well as lend assistance, manpower, and firepower to local agencies
Federal Air Marshal Service
who need it.
The Federal Air Marshal Service (FAMS) is a United States
Federal Bureau of Investigation federal law enforcement agency under the supervision of the
Transportation Security Administration (TSA) of the United States
The Federal Bureau of Investigation (FBI) is a governmental Department of Homeland Security (DHS). The Air Marshal Service
agency belonging to the United States Department of Justice that is meant to promote confidence in civil aviation by effectively
serves as both a federal criminal investigative body and an internal deploying federal air marshals (FAMs) to detect, deter, and defeat
intelligence agency (counter intelligence). hostile acts targeting the United States.
326

The current issued sidearm for Air Marshals is the SIG P229, United States Postal Inspection Service
chambered in .357 SIG.
The United States Postal Inspection Service (USPIS) is the law
enforcement arm of the United States Postal Service. Its jurisdiction
Drug Enforcement Agency is defined as "crimes that may adversely affect or fraudulently
The Drug Enforcement Administration (DEA) is a federal law use the U.S. Mail, the postal system, or postal employees." The
enforcement agency under the United States Department of mission of the U.S. Postal Inspection Service is to support and
Justice, tasked with combating drug smuggling and use within protect the U.S. Postal Service, its employees, infrastructure, and
the United States. Not only is the DEA the lead agency for customers by enforcing the laws that defend the nation’s mail
domestic enforcement of the Controlled Substances Act, sharing system from illegal or dangerous use.
concurrent jurisdiction with the Federal Bureau of Investigation Postal Inspectors are issued the SIG P229, chambered in .40
(FBI) and Immigration and Customs Enforcement (ICE), it also S&W as a primary sidearm. Unique to the Postal Inspection Service,
has sole responsibility for coordinating and pursuing U.S. drug Postal Inspectors are issued a Remington 870 Police shotgun along
investigations abroad. with their service sidearm.
The current issued sidearm for Special Agents is the Glock 22
or Glock 23, chambered in .40 S&W, but they can qualify with
the S&W M&P chambered in .40 S&W as well. The Glock 23, and The Underworld
Glock 27 in .40 S&W are authorized as backup weapons. The H&K
The underworld encompasses the world of crime that exists as
UMP40 is the standard SMG, and the Remington 870 Police is the
a whole, spanning everything from petty drug dealers to crime
standard shotgun. Agents also have begun to use the RRA CAR
lords, mafia bosses, and set leaders, who control and run the
A4 Tactical, that has been upgraded to fire fully automatic as well.
lower soldiers and gang members.
Special Agents can also use their personal firearms, but all must
be approved by the DEA firearms office before use.
Petty Criminals
Immigration and Customs Enforcement
This group encompasses singular criminals, petty thieves, con-
U.S. Immigration and Customs Enforcement (ICE) is a federal men, and singular drug dealers. These criminals have their
law enforcement agency under the United States Department of fingers directly in the crime, though most of their crime is either
Homeland Security (DHS), responsible for identifying, investigating, opportunistic, or for profit.
and dismantling vulnerabilities regarding the nation’s border, Low level criminals don’t have a specific group of firearms:
economic, transportation, and infrastructure security. The largest they can quite literally be caught with anything from a single shot
components within ICE are Homeland Security Investigations (HSI) pistol from World War 2 to a fully automatic assault rifle. As a
and Enforcement & Removal Operations (ERO). general rule, these criminals generally use melee weapons for
ICE HSI Special Agents and ERO Officers and Agents are issued their ease of acquisition, lack of restriction, simplicity in use, and
the SIG P229 pistol, chambered in .40 S&W, as their primary sometimes their added benefit of plausible deniability. When they
sidearm. They also may be assigned the Remington Model do carry firearms, they prefer any gun that can be concealed,
870 Police shotgun, the Steyr AUG rifle, or the Colt M4 carbine. and is available. Because of their criminal records, they can not
Agents and officers assigned to a Special Response Team (SRT) are go and purchase a firearm from a legal dealer, instead opting for
specifically assigned the Colt M4 Carbine while some operators illegal street deals, or stealing a firearm. Poor quality firearms are
may also carry the H&K MP5A4 or MP5A5 sub-machine gun, common.
although these are being replaced by the H&K UMP40 chambered
in .40 S&W.
Street Gangs
United States Secret Service
This group is a level above the unstructured criminal, and
The United States Secret Service is a United States federal law includes street gangs with an identifiable power structure and
enforcement agency that is part of the United States Department leader. These groups generally deal purely in profit, often coming
of Homeland Security. The sworn members are divided among from the same neighborhood or of a similar race, creed, or
the Special Agents and the Uniformed Division. Until March 1, lifestyle. They usually also have a mutualistic interest: money,
2003, the Service was part of the United States Department of and work together because of it, and the chaos and criminalistic
the Treasury. The U.S. Secret Service has two distinct areas of activity they cause is merely a byproduct. They usually wear
responsibility; Treasury roles, covering missions such as prevention identifying colors or pieces of clothing, such as certain colors, or
and investigation of counterfeiting of U.S. currency and U.S. even leather jackets or vest with the club’s insignia.
treasury securities, and investigation of major fraud, and protective Outlaw motorcycle gangs are atypical of this behavior, as the
roles, ensuring the safety of current and former national leaders chaos and criminalistic behavior are the desired ways of life, and
and their families, such as the President, past Presidents, Vice the criminal enterprise is a means to live, in order to continue the
Presidents, presidential candidates, and foreign embassies. life of chaos.
Secret Service Special Agents are issued the SIG P229, Smaller street gangs are generally equipped with concealable
chambered in .357 SIG, or the FN Five-seveN chambered in handguns and pump action shotguns, as these are the cheapest
5.7x28mm FN. Agents are also trained on the H&K MP5K, MP5K- to acquire, use, and replace, while the larger gangs may possess
PDW, MP5A4 and MP5A5 sub-machine gun, the Remington 870 heavier firepower such as automatic weapons such as assault
Police shotgun, and the FN P90 Sub-machine gun. rifles, and even anti-materiel rifles.
327

Gang Leaders and Crime Bosses insurgents will use everything from fully automatic rifles to rocket
launchers. Because of their nature, any weapon is viable for a
Gang leaders generally prefer to keep their hands clean of any
terrorist or insurgent.
actual violence or drugs, preferring to delegate those tasks to
lower ranking gang members, but will generally carry a smaller
concealable handgun of decent to high quality, such as the Kahr Civilian Forces
handgun series, the Walther PP Series, the SIG P290 and P238,
Civilian forces encompass regular people who have a mind to
and the Glock 26, 27, and 28. These are usually tucked away
carry a firearm for protection, specifically those who have to do
inside briefcases, bags, and under suit jackets.
so as a part of a job, but are not law enforcement, or regular
citizens who prefer to have their protection and safety in their
Drug Cartels hands.
A drug cartel is a criminal organization developed with the
primary purpose of promoting and controlling drug trafficking Armored Car Drivers
operations. They can range from an agreement between two
street gangs to work together, all the way up to interstate and Armored cars are popular target for professional bank thieves,
even international, multi-billion dollar formal industries. and as such, their drivers are armed. Armored car drivers are
While they have a similar structure to a common street gang, generally equipped with a ballistic vest, a uniform, and a handgun,
their size, funding and training rivals legitimate governmental that they must purchase themselves, but do receive a stipend for
agencies. Most soldiers in a drug cartel are trained in the it. Popular firearms span far and wide, but they most often keep
various arts of asymmetrical warfare, close-quarters combat, full-sized handguns in a tactical holster, with a pump action or
weapons handling and maintenance, and some have even automatic shotgun in the truck.
received explosives handing and training. Most of this training
comes from legitimate state training, which the knowledge is then Bartenders
passed down from a dissenting police officer.
Bars are often the starting scenes for rowdy behavior, and as
Weapons carried by the cartel include, but are by no means
such, the bartender is often armed. They often keep a shotgun,
limited to, M16, M4, AK-47 and AKM assault rifles, shotguns of
such as a Mossberg 500 or Remington 870 Police under the bar
every make and model, AT4 and M72 LAW rocket launchers, M79
for serious altercations, but many bartenders have begun to opt
grenade launchers, and even Barrett M82B anti-materiel rifles.
for a full sized handgun, because of their maneuverability and
size. They also will have melee weapons, such as a bat, to deal
Assassins and Hitmen with less rowdy, but still problematic, patrons.
Assassins are people who commit a targeted murder. Hitmen
are assassins for hire. Shopkeepers
Assassins and hitmen’s method of killing can range from
poisoning to blowing up an entire car, but when firearms are Shopkeepers generally follow the same rules as bartenders,
involved, they prefer to either fire from a long distance, using a but their weapons are more used for people attempting a quick
high-powered rifle with a scope and possibly a suppressor, or stickup job. The level of armament of the shop is completely
close range with a suppressed handgun, or machine pistol. They dependent on the shopkeeper’s views, as well as what they sell.
also use a melee weapon, a knife usually, for truly quiet kills. A gun store is guaranteed to have an armed shopkeeper, while
a fine china store in a wealthy neighborhood may go without
firearms, electing to call the authorities instead.
Gunrunners and Arms Traffickers
Gunrunners and arms traffickers are people who smuggle Mercenaries
contraband weapons and ammunition for a profit. They sell
their arms, acquired legally or otherwise, to anyone who has the A mercenary is a person who takes part in an armed conflict,
cash and need. Arms traffickers and gunrunners should not be who is not a national or a party to the conflict, and is “motivated
confused with people who sell firearms for legal commerce, such to take part in the hostilities essentially by the desire for private
as a legally operating gun store. gain and, in fact, is promised, by or on behalf of a party to the
conflict, material compensation substantially in excess of that
Because of their nature of business, they have the best selection
and quantity of weapons: it’s their business to have as such. promised or paid to combatants of similar ranks and functions in
Gunrunners are generally heavily armed, either by choice or the armed forces of that party”. Most mercenaries in the modern
simply by having stock, usually with a few handguns and an age are employees of private security firms such as Blackwater,
Xe Services, Triple Canopy, Armour Group, PBE, and Dyncorp.
assault rifle or two, as well as grenades, explosives, magazines,
ammunition, and anything else their customers would like to Mercenaries are generally armed the same, or more usually,
sample. They also have a tendency to wear body armor, in order better than their soldier counterparts, equipped with the best
to avoid getting killed by their own merchandise. body armor, weapons, vehicles, and ammunition, provided by
the company they work for. This equipment is generally on loan
from the company while they perform their services, though it
Insurgents and Terrorists
isn’t uncommon for a mercenary to carry their own personal
Insurgents and terrorist armament depends completely on their sidearm. The type of handgun a mercenary carries is completely
funding, and their supporters. Underfunded insurgents will use dependent on their personal preference but .45 ACP, .40 S&W, and
crude, homemade firearms, while well-funded and equipped .357 Magnum are the most popular calibers.
328

Bodyguards rocket launchers, and MP5 sub-machine guns. Soldiers are also
issued M9 handguns, which are functionally identical to Beretta
Bodyguards are equipped just as mercenaries, though because
92FS handguns, but they are being phased out for the newer
of their dealings in the states, they will bypass fully automatic
M17 handguns, which are Sig-Sauer P320 full-size handguns in
weapons in lieu of semi-automatic rifles and carbines, as well as
9x19mm. The USMC also has a store of M1911 and Glock 19
concealed handguns.
handguns that are used by select groups, but these weapons
are few and far in-between, often given to special forces groups.
Hunters The Criminal Investigations divisions such as CID and NCIS are
The weapon a hunter carries depends on the personal issued Sig-Sauer P228 handguns in 9x19mm, while military police
preference of the hunter, and what they are hunting. For birds, are issued M9s or M17s. Mossberg 590A1 and Remington 870
or small animals, a light birdshot is generally preferred in a shotguns are often used both by military police for response, and
shotgun, modified with a choked barrel. Varmint hunters will by infantry for breaching. The M1014 is also issued for breaching,
choose something with a smaller caliber, such as .22 Long Rifle but this is primarily used by the USMC. Various types of grenades
or .17 HMR. Hunters of larger game will prefer high powered rifles are used by all branches, with fragmentation, smoke and stun
chambered in calibers such as 7.62x51mm or .30-06 Springfield, grenades being the most common. Survival knives are issued as
or shotguns with slug barrels, loaded with slugs. A hunter may well.
also choose to carry a crossbow, or bow and arrow, for a silent
kill. Canadian Armed Forces
The armed forces of Canada issue M4A1s and M16A4s with iron
Security Guards sights, red dot sights, or 1.5x telescopic sights depending on the
Security guards are charged with over-watching an area, usually soldier’s duties. Specialty units and soldiers are issued FN Minimi
an office building or dock. They are generally not given firearms, light machine guns, M320 and M203 grenade launchers, M110
rather to observe and report, and call the authorities if anything SASS designated marksman rifles, M40A3 and M24A3 Sniper rifles,
does happen. They are usually given a flashlight and possibly a M82 Anti-materiel rifles, AT4 and Javelin rocket launchers, MP5
can of pepper spray. sub-machine guns. Soldiers are also issued Browning Hi-Power
handguns. Various types of grenades are used by the Canadian
Armed Forces, with fragmentation, smoke and stun grenades being
Militia Members
the most common. Survival knives are issued as well.
Local militia members are armed depending on their funding,
and location. Militia groups in the United States will normally be United States Coast Guard
armed with self-loading rifles such as the Ruger Mini 14, and Mini
30, while well-funded militias will have AR-15s and FALs. Because The United States Coast Guard issues M4A1s with various optics
of their semi-organized nature, firearms will rarely be universal and Remington 870s for boarding action, as well as Sig-Sauer
across the members, many using what they can afford or even P229 handguns chambered in .40 S&W. Flare guns and flotation
get their hands on. vests are also standard issue due to their work in and around the
water.
Armed Citizen
People’s Liberation Army Ground Forces
The armed citizen’s armament can vary extremely widely.
Usually it will focus on smaller handguns suitable for conceal The PLA Ground forces issues the Norinco QBZ Type 95 rifle
carry, such as firearms from makers such as S&W, Kahr, Glock, and the Norinco QBU Type-88 rifle, with Norinco QSZ Type 95
H&K or Ruger, to name a few. A small few will also carry backup LSW is used as a squad automatic weapon. They also issue the
firearms as well. Less well off citizens will have less expensive Norinco QSZ 92 handgun, but these handguns are primarily for
firearms, such as Hi-points, Jimenez, Taurus, Kel-tecs, and SCCYs. officers.

Militaries Around the World Israeli Defense Force

This section covers the basic issued equipment for the various The Israeli Defense Force primarily issues the IMI Tavor series
armies listed. In addition to the equipment listed, militaries often of rifles for a multitude of tasks, but still will issue the M16A4 for
issue a host of other support equipment, such as MREs, MOLLE various secondary roles such as security duty and conscription
gear, and tools to achieve their missions. duty. They also issue the M24A3 to snipers, and have the IMI
Negev as their squad automatic weapon. Galils are also common
United States Marine Corps, United States Army, United in both secondary roles and primary roles. Jericho 941 handguns
States Airforce and the United States Navy are also issued to select personnel. Various types of grenades are
used by the IDF, with fragmentation, smoke and stun grenades
The armed forces of the United States all issue M4A1s and being the most common. Survival knives are issued as well.
M16A4s with iron sights, red dot sights, or 1.5x telescopic sights
depending on the soldier’s duties. Specialty units and soldiers British Army and the Special Air Service
are issued M249 light machine guns, M320 and M203 grenade
launchers, M110 SASS designated marksman rifles, M40A3 and The British Army and the SAS are both issued the L85A2 rifle, as
M24A3 sniper rifles, M82 anti-materiel rifles, AT4 and Javelin well as the FN Minimi squad automatic weapon, and the L86 LSW.
329

Specialist roles will receive the Accuracy International AWP rifle. British Army and the SAS, with fragmentation, smoke, and stun
Their issued handgun is the Browning Hi-Power, usually given to grenades being the most common. Survival knives are issued as
officers. AT4 anti-tank weapons and M320 grenade launchers are well.
also common. Various types of grenades are used by both the
330
331

Chapter IX

Variant Rules
333

Ultra Lethality Cost Benefit


2 OOP +1 Feat
This variant rule changes how Extended Hit Points are 2 OOP +1 Skill
accumulated by characters, making the game much more lethal 1 OOP +4d4 Wealth
and dangerous at all levels.
Game Masters should be heavily cautioned when using this Table 283: Occupational Option Points
variant rule, as it greatly increase the lethality of combat, since
Extended HP is not increased, giving the characters less of a buffer
against attacks. Gridless Combat
Game Masters should re-evaluate Battle Value for monsters
and enemies, putting characters against enemies with 3-10 less Tactical affairs such as movement are best handled on a grid,
Battle Value than their current battle value. but for players who prefer the wargame type of movement, or
For 1st level, a character is created as normal, following the who do not want to be tied to a grid-like movement, this variant
standard rules. Every level after 1st level, a character no longer rule gives them options.
gains any Extended HP, can not purchase Extended HP points with The primary advantage of this variant is that it eliminates the
Character Option Points, and the character’s pool of character grid and the issues that come with it, such as moving diagonally,
option points is reduced by 2, giving the character 2 Character and complicated aiming and throwing distances. It also makes
Option Points per level after 1st level. All other effects, features, creating organic scenes using props much easier. All distance is
and rules of leveling a character still apply. measured in a straight line.
Any other method of increasing Extended Hit Points, such as 5 feet in game is equivalent to 1 inch, and the recommended
through feats, or temporary Hit Points, still applies. miniature sizes is 22mm. It is highly recommended that a tape
measure is on hand, and string and circular cutouts with 1 inch
notations. All ranges are rounded up to the nearest inch, when
Uses for this rule needed.
Grenades, explosives, and any weapons with a blast radius
This rule can be used if you want to add a more simulation
work as normal. The blast radius is calculated as a diameter (a 5’
type of play, where players will need to be very mindful of armor,
blast radius will be a circle 1 inch across, a 10’ radius will have a
cover, concealment, reacting, and danger in general.
circle 2 inches across, etc). The diameter of the explosive must
only touch the miniature in order for it to be affected. For the
purpose of this variant rule, wounding radius is removed.
Fast Damage All creatures sized Medium and less should be able to fit
into a 1 inch diameter circle, Large creatures will fit into a 2 inch
This variant rule Created by Twixman. Thank him for it! diameter circle, Huge creatures will fit into a 3 inch diameter circle,
Fast damage simplifies the damage rules of Ops and Tactics Gargantuan creatures will fit into a 4 inch diameter circle, and
by limiting the amount of dice rolled for damages. When Colossal creatures will fit into a 5 inch or larger circle.
calculating the damage for weapons, the amount of dice rolled is
instead multiplied by the roll, instead of all of the dice are rolled,
with the bonuses applied after the roll. Overpenetration and Missed Shots
Example: .45 ACP has a damage of 3d4+2. Using the Fast On a base level, Ops and Tactics ignores the aftereffects of
Damage rules, you would roll 1d4, multiply it by 3, and using improper ammunition when in combat, or when one misses
then add 2 to the calculated number. their shot. This variant rule adds the notion of missing or shooting
through your target.
Fast damage can make the game faster, but at the cost of
unbalancing some weapons and damages. GMs are encouraged
to weigh the options when using this variant rule. Missing the intended target
If an attack roll results in a missed attack by a ranged weapon,
the projectile does not simply disappear. The projectile continues
Custom Occupations on for 5 range increments in the direction it was fired until it loses
momentum force and lands on the ground or collides with another
Custom occupations replaces the standard occupations of object.
Ops and Tactics, allowing players and GMs to build their own If an object or target is within the line of fire of the projectile,
occupation instead of using the prebuilt occupations. the original attack roll is used to see if it collides with that target,
Occupations have three values, Feats, Skills, and Wealth. A but the target is considered flat-footed, as they are unaware that
character has 6 Occupational Option points that they can spend the attack is even coming for them. If the roll succeeds, then it is
on any of these three values. considered a hit and damage is rolled as it would be if it were a
Feats Occupations have 0 feats by default. A character can normal attack.
choose any feat that does not have any prerequisites. The hardness of an object also effects if it can be penetrated.
Skills Occupations have 1 skill by default. This can be any skill. If an object’s hardness is less than half damage, it does not stop
Wealth Occupations have 4d4 WP as their starting Wealth Points. the round at all, and the round passes through. Treat that object
The bi-weekly wealth point is half of this. as concealment, not cover.
334

Overpenetrating a target Caliber Damage Half Damage


.25 ACP 1d3 1
If the ammunition does half or more of the total possible damage
.32 ACP 1d6 3
to the target using the base damage, the round has shot though
the target and has the possibility to hit someone else. This only 7.65mm 1d4+2 3
happens with the following kinds of ammunition: Longue

• Cased Rounds Table 285: Light Rimless Ammunition

– FMJ Caliber Damage Half Damage


– Surplus .380 ACP 2d4 4
8x22mm 2d4 4
– Wadcutter Nambu
– Semi-Wadcutter 9x18mm PM 2d4+1 4
9x19mm 2d6 6
– Solid .40 S&W 3d4 6
– Match Grade .38 ACP 2d6+1 6
.38 Super 3d4+3 7
– Super Match Grade
7.63x25mm 2d8 8
– Semi Jacketed Soft Points Mauser
– Armor Piercing .22 TCM 2d3+3 4
7.63mm 1d6+4 5
– Tracer Mannlicher
.357 SIG 2d6+2 7
• Shell Rounds
7.62x25mm 2d8+2 9
– Slug Tokarev
9x23mm 2d6+3 7
– Magnum Slug Steyr
– Saboted Slug
Table 286: Intermediate Rimless Ammunition
– Armor Piercing Slug
Caliber Damage Half Damage
• Caseless Rounds
.45 ACP 3d4+2 7
– FMJ .45 GAP 3d4+2 7
10mm Auto 2d6+4 8
– Match Grade .44 AMP 3d6 9
– Armor Piercing .45 3d6+1 9
Winchester
– Tracer
Magnum
.50 GI 5d3+2 12
• Black Powder
.475 Wildey 3d6+5 11
– All rounds Magnum
.460 4d4+2 9
Refer to the rules for missing a target to handle what target was Rowland
hit. If a secondary target is hit, that target takes half the damage .50 Action 3d6+2 10
the original target received. If the target is wearing armor that Express
provides DR to the attack, the rounds do not over-penetrate.
When using Armor Piercing ammunition, Armor Piercing Slug or Table 287: Heavy Rimless Ammunition
Saboted Slug ammunition, the ammunition always overpenetrates
the first target, without exception. Caliber Damage Half Damage
.38 Long Colt 1d4 2
Caliber Damage Half Damage .38/200 1d4+3 3
.41 Rimfire 1 0 .38 S&W 1d4+3 3
.22 Short 1d2 1 .38 Special 2d4+1 4
.22 Long Rifle 1d4 2 .476 Enfield 1d4 2
.32 Rimfire 2d3 3 9mm 1d6+2 4
.17 HMR 1d4+2 3 Japanese
.22 WMR 2d4+2 5 Revolver
.44 Henry 2d6+1 6 7.62x38mmR 1d8+2 5

Table 284: Rimfire Ammunition Table 288: Light Rimmed Ammunition


335

Caliber Damage Half Damage Caliber Damage Half Damage


.44 American 1d6+3 4 6.5x50mm Arisaka 4d6 12
.44 Russian 1d6+3 4 7.92x33mm Kurz 3d8 12
.45 Schofield 2d4+3 5 .243 Winchester 4d6+2 13
.327 Federal 2d6+1 6 .300 AAC Blackout 4d6 12
Magnum .30-30 Winchester 4d6+1 12
.45 Long Colt 2d6+3 7 6.5mm Grendel 4d6+1 12
.41 Long Colt 3d4+1 6 7.62x39mm 4d6+2 13
.455 Webley 3d4+1 6 7.5x54mm French 4d6+4 14
.357 3d4+3 7 7.62x51mm 5d6 15
Magnum 8mm Lebel 5d6+1 15
.32-20 1d10 5 7x57mm Mauser 5d6+2 16
Winchester 7.62x54mmR 5d6+2 16
.44 Special 1d6+6 6 .303 British 5d6+3 16
.38-40 1d6+5 5 .30-40 Krag 5d6+4 17
Winchester 7.7x58mm Arisaka 5d6+4 17
.44-40 1d10+5 7 7.5x55mm Swiss 5d6+4 17
Winchester 7.92x57mm Mauser 5d6+5 17
.44 Magnum 3d6 9 .30-06 Springfield 6d6 18
.454 Casull 3d6+2 10 .56-56 Spencer 2d10+5 12
.500 S&W 5d6+4 17 .45-70 Government 3d10 15
Special .50-70 Government 3d10+5 17
.500 4d6+2 13 .458 SOCOM 3d12 18
Wyoming
Express Table 292: Heavy Rifle Ammunition
.500 S&W 7d6 21
Magnum Caliber Damage Half Damage
.300 7d6 21
Table 289: Heavy Rimmed Ammunition Winchester
Magnum
.338 Lapua 7d8 28
Magnum
7.92x94mm 7d8 28
.50 BMG 10d8 40
12.7x108mm 10d8 40
13.9x99mmB 12d8 48
Caliber Damage Half Damage
14.5x114mm 10d10 50
.17 2d6 6 20x102mm 12d10 60
Remington 20x105mm 12d10 60
4.6x30mm 3d4−1 5 20x125mm 12d10 60
5.7x28mm 3d4−1 5
Table 293: Super Heavy Rifle Ammunition
Table 290: Light Rifle Ammunition
Caliber Damage Half Damage
.28 Caseless 1d12+3 9
.40 Caseless 2d12+6 19
.20 Hi-Velo 4d12+4 30
Caseless

Table 294: Caseless Ammunition


Caliber Damage Half Damage
.30 Carbine 3d6+1 9 Caliber Damage Half Damage
5.45x39mm 4d4 8 .31 Ball 2d3 3
5.8x42mm 5d4 10 .36 Ball 2d4 4
5.56x45mm 5d4 10 .44 Ball 2d6 6
9x39mm 4d4+4 10 .52 Ball 2d8 8
6mm Lee Navy 5d4+2 11 .58 Minié Ball 2d10 10
6.8mm Remington SPC 5d4+3 11 .75 Ball 3d8 12
4.73x33mm 4d4+1 9 .50 Cal Muzzleloader 4d10+3 25

Table 291: Intermediate Rifle Ammunition Table 295: Black Powder


336

Caliber Damage Half Damage bonus. The first shot has no bonus or penalty, but the hammer
.410 Bore 3d4+1 6 may be cocked back for 1 Combat Point, giving a +1 attack bonus
for the first shot.
Table 296: Light Shotshell Ammunition
DA Double Action is similar to DA/SA but every shot is a heavy
Caliber Damage Half Damage double action pull. Double Action firearms are considered semi-
20 Gauge 4d6 12 automatic firearms. The hammer is exposed and can be cocked
16 Gauge 4d6+3 13 back for 1 Combat Point, gaining a +1 attack bonus on single shot
12 Gauge 5d6 15 and potshot attacks.

Table 297: Intermediate Shotshell Ammunition DAO Double Action Only is similar to DA but the hammer can
not be cocked back. Double Action Only firearms are considered
Caliber Damage Half Damage semi-automatic firearms.
10 Gauge 7d6 21
PA Preset Action, the action is at half-cock giving a light trigger
Table 298: Heavy Shotshell Ammunition pull. Preset Action firearms are considered semi-automatic
firearms. All single shot attacks have a +1 attack bonus.
Uses for this rule
This rule can be used if you want to add a more simulation Lever Action The firearm has a lever that must be worked after
type of play, where players will need to watch their crossfire and each shot. Attacks cost +3 Combat Points when firing from a prone
be mindful of what’s behind their target, as well as not act as position, but −2 Combat Points when performing potshot attacks.
recklessly with the wrong kinds of ammunition, and gives more
incentive for anti-personnel ammunition purchases. Pump Action The firearm has a pump on the forearm that is
worked back and forth to cycle a new round.

Generic Firearms Slam A subset of Pump Action. Firearms with this have no
disconnecter and will discharge if pumped while the trigger is
Firearm The name and model of the firearm. held down.

Damage(Dam) and Recoil Penalty(RP) The Amount of damage Bolt Action The firearm has a bolt that must be worked after
the firearm causes, and the Recoil Penalty of the Firearm. each shot, expending the empty shell and reloading a new round.
All single shot attacks have a +1 attack bonus, but cost +1 Combat
Magazine Size, Cost, and Type The size of all available Point.
magazines for the firearm and what type of device the firearm
uses. Self Loading (SL) Each pull of the trigger reloads the firearm.
It is synonymous with semi-automatic, and Self-Loading firearms
Upgrade Points (Upg) The type of upgrades the firearm can are considered semi-automatic firearms.
accept.
F Frame / B Barrel / O Optics / T Tactical Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
variants. 2RB Stands for 2 round burst, which allows the firearm
Range Increment (Rng) The range increment for the firearm. to perform 2 round burst fire attacks, and 3RB stands for 3 round
All shotgun range increments affects both their damage and range. burst, which allows the firearm to perform 3 round burst fire
All benefits from upgrades have been already calculated in the attacks.
weapon’s range increment.
Auto Stands for fully automatic where the firearm will continue
Rate of Fire (RoF) The rate of fire for the firearm or the action to fire as long as the trigger is pressed down. The firearm can
of the firearm. perform autofire, suppressive fire, sweepfire, sprayfire, or five
round burst fire attacks.
SA Single Action requires the hammer to be pulled back before
firing again. Single Action firearms that take box magazines or Single The firearm can only hold a single round and must be
have internal magazines are considered semi-automatic firearms. reloaded after every shot.
All Single Action firearms gain a +1 attack bonus on all single shot
and potshot attacks. Single Action firearms with cylinders cost +1 Double The firearm has two triggers that can be depressed at
Combat Point when performing a single shot attack. the same time, to perform a double-fire attack, or one at a time
to perform two single attacks.
DA/SA Double Action/Single Action where the first shot is a
heavy double action pull and the second is a crisp single action Size (Sz) The size of the firearm. The smaller size denotes
pull. DA/SA firearms are considered semi-automatic firearms. All how large the weapon is when it is folded up, while the larger size
single shot and potshot attacks after the first gain a +1 attack denotes how large the weapon is fully extended, or assembled.
337

Weight (Wt) How much the firearm weighs with all of the Standard Pistol ammo, and are bulkier, but pack more of a punch.
accessories it comes standard with. Non-automatic/burst versions of these rifles can be purchased for
−3 WP cost, and a licensed restriction.
Wealth Point Cost The cost of the firearm to purchase, not The Light SMG comes standard with one magazine and a folding
including the license. stock.
The Heavy SMG comes standard with two magazines and a
fixed stock.
Standard Equipment What you receive when you purchase
the firearm, fully assembled. If the firearm has a permanent piece
of equipment, that equipment cannot be removed or modified. Shotguns Shotguns are split into two different types: Hunting
All firearms and magazines are unloaded and empty when Shotgun and Tactical Shotgun. While both shotguns use the same
purchased. type of ammunition, the application is vastly different. Hunting
shotguns are long barreled, small capacity weapons that are
primarily used for hunting game. Tactical Shotguns are used by
Simple Firearms and Ammo
police officers and other LE agencies, often as a police cruiser
When your players don’t know or don’t care about the gun.
differences between a Beretta 92FS and a Glock 19 and want All Shotguns come standard with a fixed stock and have Straight
to simply jump into the action without worrying about the finer Barrels. Any firearm that uses magazines comes with 1 magazine.
points of firearms, these firearms may be substituted. Firearms
are split into major categories, and all categories use the same Rifles Rifles are split into three different types: Assault Rifles,
ammunition and magazines of their type unless otherwise noted. Battle Rifles, and Hunting Rifles. Assault rifles share common
Upgrades work exactly the same as regular firearms. Example ammo with Light Sniper Rifles and Light Machine Guns, while
models of firearms are listed, for reference. Battle Rifles and Hunting rifles share Common ammo with Heavy
Sniper Rifles and Heavy Machine Guns. Assault rifles are light and
Type Ammo Cost
maneuverable and hold more ammo, but fire weaker rounds.
Light Pistol 1 WP per 50 Battle rifles are unwieldy, but sturdy and powerful, however
Standard Pistol 2 WP per 50 holding less ammunition. Hunting rifles boast increased accuracy
Heavy Pistol 2 WP per 50 at the loss of automatic fire.
Light Revolver 1 WP per 50 The Assault Rifle, Battle Rifle and Hunting Rifle all come standard
Heavy Revolver 4 WP per 50 with one magazine and a fixed stock.
Shotgun 2 WP per 50
Light Rifle 2 WP per 50
Machine Guns Machine Guns are split into two different types:
Heavy Rifle 5 WP per 50
Light and Medium. Light Machine Guns share common ammo
Grenade Launcher 6 WP each with Light Sniper Rifles and Light Assault Rifles, while Medium
Machine Guns share common ammo with Heavy Sniper Rifles,
Handguns Handguns are split into eight different types: Light Battle Rifles, and Hunting Rifles. Light Machine Guns are light and
Pistol, Standard Pistol, Service Pistol, Heavy Pistol, Backup Revolver, maneuverable, but fire weaker rounds and don’t punch through
Service Revolver, and Heavy Revolver. Light handguns are pocket cover as well. Heavy Machine Guns are unwieldy, but sturdy and
handguns, with a small magazine or cylinder size and a small powerful, useful for heavy cover.
punch, but good for hiding away. Standard and service handguns Both Machine Guns come standard with one empty ammo box,
are service weapons used by various law enforcement agencies, a bipod, and a fixed stock.
as well as your common thugs, at times. Heavy Handguns are
pistols and revolvers chambered in large, wide caliber handguns,
Sniper Rifles Sniper Rifles are split into two different types:
carried by few and used by even less.
Light Sniper Rifle and Heavy Sniper Rifle. Light Sniper Rifles share
The Light Pistols comes with one magazine.
common ammo with Light Machine Guns and Light Assault Rifles,
The Standard, Service, and Heavy Pistols come with two
while Heavy Sniper Rifles share Common ammo with Heavy
magazines.
Machine Guns, Battle Rifles and Hunting Rifles. Both rifles are
accurate and do the job well, but one is lighter and easier to carry
Machine Pistols Machine Pistols are split into two different while one is heavier and packs a bigger punch.
types: Light Machine pistols and Heavy Machine Pistols. Light Both Sniper Rifles come standard with a 10× telescopic sight
Machine Pistols use Light Pistol Ammo, and sport a 25 round and a fixed stock.
magazine. Heavy Machine Pistols use Standard Pistol Ammo, and
can take Standard Pistol Magazines as well as their own 32 Round
Explosive Launchers Explosive Launchers are split into two
magazines. Machine Pistols lack the stock of SMG, but still have
different types: Grenade Launcher and Rocket Launcher. Neither
the full auto power.
use the same ammunition, but both can be devastating against a
The Light Machine Pistol comes with one magazine.
group of enemies. Grenade launcher lobs a loaded grenade at a
The Heavy Machine Pistol comes with two magazines.
single square. The rocket launcher is a single use rocket, meant
to be discarded after each use. Rocket Launchers deal fire and
SMGs Sub-Machine Guns are split into two different types: Light concussion damage.
SMG and Heavy SMG. Light SMGs use Light Pistol ammo, and
while small, don’t pack as much as a punch. Heavy SMGs use
338

Weapon Dam/RP Mag Upg Rng RoF Sz Wt Cost Restr


and
Cost
Light Pistols
Light Pistol, DAO 1d6/-1 Box:7:1 FB 15’ DAO T 0.8 8 L
Light Pistol, Striker 1d6/-1 Box:6:1 FB 15’ PA T 0.8 8 L
Standard Pistol
Standard Pistol, DA/SA 2d6/-2 Box:17:1 F B 1T 30’ DA/SA S 1.4 15 L
Standard Pistol, Striker 2d6/-2 Box:15:1 F B 1T 30’ PA S 1.1 13 L
Service Pistols
Service Pistol, DA/SA 2d6+2/-3 Box:14:2 F B 1T 30’ DA/SA S 1.1 16 L
Service Pistol, Striker 2d6+2/-3 Box:11:2 F B 1T 30’ PA S 1.1 14 L
Heavy Pistols
Heavy Pistol, DA/SA 3d6/-4 Box:9:2 FB 35’ DA/SA M 2.1 18 L
Heavy Pistol, SA 3d6/-4 Box:8:2 FB 35’ SA M 2.1 20 L
Backup Revolvers
Backup Revolver, DAO 1d6+1/-1 Cyl:5 FB 20’ DAO S 1.0 8 L
Backup Revolver, DA 1d6+1/-1 Cyl:5 FB 20’ DA S 1.0 10 L
Service Revolver
Service Revolver, DA 2d6+4/-4 Cyl:6 FB 35’ DA M 2.5 13 L
Service Revolver, DAO 2d6+4/-4 Cyl:6 FB 35’ DAO M 2.5 14 L
Heavy Revolvers
Heavy Revolver, SA 3d6+3/-5 Cyl:6 FB 35’ SA M 2.5 19 L
Heavy Revolver, DA 3d6+3/-5 Cyl:6 FB 35’ SA M 2.5 22 L
Machine Pistols
Light Machine Pistol 1d6/-1 Box:25:1 F B 1T 25’ SL/Auto S 1.8 11 M&P
Heavy Machine Pistol 2d6/-2 Box:32:2 F B 1T 35’ SL/Auto M 2.0 18 M&P
SMGs
Light SMG 1d6/-1 Box:20:1 F B 1T 30’ SL/2RB/Auto S/L 4.5 14 M&P
Heavy SMG 2d6/-2 Box:30:2 F B 1T 40’ SL/3RB/Auto L 5.5 30 M&P
Shotguns
Hunting Shotgun, Pump Action 5d6/-6 Int:3 FB 45’ Pump L 4.4 8 L
Hunting Shotgun, Double Barrel 5d6/-6 Int:2 F 2B 45’ Single/Double L 4.0 12 L
Tactical Shotgun, Pump Action 5d6/-6 Int:6 F B 1T 25’ Pump L 5.5 20 L
Tactical Shotgun, Self-Loading 5d6/-6 Int:4 F B 1T 25’ SL L 5.6 26 L
Rifles
Assault Rifle 4d6+3/-6 Box:30:1 F B O 4T 65’ SL/Auto L 7.0 30 M&P
Battle Rifle 6d6/-8 Box:20:2 FBO 80’ SL/Auto L 11.6 35 M&P
Hunting Rifle, Lever Action 6d6/-8 Box:7:2 FBO 70’ Lever L 10.6 20 L
Hunting Rifle, Bolt Action 6d6/-8 Box:5:3 FBO 95’ Bolt L 6.6 18 L
Hunting Rifle, Self-Loading 6d6/-8 Box:10:5 FBO 65’ SL L 10.6 29 L
Machine Guns
Light Machine Gun 4d6+3/-6 Linked F B O 2T 55’ Auto L 15.0 54 M&P
Box:75
Medium Machine Gun 6d6/-8 Linked F B O 1T 70’ Auto L 25.0 65 M&P
Box:100
Sniper Rifles
Light Sniper Rifle 4d6+3/-6 Int:5 FBO 160’ Bolt L 10.0 60 L
Heavy Sniper Rifle 6d6/-8 Int:5 FBO 180’ Bolt L 12.5 70 L
Explosive Weapons
Grenade Launcher 6d6 20’ Blast Int:1 — 45’ Single L 14.8 30 M&P
Rocket Launcher 30d6 30’ Blast Int:1 — 200’ Single L 5.0 38 M&P

Table 299: Firearms


339

Race Construction Racial Abilities

This variant rule adds the ability for players and GMs to build +1 CHP This ability grants a +1 to the CHP formula. It can be
their own races. taken a maximum of 5 times.

Race Building +1 Combat Point This ability grants a +1 to the Combat Point
score. It can be taken a maximum of 5 times.
This is a template for a GM and players to build their own races
for games. All races are sentient beings, capable of some form
of independent thought and have some way to manipulate tools +10 Mental Limit This ability grants a +10 bonus to the Mental
and weapons. Limit Formula. It can be taken a maximum of 3 times.
When designing a race, be sure to think of how they look as
well. What do the males and females look like (if there are males 1 Specific Feat This ability grants the race a single preselected
and females)?, What are their cultural norms? What languages do feat. This feat must have no prerequisites in order to be taken.
they speak? What places are they from and what is the geometry
of their homelands? Do they generally prefer one form of combat
or area of study over another? These are just a few questions Any 1 Feat This ability grants the race the ability to select any
you can ask yourself, and your players in order to flesh out the one feat at character generation.
created races.
No Encumbrance Penalty to CP This ability allows the race to
Dominant and Recessive Traits ignore all Combat Point reductions due to being encumbered.
A race’s Recessive Traits are its Combat Point Score and Core
Hit Point Formula, and its Dominant Traits can be selected from Extra Effort Doesn’t Flatfoot/AoO This ability allows the race
its abilities. A race can have up to 9 Racial Ability Points worth of to not become flatfooted or provoke AoO when using the Extra
Racial Abilities, and can have as many handicaps as they wish. Effort action.

Base Racial Values −1 Size Category with Melee Weapons This ability allows the
Medium Sized Races race to treat all melee weapons as one size smaller when using
This race is of Medium size, being the standard size. them. This applies only to using, not concealing.

• The race has a base Combat Point score of 12.


−1 Size Category with Ranged Weapons This ability allows
• The race has a base CHP formula of CON−1. the race to treat all ranged weapons as one size smaller when
using them. This applies only to using, not concealing.
• The race receives two feats.

• The race receives 9 Racial Ability Points, which they can 1.5× Multiplier on one Saving Throw This ability gives the race
spend on abilities. Each ability can only be taken once, a new formula for a single Saving Throw, which is: (Base Selected
unless otherwise specified. Saving Throw Score×1.5)+Ability Modifier+Misc. Modifiers.
This ability may be taken a maximum of 3 times, each time
Small Sized Races applying to a different Saving Throw.
This race is of a smaller stature, being harder to hit but having
less health and having more difficulty using larger weapons.
Racial Recoil Bonus This ability grants a +1 to the Recoil Modifier
• The race gains a +1 size bonus to Defense, for their size. Formula. It can be taken a maximum of 6 times.

• The race gains a −1 size penalty to melee attacks, for their


Blindsight Ability This ability grants the race the ability to use
size.
non-visual senses, such as sensitivity to vibrations, scent, acute
• The race has a base Combat Point Score of 14. hearing, or echolocation, the race maneuvers and fights as well
as a sighted creature. Invisibility and darkness are irrelevant. This
• The race has a base CHP Formula of CON−2. ability has a 35’ range.

• The race has the Small Frame Handicap but does not receive
the bonus points from the handicap. Constrict Ability This ability gives the race the ability to crush
their opponents after making a successful grapple check, dealing
• The race is not allowed to take the Large Frame Handicap. 1d8+POW damage, and will continue to deal 1d8+POW damage
for every round the grapple lasts.
• The race receives two feats.

• The race receives 9 Racial Ability Points, which they can Darkvision Ability This ability grants the race the ability to see
spend on abilities. Each ability can only be taken once, in total darkness, out to 50 feet. Darkvision is black-and-white
unless otherwise specified. only, but is otherwise like normal light.
340

Fast Healing Ability This ability grants the race the ability to number of objects or creatures being tracked, and the age of the
regenerate 1 CHP per round. Fast Healing stops working when trail. For each hour that the trail is cold, the TN increases by 2.
the race is reduced to −10 HP or fewer. Fast Healing also doesn’t Every additional object or creature reduces the TN by 1. Strong
restore HP lost to starvation, thirst, or suffocation, and it doesn’t odors decrease the TN by half rounded down, and overpowering
allow a creature to regrow or reattach severed body parts. odors decrease the TN to a third rounded down.

Low-Light Vision Ability This ability grants the race the ability Water Breathing Ability This ability grants the race the ability
to see twice as far as normal in poor lightning conditions. The to breathe underwater, as if they were on land. The race can not
creature can still distinguish colors, even in dim lighting. drown in water, and does not have to make CON checks in order
to hold their breath in water.
Poison Ability This ability grants the race the ability to
produce poison through glands. By default, the race injects the Swim Ability This ability grants the race the ability to move
poison through a non-lethal, non damaging bite which must be through water as normal without making an Athletics check. It
accomplished after a successful grapple attack or spits it which gains a +8 bonus on any swim check to perform some special
is a ranged attack that cost 3 Combat Points with a total range action or avoid a hazard. The race always can choose to take 10,
of 10’. A race with natural weapons can, on a successful attack, even if distracted or endangered when swimming.
poison the target.
Natural Melee Weapons This ability grants the race a natural
Poison Damage melee weapon that has a damage of 1d6+POW, that does either
Neurotoxin 1d4 CON / 1d8 CON piercing, slashing, or bludgeoning damage, and has a critical
Dendrotoxin 1d4 DEX / 1d8 DEX range of 16-18. This weapon is considered a small simple melee
Cardiotoxin 1d4 STR / 1d8 STR weapon, that the race is proficient in using. This ability can be
Hemotoxin 1d6 CHP / 2d6 CHP taken a maximum of 3 times, each time choosing a different kind
of damage. A race with the poison ability can also use this attack
Table 300: Poison Ability to poison a target.
Poison attacks deal initial damage to the opponent on a failed
Natural Ranged Weapons This ability grants the race a natural
Fortitude Saving Throw. Unless otherwise noted, another Saving
ranged weapon that has a damage of 1d6, that does either
Throw is required 1 minute later (regardless of the first save’s
piercing, slashing, or bludgeoning damage, has a range of 30’
result) to avoid secondary damage. Select one kind of poison.
and has a critical range of 16-18. This weapon costs 5 Combat
The race’s poison provides this initial and secondary damage. A
Points to use. The race is proficient in using this weapon. This
race is immune to its own poison, and can not poison itself, even
ability can be taken a maximum of 3 times, each time choosing a
purposely.
different kind of damage. A race with the poison ability can also
The Fortitude Saving Throw against poison is [TN10 + poisoning
use this attack to poison a target.
character’s CON Mod]. A successful Saving Throw negates the
damage.
Cybernetic Mental Limit Reduction Exclusion This ability
grants the race the ability to ignore any Mental Limit reductions
Regeneration Ability This ability grants the race the ability
due to cybernetics.
to regrow and reattach severed body parts, allows extremity
damage to be healed as normal, and stop bleeding at the rate of 1
bleed damage per 5 rounds. Severed parts that aren’t reattached Combat Point Reduction With Any Type of Magic This ability
wither and die normally. Regeneration doesn’t restore HP lost to grants the race a permanent −1 Combat Point cost when the race
starvation, thirst, or suffocation. Regeneration stops working when releases a spell, recites an incantation, or uses psionics.
the race is reduced to -10 CHP or fewer.
Non-Verbal Complete Communication This ability grants the
Scent Ability This ability allows the race to detect approaching race the ability to complete completely without any kind of overt
enemies, sniff out hidden foes, and track by sense of smell. Races verbal communication. Such communications can take the form
with the Scent ability can identify familiar odors. The creature of anything as small as facial twitches to as overt as dances.
can detect any object or creature that has an odor within 150 This communication is complete, in the fact that all forms of
feet by sense of smell. If the object or creature is upwind, the communication (literal words, tone, context, etc.) are passed
range increases to 300 feet; if downwind, it drops to 75 feet. through it, requiring no verbal clarification. This functions as a
Strong odors can be detected at twice the ranges noted above. second, spoken-only language, that the race receives at creation.
Overpowering odors can be detected at triple normal range.
When an odor is detected, the exact location is not Environment Immunity This ability grants the race immunity
revealed—only its presence somewhere within range. If the to a single environment, as listed below, as well as the benefits
detector moves within 30 feet of the source, the creature can listed with that environment.
pinpoint that source. • Cold Do not have to make a Saving Throw against cold
This ability can also be used to follow tracks by smell, making environments.
a WIS check to find or follow a track. The TN for a fresh trail
is 10 (no matter what kind of surface holds the scent). This TN • Hot Do not have to make a Saving Throw against hot
increases or decreases depending on the strength of the odor, the environments.
341

• Wet Do not have to make a Saving Throw against diseases. grant racial ability points equal to their value. A race can only
gain +5 points worth of racial ability points from handicaps.
• Dry Do not require additional water beyond the normal
amount in hot or very hot climates.
Small Frame This handicap disallows the race to use
Gargantuan sized weapons, inflicts a −6 attack penalty when
Preferred Racial Damage This ability grants a race a bonus to using all Huge weapons, inflicts a −2 attack penalty to all Large
all attacks equal to their character level of a selected damage, weapons, and inflicts a −1 attack penalty to all Medium weapons.
with any weapon, spell, psionics, or incantation that they are
proficient in. The available damages for this ability are cold, fire,
Large Frame This handicap disallows the race to use Fine,
electricity, concussion, or acid. This ability may be taken multiple
Diminutive, or Tiny sized weapons and inflicts a −2 attack penalty
times, each time selecting a different damage.
to all Small weapons.

Natural Energy Resistance This ability grants the race natural Environment Bound This handicap grants a −4 Combat Point
energy resistance of 1 against cold, fire, electricity, concussive, or penalty to the race when not in specified environment. The
acid damage. This ability can be taken a maximum of 5 times. available environments for this ability are cold, hot, specific gas
rich (such as oxygen, nitrogen, hydrogen, helium, etc.), a specific
Receptive Healing Ability This ability grants the race the ability atmospheric pressure, light, or dark.
to heal at a quickened rate. The race heals at twice the normal
amount from all medicinal and magical healing, and heals twice Mental Limit Reduction This handicap grants a −5 Mental Limit
as fast through normal healing. reduction to the race. This handicap may be taken a maximum
of 5 times.
Point Cost Benefit
1 +1 CHP (+5 max) Key Gear This handicap reduces two ability scores of a race
1 +1 CP (+5 max) by 3 when the race lacks a key piece of equipment. The piece
of equipment is free at creation, and must cost 3 WP or less to
1 +10 Mental Limit (+30 max)
replace if lost or broken. The racial creator may choose what
2 1 specific feat
effects happen if the key gear is not possessed.
3 any 1 feat
1 No encumbrance penalty to CP
1 Extra Effort does not flatfoot/AoO Substance Vulnerability This handicap makes the race weak
1 −1 size category with melee weapons to a specific substance, causing them 1d4 damage per minute of
2 −1 size category with ranged weapons contact, if they come in physical contact with the substance. The
2 1.5× on one Saving Throw amount of points gained from this handicap depends on the rarity
of the substance.
1 +1 Natural Recoil Bonus (Maximum increase of +6)
3 Blindsight • Very Common (+5) Water, sunlight, dirt/earth, any plant or
2 Constrict animal matter, any metal.
2 Darkvision
2 Fast Healing • Common (+4) Precious metals, or wood.
1 Low-Light Vision
• Uncommon (+3) Specific metals or materials.
4 Poison
2 Regeneration • Rare (+2) Specific precious metals.
2 Scent
2 Water Breathing • Very Rare (+1) Specific radioactive materials, a singular rare
2 Swim specimen of tree.
2 Natural Melee Weapons
3 Natural Ranged Weapons Environment Vulnerability This handicap makes the race
2 ML Cybernetic Exclusion weak to a specific environment. Whenever the race is in that
2 1 CP reduction with all Magic types environment, they take the listed penalties as long as they are
2 Non-verbal complete communication in that environment. A race can not be vulnerable to the same
2 Environment Immunity environment they are immune to.
3 Racial Damage Preference
3 Natural Energy Resistance • Cold The Fortitude Saving Throw to resist cold environments
1 Receptive Healing Ability is doubled.

• Hot The Fortitude Saving Throw to resist hot environments


Table 301: Racial Abilities
is doubled.

Racial Handicaps • Wet The Fortitude Saving Throw to resist diseases is doubled.

Handicaps are negative restrictions that can offset a race’s • Dry Requires double the normal water intake in dry
positive benefits, allowing them to gain more abilities. Handicaps environments.
342

Damage Vulnerability This handicap makes the race weak Light Blindness This handicap makes the creature blind in any
to a specific kind of damage. Whenever the race receives the bright light, or direct sunlight, causing them to become blind unless
selected damage from any weapon, spell, incantation or power, they are wearing some kind of dimming glasses or goggles.
they take 1.5× the damage, rounded up. The available damages
for this handicap are cold, fire, electricity, concussion, or acid.
This handicap may be taken multiple times, each time selecting a Racial Recoil Penalty This ability grants a −1 to the Recoil
different damage. Modifier Formula. It can be taken a maximum of 6 times.

Specific Diet This handicap limits what the race can eat for
Point Gain Benefit
substance. The bonus given to racial ability points is determined
by how restrictive the diet is. Consuming food out of diet will +1 Small Frame
sustain the race, but it makes them sick, and the character is +1 Large Frame
considered sickened until they eat food from their selected diet. +1 Environment Bound
Below are listed diets and their point values. +1 Mental Limit Reduction
+3 Key Gear
• Herbivore or Carnivore (+1) Any kind of plants, or any
+1-5 Substance Vulnerability
kinds of flesh/animals.
+2 Environment Vulnerability
• Light Monophagous Herbivore or Carnivore (+2) Specific +1 Damage Vulnerability
subset of plants, such as any kinds of leaves or fruits, or +1-4 Specific Diet
specific subset of animals, such as any kind of fish or birds. +2 Verbal Non-Communication
• Heavy Monophagous Herbivore or Carnivore (+3) +2 Slow Healing
Specific plant, such as the eucalyptus plant or a specific +4 Alternate Biochemistry
animal, such as the rainbow trout. +2 Light Blindness
+1 -1 Natural Recoil Penalty (maximum decrease of -6)
• Scavenger (+4) Carnivore, but the meat must be dead for
more than 24 hours. Table 302: Racial Handicaps

Verbal Non-Communication This handicap disallows a race to


communicate through verbal means. All communication must be
written, or communication must occur through a different mean.
Fuel Consumption Vehicle Rules
Slow Healing This handicap slows the rate at which a race heals.
A race takes twice as much time to heal wounds. The race can This variant rule Created by Conscript Gary. Thank him for
not take this handicap and have the fast healing ability. it!
There are times where using and maintaining fuel consumption
Alternate Biochemistry This handicap changes how a race’s are core parts of your game. Below are rules detailing out various
biochemistry is, for the purposes of medicines. This race gets no tank sizes, economies, and purchasing and otherwise acquiring
benefit from using standard medicines and pharmaceuticals, and fuel.
instead must have specific pharmaceuticals made for them. All Fuel of a higher quality than the vehicle demands can be used
medicines, drugs, and pharmaceuticals cost twice as much and without penalty. Fuel of one category lower may be used, but the
when crafting pharmaceuticals for the race, the TN is increased fuel efficiency will be halved and the engine may need repairs
by +6 after doing so.
343

Name Efficiency Tank Size Lowest Fuel Grade


Standard Car Categories
Toy Car Terrible Tiny Poor
Microcar Great Medium Mediocre
Compact Car Great Large Mediocre
Mid-Sized Car Good Huge Mediocre
Entry Level Luxury Car Good Huge Good
Full-Sized Car Acceptable Gargantuan Mediocre
Full Size Luxury Car Acceptable Gargantuan Great
Standard Van Categories
Multi-Purpose Van Great Huge Mediocre
Cargo Van Bad 2 Huge Good
Passenger Van Bad 2 Huge Good
Standard Truck Categories
Mini Pickup Truck Acceptable Huge Mediocre
Mid-sized Pickup Truck Acceptable Gargantuan Mediocre
Full-Sized Pickup Truck Bad Huge Good
Heavy Duty Pickup Truck Bad Gargantuan Great
Standard SUV Categories
Mini SUV Good Huge Mediocre
Compact SUV Good Huge Mediocre
Mid-Sized SUV Acceptable 2 Large Mediocre
Full-Sized SUV Bad Huge Good
Standard Motorcycle Categories
Standard Bike Great Small Mediocre
Cruiser Bike Good Small Good
Sport Bike Acceptable Small Great
Touring Bike Great 3 Tiny Mediocre
Dual Sport Acceptable 3 Tiny Great
Dirt Bike Good Tiny Good
ATV Bad Small Good
Scooter Great Tiny Mediocre
Standard Rotary Aircraft
Utility Helicopter Bad 2 Gargantuan Great
Gunship Helicopter Bad 2 Gargantuan Exquisite
Transport Helicopter Good 2 Gargantuan Great
Standard Fixed Wing Aircraft
Standard Prop Aircraft Acceptable 2 Gargantuan Great
Military Prop Aircraft Acceptable 2 Gargantuan Exquisite
Standard Jet Aircraft Terrible 10 Gargantuan Great
Military Jet Aircraft Terrible 10 Gargantuan Exquisite
Other Vehicles
Moving Truck Terrible 4 Large Good
Bus Terrible 2 Gargantuan Good
Armored Truck Terrible 2 Huge Good
Tow Truck Acceptable Gargantuan Good
Golf Cart Great 3 Tiny Poor
Semi-Trailer Truck Special1 6 Gargantuan Good
RV Terrible 4 Gargantuan Good
Military & Police Vehicles
APC Bad Gargantuan Great
IFV Bad Gargantuan Great
MBT Special1 3 Gargantuan Exquisite
MUV, 2-Door Pickup Bad Gargantuan Mediocre
MUV, 4-Door Pickup Terrible 2 Huge Mediocre
MUV, SUV w/o Gun Bad 2 Large Mediocre
MUV, SUV w/ Gun Bad 2 Large Mediocre

Table 303: Vehicle Fuel Efficiency, Requirements and Tank Sizes


344

Name Efficiency Tank Size Lowest Fuel Grade


Sports Car Categories
Grand Tourer Car Bad Gargantuan Great
Supercar Terrible 2 Large Great
Muscle Car Acceptable Gargantuan Great
Other Transportation
Horse Special2 Special2 Special2

1 Semi-Trailer Trucks and MBTs have half the fuel efficiency of Terrible.

2 Horses can be ridden safely for thirty miles in a single day, and require 20 pounds of hay and 5 gallons/80 units of water every day.

Table 304: Vehicle Fuel Efficiency, Requirements and Tank Sizes, Cont

Tank Holds • Powertrain The engine and any auxiliary equipment


Tiny 32 Units hooked up to it, such as a turbocharger.
Small 64 Units
Medium 128 Units • Drivetrain The transmission and the suspension.
Large 192 Units
• Fuel System The fuel system that fuels and powers the
Huge 256 Units
vehicle
Gargantuan 320 Units
Unless otherwise noted, a vehicle can have as many upgrades
Table 305: Tank sizes of each type as the owner can afford.
Fuel Wt/Unit Cost
Poor 16.0/128 1 Efficiency Increase(Fuel System)
Mediocre 16.0/128 2
This upgrade makes modifications to the fuel system, that
Good 16.0/128 3
increases the efficiency of the vehicle to the next level. Each
Great 8.0/64 10
purchase of this upgrade increases by one level. This upgrade’s
Exquisite 4.0/32 16 cost is 10% of the total cost of the vehicle, per upgrade.
Perfect 2.0/16 30

Table 306: Fuel Cost Fuel Requirement Decrease(Fuel System)

Efficiency Miles(km)/Gal Miles(km)/Unit Feet(km)/Unit This upgrade makes modifications to the fuel system, that
Terrible 10(16.09) 0.6250(1.01) 3,300(1.01) decreases the quality of fuel required to fuel the vehicle. Each
purchase of this upgrade decrease by one level. This upgrade’s
Bad 15(24.14) 0.9375(1.50) 4,950(1.50)
cost is 15% of the total cost of the vehicle, per upgrade.
Acceptable 20(32.18) 1.2500(2.01) 6,600(2.01)
Good 25(40.23) 1.5625(2.51) 8,250(2.51)
Great 30(48.28) 1.8750(3.02) 9,900(3.02) Plasma Engine(Fuel System)

Table 307: Fuel Efficiency Ratings This upgrade changes the standard fuel system to a plasma
engine that can permanently power a vehicle. It requires no fuel
and has the highest possible efficiency rating. This upgrade should
Vehicle Upgrades only be available when using the Advanced Arms Supplement
A vehicle can be upgraded with various upgrades to make them Book. This upgrade’s cost is 125% of the total cost of the vehicle.
faster, more resilient to attacks, or mount weapons. Vehicles can
Upgrade Time Cost
be upgraded in a number of slots.
Efficiency Increase 6 hours 10%
• Body The frame, the plating, and any other superficial Fuel Requirement Decrease 6 hours 15%
equipment such as the lighting, windshields, paint job, and Plasma Engine 2 days 125%
interior.
• Wheels The tires, rims, and the brakes of a vehicle. Table 308: Equipment, Vehicle Upgrades
THIS PAGE INTENTIONALLY LEFT BLANK

You might also like