Ops and Tactics Core Rulebook 6th Edition
Ops and Tactics Core Rulebook 6th Edition
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) . . . . . . . .
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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
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
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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
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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
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.
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
• 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.
• 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.
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
• 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
Chapter II
Characters
9
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.
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
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.
Mental Limit
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
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
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
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.
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
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
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
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
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
Moderate
Complex
Advanced
Weaponsmithing
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
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
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.
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.
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.
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
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
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:
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
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.
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.
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
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
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.
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
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
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
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.
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.
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
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.
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.
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.
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
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
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
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
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.
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.
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.
• 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
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.
1 6 2
11
5 12 Target 10 7
4 8 3
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.
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.
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.
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.
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
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.
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.
Concealment
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).
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.
rear rear
rear rear
rear rear
rear rear
Huge
Gargantuan
front front
rear rear
Colossal
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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.
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
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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.
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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.
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• 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
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).
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
• 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.
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
• 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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
• 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.
• 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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Table 172: Midrange Modern Assault, Battle, and Target Rifles, Cont
199
Table 173: Midrange Modern Assault, Battle, and Target Rifles, Cont
200
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 175: Expensive Modern Assault, Battle, and Target Rifles, Cont
202
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.
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
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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’)
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.
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.
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.
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
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.
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.
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.
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.
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
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
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
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
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.
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.
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].
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
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.
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.
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.
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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.
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
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
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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.
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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
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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.
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.
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.
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.
• 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.
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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.
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.
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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
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.
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’.
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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.
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
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.
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
• 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.
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
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.
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.
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.
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
Large Apartment
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
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
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.
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
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.
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).
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
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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.
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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
– 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
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.
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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.
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.
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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
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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.
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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
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.
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.
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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.
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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
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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
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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
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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
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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.
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
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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
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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.
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
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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.
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
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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.
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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.
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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.
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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.
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.
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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
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331
Chapter IX
Variant Rules
333
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
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 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 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.
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
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
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
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