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Ops & Tactics


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

Credits
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. Monsters were taken partly from the
MSRD. I don’t own them. 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 have no monies.
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1.2 Using Skills . . . . . . . . . . . . . . . . . . . . . 13


Ops & Tactics created by Sweet Soul Bro !!H5XdMKmBv5G
This document made by an anonymous editor, edited by 1 Acrobatics (DEX) 13
Sweet Soul Bro !!H5XdMKmBv5G
2 Animal Handling (CHA) 14
v6.11 Final Edit | Compiled 2018/04/03 02:28:40pm
3 Athletics (STR) 15

4 Craft (INT) 16
Contents
5 Demolitions (INT) Trained Only 23
I The Basics 1 6 Disable Device (INT) 24
1 What is Ops and Tactics? 1 7 Drive (DEX) 25
2 Basic Task Resolution System 1 8 Knowledge (INT) Trained Only 25
3 Ability Scores 1 9 Linguistics (None) Trained Only 26
4 Creating Ability Scores 2 10 Perception (WIS) 26
5 Improving Ability Scores 3
11 Perform (CHA) 27

12 Pilot (DEX) Trained Only 27


II Characters 3
13 Presence (CHA) 28
1 Character Features 3
14 Ride (DEX) 29
2 Creating a Character 4
15 Stealth (DEX) 29
3 Leveling Characters 6
16 Speechcraft (CHA) 30
4 Characters 8
17 Technology Use (INT) 31
5 Defining your Character 8
18 Treat Injury (WIS) 33
III Occupations 9
1 Occupations 9
V Feats 34
1.1 Academic . . . . . . . . . . . . . . . . . . . . . . 9 1 Archery And Crossbow Feats 34
1.2 Adventurer . . . . . . . . . . . . . . . . . . . . . 9 1.1 Archery Specialist . . . . . . . . . . . . . . . . . 34
1.3 Athlete . . . . . . . . . . . . . . . . . . . . . . . 9 1.2 Archery Master . . . . . . . . . . . . . . . . . . 34
1.4 Blue Collar . . . . . . . . . . . . . . . . . . . . . 9 1.3 Double Bowman . . . . . . . . . . . . . . . . . . 34
1.5 Celebrity . . . . . . . . . . . . . . . . . . . . . . 9
1.6 Creative . . . . . . . . . . . . . . . . . . . . . . 10 2 Armor Feats 34
1.7 Criminal . . . . . . . . . . . . . . . . . . . . . . 10 2.1 Heavy Armor Proficiency . . . . . . . . . . . . . 34
1.8 Doctor . . . . . . . . . . . . . . . . . . . . . . . 10 2.2 Light Armor Proficiency . . . . . . . . . . . . . . 34
1.9 Emergency Services . . . . . . . . . . . . . . . . 10 2.3 Medium Armor Proficiency . . . . . . . . . . . . 34
1.10 Entrepreneur . . . . . . . . . . . . . . . . . . . . 10 2.4 Armor Mastery . . . . . . . . . . . . . . . . . . 34
1.11 Investigative . . . . . . . . . . . . . . . . . . . . 10 2.5 Armor Optimization . . . . . . . . . . . . . . . . 34
1.12 Law Enforcement . . . . . . . . . . . . . . . . . 11
1.13 Military . . . . . . . . . . . . . . . . . . . . . . . 11 3 Assault Rifle and Carbine Rifle Feats 35
1.14 Religious . . . . . . . . . . . . . . . . . . . . . . 11 3.1 Rifle Specialist . . . . . . . . . . . . . . . . . . . 35
1.15 Rural . . . . . . . . . . . . . . . . . . . . . . . . 11 3.2 Rifle Clubber . . . . . . . . . . . . . . . . . . . . 35
1.16 Security . . . . . . . . . . . . . . . . . . . . . . . 11 3.3 Rifle Expert . . . . . . . . . . . . . . . . . . . . . 35
1.17 Student . . . . . . . . . . . . . . . . . . . . . . . 11 3.4 Close Combat Rifleman . . . . . . . . . . . . . . 35
1.18 Technician . . . . . . . . . . . . . . . . . . . . . 12
1.19 Unemployed . . . . . . . . . . . . . . . . . . . . 12 4 Axe Feats 35
1.20 White Collar . . . . . . . . . . . . . . . . . . . . 12 4.1 Axe Martial Arts . . . . . . . . . . . . . . . . . . 35
4.2 Axe Specialist . . . . . . . . . . . . . . . . . . . 35
4.3 Axe Mastery . . . . . . . . . . . . . . . . . . . . 35
IV Skills 13
1.1 Acquiring Skills . . . . . . . . . . . . . . . . . . . 13 5 Automatic Weapons Feats 35
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5.1 Autofire Proficiency . . . . . . . . . . . . . . . . 35 14 Melee Combat Feats 39


5.2 Autofire Mastery . . . . . . . . . . . . . . . . . . 35 14.1 Cleave . . . . . . . . . . . . . . . . . . . . . . . 39
5.3 Burst Fire Proficiency . . . . . . . . . . . . . . . 35 14.2 Combat Intuition . . . . . . . . . . . . . . . . . . 39
5.4 Quickshot . . . . . . . . . . . . . . . . . . . . . 35 14.3 Elusive Target . . . . . . . . . . . . . . . . . . . 39
5.5 Strafe . . . . . . . . . . . . . . . . . . . . . . . . 35 14.4 Evasive Martial Arts . . . . . . . . . . . . . . . . 39
14.5 Favored Type . . . . . . . . . . . . . . . . . . . 39
6 Combat Sword Feats 36 14.6 Forgiving Damage . . . . . . . . . . . . . . . . . 40
6.1 Sword Martial Arts . . . . . . . . . . . . . . . . 36 14.7 Forceful Strike . . . . . . . . . . . . . . . . . . . 40
6.2 Sword Specialist . . . . . . . . . . . . . . . . . . 36 14.8 Improved Disarm . . . . . . . . . . . . . . . . . 40
6.3 Sword Mastery . . . . . . . . . . . . . . . . . . 36 14.9 Improved Initiative . . . . . . . . . . . . . . . . . 40
14.10 Improved Reflexive Martial Arts . . . . . . . . . 40
7 Distance Rifle Feats 36 14.11 Power Attack . . . . . . . . . . . . . . . . . . . . 40
7.1 Anti-materiel Rifle Expert . . . . . . . . . . . . . 36 14.12 Reflexive Martial Arts . . . . . . . . . . . . . . . 40
7.2 Controlled Shot . . . . . . . . . . . . . . . . . . 36 14.13 Sunder . . . . . . . . . . . . . . . . . . . . . . . 40
7.3 Distance Rifle Specialist . . . . . . . . . . . . . . 36 14.14 Weapon Finesse . . . . . . . . . . . . . . . . . . 40
7.4 Designated Marksman Rifle Expert . . . . . . . 36
7.5 Leading Target . . . . . . . . . . . . . . . . . . . 36 15 PDW Feats 40
7.6 Recoil Management . . . . . . . . . . . . . . . . 36 15.1 PDW Specialist . . . . . . . . . . . . . . . . . . . 40
7.7 Sniper Rifle Expert . . . . . . . . . . . . . . . . . 36 15.2 Compact SMG Gunner . . . . . . . . . . . . . . 40
15.3 Machine Pistoleer . . . . . . . . . . . . . . . . . 40
8 Explosive Weapons Feats 36 15.4 PDW Expert . . . . . . . . . . . . . . . . . . . . . 40
8.1 Explosive Weapons Specialist . . . . . . . . . . 36
8.2 Explosive Weapons Expert . . . . . . . . . . . . 37 16 Ranged Combat Feats 41
16.1 Dead Aim . . . . . . . . . . . . . . . . . . . . . . 41
9 Fencing Sword Feats 37 16.2 Double Tap Proficiency . . . . . . . . . . . . . . 41
9.1 Fencing Martial Arts . . . . . . . . . . . . . . . . 37 16.3 Failure Drill Master . . . . . . . . . . . . . . . . 41
9.2 Fencing Specialist . . . . . . . . . . . . . . . . . 37 16.4 Fanning Proficiency . . . . . . . . . . . . . . . . 41
9.3 Fencing Mastery . . . . . . . . . . . . . . . . . . 37 16.5 Fanning Expert . . . . . . . . . . . . . . . . . . . 41
16.6 Far Shot . . . . . . . . . . . . . . . . . . . . . . 41
10 General Combat Feats 37 16.7 Marksman Shot . . . . . . . . . . . . . . . . . . 41
10.1 Adrenaline Rush . . . . . . . . . . . . . . . . . . 37 16.8 Favored Caliber . . . . . . . . . . . . . . . . . . 41
10.2 Blind Sense . . . . . . . . . . . . . . . . . . . . . 37 16.9 Lever Shooter . . . . . . . . . . . . . . . . . . . 41
10.3 Combat Expertise . . . . . . . . . . . . . . . . . 37 16.10 Pump Gunner . . . . . . . . . . . . . . . . . . . 41
10.4 Danger Sense . . . . . . . . . . . . . . . . . . . 37 16.11 Point Blank Shot . . . . . . . . . . . . . . . . . . 41
10.5 Dodge . . . . . . . . . . . . . . . . . . . . . . . 37 16.12 Precise Shot . . . . . . . . . . . . . . . . . . . . 41
10.6 Emulation . . . . . . . . . . . . . . . . . . . . . . 37 16.13 Sharpshooter . . . . . . . . . . . . . . . . . . . 41
10.7 Evasion . . . . . . . . . . . . . . . . . . . . . . . 37 16.14 Slamfire Proficiency . . . . . . . . . . . . . . . . 41
10.8 Mobility . . . . . . . . . . . . . . . . . . . . . . . 37 16.15 Slamfire Expert . . . . . . . . . . . . . . . . . . 42
10.9 Quick Draw Attack . . . . . . . . . . . . . . . . 38 16.16 Sling Steady . . . . . . . . . . . . . . . . . . . . 42
10.10 Second Wind . . . . . . . . . . . . . . . . . . . . 38 16.17 Spotter . . . . . . . . . . . . . . . . . . . . . . . 42
10.11 Tactical Draw . . . . . . . . . . . . . . . . . . . 38 16.18 Shotgun Reloader . . . . . . . . . . . . . . . . . 42
10.12 Toughness . . . . . . . . . . . . . . . . . . . . . 38 16.19 Rifle and SMG Reloader . . . . . . . . . . . . . . 42
10.13 Weapon Focus . . . . . . . . . . . . . . . . . . . 38 16.20 Handgun Reloader . . . . . . . . . . . . . . . . . 42

11 Handgun Feats 38 17 Saving Throw Feats 42


11.1 Handgun Specialist . . . . . . . . . . . . . . . . 38 17.1 Great Fortitude . . . . . . . . . . . . . . . . . . . 42
11.2 Pistol Expert . . . . . . . . . . . . . . . . . . . . 38 17.2 Iron Will . . . . . . . . . . . . . . . . . . . . . . . 42
11.3 Revolver Expert . . . . . . . . . . . . . . . . . . 38 17.3 Lightning Reflexes . . . . . . . . . . . . . . . . . 42
11.4 Skilled Pistol Magazine User . . . . . . . . . . . 38
11.5 Skilled Speedloader User . . . . . . . . . . . . . 38 18 Shotgun Feats 42
18.1 Shotgun Expert . . . . . . . . . . . . . . . . . . 42
12 Heavy Melee Weapon Feats 38 18.2 Break Barrel Shotgunner . . . . . . . . . . . . . 42
12.1 Heavy Melee Weapon Martial Arts . . . . . . . 38 18.3 Break Barrel Shotgun Expert . . . . . . . . . . . 42
12.2 Heavy Melee Weapon Specialist . . . . . . . . . 39 18.4 Close Combat Shotgunner . . . . . . . . . . . . 42
12.3 Heavy Melee Weapon Mastery . . . . . . . . . 39 18.5 Double Fire Proficiency . . . . . . . . . . . . . . 42
18.6 Shotgun Specialist . . . . . . . . . . . . . . . . . 42
13 Machine Gun Feats 39
13.1 Close Combat Machine Gunner . . . . . . . . . 39 19 Simple Weapon Feats 43
13.2 General Purpose Machine Gunner . . . . . . . . 39 19.1 Blunt Specialist . . . . . . . . . . . . . . . . . . . 43
13.3 Machine Gun Specialist . . . . . . . . . . . . . . 39 19.2 Club Expert . . . . . . . . . . . . . . . . . . . . . 43
13.4 Machine Gun Expert . . . . . . . . . . . . . . . . 39 19.3 Club Martial Arts . . . . . . . . . . . . . . . . . . 43
13.5 Machine Gun Reload . . . . . . . . . . . . . . . 39 19.4 Hammer Martial Arts . . . . . . . . . . . . . . . 43
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19.5 Hammer Expert . . . . . . . . . . . . . . . . . . 43 25.6 Improved Combat Martial Arts . . . . . . . . . . 46


19.6 Knife Martial Arts . . . . . . . . . . . . . . . . . 43 25.7 Improved Defensive Martial Arts . . . . . . . . . 47
19.7 Shield Focus . . . . . . . . . . . . . . . . . . . . 43 25.8 Knockout Punch . . . . . . . . . . . . . . . . . . 47
19.8 Shield Warrior . . . . . . . . . . . . . . . . . . . 43 25.9 Pressure Point Strike . . . . . . . . . . . . . . . 47
19.9 Simple Weapon Specialist . . . . . . . . . . . . . 43 25.10 Slam Throw . . . . . . . . . . . . . . . . . . . . 47
25.11 Street Fighting . . . . . . . . . . . . . . . . . . . 47
20 Skill Feats 43 25.12 Unarmed Combat Specialist . . . . . . . . . . . 47
20.1 Acrobat . . . . . . . . . . . . . . . . . . . . . . . 43
20.2 Alert . . . . . . . . . . . . . . . . . . . . . . . . . 43 26 Vehicle Feats 47
20.3 Animal Affinity . . . . . . . . . . . . . . . . . . . 43 26.1 Aircraft Operations . . . . . . . . . . . . . . . . 47
20.4 Athlete . . . . . . . . . . . . . . . . . . . . . . . 43 26.2 Surface Vehicle Operation . . . . . . . . . . . . 47
20.5 Aviator . . . . . . . . . . . . . . . . . . . . . . . 43
20.6 Builder . . . . . . . . . . . . . . . . . . . . . . . 43 27 Weapon Proficiency Feats 47
20.7 Cautious . . . . . . . . . . . . . . . . . . . . . . 44 27.1 Archaic Weapons Proficiency . . . . . . . . . . 47
20.8 Confident . . . . . . . . . . . . . . . . . . . . . . 44 27.2 Exotic Firearms Proficiency . . . . . . . . . . . . 48
20.9 Creative . . . . . . . . . . . . . . . . . . . . . . 44 27.3 Exotic Melee Weapons Proficiency . . . . . . . 48
20.10 Demolitions Expert . . . . . . . . . . . . . . . . 44 27.4 Personal Firearms Proficiency . . . . . . . . . . 48
20.11 Educated . . . . . . . . . . . . . . . . . . . . . . 44 27.5 Explosive Weapons Proficiency . . . . . . . . . 48
20.12 First Aid Expert . . . . . . . . . . . . . . . . . . . 44 27.6 Improvised Weapon Proficiency . . . . . . . . . 48
20.13 Hobbyist . . . . . . . . . . . . . . . . . . . . . . 44
20.14 Healing Knack . . . . . . . . . . . . . . . . . . . 44
20.15 Instructor . . . . . . . . . . . . . . . . . . . . . . 44 VI Combat 49
20.16 Medicinal Expert . . . . . . . . . . . . . . . . . . 44
20.17 Menacing . . . . . . . . . . . . . . . . . . . . . . 44 1 Combat Statistics 49
20.18 Mount Affinity . . . . . . . . . . . . . . . . . . . 44 1.1 Attack Roll . . . . . . . . . . . . . . . . . . . . . 49
20.19 Savant . . . . . . . . . . . . . . . . . . . . . . . 44 1.2 Attack Bonus . . . . . . . . . . . . . . . . . . . . 49
20.20 Stealthy . . . . . . . . . . . . . . . . . . . . . . . 44 1.3 Damage . . . . . . . . . . . . . . . . . . . . . . 49
20.21 Technosavant . . . . . . . . . . . . . . . . . . . 45 1.4 Critical Strikes . . . . . . . . . . . . . . . . . . . 50
20.22 Vehicle Expert . . . . . . . . . . . . . . . . . . . 45 1.5 Defense (DEF) . . . . . . . . . . . . . . . . . . . 50
20.23 Well Spoken . . . . . . . . . . . . . . . . . . . . 45 1.6 Touch Attacks . . . . . . . . . . . . . . . . . . . 50

21 Spear Feats 45 2 Injury and Death 50


21.1 Spear Martial Arts . . . . . . . . . . . . . . . . . 45 2.1 Non-lethal Damage . . . . . . . . . . . . . . . . 50
21.2 Spear Specialist . . . . . . . . . . . . . . . . . . 45 2.2 Bleeding . . . . . . . . . . . . . . . . . . . . . . 51
21.3 Spear Mastery . . . . . . . . . . . . . . . . . . . 45 2.3 Extremity Damage . . . . . . . . . . . . . . . . 51
2.4 Disabled (0 Hit Points) . . . . . . . . . . . . . . . 51
22 Staff Feats 45 2.5 Dying (−1 to −9 Hit Points) . . . . . . . . . . . . . 51
22.1 Staff Martial Arts . . . . . . . . . . . . . . . . . . 45 2.6 Dead (−10 hit points or lower) . . . . . . . . . . 52
22.2 Staff Specialist . . . . . . . . . . . . . . . . . . . 45
3 Healing 52
22.3 Staff Mastery . . . . . . . . . . . . . . . . . . . . 45
3.1 Natural Healing . . . . . . . . . . . . . . . . . . 52
23 Thrown Weapon Feats 45 3.2 Healing Ability Damage . . . . . . . . . . . . . . 52
23.1 Brutal Throw . . . . . . . . . . . . . . . . . . . . 45 3.3 Recovering from Extremity Wounds . . . . . . . 52
23.2 Grenadier . . . . . . . . . . . . . . . . . . . . . 45
4 Temporary Hit Points 52
23.3 Power Throw . . . . . . . . . . . . . . . . . . . . 45
23.4 Quick Throw . . . . . . . . . . . . . . . . . . . . 45
5 Combat Points 52
24 Two Weapon Fighting Feats 46
6 Saving Throws 52
24.1 Daishō User . . . . . . . . . . . . . . . . . . . . 46
24.2 Daishō Master . . . . . . . . . . . . . . . . . . . 46 7 Initiative 53
24.3 Improved Two-Weapon Melee Fighting . . . . . 46
24.4 Improved Two-Weapon Ranged Fighting . . . . 46 8 Surprise 53
24.5 Two Weapon Defense . . . . . . . . . . . . . . . 46
24.6 Two Weapon Melee Fighting . . . . . . . . . . . 46 9 Conditions Summary 53
24.7 Two Weapon Ranged Fighting . . . . . . . . . . 46
10 Environments 55
25 Unarmed Combat Feats 46 10.1 Darkness and Light . . . . . . . . . . . . . . . . 55
25.1 Brawl . . . . . . . . . . . . . . . . . . . . . . . . 46 10.2 Heat and Cold . . . . . . . . . . . . . . . . . . . 56
25.2 Combat Martial Arts . . . . . . . . . . . . . . . . 46 10.3 Catching on Fire . . . . . . . . . . . . . . . . . . 56
25.3 Combat Throw . . . . . . . . . . . . . . . . . . . 46 10.4 Starvation and Thirst . . . . . . . . . . . . . . . 56
25.4 Defensive Martial Arts . . . . . . . . . . . . . . . 46 10.5 Suffocation and Drowning . . . . . . . . . . . . 56
25.5 Improved Brawl . . . . . . . . . . . . . . . . . . 46 10.6 Smoke . . . . . . . . . . . . . . . . . . . . . . . 56
iv

10.7 Strangulation . . . . . . . . . . . . . . . . . . . . 56 17.5 Getting Started . . . . . . . . . . . . . . . . . . . 77


10.8 Falling . . . . . . . . . . . . . . . . . . . . . . . . 56 17.6 Movement Phase . . . . . . . . . . . . . . . . . 77
10.9 Falling Objects . . . . . . . . . . . . . . . . . . . 56 17.7 Attack Phase . . . . . . . . . . . . . . . . . . . . 77
10.10 Poison . . . . . . . . . . . . . . . . . . . . . . . 57 17.8 Vehicle Speed . . . . . . . . . . . . . . . . . . . 77
10.11 Disease . . . . . . . . . . . . . . . . . . . . . . . 57 17.9 Driving a Vehicle . . . . . . . . . . . . . . . . . 78
10.12 Acid . . . . . . . . . . . . . . . . . . . . . . . . . 57 17.10 Simple Maneuvers . . . . . . . . . . . . . . . . . 78
10.13 Electricity . . . . . . . . . . . . . . . . . . . . . . 58 17.11 Stunts . . . . . . . . . . . . . . . . . . . . . . . . 78
10.14 Weightless & Microgravity . . . . . . . . . . . . 58 17.12 Terrain . . . . . . . . . . . . . . . . . . . . . . . 80
17.13 Driver Options . . . . . . . . . . . . . . . . . . . 80
11 Actions in Combat 58 17.14 Collisions and Ramming . . . . . . . . . . . . . 80
11.1 The Combat Round . . . . . . . . . . . . . . . . 58 17.15 Losing Control . . . . . . . . . . . . . . . . . . . 81
17.16 Hide and Seek . . . . . . . . . . . . . . . . . . . 81
12 Attack Actions 59 17.17 Fighting from Vehicles . . . . . . . . . . . . . . 81
12.1 Melee Attacks . . . . . . . . . . . . . . . . . . . 59 17.18 Crew Quality . . . . . . . . . . . . . . . . . . . . 81
12.2 Trip . . . . . . . . . . . . . . . . . . . . . . . . . 59 17.19 Attack Options . . . . . . . . . . . . . . . . . . . 82
12.3 Disarm . . . . . . . . . . . . . . . . . . . . . . . 60 17.20 Damaging Vehicles . . . . . . . . . . . . . . . . 82
12.4 Fighting Defensively . . . . . . . . . . . . . . . . 60
12.5 Light Attack . . . . . . . . . . . . . . . . . . . . . 60
12.6 Heavy Attack . . . . . . . . . . . . . . . . . . . . 60 VII Equipment 83
12.7 Full Attack . . . . . . . . . . . . . . . . . . . . . 60
12.8 Aggressive Attack . . . . . . . . . . . . . . . . . 61 1 Restricted Objects 83
12.9 Thrust Attack . . . . . . . . . . . . . . . . . . . . 61
12.10 Swipe Attack . . . . . . . . . . . . . . . . . . . . 61 2 Purchasing a License 83
12.11 Reaction . . . . . . . . . . . . . . . . . . . . . . 61
3 The Black Market 83
12.12 Unarmed Attacks . . . . . . . . . . . . . . . . . 61
12.13 Helpless Defenders . . . . . . . . . . . . . . . . 61
4 New Vs. Used 83
12.14 Grapple . . . . . . . . . . . . . . . . . . . . . . . 62
12.15 ‘‘Armed’’ Unarmed Attacks . . . . . . . . . . . . 63 5 Mastercraft Objects 84
12.16 Ranged Attacks . . . . . . . . . . . . . . . . . . 64
12.17 Called Shot . . . . . . . . . . . . . . . . . . . . . 69 6 Concealed Weapons and Objects 84
12.18 Attacking with Two Weapons . . . . . . . . . . . 69 6.1 Waistband Carry . . . . . . . . . . . . . . . . . . 84
6.2 Stealth Checks . . . . . . . . . . . . . . . . . . . 84
13 Move Actions 70 6.3 Concealment . . . . . . . . . . . . . . . . . . . . 84
13.1 Movement . . . . . . . . . . . . . . . . . . . . . 70 6.4 Spotting Concealed Objects . . . . . . . . . . . 84
13.2 Manipulating Objects . . . . . . . . . . . . . . . 70 6.5 Spotting Concealable Armor . . . . . . . . . . . 84
13.3 Cycle a weapon . . . . . . . . . . . . . . . . . . 70
13.4 Standing Up . . . . . . . . . . . . . . . . . . . . 70 7 Living in Luxury 84
13.5 Reload a weapon . . . . . . . . . . . . . . . . . 70
13.6 Withdraw . . . . . . . . . . . . . . . . . . . . . . 70 8 Carry Capacity 84
8.1 Bigger and Smaller Creatures . . . . . . . . . . 85
14 Speak Action 70 8.2 Tremendous Strength . . . . . . . . . . . . . . . 85

15 Miscellaneous Actions 70 9 General Equipment 85


15.1 Use Feat, Skill, or Talent . . . . . . . . . . . . . 71 9.1 Bags and Boxes . . . . . . . . . . . . . . . . . . 85
15.2 Attacks of Opportunity . . . . . . . . . . . . . . 71 9.2 Clothing . . . . . . . . . . . . . . . . . . . . . . . 87
15.3 Extra Effort . . . . . . . . . . . . . . . . . . . . . 71 9.3 Eyewear . . . . . . . . . . . . . . . . . . . . . . 88
9.4 MOLLE . . . . . . . . . . . . . . . . . . . . . . . 88
16 Movement and Position 71 9.5 General Kits . . . . . . . . . . . . . . . . . . . . 89
16.1 Movement in Darkness . . . . . . . . . . . . . . 71 9.6 Specialty Kits . . . . . . . . . . . . . . . . . . . . 92
16.2 Diagonals . . . . . . . . . . . . . . . . . . . . . . 71 9.7 Computers and Consumer Electronics . . . . . . 92
16.3 Passing Through . . . . . . . . . . . . . . . . . . 71 9.8 Weapon Accessories . . . . . . . . . . . . . . . 93
16.4 Combat Modifiers . . . . . . . . . . . . . . . . . 72 9.9 Survival, Security and Professional Gear . . . . 96
16.5 Special Initiative Actions . . . . . . . . . . . . . 73 9.10 Reloading Supplies . . . . . . . . . . . . . . . . 99
16.6 Special Attacks . . . . . . . . . . . . . . . . . . . 74 9.11 Food, Drink, and Recreational Equipment . . . . 100
16.7 Facing . . . . . . . . . . . . . . . . . . . . . . . . 75 9.12 Pharmaceutical Drugs, Medical supplies and
16.8 Normal Movement . . . . . . . . . . . . . . . . 75 Poisons . . . . . . . . . . . . . . . . . . . . . . . 102
9.13 Narcotics . . . . . . . . . . . . . . . . . . . . . . 103
17 Vehicle Movement and Combat 76
17.1 Characters in Vehicles . . . . . . . . . . . . . . 76 10 Armor 104
17.2 Scale . . . . . . . . . . . . . . . . . . . . . . . . 76 10.1 Light Armor . . . . . . . . . . . . . . . . . . . . 104
17.3 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . 76 10.2 Medium Armor . . . . . . . . . . . . . . . . . . 105
17.4 Facing and Firing Arcs . . . . . . . . . . . . . . 77 10.3 Heavy Armor . . . . . . . . . . . . . . . . . . . 105
v

10.4 Armor Plates . . . . . . . . . . . . . . . . . . . . 106 11.6.4.1 Cheap Modern Bolt Action and
10.5 Helmets . . . . . . . . . . . . . . . . . . . . . . . 106 Sniper Rifles . . . . . . . . . . . 177
10.6 Armor Upgrades . . . . . . . . . . . . . . . . . . 106 11.6.4.2 Expensive Modern Bolt Action
and Sniper Rifles . . . . . . . . 178
11 Weapons 107 11.6.5 Modern Anti-Materiel Rifles . . . . . . 179
11.1 Melee Weapons . . . . . . . . . . . . . . . . . . 107 11.6.6 Early Modern Rifles . . . . . . . . . . 179
11.2 Firearms . . . . . . . . . . . . . . . . . . . . . . 112 11.6.6.1 Early Modern Battle Rifles . . . 179
11.3 Firearms Tables . . . . . . . . . . . . . . . . . . 114 11.6.6.2 Early Modern Sniper Rifles . . . 181
11.4 Handguns . . . . . . . . . . . . . . . . . . . . . 117 11.6.6.3 Early Modern Anti-Materiel Rifles 181
11.4.1 Modern Handguns . . . . . . . . . . . 119 11.6.7 Late Industrial Rifles . . . . . . . . . . 182
11.4.1.1 Modern Holdout Handguns . . . 119 11.6.8 Industrial Carbines and Long Rifles . 183
11.4.1.2 Modern Backup Handguns . . . 124 11.7 Shotguns . . . . . . . . . . . . . . . . . . . . . . 184
11.4.1.3 Modern Full Size Handguns . . 133 11.7.0.1 Break Action . . . . . . . . . . . 184
11.4.1.4 Modern Target Handguns and 11.7.0.2 Pump Action . . . . . . . . . . . 184
Hunting Handguns . . . . . . . 143 11.7.0.3 Lever Action . . . . . . . . . . . 185
11.4.2 Early Modern Handguns . . . . . . . 147 11.7.0.4 Autoloading . . . . . . . . . . . 185
11.4.2.1 Early Modern Holdout Handguns 147 11.7.1 Modern Sporting Shotguns . . . . . . 186
11.4.2.2 Early Modern Backup Handguns 147 11.7.1.1 Cheap Modern Sporting Shotguns186
11.4.2.3 Early Modern Full Size Handguns 148 11.7.1.2 Mid-range Modern Sporting
11.4.3 Late Industrial Handguns . . . . . . . 148 Shotguns . . . . . . . . . . . . . 187
11.4.3.1 Late Industrial Holdout Handguns 148 11.7.1.3 Expensive Modern Sporting
11.4.3.2 Late Industrial Backup Handguns 148 Shotguns . . . . . . . . . . . . . 189
11.4.3.3 Late Industrial Full Size Handguns 149 11.7.2 Modern Combat Shotguns . . . . . . 190
11.4.4 Industrial Handguns . . . . . . . . . . 150 11.7.2.1 Cheap Modern Combat Shotguns 190
11.7.2.2 Expensive Modern Combat Shot-
11.4.4.1 Industrial Holdout Handguns . . 150
guns . . . . . . . . . . . . . . . 191
11.4.4.2 Industrial Full Size Handguns . . 151
11.7.3 Late Industrial Combat Shotguns . . . 193
11.5 Personal Defense Weapons . . . . . . . . . . . 152
11.7.4 Industrial Shotguns . . . . . . . . . . 193
11.5.1 Modern Personal Defense Weapons . 153
11.8 Machine Guns . . . . . . . . . . . . . . . . . . . 194
11.5.1.1 Cheap Modern Machine Pistols 153
11.8.1 Modern Light Machine Guns . . . . . 194
11.5.1.2 Expensive Modern Machine Pistols 154
11.8.2 Modern General Purpose Machine Guns196
11.5.1.3 Cheap Modern SMGs . . . . . . 155
11.8.3 Early Modern Machine Guns . . . . . 197
11.5.1.4 Expensive Modern SMGs . . . . 156
11.8.3.1 Early Modern General Purpose
11.5.2 Early Modern PDWs . . . . . . . . . . 157 Machine Guns . . . . . . . . . . 197
11.5.2.1 Early Modern Machine Pistols . 157 11.8.4 Late Industrial Machine Guns . . . . . 198
11.5.2.2 Early Modern Sub-Machine Guns 157 11.9 Grenade Launchers, Rocket Launchers, and
11.5.3 Late Industrial PDWs . . . . . . . . . . 159 Mortars . . . . . . . . . . . . . . . . . . . . . . . 199
11.5.3.1 Late Industrial Machine Pistols . 159 11.9.1 Modern Underbarrel Grenade Launch-
11.5.3.2 Late Industrial Sub-Machine Guns 159 ers . . . . . . . . . . . . . . . . . . . 199
11.6 Rifles . . . . . . . . . . . . . . . . . . . . . . . . 160 11.9.2 Modern Stand Alone Grenade Launchers200
11.6.0.1 Bolt Action . . . . . . . . . . . . 160 11.9.3 Modern Rocket Launchers . . . . . . 200
11.6.0.2 Lever Action . . . . . . . . . . . 160 11.9.4 Modern Mortars . . . . . . . . . . . . 201
11.6.0.3 Pump Action . . . . . . . . . . . 161 11.9.5 Korean War Rocket Launchers . . . . 201
11.6.0.4 Self Loading . . . . . . . . . . . 161 11.9.6 WWII Rifle Grenade Launchers . . . . 201
11.6.1 Modern Carbines . . . . . . . . . . . 161 11.9.7 WWII Rocket Launchers . . . . . . . . 201
11.6.1.1 Cheap Modern Carbines . . . . 162 11.10 Gunsmithing . . . . . . . . . . . . . . . . . . . . 201
11.6.1.2 Mid-range Modern Carbines . . 163 11.10.1 Performing Upgrades . . . . . . . . . 211
11.6.1.3 Expensive Modern Carbines . . 165 11.11 Non-ballistic Ranged Weapons . . . . . . . . . . 214
11.6.2 Modern Assault, Battle, and Target Rifles 167 11.11.1 Bows and Crossbows . . . . . . . . . 214
11.6.2.1 Cheap Modern Assault, Battle, 11.11.2 Flamethrower and Flamer . . . . . . 214
and Target Rifles . . . . . . . . 168 11.11.3 Chemical Irritants . . . . . . . . . . . 214
11.6.2.2 Mid-range Modern Assault, Bat- 11.11.4 Spear Gun . . . . . . . . . . . . . . . 214
tle, and Target Rifles . . . . . . 170 11.11.5 Taser . . . . . . . . . . . . . . . . . . 214
11.6.2.3 Expensive Modern Assault, Bat- 11.11.6 Tranquilizer Gun . . . . . . . . . . . . 214
tle, and Target Rifles . . . . . . 172 11.11.7 Paintball Marker . . . . . . . . . . . . 215
11.6.3 Designated Marksman Rifles . . . . . 174 11.11.8 Less Lethal Launcher . . . . . . . . . 215
11.6.3.1 Cheap Modern Designated 11.11.9 Ballistic Knife . . . . . . . . . . . . . . 215
Marksman Rifles . . . . . . . . . 174 11.11.10 Slingshot . . . . . . . . . . . . . . . . 215
11.6.3.2 Expensive Modern Designated 11.11.11 Bullwhip . . . . . . . . . . . . . . . . 215
Marksman Rifles . . . . . . . . . 175 11.12 Thrown Weapons . . . . . . . . . . . . . . . . . 217
11.6.4 Bolt Action and Sniper Rifles . . . . . 176 11.12.1 Bolas . . . . . . . . . . . . . . . . . . 217
vi

11.12.2 Boomerangs . . . . . . . . . . . . . . 217 14.1 Standard Car Classifications . . . . . . . . . . . 242


11.12.3 Brick . . . . . . . . . . . . . . . . . . 217 14.1.1 Toy Car . . . . . . . . . . . . . . . . . 242
11.12.4 Javelin . . . . . . . . . . . . . . . . . 217 14.1.2 Microcar . . . . . . . . . . . . . . . . 243
11.12.5 Throwing Axe . . . . . . . . . . . . . 217 14.1.3 Compact Car . . . . . . . . . . . . . . 243
11.12.6 Throwing Knives/Stars . . . . . . . . 217 14.1.4 Mid-sized Car . . . . . . . . . . . . . 243
11.12.7 Giant Throwing Star . . . . . . . . . . 217 14.1.5 Entry Level Luxury Car . . . . . . . . 243
11.13 Explosives . . . . . . . . . . . . . . . . . . . . . 217 14.1.6 Full Size Car . . . . . . . . . . . . . . 243
11.13.1 Explosives and Splash Weapons . . . 217 14.1.7 Full Size Luxury Car . . . . . . . . . . 243
11.13.2 Blast Radius . . . . . . . . . . . . . . 217 14.2 Sports Car Classifications . . . . . . . . . . . . . 243
11.13.3 Grenades . . . . . . . . . . . . . . . . 218 14.2.1 Grand Tourer Car . . . . . . . . . . . 243
11.13.4 Pre-made Charges . . . . . . . . . . 219 14.2.2 Supercar . . . . . . . . . . . . . . . . 243
11.13.5 Raw Explosive Material . . . . . . . . 221 14.2.3 Muscle Cars . . . . . . . . . . . . . . 243
11.13.6 Detonators . . . . . . . . . . . . . . . 221 14.3 Standard Van Classifications . . . . . . . . . . . 243
14.3.1 Multi Purpose Vehicle . . . . . . . . . 243
12 Weapon Upgrades 221 14.3.2 Cargo Van . . . . . . . . . . . . . . . 243
12.1 Melee Weapon Upgrades . . . . . . . . . . . . . 221 14.3.3 Passenger Van . . . . . . . . . . . . . 243
12.2 Ranged Weapon Upgrades . . . . . . . . . . . . 222 14.4 Standard Truck Classifications . . . . . . . . . . 243
12.2.1 Barrel Upgrades . . . . . . . . . . . . 223 14.4.1 Mini Pickup Truck . . . . . . . . . . . 243
12.2.2 Optics and Sights Upgrades . . . . . 224 14.4.2 Mid-sized Pickup Truck . . . . . . . . 244
12.2.3 Ergonomics and Aesthetic Upgrades 226 14.4.3 Full Sized Pickup Truck . . . . . . . . 244
12.2.4 Firing Mode Upgrades . . . . . . . . 228 14.4.4 Heavy Duty Pickup Truck . . . . . . . 244
12.2.5 Internal Upgrades . . . . . . . . . . . 228 14.5 Standard SUV Classifications . . . . . . . . . . . 244
12.2.6 Tactical Upgrades . . . . . . . . . . . 229 14.5.1 Mini SUV . . . . . . . . . . . . . . . . 244
14.5.2 Compact SUV . . . . . . . . . . . . . 244
13 Ammunition 232
14.5.3 Mid-sized SUV . . . . . . . . . . . . . 244
13.1 .68 Paintball Ammunition . . . . . . . . . . . . . 232
14.5.4 Full Sized SUV . . . . . . . . . . . . . 244
13.2 18mm Less Lethal . . . . . . . . . . . . . . . . . 232
14.6 Standard Motorcycle Classifications . . . . . . . 244
13.3 Crossbow Bolt Heads and Arrowheads . . . . . 232
14.6.1 Standard Motorcycle . . . . . . . . . 244
13.4 Cased Ammunition . . . . . . . . . . . . . . . . 233
14.6.2 Cruiser Motorcycle . . . . . . . . . . 244
13.4.1 Cased Ammunition Categories . . . . 234
14.6.3 Sport Bikes . . . . . . . . . . . . . . . 244
13.4.2 Cased Ammunition Types . . . . . . 236
14.6.4 Touring Bikes . . . . . . . . . . . . . 244
13.5 Shell Ammunition . . . . . . . . . . . . . . . . . 237
13.5.1 Shell Ammunition Categories . . . . . 237 14.6.5 Dual Sport . . . . . . . . . . . . . . . 244
13.5.2 Shell Ammunition Types . . . . . . . 238 14.6.6 Dirtbikes . . . . . . . . . . . . . . . . 244
13.6 Grenade Ammunition Types . . . . . . . . . . . 239 14.6.7 ATV . . . . . . . . . . . . . . . . . . . 244
13.6.1 Fragmentation . . . . . . . . . . . . . 239 14.6.8 Scooter . . . . . . . . . . . . . . . . . 245
13.6.2 High Explosive (HE) . . . . . . . . . . 239 14.7 Standard Rotary Aircraft . . . . . . . . . . . . . 245
13.6.3 High Explosive Dual Purpose (HEDP) . 239 14.7.1 Utility Helicopter . . . . . . . . . . . . 245
13.6.4 Tear Gas . . . . . . . . . . . . . . . . 239 14.7.2 Gunship Helicopter . . . . . . . . . . 245
13.6.5 Smoke . . . . . . . . . . . . . . . . . 239 14.7.3 Transport Helicopter . . . . . . . . . 245
13.6.6 Beehive . . . . . . . . . . . . . . . . . 239 14.8 Standard Fixed Wing Aircraft . . . . . . . . . . . 245
13.6.7 Foam Slug . . . . . . . . . . . . . . . 239 14.8.1 Standard Prop Aircraft . . . . . . . . 245
13.6.8 Buckshot . . . . . . . . . . . . . . . . 239 14.8.2 Military Prop Aircraft . . . . . . . . . 245
13.6.9 Flare . . . . . . . . . . . . . . . . . . 239 14.8.3 Standard Jet Aircraft . . . . . . . . . . 245
13.6.10 Hornet’s Nest . . . . . . . . . . . . . . 240 14.8.4 Military Jet Aircraft . . . . . . . . . . 245
13.6.11 Taser . . . . . . . . . . . . . . . . . . 240 14.9 Other Vehicles . . . . . . . . . . . . . . . . . . . 245
13.6.12 Airburst . . . . . . . . . . . . . . . . . 240 14.9.1 Moving Truck . . . . . . . . . . . . . 245
13.6.13 Thermobaric . . . . . . . . . . . . . . 240 14.9.2 Bus . . . . . . . . . . . . . . . . . . . 245
13.6.14 Grapnel . . . . . . . . . . . . . . . . . 240 14.9.3 Armored Truck . . . . . . . . . . . . 245
13.7 Rocket Launcher Ammunition Types . . . . . . 240 14.9.4 Tow Truck . . . . . . . . . . . . . . . 245
13.7.1 High Explosive Anti Tank (HEAT) . . . 240 14.9.5 Golf Cart . . . . . . . . . . . . . . . . 245
13.7.2 High Explosive Dual Purpose (HEDP) . 240 14.9.6 Semi Trailer Truck . . . . . . . . . . . 245
13.7.3 Fragmentation . . . . . . . . . . . . . 240 14.9.7 RV . . . . . . . . . . . . . . . . . . . . 246
13.7.4 Thermobaric . . . . . . . . . . . . . . 240 14.10 Military and Police Vehicles . . . . . . . . . . . 246
13.8 Mortar Ammunition Types . . . . . . . . . . . . 240 14.10.1 Armored Personnel Carriers . . . . . 246
13.8.1 High Explosive (HE) . . . . . . . . . . 240 14.10.2 Infantry Fighting Vehicle . . . . . . . 246
13.8.2 Smoke . . . . . . . . . . . . . . . . . 240 14.10.3 Main Battle Tank . . . . . . . . . . . . 246
13.8.3 Airburst . . . . . . . . . . . . . . . . . 240 14.10.4 Multi-use Vehicle . . . . . . . . . . . 246
13.9 Ammunition Upgrades and Reloading . . . . . . 240 14.11 Other Transportation . . . . . . . . . . . . . . . 246
13.9.1 Reloading . . . . . . . . . . . . . . . . 240 14.11.1 Horses . . . . . . . . . . . . . . . . . 246
14.11.2 Tripod . . . . . . . . . . . . . . . . . 246
14 Vehicles 242 14.12 Vehicle Upgrades . . . . . . . . . . . . . . . . . 246
vii

14.12.1 Paint Job (Body) . . . . . . . . . . . . 246 6 Encounter Goals 256


14.12.2 Convertible (Body) . . . . . . . . . . . 246 6.1 Battle Value . . . . . . . . . . . . . . . . . . . . 256
14.12.3 Service Kit (Body) . . . . . . . . . . . 247 6.2 Determining Encounter Levels . . . . . . . . . . 256
14.12.4 Police Kit (Body) . . . . . . . . . . . . 247 6.3 Heroic Actions and Objectives . . . . . . . . . . 256
14.12.5 Racing Kit (Body) . . . . . . . . . . . 247 6.4 Hostile Environments . . . . . . . . . . . . . . . 257
14.12.6 Light Armor Kit (Body) . . . . . . . . 247 6.5 Calculating XP Gain . . . . . . . . . . . . . . . . 257
14.12.7 Heavy Armor Kit (Body) . . . . . . . 247
14.12.8 Weapon Pintle Upgrade (Body) . . . . 247 7 Firearms Manufacturers 258
14.12.9 Internal Hardpoint Upgrade (Body) . 247
14.12.10 External Hardpoint Upgrade (Body) . 247 8 Weapons in Use 264
14.12.11 Standard Tires (Wheel) . . . . . . . . 247
14.12.12 Racing Tires (Wheel) . . . . . . . . . . 247
14.12.13 Snow and Ice Tires (Wheel) . . . . . . 247 IX Variant Rules 269
14.12.14 All Terrain Tires (Wheel) . . . . . . . 247
1 Ultra Lethality 269
14.12.15 Run-flat Upgrade (Wheel) . . . . . . . 247
1.1 Uses for this rule . . . . . . . . . . . . . . . . . 269
14.12.16 Racing Brakes (Wheel) . . . . . . . . 247
14.12.17 Turbocharger Kit (Powertrain) . . . . 247 2 Fast Damage 269
14.12.18 Nitrous Oxide Kit (Powertrain) . . . . 248
14.12.19 Standard Transmission (Drivetrain) . 248 3 Custom Occupations 269
14.12.20 Sprint Transmission (Drivetrain) . . . 248
14.12.21 Long Distance Transmission (Drivetrain)248 4 Gridless Combat 269
14.12.22 Racing Transmission (Drivetrain) . . . 248
14.12.23 All Wheel Drive Transmission (Drivetrain)248 5 Overpenetration and Missed Shots 269
14.12.24 Improved Suspension (Drivetrain) . . 248 5.1 Missing the intended target . . . . . . . . . . . . 269
5.2 Overpenetrating a target . . . . . . . . . . . . . 270
15 Lifestyle and Services 248 5.3 Uses for this rule . . . . . . . . . . . . . . . . . 271
15.1 Housing . . . . . . . . . . . . . . . . . . . . . . . 248
15.2 Entertainment . . . . . . . . . . . . . . . . . . . 250 6 Generic Firearms 272
15.3 Transportation . . . . . . . . . . . . . . . . . . . 250
15.4 Auto Repair . . . . . . . . . . . . . . . . . . . . . 251 7 Race Construction 273
15.5 Bail Bonds and Legal Services . . . . . . . . . . 251 7.1 Race Building . . . . . . . . . . . . . . . . . . . . 273
15.5.1 Legal Services . . . . . . . . . . . . . 251
15.5.2 Civil Crime . . . . . . . . . . . . . . . 251 List of Tables
15.5.3 Property Crime . . . . . . . . . . . . 251
15.5.4 Assault Crime . . . . . . . . . . . . . 251 1 Ability Modifiers . . . . . . . . . . . . . . . . . . . 1
15.5.5 Death Crime . . . . . . . . . . . . . . 251 2 Point Buy . . . . . . . . . . . . . . . . . . . . . . . 2
15.6 Medical Services . . . . . . . . . . . . . . . . . . 251 3 Experience Point Cost . . . . . . . . . . . . . . . . 7
15.6.1 Long-Term Care . . . . . . . . . . . . 251 4 Character Option Points . . . . . . . . . . . . . . 8
15.6.2 Restore Hit Points . . . . . . . . . . . 251 5 Aging Effects . . . . . . . . . . . . . . . . . . . . . 8
15.6.3 Surgery . . . . . . . . . . . . . . . . . 251 6 Athletics, Swim TN . . . . . . . . . . . . . . . . . . 15
15.6.4 Treat Poison/Disease . . . . . . . . . 251 7 Athletics, Climb TN . . . . . . . . . . . . . . . . . . 16
8 Craft (Chemical), Acids & Bases . . . . . . . . . . 17
9 Craft (Chemical), Explosives . . . . . . . . . . . . 17
VIII Game Mastering 252 10 Craft (Chemical), Poisons . . . . . . . . . . . . . . 18
11 Craft (Electronics), Repairs . . . . . . . . . . . . . 18
1 The Role of the Game Master 252
12 Craft (Mechanical), Repairs . . . . . . . . . . . . . 19
1.1 Craft a Story . . . . . . . . . . . . . . . . . . . . 252
13 Craft (Pharmaceutical), Antibacterial/Antiviral . . 19
1.2 Create the world . . . . . . . . . . . . . . . . . . 252
14 Craft (Pharmaceutical), Painkillers . . . . . . . . . 19
1.3 Adjudicate the Game . . . . . . . . . . . . . . . 252
15 Craft (Pharmaceutical), Hemostat . . . . . . . . . 20
2 NPCs 252 16 Craft (Pharmaceutical), Antiseptic . . . . . . . . . 20
2.1 Ordinaries . . . . . . . . . . . . . . . . . . . . . 252 17 Craft (Pharmaceutical), Antidote . . . . . . . . . . 20
18 Craft (Structural),Simple Melee Weapon Crafting . 21
3 Occupational Equipment 253 19 Craft (Structural), Melee and Thrown Weapon
Crafting . . . . . . . . . . . . . . . . . . . . . . . . 21
4 Snipers 255 20 Craft (Visual Art) Results . . . . . . . . . . . . . . 22
4.1 What is a Sniper? . . . . . . . . . . . . . . . . . 255 21 Craft (Visual Art), Forgery . . . . . . . . . . . . . . 23
4.2 Sniper Basics . . . . . . . . . . . . . . . . . . . . 255 22 Craft (Writing), Results . . . . . . . . . . . . . . . . 23
4.3 Playing a Sniper and GMing for a Sniper . . . . 256 23 Knowledge Check TN . . . . . . . . . . . . . . . . 25
24 Perception TN . . . . . . . . . . . . . . . . . . . . 26
5 Setting Prices 256 25 Perception TN Modifiers . . . . . . . . . . . . . . 26
5.1 Salary . . . . . . . . . . . . . . . . . . . . . . . . 256 26 Perform Check Results . . . . . . . . . . . . . . . 28
viii

27 Presence, Disguise Modifiers . . . . . . . . . . . . 28 88 Equipment, Weapon Accessories . . . . . . . . . . 96


28 Presence, Viewer’s Familiarity . . . . . . . . . . . 28 89 Equipment, Survival, Security, & Professional Gear 98
29 Presence, Terrify . . . . . . . . . . . . . . . . . . 28 90 Equipment, Survival, Security, & Professional
30 Presence, Intimidate . . . . . . . . . . . . . . . . . 28 Gear(Cont.) . . . . . . . . . . . . . . . . . . . . . . 99
31 Speechcraft, Lie Modifiers . . . . . . . . . . . . . 30 91 Equipment, Reloading Supplies . . . . . . . . . . . 100
32 Speechcraft, Diplomacy TN and Modifiers . . . . 30 92 Equipment, Food & Drink . . . . . . . . . . . . . . 102
33 Technology Use, Systems TN and Time . . . . . . 33 93 Equipment, Pharmaceuticals, Antibacterial/Antiviral 102
34 Size Modifier to Defense . . . . . . . . . . . . . . 50 94 Equipment, Pharmaceuticals, Painkillers . . . . . . 102
35 Light Sources . . . . . . . . . . . . . . . . . . . . 55 95 Equipment, Pharmaceuticals, Hemostat . . . . . . 102
36 Falling Objects . . . . . . . . . . . . . . . . . . . . 57 96 Equipment, Pharmaceuticals, Antiseptics . . . . . 103
38 Acid Damage . . . . . . . . . . . . . . . . . . . . 57 97 Equipment, Pharmaceuticals, Antidote . . . . . . . 103
37 Disease . . . . . . . . . . . . . . . . . . . . . . . . 58 98 Equipment, Pharmaceutical Equipment . . . . . . 103
39 Electricity . . . . . . . . . . . . . . . . . . . . . . . 59 99 Equipment, Poisons . . . . . . . . . . . . . . . . . 103
40 Provoking Attacks of Opportunity . . . . . . . . . 59 100 Cannabis Potency . . . . . . . . . . . . . . . . . . 103
41 Melee Attack Actions . . . . . . . . . . . . . . . . 59 101 Equipment, Narcotics . . . . . . . . . . . . . . . . 104
42 Grapple Modifier . . . . . . . . . . . . . . . . . . 62 103 Equipment, Armor Plates . . . . . . . . . . . . . . 106
43 Ranged Attack Actions . . . . . . . . . . . . . . . 64 104 Equipment, Armor, Helmets . . . . . . . . . . . . 106
44 Recoil Penalty, Amount of Dice . . . . . . . . . . . 65 102 Equipment, Armor . . . . . . . . . . . . . . . . . . 107
45 Recoil Penalty, Die Type . . . . . . . . . . . . . . 65 105 Equipment, Armor Upgrades . . . . . . . . . . . . 107
46 Explosive Extremity Damage Hit Location . . . . 69 106 Pistol Whip Damage . . . . . . . . . . . . . . . . . 109
47 Two-Weapon Fighting Penalties . . . . . . . . . . 69 107 Simple Melee Weapons . . . . . . . . . . . . . . . 109
48 Move Actions . . . . . . . . . . . . . . . . . . . . 70 108 Archaic Melee Weapons . . . . . . . . . . . . . . 111
49 Attack Roll Modifiers . . . . . . . . . . . . . . . . 72 109 Exotic Melee Weapons . . . . . . . . . . . . . . . 112
50 Defense Modifiers . . . . . . . . . . . . . . . . . . 72 110 Exotic Melee Weapons, Cont. . . . . . . . . . . . . 112
51 Concealment . . . . . . . . . . . . . . . . . . . . . 72 111 Error Range Natural Attack Rolls . . . . . . . . . . 114
52 Cover . . . . . . . . . . . . . . . . . . . . . . . . . 73 112 Cheap Modern Holdout Handguns . . . . . . . . . 120
53 Object Size and Defense . . . . . . . . . . . . . . 74 113 Mid-range Modern Holdout Handguns . . . . . . 121
54 Object Hardness and HP . . . . . . . . . . . . . . 75 114 Expensive Modern Holdout Handguns . . . . . . 122
55 Substance Hardness . . . . . . . . . . . . . . . . . 75 115 Expensive Modern Holdout Handguns, Cont. . . . 123
56 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . . 77 116 Cheap Modern Backup Handguns . . . . . . . . . 124
57 Vehicle Speed . . . . . . . . . . . . . . . . . . . . 77 117 Cheap Modern Backup Handguns, Cont. . . . . . 125
58 Avoid Hazard TN . . . . . . . . . . . . . . . . . . 78 118 Mid-range Modern Backup Handguns . . . . . . 126
59 Bootleg Turn TN . . . . . . . . . . . . . . . . . . . 79 119 Mid-range Modern Backup Handguns, Cont . . . 127
60 Vehicle Jump TN . . . . . . . . . . . . . . . . . . . 79 120 Mid-range Modern Backup Handguns, Cont . . . 128
61 Sideswipe . . . . . . . . . . . . . . . . . . . . . . 79 121 Mid-range Modern Backup Handguns, Cont . . . 129
62 Collision Damage . . . . . . . . . . . . . . . . . . 80 122 Mid-range Modern Backup Handguns, Cont . . . 130
63 Collision Direction . . . . . . . . . . . . . . . . . . 80 123 Expensive Modern Backup Handguns . . . . . . . 131
64 Occupant Collision Damage . . . . . . . . . . . . 81 124 Expensive Modern Backup Handguns, Cont . . . 132
65 Vehicle Spin . . . . . . . . . . . . . . . . . . . . . 81 125 Expensive Modern Backup Handguns, Cont . . . 133
66 Crew Quality . . . . . . . . . . . . . . . . . . . . . 82 126 Cheap Modern Full Size Handguns . . . . . . . . 134
67 Equipment, Licenses . . . . . . . . . . . . . . . . . 83 127 Mid-range Modern Full Size Handguns . . . . . . 135
68 The Black Market . . . . . . . . . . . . . . . . . . 83 128 Mid-range Modern Full Size Handguns, Cont . . . 136
69 Concealing Weapons & Objects . . . . . . . . . . 84 129 Mid-range Modern Full Size Handguns, Cont . . . 137
70 Carry Capacity & Different Sizes . . . . . . . . . . 85 130 Mid-range Modern Full Size Handguns, Cont . . . 138
71 Carry Capacity . . . . . . . . . . . . . . . . . . . 86 131 Expensive Modern Full Size Handguns . . . . . . 139
72 Equipment, Bags & Boxes . . . . . . . . . . . . . . 87 132 Expensive Modern Full Size Handguns, Cont . . . 140
73 Equipment, Clothing . . . . . . . . . . . . . . . . . 88 133 Expensive Modern Full Size Handguns, Cont . . . 141
74 Equipment, Eyewear . . . . . . . . . . . . . . . . 88 134 Expensive Modern Full Size Handguns, Cont . . . 142
75 Equipment, MOLLE . . . . . . . . . . . . . . . . . 89 135 Cheap Modern Target & Hunting Handguns . . . 143
76 Equipment, General Kits . . . . . . . . . . . . . . 90 136 Midrange Modern Target & Hunting Handguns . 144
77 Equipment, General Kits . . . . . . . . . . . . . . 90 137 Expensive Modern Target & Hunting Handguns . 145
78 Equipment, General Kits . . . . . . . . . . . . . . 90 138 Expensive Modern Target & Hunting Handguns . 146
79 Equipment, General Kits . . . . . . . . . . . . . . 90 139 Early Modern Holdout Handguns . . . . . . . . . 147
80 Equipment, General Kits . . . . . . . . . . . . . . 91 140 Early Modern Backup Handguns . . . . . . . . . 147
81 Equipment, General Kits . . . . . . . . . . . . . . 91 141 Early Modern Full Size Handguns . . . . . . . . . 148
82 Equipment, General Kits . . . . . . . . . . . . . . 91 142 Late Industrial Holdout Handguns . . . . . . . . . 148
83 Equipment, General Kits . . . . . . . . . . . . . . 91 143 Late Industrial Backup Handguns . . . . . . . . . 148
84 Equipment, General Kits . . . . . . . . . . . . . . 91 144 Late Industrial Fullsize Handguns . . . . . . . . . 149
85 Equipment, Specialty Kits . . . . . . . . . . . . . . 92 145 Industrial Holdout Handguns . . . . . . . . . . . . 150
86 Equipment, Consumer Electronics . . . . . . . . . 93 146 Industrial Full Size Handguns . . . . . . . . . . . . 151
87 Combat Sheath . . . . . . . . . . . . . . . . . . . 94 147 Cheap Modern Machine Pistols . . . . . . . . . . 153
ix

148 Expensive Modern Machine Pistols . . . . . . . . 154 206 Gunsmithing - Carbine . . . . . . . . . . . . . . . 205
149 Cheap Modern Sub-Machine Guns . . . . . . . . 155 207 Gunsmithing - Assault, Battle, or Target Rifle . . . 206
150 Expensive Modern Sub-Machine Guns . . . . . . 156 208 Gunsmithing - Designated Marksman Rifle . . . . 206
151 Expensive Modern Sub-Machine Guns, Cont . . . 157 209 Gunsmithing - Bolt Action or Sniper Rifle . . . . . 206
152 Early Modern Machine Pistols . . . . . . . . . . . 157 210 Gunsmithing - Anti-materiel Rifle . . . . . . . . . . 207
153 Early Modern Sub-machine Guns . . . . . . . . . 158 211 Gunsmithing - Sporting Shotgun . . . . . . . . . . 207
154 Early Modern Sub-machine Guns, Cont . . . . . . 159 212 Gunsmithing - Combat Shotgun . . . . . . . . . . 208
155 Late Industrial Machine Pistols . . . . . . . . . . . 159 213 Gunsmithing - Light Machine Gun . . . . . . . . . 208
156 Late Industrial Sub-Machine Guns . . . . . . . . . 159 214 Gunsmithing - General Purpose Machine Gun . . 209
157 Cheap Modern Carbines . . . . . . . . . . . . . . 162 215 Gunsmithing - Underbarrel Grenade Launcher . . 209
158 Mid-range Modern Carbines . . . . . . . . . . . . 163 216 Gunsmithing - Standalone Grenade Launcher . . 209
159 Mid-range Modern Carbines, Cont . . . . . . . . 164 217 Craft (Mechanical), Matchlocks & Flintlocks . . . . 210
160 Expensive Modern Carbines . . . . . . . . . . . . 165 218 AR15 Lower Receivers . . . . . . . . . . . . . . . . 211
161 Expensive Modern Carbines, Cont . . . . . . . . . 166 219 AR15 Upper Receivers . . . . . . . . . . . . . . . . 212
162 Cheap Modern Assault, Battle, and Target Rifles . 168 220 AR15 Upper Receivers(Cont.) . . . . . . . . . . . . 213
163 Cheap Modern Assault, Battle, and Target Rifles, 221 Gunsmithing - Performing Upgrades . . . . . . . 213
Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 169 222 Equipment, Bows . . . . . . . . . . . . . . . . . . 215
164 Midrange Modern Assault, Battle, and Target Rifles 170 223 Equipment, Crossbows . . . . . . . . . . . . . . . 215
165 Midrange Modern Assault, Battle, and Target Rifles, 224 Equipment, Non-Ballistic Ranged Weapons . . . . 216
Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 171 225 Equipment, Thrown Weapons . . . . . . . . . . . 218
166 Expensive Modern Assault, Battle, and Target Rifles 172 226 Explosive Extremity Damage Hit Location . . . . 218
167 Expensive Modern Assault, Battle, and Target 227 Equipment, Grenades . . . . . . . . . . . . . . . . 220
Rifles, Cont . . . . . . . . . . . . . . . . . . . . . . 173 228 Weapons - Pre-made charges . . . . . . . . . . . 220
168 Cheap Modern Designated Marksman Rifles . . . 174 230 Equipment, Explosive Detonators . . . . . . . . . 221
169 Expensive Modern Designated Marksman Rifles . 175 229 Equipment, Raw Explosive Material . . . . . . . . 222
170 Cheap Modern Bolt Action and Sniper Rifles . . . 177 231 Melee Weapon Upgrades . . . . . . . . . . . . . . 223
171 Expensive Modern Bolt Action and Sniper Rifles . 178 232 Barrel Upgrades . . . . . . . . . . . . . . . . . . . 225
172 Modern Anti-Materiel Rifles . . . . . . . . . . . . . 179 233 Optics Upgrades . . . . . . . . . . . . . . . . . . . 227
173 Early Modern Battle Rifles . . . . . . . . . . . . . 180 234 Ergonomics and Aesthetics Upgrades . . . . . . . 229
174 Early Modern Sniper Rifles . . . . . . . . . . . . . 181 235 Firing Mode Upgrades . . . . . . . . . . . . . . . 229
175 Early Modern Anti-Materiel Rifles . . . . . . . . . 181 236 Internal Upgrades . . . . . . . . . . . . . . . . . . 230
176 Late Industrial Battle Rifles . . . . . . . . . . . . . 182 237 Tactical Upgrades . . . . . . . . . . . . . . . . . . 231
177 Industrial Carbines and Long Rifles . . . . . . . . 183 238 Equipment, Ammunition . . . . . . . . . . . . . . . 232
178 Cheap Modern Sporting Shotguns . . . . . . . . . 186 239 Equipment, .68 Paintball Ammunition . . . . . . . 232
179 Midrange Modern Sporting Shotguns . . . . . . . 187 240 Equipment, 18mm Less Lethal Ammunition . . . . 232
180 Midrange Modern Sporting Shotguns, Cont . . . . 188 241 Equipment, Bolt & Arrowheads . . . . . . . . . . . 232
181 Expensive Modern Sporting Shotguns . . . . . . . 189 242 Rimfire Ammunition . . . . . . . . . . . . . . . . . 234
182 Cheap Modern Combat Shotguns . . . . . . . . . 190 243 Light Rimless Ammunition . . . . . . . . . . . . . 234
183 Expensive Modern Combat Shotguns . . . . . . . 191 244 Intermediate Rimless Ammunition . . . . . . . . . 234
184 Expensive Modern Combat Shotguns, Cont . . . . 192 245 Heavy Rimless Ammunition . . . . . . . . . . . . . 234
185 Late Industrial Combat Shotguns . . . . . . . . . . 193 246 Light Rimmed Ammunition . . . . . . . . . . . . . 234
186 Industrial Shotguns . . . . . . . . . . . . . . . . . 193 247 Heavy Rimmed Ammunition . . . . . . . . . . . . 235
187 Modern Light Machine Guns . . . . . . . . . . . . 194 248 Light Rifle Ammunition . . . . . . . . . . . . . . . 235
188 Modern Light Machine Guns, Cont . . . . . . . . . 195 249 Intermediate Rifle Ammunition . . . . . . . . . . . 235
189 Modern General Purpose Machine Guns . . . . . 196 250 Heavy Rifle Ammunition . . . . . . . . . . . . . . 235
190 Early Modern Light Machine Guns . . . . . . . . . 197 251 Superheavy Rifle Ammunition . . . . . . . . . . . 235
191 Early Modern General Purpose Machine Guns . . 197 252 Light Shotshell Ammunition . . . . . . . . . . . . . 237
192 Late Industrial Machine Guns . . . . . . . . . . . . 198 253 Intermediate Shotshell Ammunition . . . . . . . . 237
193 Modern Underbarrel Grenade Launchers . . . . . 199 254 Heavy Shotshell Ammunition . . . . . . . . . . . . 237
194 Modern Standalone Grenade Launchers . . . . . 200 255 Equipment, Grenade Ammunition . . . . . . . . . 241
195 Modern Rocket Launchers . . . . . . . . . . . . . 200 256 Equipment, Rocket Ammunition . . . . . . . . . . 241
196 Modern Mortars . . . . . . . . . . . . . . . . . . . 201 257 Equipment, Mortar Ammunition . . . . . . . . . . 241
197 Korean War Rocket Launchers . . . . . . . . . . . 201 258 Equipment, Ammunition Upgrades . . . . . . . . . 241
198 Early Modern Rifle Grenade Launchers . . . . . . 201 259 Craft (Mechanical), Ammunition Reloading . . . . 242
199 Early Modern Rocket Launchers . . . . . . . . . . 201 263 Equipment, Vehicle Upgrades . . . . . . . . . . . 248
200 Gunsmithing - Holdout Handgun . . . . . . . . . . 202 260 Equipment, Vehicles . . . . . . . . . . . . . . . . . 249
201 Gunsmithing - Backup Handgun . . . . . . . . . . 203 261 Equipment, Vehicles (cont.) . . . . . . . . . . . . . 250
202 Gunsmithing - Full-size Handgun . . . . . . . . . . 203 262 Equipment, Vehicle Weapons . . . . . . . . . . . . 250
203 Gunsmithing - Target or Hunting Handgun . . . . 204 264 Lifestyle . . . . . . . . . . . . . . . . . . . . . . . 250
204 Gunsmithing - Machine Pistol . . . . . . . . . . . 204 265 Services . . . . . . . . . . . . . . . . . . . . . . . 251
205 Gunsmithing - Sub-Machine Gun . . . . . . . . . . 205 266 Encounter Level . . . . . . . . . . . . . . . . . . . 256
x

267 Ocupational Option Points . . . . . . . . . . . . . 269 275 Intermediate Rifle Ammunition . . . . . . . . . . . 271
268 Rimfire Ammunition . . . . . . . . . . . . . . . . . 270 276 Heavy Rifle Ammunition . . . . . . . . . . . . . . 271
269 Light Rimless Ammunition . . . . . . . . . . . . . 270 277 Light Shotshell Ammunition . . . . . . . . . . . . . 271
270 Intermediate Rimless Ammunition . . . . . . . . . 270 278 Intermediate Shotshell Ammunition . . . . . . . . 271
271 Heavy Rimless Ammunition . . . . . . . . . . . . . 270 279 Firearms . . . . . . . . . . . . . . . . . . . . . . . 274
272 Light Rimmed Ammunition . . . . . . . . . . . . . 270 280 Poison Ability . . . . . . . . . . . . . . . . . . . . 276
273 Heavy Rimmed Ammunition . . . . . . . . . . . . 271 281 Racial Abilities . . . . . . . . . . . . . . . . . . . . 277
274 Light Rifle Ammunition . . . . . . . . . . . . . . . 271 282 Racial Handicaps . . . . . . . . . . . . . . . . . . 278
1

Chapter I Ability Modifiers

The Basics Each ability has a modifier, which is calculated using this
formula (Ability ÷ 2)−5, rounded down
This is the number you add or subtract from a die roll when
1 What is Ops and Tactics? your character tries to do something related to that ability.

Score Mod Score Mod Score Mod


Ops and Tactics is a tabletop roleplaying game focused
around believeable combat encounters, with an emphasis on 3 −4 8-9 −1 14-15 +2
modern weapons and equipment. Combat is in-depth and allows 4-5 −3 10-11 +0 16-17 +3
for more fluid sequences of actions based around a system where 6-7 −2 12-13 +1 18 +4
players spend chunks of time every round to build their turns out
Table 1: Ability Modifiers
of individual actions, packing each round with more choices and
activity. Taking inspirations from video games such as classic
XCOM, Metal Gear Solid, and Jagged Alliance, and films such Ability Focus
as John Wick, Heat and The Town, each round is also more
dangerous as a result a single bullet in the right place can end a When a character assigns ability scores and determines
fight as soon as it starts. A very extensive equipment and firearm their ability modifiers, they then assign the ability modifier
list, with gun capabilities modeled after their real-world abilities for STR into FOC & POW and DEX into MRK & AGL, equal
lets you stat up and run just about any combatant you can think to the total ability modifier for that ability.
of. Batons, tasers, anachronistic melee weapons like swords and
flamethrowers, and hundreds guns ranging from the wild west to Example: A modifier of +2 could be divided into
the standard-issue of today and more make it possible, and spoil +2/+0, +1/+1, or +0/+2
you for choice. If that’s not enough, the crafting rules allow for
an industrious character to fabricate entirely new firearms from
scratch, from simple zipguns to elaborate custom race guns, and
even make their own customized ammunition to go along with
3.1 Strength (STR)
their fabricated firearms. Ops and Tactics is focused on modern
combat, and is suited for running games set in a world similar to Strength measures your character’s muscle and physical power.
our own with an emphasis on combat and action. Strength also limits the amount of equipment your character
can carry and determines the Recoil Modifier for the character.
Strength is split into two aspects,
2 Basic Task Resolution System • Focus (FOC), which represents a character’s hand-eye
coordination with a melee weapon.
These rules assume a standardized system for determining the
success or failure of any given task. That system is • Power (POW), which is the actual strength of the character.
3d6+Modifiers vs. Target Number
You apply your character’s STR modifier to
The Modifiers and TN are determined by the type of task. If the
result equals or exceeds the TN, the test is successful. Any other • The skill that has STR as its key ability: Athletics
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. • Strength checks (for breaking down doors and the like)
You apply your character’s FOC modifier to
2.1 Rounding Fractions • Melee attack rolls

If you end up with a fractional amount, round down unless You apply your character’s POW modifier to
stated otherwise. Certain rolls have a minimum of 1.
• Damage rolls when using a melee weapon or a thrown
weapon.
2.2 Multiplying
Sometimes a special rule will make you multiply a number or
a die roll. As long as you’re applying a single multiplier, multiply
the number normally. When two or more multipliers apply, add
them together into a single multiple.

3 Ability Scores
The ability scores are the six scores that are the core of your
character. They affect everything else about your character.
2

3.2 Dexterity (DEX) 3.6 Charisma (CHA)


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

• The skills that have DEX as their key ability: Acrobatics, 4 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 Saves
you must spend points to increase the ability score. No ability
• Initiative Score score may be increased above 18 using this method.

Score Point Cost Score Point Cost


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

• Fortitude Saves 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
3.4 Intelligence (INT) each ability, choose one score from the corresponding row or
Intelligence represents how well your character learns and column. Once you’ve picked a cell, you can’t use it again.
reasons. Intelligence is important for any character who wants
to have a wide assortment of skills. You apply your character’s Array The GM assigns a set array of 6 scores, and the players
Intelligence modifier to choose which score to assign to each attribute.

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


each level thereafter.

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


Demolitions, Disable Device, Knowledge, and Technology
Use.

3.5 Wisdom (WIS)


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

• Will Saves

• The skills that have WIS as their key ability: Perception and
Treat Injury.
3

5 Improving Ability Scores Strength Intelligence

A character’s ability scores can change in a multitude of • Weight training • Studying academic sub-
ways, from poisons and diseases to training. A character may jects
• Anaerobic gym exercise
also improve their ability score by practicing the ability. In order
• Studying debates, logic,
for a character to improve an ability they must practice it for one • Melee weapon practice and reasoning
week per ability point they wish to improve, plus one additional
week per point that the score you are attempting to improve is Dexterity Wisdom
above 10. After they have practiced the number of weeks they
wish to study or practice for, their ability score goes up by the • Yoga and stretching • Situational awareness
number of points selected. No ability score may be increased training
• Gymnastics
higher than 26 using this method. A character must maintain
• Meditation
these upgrades with regular practice, by taking at least two hours • Marksmanship practice
out of each week to practice and keep their skills up. Charisma
Constitution
Example: A character increasing a score from 12 to 13 will • Practice debating, argu-
take 3 weeks. Two weeks because 12-10=2, and 1 week • Cardiovascular training ing, and talking
to increase by one.
• Aerobic gym exercise • Practice persuading, in-
timidating, and beguiling
Common ways to practice to improve ability scores include

Chapter II The Maximum Skill Point ranks for focused skills is: (Level +
4)
Characters The Maximum Skill Point ranks for unfocused skills is: ((Level
+ 4) ÷ 2)

1 Character Features Base Attack Bonus(BAB) The character’s Base Attack Bonus.
Base attack bonuses start at +1. It increases every level.
Extended Hit Points (XHP) Extended HP are a measure of a
character’s ability to turn a direct hit into a graze or a glancing
blow with no serious consequences. XHP goes up with level, giving Fortitude/Reflex/Will Base Save Bonus (F/R/W BSB) The
high-level characters more ability to shrug off attacks. Most types character’s Base Save Bonus for Fortitude/Reflex/Will saving throw
of damage reduce XHP. XHP increases as the character gains rolls.
levels.
The Starting XHP formula is: ((3 + CON MODIFIER + COP Feats A character may select any feat. Some feats have
Increase) X 2) prerequisites that must be met before a character can select
them. All characters receive two feats every level. Humans gain
an additional feat at the 1st level.
Core Hit Points (CHP) Core HP measures how much true
physical damage a character can withstand. Damage reduces
CHP only after all XHP are gone or when a character is struck by Defense A character’s Defense represents how hard it is
a Critical Strike. CHP is equal to CON+2,or uses the Racial Core for opponents to land a solid, damaging blow on the
Hit Point formula for all non-human characters. character. It is the attack roll result that an opponent needs
The CHP formula is: CON SCORE + 2 to achieve to hit the character. A character’s DEF is equal
to: 10 + AGL Mod + Equipment bonus + Size Mod
+ Movement + Misc Mod
Combat Points Combat Points are a measurement of how much
a character can do in a single round. Each character has 15 Agility Modifier If a character’s agility is high, they are
Combat Points per round, or uses their Racial Combat Point Score. particularly adept at dodging blows or gunfire. If a character’s
agility is low, they are particularly inept at it. Characters apply
Focused Skills This section of a character description denotes their AGL modifier to defense. Sometimes a character can’t use
how many skills a character can select as focused skills, applying their DEX bonus, this is what is what is called being ‘‘Flat Footed’’.
ranks to to them. A character only chooses these skills at 1st -
level. A character gains at least 1 skill point per level, even if the Equipment Bonus Armor provides Damage Reduction to
character has an INT modifier penalty. A 1st -level character starts anyone who wears it, but a character who is proficient in the
with 5 times the number of skill points they receive upon attaining use of a certain type of armor receives the bonus to DEF. This
each level beyond the 1st . bonus represents the armor’s ability to protect the character from
The Starting Skill Point formula is: ((3 + INT Modifier + blows. Sometimes a character can’t use their equipment bonus to
COP Increase) X 5) Defense, this is what is called ‘‘Touch Defense’’. If an attack will
The Starting Skill Point formula is: (3 + INT Modifier + damage the character just by touching them, that character can’t
COP Increase) add their equipment bonus.
4

Size Modifier The bigger an opponent is, the easier it is to 2.2 Step 2: Character Option Points
hit in combat. The smaller it is, the harder it is to hit. Since this
After setting your ability scores, the next step is to set the
same modifier applies to attack rolls a creature doesn’t have a
Character Option points. Character option points should be
hard time attacking another creature of the same size.
selected according to the character’s specifications, and how the
player wishes to play or focus on the character. When playing
Movement Modifier When a combatant moves during a character that starts at a level other than 1, it is best to do the
combat, they become harder to hit. For every 10 feet beyond the character option points level by level. Each character gains 6
first 30 feet a character moves they gain a +1 bonus to their DEF Character Option Points per level.
until their next turn.
2.2.1 Base Save Bonus
Miscellaneous Modifiers Other factors can add to a
Base save bonuses are the basic ability for a character to resist
character’s DEF, such as Feats, or Dodge Bonuses. Some feats
one of three kinds of sudden effects. Reflex is the measurement of
give a bonus to a character’s DEF. Some other DEF bonuses
moving and avoiding things, and is influenced by Agility. Fortitude
represent actively avoiding blows. These bonuses are called
is the measurement of physical resistance, and is influenced by
dodge bonuses. Any situation that denies a character their AGL
Constitution, and Will is the measurement of mental resistance,
modifier also denies their dodge bonuses.
and is influenced by Wisdom. A character can purchase no more
than two base save bonuses per save type.
2 Creating a Character
2.2.2 Skill Points
This is a step by step instructions for rolling a character Skill points are how a character is measured in the various skills
in Ops and Tactics; the more skillpoints you have, the more
2.1 Step 1: Ability Scores skillpoints you can spend. When rolling a character for level 1,
this increase in skill points is multiplied by 5. There is no limit on
The first step is to acquire ability scores. This can be done in a the amount of purchase a character can spend on these points.
manner of ways, depending on how your GM decides to give
you scores. After acquiring your 6 ability scores, set your ability 2.2.3 Extended Hit Points
scores. When setting ability scores, be sure to set your Strength
ability focuses; Power and Focus, and Dexterity ability focuses; Extended hit points are a measure of a character’s ability to
Marksmanship and Agility. After these are filled out, calculate the turn a direct hit into a graze or a glancing blow with no serious
Core HP of the character. consequences. When rolling a character for level 1, this increase
in XHP is included in the formula.
2.1.1 Ability Focuses
2.3 Step 3: Skills
When a character assigns ability scores and determines their
ability modifiers, they then assign the ability modifier for STR into After COP points have been spent, and the ability scores are
FOC & POW and DEX into MRK & AGL, equal to the total ability assigned, the next step of the character is to select 7 skills from
modifier for that ability. the list of skills available as focused skills. A focused skill is a
skill that a character has focused in, and a character can spend
Example: A modifier of +2 could be divided into +2/+0, skill points on these skills at the rate of 1 skill point per rank.
+1/+1, or +0/+2. A modifier of -2 could be divided into A character can select any 7 skills, but they receive all of the
-2/+0, -1/-1, or +0/-2 Magic, Invoking, and Psionic Skills, Linguistics, Knowledge(Pop
Culture) and Knowledge(Streetwise) as focused skills. Any skill
that is not selected or not apart of the skills that are automatically
granted as focused skills are considered non-focused skills, and
2.1.2 Core HP a character can spend skill points on those skills at the rate of 2
skill points per rank. After skills are selected, the character should
The Core HP formula is: CON SCORE + 2 or the Racial Core then choose an occupation.
Hit Point formula. The Starting Skill Point formula is: ((3 + INT MODIFIER +
COP Increase) X 5)
2.1.3 Recoil Reduction
Recoil reduction is the stat that determines how recoil affects you
as a character. When performing various firearm attacks, they
may have what is called the ‘‘Recoil Penalty’’, which is governed
by the Caliber Recoil Penalty of the caliber that the character
is firing. This is negated firstly by the Recoil Reduction Statistic
that the character has, then any bonuses, and finally their attack
bonus. It is possible for the Recoil Reduction to be negative, adding
penalties to recoil.
The formula for Recoil Reduction is: STR SCORE - 10
5

2.4 Step 4: Occupations Defense also includes two other styles of Defense; Touch Defense
and Flat Footed Defense. Touch defense removes the armor
Occupations represent the current line of work that the character modifier from the defense calculation, and Flat Footed defense
is in, at least before or at the beginning of the campaign. removes the touch modifier from the defense calculation. These
Occupations govern the starting wealth points, bi-weekly wealth two should also be calculated.
points, and any additional skills or feats that are granted by that
occupation.
Occupations are not supposed to be a hard representation of
actual job titles, rather a general field of study or group of jobs
that the character is involved in. When creating a character, try 2.6.3 Mental Limit
to think of a specific job your character has, and try to place it in
one of the categories that you, and the GM best feel would fit.
Mental limit is a representation of a character’s mental capacity to
use Magic, Psionics, and Incantations. The value for mental limit
2.4.1 Occupational Skills can be effected by the character’s race, so be sure to verify that
Many occupations grant skills. The number in parenthesis denote you are using the correct calculation. In games without Magic,
how many skills a character gets from their occupation. If they Psionics, or Incantations, mental limit should not be calculated.
select a skill that they have already chosen as a focused skill, The formula for the Mental Limit is:((6+WIS mod)×Character L
they gain a +1. Every level, they gain a +1 in the occupational or the Racial Mental Limit formula.
selected skills as well.

2.4.2 Occupational Feats


Select occupations grant Feats. These feats are extra feats beyond 2.6.4 Combat Points
what the character’s race, and level grant. These feats are
selected before the standard feats that a character gets. Combat points are a representation of how many actions a
character can perform in a single turn. In Ops and Tactics, every
2.4.3 Occupational Wealth and Equipment action in combat has a Combat Point value, and a character can
perform as many actions, in any order, as they have Combat
All occupations give wealth, both starting and bi-weekly wealth. Points for. The value for Combat Points is effected by the
This wealth is meant to represent any assets and disposable character’s race, so be sure to verify that you are using the
income that the character has, after things like bills, payments, correct calculation.
mortgages and taxes are paid.
Plenty of occupations also issue equipment as a part of their A character has 15 Combat Points, or the Racial Combat Point
daily duties. Be sure to talk to your Game Master on any specific Value.
changes they may want to make involving issued equipment.

2.5 Step 5: Feats


2.6.5 Carrying Capacity
Feats are selected after Occupation, allowing a character to use
their occupational feats as a base for any feats that may require
any prerequisites. A character gains 2 feats per level, plus any Carrying capacity is a representation of how much a character
feats they receive per their race. can carry. This is directly influenced by the character’s Strength
Score. There is a chart that outlines the carry capacity values.
(Table 71: Carrying Capacity)
2.6 Step 6: Character Statistics
After feats are selected, a character then fills out the rest of their
values, such as Defense, Mental limit, Combat Points, and attacks.
2.6.6 Attack Bonuses
2.6.1 Base Attack Bonus
Base attack bonus is the basic fighting ability of the character. Attack bonuses fall into two categories: Ranged and Melee.
It is a base bonus that applies to all attacks that the character Ranged attack bonuses are governed by the base attack
makes. Base attack bonus starts at +1 at level 1. bonus of the character, their Marksmanship modifier, and any
miscellaneous bonuses. Melee attack bonuses are governed by
2.6.2 Defense the attack bonus of the character, their Focus modifier, and any
miscellaneous bonuses.
Defense is the value an attacker must exceed to successfully
The Starting Melee Attack formula is: (FOC MODIFIER +
complete an attack on the character.
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS)
Defense is equal to: 10 + Agility Modifier + Equip-
ment Bonuses + Size modifier + Miscellaneous The Starting Ranged Attack formula is: (MARK MODIFIER +
Bonuses. BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS)
6

2.6.7 Saving Throws 3.1.2 Skill Points

Saving throws are used to avoid or prevent status changes or Skill points are how a character is measured in the various skills
damage. Fortitude is governed by the Fortitude Base Save Bonus, in Ops and Tactics; the more skillpoints you have, the more
the character’s Constitution modifier, and any miscellaneous skillpoints you can spend. There is no limit on the amount of
modifiers. Reflex is governed by the Reflex Base Save Bonus, the purchase a character can spend on these points.
character’s Agility modifier, and any miscellaneous modifiers. Will
is governed by the Will Base Save Bonus, the character’s Wisdom
modifier, and any miscellaneous modifiers. 3.1.3 Extended Hit Points
The Starting Reflex Saving throw formula is: (AGI MODIFIER
Extended hit points are a measure of a character’s ability to
+ COP Increase + MISCELLANEOUS MODIFIERS)
turn a direct hit into a graze or a glancing blow with no serious
The Starting Fortitude Saving throw formula is: (CON
consequences.
MODIFIER + COP Increase + MISCELLANEOUS MOD-
IFIERS)
The Starting Will Saving throw formula is: (WIS MODIFIER 3.2 Step 3: Skills
+ COP Increase + MISCELLANEOUS MODIFIERS)
After COP points have been spent, a character adds ranks to
their focused and unfocused skills. A focused skill is a skill that a
2.6.8 Extended Hit Points (XHP)
character has focused in, and a character can spend skill points
Extended HP are a measure of a character’s ability to turn a direct on these skills at the rate of 1 skill point per rank. Any skill that
hit into a graze or a glancing blow with no serious consequences. is not selected or not apart of the skills that are automatically
XHP goes up with level, giving high-level characters more ability granted as focused skills are considered non-focused skills, and
to shrug off attacks. Most types of damage reduce XHP. a character can spend skill points on those skills at the rate of 2
The Starting Extended HP formula is: ((3 + CON MODIFIER skill points per rank.
+ COP Increase) X 2) The Skill Point formula is: (3 + INT MODIFIER + COP
Increase)

2.7 Step 6: Miscellaneous Character information


3.3 Step 4: Occupational Upgrades
This step includes anything that may or may not affect the
character. Things such as descriptions, age, job history, likes Occupations represent the current line of work that the character
and dislikes, and other things that flesh out the character. is in, at least before or at the beginning of the campaign.
Occupations govern the starting wealth points, bi-weekly wealth
points, and any additional skills or feats that are granted by that
3 Leveling Characters occupation.

This is a step by step instructions for increasing a character’s


level. When playing a game that starts at a level higher than level 3.3.1 Occupational Skills
1, it is highly recommended that you level the character a single
level at a time, going through the normal leveling procedures for Every level, they gain a +1 in the occupational selected skills.
each level.
3.4 Step 5: Feats
3.1 Step 1: Character Option Points
A character gains 2 feats per level, plus any feats they receive
After setting your ability scores, the next step is to set the per their race.
Character Option points. Character option points should be
selected according to the character’s specifications, and how the
player wishes to play or focus on the character. When playing 3.5 Step 6: Character Statistics
a character that starts at a level other than 1, it is best to do the
character option points level by level. Each character gains 6 After feats are selected, a character then fills out the rest of their
Character Option Points per level. values, such as Mental limit and attacks.

3.1.1 Base Save Bonus 3.5.1 Mental Limit

Base save bonuses are the basic ability for a character to resist Mental limit is a representation of a character’s mental capacity to
one of three kinds of sudden effects. Reflex is the measurement of use Magic, Psionics, and Incantations. The value for mental limit
moving and avoiding things, and is influenced by Agility. Fortitude can be effected by the character’s race, so be sure to verify that
is the measurement of physical resistance, and is influenced by you are using the correct calculation. In games without Magic,
Constitution, and Will is the measurement of mental resistance, Psionics, or Incantations, mental limit should not be calculated.
and is influenced by Wisdom. A character can purchase no more The formula for the Mental Limit is:((6+WIS mod)×Character Level)+
than two base save bonuses per save type. or the Racial Mental Limit formula.
7

3.5.2 Base Attack Bonus Characters always start at 0 Experience Points, regardless of
what level they start at. After every level, a character’s Experience
Base attack bonus is the basic fighting ability of the character.
Points return to 0, and they have to build up to the next level.
It is a base bonus that applies to all attacks that the character
Any Experience Points left over from leveling are applied to the
makes. Base attack bonus starts at +1 at level 1 and increases
character after they return to zero, rolling over from the last level.
every level by +1.

3.5.3 Attack Bonuses


Attack bonuses fall into two categories: Ranged and Melee.
Ranged attack bonuses are governed by the base attack
bonus of the character, their Marksmanship modifier, and any
miscellaneous bonuses. Melee attack bonuses are governed by
the attack bonus of the character, their Focus modifier, and any
miscellaneous bonuses.
The Starting Melee Attack formula is: (FOC MODIFIER +
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS)
The Starting Ranged Attack formula is: (MARK MODIFIER +
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS)

3.5.4 Saving Throws


Saving throws are used to avoid or prevent status changes or
damage. Fortitude is governed by the Fortitude Base Save Bonus,
the character’s Constitution modifier, and any miscellaneous
modifiers. Reflex is governed by the Reflex Base Save Bonus, the
character’s Agility modifier, and any 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
+ COP Increase + MISCELLANEOUS MODIFIERS)
The Starting Fortitude Saving throw formula is: (CON
MODIFIER + COP Increase + MISCELLANEOUS MOD-
IFIERS)
The Starting Will Saving throw formula is: (WIS MODIFIER
+ COP Increase + MISCELLANEOUS MODIFIERS)

3.5.5 Extended Hit Points (XHP)


Extended HP are a measure of a character’s ability to turn a direct
hit into a graze or a glancing blow with no serious consequences.
XHP goes up with level, giving high-level characters more ability
to shrug off attacks. Most types of damage reduce XHP.
The Extended HP formula is: (3 + CON MODIFIER + COP
Increase)

3.6 Experience Points


Level EXP Required to Reach Level
1 0
2 500
3 2,000
4 4,500
5 8,000
6 12,500
7 18,000
8 24,500
9 32,000
10 40,500
11+ ((Targeted level - 1) × (Targeted level - 1)) × 500

Table 3: Experience Point Cost


8

4 Characters Age Category Ability Adjustments


Child −3 to STR and CON; −1 to DEX, INT, WIS and CHA
A character gains Character Option Points every level, that Young adult Original Scores
they can use to increase their HP, BAB, Saving Throws, or Skill Adult Original Scores
Points when they level. Middle age –2 to STR, DEX, and CON; +2 to INT, WIS and CHA
CHP Formula 2+CON Score or Racial CHP formula Old −3 to STR, DEX, and CON; +3 to INT, WIS and CHA
XHP 3+CON Modifier Venerable −4 to STR, DEX, and CON; +4 to INT, WIS and CHA
Combat Points 15 or Racial Combat Point score
Focused Skills Choose 7. Each Knowledge, Craft, and Perform Table 5: Aging Effects
skill is singular. Linguistics and Knowledge (Pop Culture and
Streetwise) are always focused. A character only chooses these Height and Weight When choosing your character’s height and
skills at 1st level. weight, try and keep his ability scores in mind, and what they
Skill Points per level 3+INT Mod say on the overall appearance of your character. You can also
Character Option Points per level +6 denote any specific or unique markings on the character, such
as tattoos, scars, moles, and freckles.
Cost Benefit
Character Level Examples
1 COP +1 BSB in one area (Max twice per lvl, per save)
1 COP +3 additional Skill Points Below are some examples of various analogs to levels in
1 COP +1 additional XHP Ops and Tactics. This is by no means an exhaustive list.
Level 1-2 Lightly Skilled Combatants(Rookie Police
Table 4: Character Option Points Officers, Rank Private to Private First Class in Armed
Forces)
Level 3-5 Moderately Skilled Combatants(Veteran Police
Officers and Field Training Officers, Rank Corporal to
5 Defining your Character Sergeant First Class in Armed Forces)
Level 6-7 Very Skilled Combatants(S.W.A.T. Team Police
Name A name helps you define your character’s background Officers, Rank Master Sergeant to Sergeant Major in
and ethnic origin. The name may fit your character’s abilities or Armed Forces, Special Forces Groups)
it may be dramatically different. A character’s name also proves Level 8-10 Highly Skilled Combatants(Black Ops Groups,
clues to his age and heritage. John Wick, Solid Snake, Big Boss, Tequila Yuen, Vincent,
Barry Burton, Leon Kennedy, Nicholas J. Fury, Rally
Age As the character ages, their physical ability scores decrease Vincent)
and their mental ability scores increase as detailed on the Level 11+ Extremely Skilled Combatants(Tier 1 Operator
following table. The GM can decide what age brackets are suitable Groups, Bean Bandit)
for each category, depending on the race of the character.
9

Chapter III 1.2 Adventurer

Occupations Adventurers include professional daredevils, big game hunters,


relic hunters, explorers, extreme sports enthusiasts, field scientists,
thrill-seekers and others called to face danger for a variety of
Starting Occupation reasons.
Starting Requirements Age 15+
A character may hold other jobs as their career unfolds, but Job Change Requirements An Athletics, Acrobatics, Drive, Pilot,
the benefits of a starting occupation are only applied once, at or Ride Skill Modifier of +15 or greater.
the time of character creation. Many starting occupations have Skills (2) Athletics, Acrobatics, Demolitions, Disable Device, Drive,
initial requirements that the character must meet to qualify for Knowledge (Arcane Lore, Streetwise, or Technology), Pilot, Ride,
the occupation. If a character is selecting their first occupation Stealth, or Treat Injury
they only need to meet the initial requirements, not the hiring Occupational Feats (1) Archaic Weapon Proficiency (Any), Brawl,
requirements. Each occupation provides a number of additional Personal Firearms Proficiency, or Exotic Weapon Proficiency.
permanent focused skills that the character can select from a list Starting Wealth Points 8d4 (Average 20)
of choices. Once selected, a permanent focused skill is always Biweekly Wealth Points 4d4 (Average 10)
considered to be a focused skill for the character. If the skill
selected is already a focused skill for the character, they also
gain a +1 bonus for that skill. 1.3 Athlete
Every level, a character also receives an additional +1 in the Athletes include amateur athletes or Olympic quality and
selected skill(s) they choose with their occupation. professional athletes of all types, including gymnasts, weight
Some starting occupations provide a bonus feat. A character trainers, wrestlers, boxers, martial artists, swimmers, skaters and
still must meet any prerequisites for these bonus Feats. those who engage in any type of competitive sports.
Finally, a starting occupation determines how many Wealth Starting Requirements DEX or STR 13, Age 14+
Points a character receives at start, and what their biweekly salary Job Change Requirements An Athletics, Acrobatics, or Drive Skill
is. The Wealth Points that are received to start with and biweekly Modifier of +15 or greater.
are considered surplus for whatever a character may need. Their Skills (1) Athletics, Acrobatics, or Drive
housing, basic food, and clothing needs are taken care of. Occupational Feats (1) Combat Martial Arts, Evasive Martial Arts,
Choose one occupation from the available selections and Defensive Martial Arts, Brawl, Dodge, Athlete, or Acrobat
apply the benefits to the character as noted in the occupation’s Starting Wealth Points (2d4+3)×10 (Average 80)
description. Biweekly Wealth Points (1d4+3)×10 (Average 55)

Changing Occupations 1.4 Blue Collar


A character will rarely keep one job their entire life. When Blue collar occupations include factory workers, food service
changing jobs, the character first loses their current job, and jobs, construction, service industry jobs, taxi drivers, postal
becomes unemployed for at least two weeks, relinquishing their workers and any other jobs that are usually not considered to be
old salary. Then, if a character meets the requirements to enter desk jobs.
their new job, they enter it, and pick from the skills listed, and Starting Requirements Age 18+
receive the new job’s biweekly salary from now on. They do not Job Change Requirements An Animal Handling, Drive or Ride
select any of the bonus feats for the job, when entering it. They Skill Modifier of +15 or greater, or a Craft (Mechanical, Structural,
must meet both the starting requirements, and the job change Chemical, or Electrical) Skill Modifier of +10 or greater.
requirements, in order to qualify for the job. Skills (2) Animal Handling, Craft (Mechanical, Structural, Chemical
or Electronics), Drive, or Ride.
Starting Wealth Points (1d4+3)×10 (Average 55)
1 Occupations Biweekly Wealth Points 11d4 (Average 28)

1.1 Academic 1.5 Celebrity


Academics include librarians, archaeologists, scholars, profes- A celebrity is anyone who has been thrust into the spotlight
sors, teachers, and other educated professionals. of the public eye. Actors, entertainers of all types, newscasters,
Starting Requirements Age 23+ radio and television personalities and more fall under celebrity.
Job Change Requirements A Knowledge (Any), Craft (Writing), Starting Requirements Age 15+
or Technology Use Skill Modifier of +15 or greater, or at least two Job Change Requirements A Craft (Visual art or Writing) or
points in two Linguistics languages. Perform (Any) Skill Modifier of +10 or greater and 300 WP which
Skills (2) Craft (Writing), Knowledge (Any), Linguistics or must be paid out for expenses.
Technology Use. Skills (1) Craft (Visual art or Writing) or Perform (Any)
Starting Wealth Points 4d4×10 (Average 100) Starting Wealth Points 12d4×10 (Average 300)
Biweekly Wealth Points 2d4×10 (Average 50) Biweekly Wealth Points 6d4×10 (Average 150)
10

1.6 Creative Equipment Notes


The creative occupation covers artists of all types of people who Firefighters and Rescue Workers are issued a Turnout coat,
turn their creative spark into a career. Illustrators, copywriters, and Paramedics/EMS and EMTs are issued a Standard
cartoonists, graphic artists, novelists, columnists, actors, sculptors, First Aid Kit.
game designers, musicians, screenwriters, photographers and
web designers all fall under this occupation.
Starting Requirements Age 15+
Job Change Requirements A Craft (Visual art or Writing) or
Perform (Any) Skill Modifier of +18 or greater or a Technology 1.10 Entrepreneur
Use or Knowledge (Arcane Lore or Art) of +15 or greater.
Skills (2) Craft (Visual art or Writing), Knowledge (Arcane Lore or Entrepreneurs are business owners, obsessed about being their
Art), Perform (any) or Technology Use own boss. They believe in themselves, have confidence, and the
Occupational Feats (1) Creative or Educated ability to acquire funds to fuel their money-making ventures.
Starting Wealth Points 1d4×10 (Average 25) Starting Requirements Age 18+
Biweekly Wealth Points 5d4 (Average 13) Job Change Requirements A Knowledge (Business, Civics or
Technology) Skill Modifier of +15 or greater and 200 WP which
1.7 Criminal must be paid out for various start up costs.
Skills (2) Knowledge (Business, Civics or Technology), or
Criminals include con artists, burglars, thieves, crime family Speechcraft.
soldiers, pirates, gang members, bank robbers, hit men, drug Starting Wealth Points 10d4×10 (Average 250)
dealers and other types of career criminals.
Biweekly Wealth Points 5d4×10 (Average 125)
Starting Requirements Age 15+
Job Change Requirements None
Skills (2) Craft (Pharmaceutical or Chemical), Disable Device,
Knowledge (Streetwise), Presence, or Stealth. 1.11 Investigative
Occupational Feats (1) Personal Firearms Proficiency, Simple
Weapons Specialist, or Brawl There are a number of jobs that fit within this occupation,
Starting Wealth Points (1d4+1)×10 (Average 35) including investigative reporters, photojournalists, private
Biweekly Wealth Points 7d4 (Average 17) investigators, police detectives, criminologists, federal agents,
criminal profilers, espionage agents, and any others who use
their skills to gather information and analyze clues.
1.8 Doctor Starting Requirements Age 23+
A doctor can be a Physician (General Practitioner or Specialist), Job Change Requirements A Craft (Visual Art or Writing) or a
a Surgeon, a Psychiatrist or Psychologist, or a Pharmacist. Knowledge (Streetwise) Skill Modifier of +15 or greater and a
Starting Requirements Age 25+ Perception Skill Modifier of +15 or greater.
Job Change Requirements A Craft (Pharmaceutical), Knowledge Skills (2) Craft (Visual art or writing), Knowledge (Streetwise),
(Behavioral Sciences or Earth and Life Sciences), or Treat Injury Perception, Presence, Speechcraft or Technology Use
Skill Modifier of +18 or greater. Occupational Feats (1) Alert, Confident, or Light Armor
Skills (2) Craft (Pharmaceutical), Knowledge (Behavioral Sciences Proficiency
or Earth and Life Sciences) or Treat Injury
Starting Wealth Points (2d4+2)×10 (Average 60)
Occupational Feats (1) Educated or Medicinal Expert
Biweekly Wealth Points (1d4+2)×10 (Average 30)
Starting Wealth Points 8d4×10 (Average 200)
Biweekly Wealth Points 4d4×10 (Average 100) Equipment Notes

1.9 Emergency Services Federal agents and police detectives are issued the badge
of their respective departments, a backup or full sized
Rescue workers, firefighters, paramedics, hazardous material semi-automatic handgun in either 9x19mm, .38 Special,
handlers and emergency medical technicians all fall under this .357 Magnum, .40 S&W, or .45 ACP that costs 25 WP or less,
category. a pair of steel handcuffs, and a tactical holster. They may
Starting Requirements Age 18+ take the WP given to them, and add their own money,
Job Change Requirements An Acrobatics or Athletics Skill and purchase a more expensive firearm, as long as it
Modifier of +10 or greater, a Treat Injury Skill Modifier of +10 meets the caliber requirements. The WP allocated for the
or greater and a Drive, Knowledge (Earth and Life sciences or issued firearm is for the firearm and extra magazines or
Technology) or Ride Skill Modifier of +10 or greater. speedloaders only, and does not cover any upgrades. JHP
Skills (2) Acrobatics, Athletics, Drive, Knowledge(Earth and Life ammunition is provided for this firearm by the department.
Sciences or Technology), Ride, or Treat Injury Federal agents or police detectives will only be issued a
Occupational Feats (1) First Aid Expert or Technosavant handgun if they have the Personal Firearms Proficiency
Starting Wealth Points (1d4+1)×10 (Average 30) Feat.
Biweekly Wealth Points 6d4 (Average 15)
11

1.12 Law Enforcement Starting Requirements Age 23+


Law enforcement personnel include uniformed state police, Job Change Requirements None
deputy sheriffs, state troopers, S.W.A.T. Members, and military Skills (2) Knowledge (Arcane Lore, Behavioral Sciences, History,
police. or Theology and Philosophy), or Perception.
Starting Requirements Age 20+ Occupational Feats (1) Iron Will or Educated
Job Change Requirements An Athletics or Acrobatics Skill Starting Wealth Points 2d4×10 (Average 50)
Modifier of +10 or greater, a Knowledge (Civics) Skill Modifier
of +10 or greater, a Drive Skill Modifier of +10 or greater, and Biweekly Wealth Points 1d4×10 (Average 25)
a Knowledge (Streetwise) or Perception Skill Modifier of +10 or
greater.
Skills (2) Demolitions, Drive, Knowledge (Civics, Earth and Life 1.15 Rural
Sciences, or Streetwise), Perception, or Presence.
Occupational Feats (1) Brawl, Evasive Martial Arts, or Light Armor Farm workers, hunters, and others who make a living in rural
Proficiency communities fall under this category.
Starting Wealth Points (1d4+3)×10 (Average 55)
Biweekly Wealth Points 11d4 (Average 28) Starting Requirements Age 15+
Job Change Requirements An Athletics or Acrobatics Skill
Equipment Notes
Modifier of +10 or greater and an Animal Handling or Ride Skill
Modifier of +12 or greater
Police officers, state troopers, deputy sheriffs, and S.W.A.T.
members: see Investigative equipment notes. Skills (2) Athletics, Acrobatics, Animal Handling, or Ride.
Occupational Feats (1) Personal Firearms Proficiency, Archaic
Weapon Proficiency (Any), or Brawl.
Standard Issue Vs. Player’s Choice
Starting Wealth Points 8d4 (Average 20)
Choosing a sidearm can be an arduous choice. There are Biweekly Wealth Points 4d4 (Average 10)
many things to be considered, such as caliber, capacity,
and upgrade points, as well as cost. A good alternative to
this to have the GM select a firearm as a standard issue
sidearm for the police force. This guarantees uniformity 1.16 Security
in magazines, spare parts, and ammunition, as well as
familiarity. Popular firearms include the Glock 17, Glock Security includes private armed security, private military
19, Glock 22, Glock 23, Beretta 92FS, Smith and Wesson contractors, bodyguards, and armored car drivers, or anyone
M&P, and Springfield Armory GI 1911A1. who is paid money to protect an object, person, or location.
Starting Requirements Age 21+
Job Change Requirements An Athletics or Acrobatics Skill
Modifier of +10 or greater and a Knowledge (Streetwise) or
1.13 Military
Perception Skill Modifier of +10 or greater.
Military covers any of the branches of the armed forces, Skills (2) Drive, Knowledge (Streetwise or Tactics), Perception or
including the Army, Navy, Air Force, Marines, National Guard Presence
and the Coast Guard, as well as the various elite training units.
Occupational Feats (1) Brawl, Combat Martial Arts, or Simple
Starting Requirements Age 18+
Weapon Specialist
Job Change Requirements An Athletics or Acrobatics Skill
Modifier of +10 or greater. Starting Wealth Points 2d4×10 (Average 50)
Skills (2) Acrobatics, Athletics, Drive, Demolitions, Pilot, Perception, Biweekly Wealth Points 1d4×10 (Average 25)
or Stealth
Occupational Feats (1) Brawl, Combat Martial Arts, Evasive
Martial Arts, Light Armor Proficiency, Personal Fire Arms
Proficiency or Weapon Focus. 1.17 Student
Equipment Notes Military personnel are issued Fatigues of their
branch, as well as a dress uniform. If a character is on active A student can be in high school, college, or graduate school. If
duty in a combat area or on assignment, the equipment for a you select this starting occupation, you must also pick an area of
character in the military profession is based on what branch, type study and the skills that go along with it.
of classification, and country they belong to. Starting Requirements Age 15+
Starting Wealth Points (1d4+1)×10 (Average 35) Job Change Requirements None
Biweekly Wealth Points 6d4 (Average 15)
Skills (3) Craft (Visual Arts, Writing, Chemical, Electronics,
Mechanical, or Structural), Knowledge (Art, Arcane Lore,
1.14 Religious Behavioral Sciences, Business, Civics, History, Technology,
Physical Sciences, or Earth and Life Sciences), or Perform (Any)
Ordained clergy of all persuasions, as well as theological
scholars and experts on religious studies fall within the scope of Starting Wealth Points 6d4 (Average 15)
this occupation. Biweekly Wealth Points 3d4 (Average 8)
12

1.18 Technician Starting Requirements None


Job Change Requirements None
Scientists and engineers of all types fit within the scope of this
Skills (1) Any.
occupation.
Occupational Feats (1) Any.
Starting Requirements Age 23+
Starting Wealth Points 2d4 (Average 5)
Job Change Requirements A Craft (Chemical, Electronics,
Mechanical, or Structural), Knowledge (Behavioral Sciences, Biweekly Wealth Points 1d4 (Average 3)
Technology, Physical Sciences, or Earth and Life Sciences) or
Technology Use Skill Modifier of +16 or greater. 1.20 White Collar
Skills (2) Craft (Chemical, Electronics, Mechanical, or Structural),
Knowledge (Behavioral Sciences, Technology, Physical Sciences, Office workers and desk jockeys, lawyers, accountants,
or Earth and Life Sciences), or Technology Use. insurance agents, bank personnel, financial advisers, tax prepares,
Starting Wealth Points (3d4+1)×10 (Average 85) clerks, sales personnel, real estate agents and a variety of middle
Biweekly Wealth Points 16d4 (Average 40) management all fall within the scope of this occupation.
Starting Requirements Age 23+
Job Change Requirements A Knowledge (Art, Business, Civics,
1.19 Unemployed History, or Technology) or Technology Use Skill Modifier of +15
This occupation is a placeholder for when someone is between or greater.
jobs, those not old enough to have a job, or those that do not have Skills (2) Knowledge (Art, Business, Civics, History, or Technology),
a fully steady job. People working with temp services, vagabonds Presence, Speechcraft, or Technology Use.
and panhandlers, children, and those that scrape by doing odd Starting Wealth Points 6d4×10 (Average 150)
jobs all fall into this category. Biweekly Wealth Points 3d4×10 (Average 75)
13

Chapter IV 1.2.3 Assisting

Skills A character can assist another character in their skill checks


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

1.2.2 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.
14

Use TN 2.2 Push an Animal


Move through a threatened area 10 + Opponent’s
BAB To push an animal means to get it to perform a task or trick
Move through an enemy’s space 15 + Opponent’s that it doesn’t know but is physically capable of performing. This
BAB category also covers making an animal perform a forced march
or forcing it to hustle for more than 1 hour between sleep cycles.
Rope/Bindings 10 + Binder’s BAB
If the animal is wounded or has taken any non-lethal damage
Grapple 10 + Grappler’s
or ability score damage, the TN increases by 2. If your check
BAB + FOC
succeeds, the animal performs the task or trick on its next action.
Surface Width TN
> 3’ wide 01 2.3 Teach an Animal a Trick
1-3’ wide 51
7-11’’ wide 10 You can teach an animal a specific trick with 1 week of work
and a successful Animal Handling check against the indicated
2-6’’ wide 20
TN. An animal with an INT score of 1 can learn a maximum of
< 2’’ wide 25
four tricks, while an animal with an INT score of 2 can learn a
Acrobatics TN Modifiers
maximum of eight tricks. Possible tricks (and their associated TNs)
Slightly obstructed (gravel, sand) +5
include, but are not necessarily limited to, the following:
Severely obstructed (cavern, rubble) +10
Slightly slippery (wet) +5
Severely slippery (icy) +10 Attack [TN20] The animal attacks apparent enemies. You may
point to a particular creature that you wish the animal to attack,
Slightly sloped (less than 45°) +5
and it will comply if able. Normally, an animal will attack only
Severely sloped (45° or more) +10
sentient, mystical beast, giants, or other animals. Teaching an
Slightly unsteady (boat in rough +5
animal to attack all creatures (including such unnatural creatures
water)
as undead and aberrations) counts as two tricks.
Moderately unsteady (boat in a +10
storm)
Severely unsteady (earthquake) +15 Come [TN15] The animal comes to you, even if it normally
would not do so.
Move at normal CP cost on narrow +52
or uneven surfaces
Defend [TN20] The animal defends you (or is ready to defend
1 No Acrobatics check is needed to move across these surfaces unless you if no threat is present), even without any command being
the modifiers to the surface increase the TN to 10 or higher. given. Alternatively, you can command the animal to defend
2 This does not apply to checks made to jump. another specific character.

Try Again? Down [TN15] The animal breaks off from combat or otherwise
backs down. An animal that doesn’t know this trick continues to
Varies. If the situation permits, you may make additional fight until it must flee (due to injury, a fear effect, or the like) or
checks, as long as you’re not being actively opposed. If the TN to its opponent is defeated.
escape from rope or bindings is higher than 20 + your Acrobatics
skill bonus, you can’t escape from the bonds using Acrobatics.
Fetch [TN15] The animal goes and retrieves an item or object. If
you do not point out a specific item, the animal fetches a random
Time object.
Making an acrobatics check to escape from bindings requires
1 minute of work. Escaping from a grapple or pin costs 6 Combat Guard [TN20] The animal stays in place and prevents others
Points. All other Acrobatics check are made as part of another from approaching. The animal attacks any creature that steps
action or as a reaction to a situation. within 20’ of the object the animal is guarding, that has not been
authorized by the command giver to approach.

2 Animal Handling (CHA) Heel [TN15] The animal follows you closely, even to places
where it normally wouldn’t go.
The character is trained at working with animals and can
teach them tricks, get them to follow your simple commands, or
even domesticate them. Perform [TN15] The animal performs a variety of simple tricks,
such as sitting up, rolling over, roaring or barking, and so on.

2.1 Handle an Animal Seek [TN15] The animal moves into an area and looks around
This task involves commanding an animal to perform a task for anything that is obviously alive or animate.
or trick that it knows. If the animal is wounded or has taken any
non-lethal damage or ability score damage, the TN increases by Stay [TN15] The animal stays in place, waiting for you to return.
2. If your check succeeds, the animal performs the task or trick It does not challenge other creatures that come by, though it still
on its next action. defends itself if it needs to.
15

Track [TN20] The animal tracks the scent presented to it. This A successfully domesticated animal can be taught tricks at the
requires the animal to have the scent ability. same time it is being raised or it can be taught as a domesticated
animal later.
Work [TN15] The animal pulls or pushes a medium or heavy
load.
Try Again?

2.4 Train an Animal for a General Purpose Yes, except for rearing an animal.

Rather than teaching an animal individual tricks, you can simply


train it for a general purpose. Essentially, an animal’s purpose Time
represents a preselected set of known tricks that fit into a common
scheme, such as guarding or heavy labor. The animal must meet Varies. Handling an animal costs 6 Combat Points, while
all the normal prerequisites for all tricks included in the training pushing an animal is 12 Combat Points. For tasks with specific
package. If the package includes more than three tricks, the time frames noted above, you must spend half this time (at the
animal must have an INT score of 2 or higher. rate of 3 hours per day per animal being handled) working
toward completion of the task before you attempt the Animal
An animal can be trained for only one general purpose, though
Handling check. If the check fails, your attempt to teach, rear, or
if the creature is capable of learning additional tricks (above
train the animal fails and you need not complete the teaching,
and beyond those included in its general purpose), it may do
rearing, or training time. If the check succeeds, you must invest
so. Training an animal for a purpose requires fewer checks than
the remainder of the time to complete the teaching, rearing, or
teaching individual tricks does, but no less time.
training. If the time is interrupted or the task is not followed
through to completion, the attempt to teach, rear, or train the
Combat Training [TN20] An animal trained to bear a rider into animal automatically fails.
combat knows the tricks attack, come, defend, down, guard, and
heel. Training an animal for combat riding takes 6 weeks. You
may also upgrade an animal trained for riding to one trained for
combat by spending 3 weeks and making a successful Animal
3 Athletics (STR)
Handling check [TN20]. The new general purpose and tricks
completely replace the animal’s previous purpose and any tricks The character is skilled at scaling vertical surfaces and knows
it once knew. Suitable mounts are trained in this way. how to swim, even in stormy water.

Fighting [TN20] An animal trained to engage in combat knows 3.1 Swimming


the tricks attack, down, and stay. Training an animal for fighting
takes 3 weeks. Make an Athletics check once per round while you are in the
water. Success means you may swim at 5’ per 3 Combat Points.
Guarding [TN20] An animal trained to guard knows the tricks If you fail by 4 or less, you make no progress. If you fail by 5 or
attack, defend, down, and guard. Training an animal for guarding more, you go underwater.
takes 4 weeks. If you are underwater, either because you failed an Athletics
check or because you are swimming underwater intentionally,
you must hold your breath. You can hold your breath for a
Heavy Labor [TN15] An animal trained for heavy labor knows number of rounds equal to twice your CON score, but only if you
the tricks come and work. Training an animal for heavy labor spend less than 4 Combat Points during your turn. If you spend
takes 2 weeks. more than 4 Combat Points, that round counts as you having
been underwater for 2 turns. After this period of time you must
Hunting [TN20] An animal trained for hunting knows the tricks make a CON check [TN10] to continue holding your breath. For
attack, down, fetch, heel, seek, and track. Training an animal for every round you pass this check the TN is increased by 1. If this
hunting takes 6 weeks. check is failed, the character begins to drown. The TN for the
check depends on the water, as given on the table below.
Performance [TN15] An animal trained for performance knows Each hour that you swim, you must make an Athletics check
the tricks come, fetch, heel, perform, and stay. Training an animal [TN20] or take 1d6 points of non-lethal damage from fatigue.
for performance takes 5 weeks.
Swim TN
Riding [TN15] An animal trained to bear a rider knows the tricks Calm Water 10
come, heel, and stay. Training an animal for riding takes 3 weeks. Rough Water 15
Stormy Water 201
2.5 Rear a Wild Animal
1 You can’t take 10 on a Swim check in stormy water, even if you aren’t
To rear an animal means to raise a wild creature from infancy otherwise being threatened or distracted.
so that it becomes domesticated. A handler can rear as many as
three creatures of the same kind at once. Table 6: Athletics, Swim TN
16

3.2 Climbing sheer strength. You can lift double your maximum load in this
manner.
With a successful Athletics check, you can advance up, down,
or across a slope, wall, or other steep incline (or even across Climbing TN
a ceiling, provided it has handholds) at 5’ per 4 Combat Points. A slope too steep to walk up, or a knotted rope with 0
A slope is considered to be any incline at an angle measuring a wall to brace against
less than 60°; a wall is any incline at an angle measuring 60° or A rope with a wall to brace against, or a knotted 5
more. rope
The TN of the check depends on the conditions of the climb. Surface with ledges to hold on to and stand on 10
Compare the task with those on the Athletics table to determine Any surface with adequate handholds and footholds 15
an appropriate TN. An Athletics check that fails by 4 or less means (natural or artificial)
that you make no progress, and one that fails by 5 or more means An uneven surface with narrow handholds and 20
that you fall from whatever height you have already attained. footholds
You need both hands free to climb, but you may cling to A rough surface 25
a wall with one hand while you fire a gun or take some other An overhang or ceiling with handholds only 30
action that requires only one hand. While climbing, you can’t A perfectly smooth, flat vertical (or inverted) surface —
move to avoid a blow, so you lose your DEX bonus to DEF (if Climb TN Modifiers1
any). Anytime you take damage while climbing, make an Athletics Climbing a location where you can brace against −10
check against the TN of the slope or wall. Failure means you two opposite walls
fall from your current height and sustain the appropriate falling Climbing a corner where you can brace against −5
damage. perpendicular walls
Surface is slippery +5
3.2.1 Creating Handholds and Footholds
Table 7: Athletics, Climb TN
You can make your own handholds and footholds by pounding
pitons into a wall. Doing so takes 1 minute per piton, and one 1 These modifiers are cumulative; use all that apply.
piton is needed per 5’ of distance. As with any surface that offers
handholds and footholds, a wall with pitons in it has a TN of 15. Try Again?
In the same way, a climber with a hand axe or similar implement
can cut handholds in an ice wall. Yes, if the situation permits.

Time
3.2.2 Catch Yourself When Falling
A successful Athletics check allows you to swim at 3 Combat
It is practically impossible to catch yourself on a wall while Points per 5’. Climbing is part of movement and has normal
falling, yet if you wish to attempt such a difficult task, you can movement rate. Each movement that includes any climbing
make an Athletic check [TN(20+wall TN)] to do so. It is much easier requires a separate Athletics check. Catching yourself or another
to catch yourself on a slope with a Athletic check [TN(10+slope falling character doesn’t take any Combat Points.
TN)].

3.2.3 Catch a Falling Character While Climbing 4 Craft (INT)


If someone climbing above or adjacent to you falls, you can You are skilled at making various objects and substances.
attempt to catch the falling character if they are within your This skill encompasses several categories, each of them
reach. Doing so requires a successful melee touch attack against treated as a separate skill: Chemical, Electronics, Mechanical,
the falling character (though they can voluntarily forgo any DEX Pharmaceutical, Structural, Visual Arts, and Writing.
bonus to DEF if desired). If you hit, you must immediately make a Craft skills are specifically focused on creating objects. To
Athletics check [TN(10+wall TN)]. Success indicates that you catch use a Craft skill effectively, a character must have a kit or some
the falling character, but his total weight, including equipment, other set of basic tools. The WP cost of this equipment varies
cannot exceed your heavy load limit or you lose your grip and according to the particular Craft skill.
fall. If you fail the Athletics check by 4 or less, you fail to stop the To use Craft, first decide what the character is trying to make
and consult the category descriptions below. If the character has
character’s fall but don’t lose your grip on the wall. If you fail it
by 5 or more, you fail to stop the character’s fall and lose your enough WP to purchase the raw materials, make the Craft check
grip on the wall as well. against the given TN for the object in question. If the character
fails the check, they do not make the object, and the raw materials
Special are wasted (unless otherwise noted).
Generally, a character may take 10, when using a Craft skill
Creature that are adapted to swimming can swim through water to construct an object. A character may take 10 on a repair
without making Athletics checks. It gains a +8 racial bonus on check or accomplish a jury-rig repair. Multiple attempts may
any Athletics check to perform a special action or avoid a hazard. be attempted, stacking on the previous attempt, each time using
The creature can always choose to take 10 on an Athletics check, the same amount of raw materials each time, taking the same
even if distracted or endangered when swimming. You can use a amount of time and adding each subsequent roll together, until
rope to haul a character upward (or lower a character) through the TN is achieved or the character chooses to stop.
17

The character may try as many times as they like, as long


as they can afford the raw materials cost for each attempt. Item Cost Craft Time Yield
TN
ANFO 1 10 1 hour 100 pounds
Black Powder 1 15 15 minutes 80 ounces
4.1 Craft (Chemical) Trained Only Dynamite 1 20 4 hours 72 ounces
Nitroglycerin 2 15 3 hours 16 ounces
This skill allows a character to mix chemicals to create acids, Plastic Explosives 1 25 1 day 16 ounces
bases, explosives, and poisonous substances. Tannerite 3 8 15 minutes 80 ounces
A character without a chemistry kit takes a −6 penalty on Craft Thermite 1 9 5 minutes 128 ounces
(Chemical) checks. TNT 5 25 1 day 16 ounces
A character with 7 ranks in Knowledge (Earth and Life Sciences)
can choose Craft (Chemical) to receive a +2 synergy bonus. If Table 9: Craft (Chemical), Explosives
the character chooses Craft (Chemical), they cannot apply the
synergy bonus to any other skill. 4.1.3 Poisonous Substances
Solid poisons are usually ingested. Liquid poisons are most
effective when injected directly into the bloodstream. Gaseous
4.1.1 Acids and Bases poisons must be inhaled to be effective. The table summarizes
the characteristics of various poisons.
Acids are corrosives substances that react with metals and If the Craft check succeeds, the final product is a synthesized
carbonates. Bases can be thought of as the chemical opposites solid or liquid poison stored in a bottle (containing 5 doses) or a
of acids, that neutralize acids but are not as strong as acids. A gas stored in a pressurized cylinder. When released, the gas is
base of a certain type counteracts an acid of the same or less sufficient to fill a 10’-radius area and takes 1 round to fill the area.
potent type. A character may use Craft (Pharmaceutical) instead
of Craft (Chemical) when creating Acids or Bases. Craft TN The TN of the Craft check to create the given quantity
of acid/base, explosive, or poison.

Time The amount of time required for the Craft check.


Item Cost Craft Time Yield
TN
Raw Material Wealth Point Cost The WP cost represents the
Mild Acid 2 15 15 minutes 128 ounces cost of the raw materials to craft the desired acid/base, explosive,
Mild Base 2 10 15 minutes 128 ounces or poison. To purchase a bottle of pre-crafted acid/base, add
Potent Acid 4 20 20 minutes 64 ounces 5 to this cost. To purchase one bottle of solid or liquid poison
Potent Base 4 15 20 minutes 64 ounces or one high-pressure cylinder of gaseous poison, add 5 to the
Concentrated Acid 8 30 30 minutes 32 ounces wealth point cost. A bottle holds four doses, while a cylinder holds
Concentrated Base 8 25 30 minutes 32 ounces enough gas to fill a 10’-radius area.

Table 8: Craft (Chemical), Acids & Bases


Save TN The Target Number of the Fortitude Saving Throw to
halve the effects of the poison, rounded up.

4.1.2 Explosives Primary Damage The damage a character takes immediately


upon failing their Fortitude Saving Throw. This damage is halved
Building an explosive from scratch is dangerous. If the Craft upon a successful Fortitude Saving Throw.
(Chemical) check fails, the raw materials are wasted. If the check
fails by 5 or more, the explosive compound detonates as it is Secondary Damage The damage a character takes after 30
being made, dealing half of its intended damage to the builder seconds of being exposed to the poison if the character fails a
and anyone else in the blast radius. second Fortitude Saving Throw. This damage is halved upon
If the Craft check succeeds, the final product is a unit of the a successful Fortitude Saving Throw, rounded up. Ability score
intended explosive. An explosive compound does not include a damage is temporary, unless marked with an asterisk, in which
fuse or detonator. Connecting a fuse or detonator requires a case the damage is a permanent ability drain. Multiple entries
Demolitions check. notate that this is checked ever 30 seconds.
18

Poisons Material Type Save Craft Damage Restr Time


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

Table 10: Craft (Chemical), Poisons

4.2 Craft (Electronics) 4.2.4 Advanced


This skill allows a character to build electronic equipment This category includes items such as server towers, the wiring
from scratch, such as audio and video equipment, timers and system for a automobile, and the electrical system for a robot.
listening devices, or radios and communication devices. When The TN for these items is 30, the WP cost for a complex device
building an electronic device from scratch, the character describes will not exceed 500, and the time taken to build it will not exceed
the kind of device they want to construct; then the GM decides 60 hours.
whether the device fits the definition of a simple, moderate,
complex, or advanced device compared to current technology. 4.2.5 Repairing
A character without an electronics tool kit takes a −6 penalty
on Craft (Electronics) checks. Most Repair checks are made to fix complex or advanced
electronic devices. The TN is set by the GM. In general, simple
A character with 7 ranks in Knowledge (Technology) gets a
repairs have a TN of 10 to 15 and require no more than a few
+2 synergy bonus to all Craft (Electronics) checks. If the character
minutes to accomplish. More complex repair work has a TN
chooses Craft (Electronics), they cannot apply the synergy bonus
of 20 or higher and can require an hour or more to complete.
to any other skill.
Making repairs also involves a monetary cost when spare parts
or new components are needed, represented by either buying
4.2.1 Simple or procuring them. If the GM decides this isn’t necessary for the
type of repair the character is attempting, then the parts are not
This category includes items such as clocks, timers, simple
required.
circuits, single mode detonators, and other simple electronics.
A character can choose to attempt to jury-rig, or make
The TN for these items is 15, the WP cost for a simple device will
temporary repairs. Doing this reduces the Repair check TN by 5,
not exceed 4, and the time taken to build it will not exceed 2
and allows the character to make the checks for 12 Combat Points.
hours.
However, a jury-rigged repair can only fix a single problem with
a check, and the temporary repair only lasts until the end of the
4.2.2 Moderate current scene or encounter. The jury-rigged object must be fully
repaired thereafter.
This category includes items such as electronic locks, radios, A character can also jury-rig and jump-start an electronic
televisions and remote controls. The TN for these items is 20, the device. The TN for this is at least 15 and it can be higher depending
WP cost for a moderate device will not exceed 20, and the time on the presence of security devices.
taken to build it will not exceed 12 hours.
Repair Task Example Cost Repair TN Time
4.2.3 Complex Simple 1 10 1 min.
Moderate 3 15 10 min.
This category includes items such as computers, cell phones, Complex 6 20 1 hour
GPS equipment, and Camcorders. The TN for these items is 25, Advanced 12 25 10 hours
the WP cost for a complex device will not exceed 25, and the time
taken to build it will not exceed 24 hours. Table 11: Craft (Electronics), Repairs
19

4.3 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
simple, moderate, complex, or advanced device compared to Moderate 3 15 10 minutes
current technology. Complex 6 20 1 hour
Advanced 12 25 10 hours

4.3.1 Simple Table 12: Craft (Mechanical), Repairs


This category includes items such as simple mechanical
components, single mode detonators, and simple tools. The Special
TN for these items is 15, the WP cost for a simple device will not
A character without a mechanics tool kit takes a −6 penalty on
exceed 4, and the time taken to build it will not exceed 2 hours.
Craft (Mechanical) checks.
This category can also be used to combine two firearm magazines
A character with 7 ranks in Knowledge (Physical Sciences) can
into one larger magazine, adding the capacity of the magazines
choose Craft (Mechanical) to receive a +2 synergy bonus. If
together. Any firearm that uses this magazine has a -6 to stealth.
the character chooses Craft (Mechanical), they cannot apply the
synergy bonus to any other skill.
4.3.2 Moderate
This category includes items such as mechanical locks, 4.4 Craft (Pharmaceutical) Trained Only
components for an engine, Single/Double shot and Bolt action
firearms, and complex tools. The TN for these items is 20, the WP This skill allows a character to compound medicinal drugs to
cost for a moderate device will not exceed 11, and the time taken aid in recovery from treatable illnesses, and aid in recovering
to build it will not exceed 12 hours. health.

Antibacterial/Antiviral These are medicines that help combat


4.3.3 Complex
disease. An antibacterial/antiviral drug gives a bonus on Fortitude
This category includes items such as car engines, and Saves made to resist the effects of a disease. The amount listed
Lever/Pump/Single action firearms, and. The TN for these items is for five doses.
is 25, the WP cost for a complex device will not exceed 25, and
the time taken to build it will not exceed 24 hours. Material Cost Craft TN Effect
3 15 +1 to Fort Save for disease
6 20 +2 to Fort Save for disease
4.3.4 Advanced
9 25 +3 to Fort Save for disease
This category includes items such as jet engines, complete 12 30 +4 to Fort Save for disease
automobiles, and Semi-automatic, Automatic, and select-fire 15 35 +5 to Fort Save for disease
firearms. The TN for these items is 30, the WP cost for a complex 18 40 +6 to Fort Save for disease
device will not exceed 500, and the time taken to build it will not 21 45 +7 to Fort Save for disease
exceed 60 hours.
Table 13: Craft (Pharmaceutical), Antibacterial/Antiviral
4.3.5 Repairing
Analgesics/Painkillers These medicines allow a character to
Most repair checks are made to fix complex or advanced ignore pain and continue fighting, but only for a limited time.
mechanical devices. The TN is set by the GM. In general, simple When the effects wear off, the healing effect of the painkillers go
repairs have a TN of 10 to 15 and require no more than a few with it. Painkillers can only be given to a character with at least 1
minutes to accomplish. More complex repair work has a TN XHP. A player who has 0 or less CHP has suffered serious injuries
of 20 or higher and can require an hour or more to complete. and must receive medical attention, and can not use painkillers.
Making repairs also involves a monetary cost when spare parts Painkillers only affect XHP. Painkillers can be crafted to last longer,
or new components are needed, represented by either buying heal more XHP, or both. Each upgrade increases the raw material
or procuring them. If the GM decides this isn’t necessary for the WP cost by 3. The amount listed is for one dose.
type of repair the character is attempting, then the parts are not
required.
A character can choose to attempt to jury-rig, or make Name Base Craft TN Length Strength
temporary repairs. Doing this reduces the repair check TN by 5, Painkillers 10 +4 TN and +3 +2 TN and +3
and allows the character to make the checks for 12 Combat Points. WP per 1d3 WP per 1d4
However, a jury-rigged repair can only fix a single problem with hours HP
a check, and the temporary repair only lasts until the end of the restoration
current scene or encounter. The jury-rigged object must be fully
repaired thereafter. Table 14: Craft (Pharmaceutical), Painkillers
20

Hemostat Medicine These medicines promote the clotting of 4.5.1 Simple


blood. They reduce the bleed damage based on the level of the
hemostat. This category includes items such as bookshelves, chairs, small
Hemostats can be crafted to last longer, heal more bleed tables and Simple Melee Weapons*. The TN for these items is 15,
damage, or both. Each upgrade increases the raw material the WP cost for a simple device will not exceed 4, and the time
WP cost by 2. The amount listed is for two doses. taken to build it will not exceed 2 hours.

Name Base Craft TN Length Strength


Hemostat 12 +2 TN and +2 +1 TN and +2
WP per 1d4 WP per bleed 4.5.2 Moderate
hours decrease
This category includes items such as decks, small boats, siege
Table 15: Craft (Pharmaceutical), Hemostat equipment, sheds and Archaic Melee Weapons*. The TN for these
items is 20, the WP cost for a moderate device will not exceed
Antiseptic Medicine Antiseptics are substances that are applied 20, and the time taken to build it will not exceed 12 hours.
to destroy microorganisms that are living on objects. These
medicines give a bonus to all Treat Injury checks when used. The
amount listed is for four doses.
4.5.3 Complex
Name Mat Cost Craft TN Effect
Weak Antiseptics 1 8 +1 bonus
This category includes items such as bunkers, armories and
Standard Antiseptics 4 14 +2 bonus
some Exotic Melee Weapons*. The TN for these items is 25, the
Strong Antiseptics 8 18 +3 bonus
WP cost for a complex device will not exceed 25, and the time
Concentrated Antiseptics 12 25 +4 bonus
taken to build it will not exceed 60 hours.
Table 16: Craft (Pharmaceutical), Antiseptic

Antidote Antidotes are substances that are used to counteract


poison. A specific antidote is used for a specific poison, and 4.5.4 Advanced
the character must figure out what kind of poison was used
(Knowledge (Earth and Life Sciences) check [TN22]). The amount This category includes houses of all types. The TN for these
listed is for a single dose. items is 30, the WP cost for a complex device will not exceed
500, and the time taken to build it will not exceed 600 hours.

Name Material Cost Base Craft TN *The Craft TN for a Melee Weapon fluctuates with the complexity
Antidote Poison’s WP cost + 8 Craft TN of poison + 5 of the melee weapon.

Table 17: Craft (Pharmaceutical), Antidote

Special 4.5.5 Weaponsmithing


A character without a chemistry kit takes a −6 penalty on Craft
(Pharmaceutical) checks. Weaponsmithing is the process of repairing, building, designing
A character with 7 ranks in Knowledge (Earth and Life Sciences) and modifying melee and thrown weapons. It encompasses
can choose Craft (Pharmaceutical) to receive a +2 synergy bonus. both woodworking and metalworking to create functional, strong
If the character chooses Craft (Pharmaceutical), they cannot apply weapons.
the synergy bonus to any other skill.

4.5 Craft (Structural)


Crafting a brand new melee weapon When crafting a new
This skill allows a character to build wooden, concrete, or metal weapon, a character must first pick what current category the
structures from scratch, including bookcases, desks, walls, houses, weapon would fit into, as well as the type of weapon. Variations
and so forth, and includes handyman skills like plumbing, house on a weapon can quickly change a weapon’s category and type.
painting, drywall, laying cement, and building cabinets, as well
Crafting a Melee weapon has the advantage of losing the
as craft and repair armor and the structural integrity of vehicles.
improvised weapon penalties, including the error range for
When building a structural device from scratch, the character
breaking.
describes the kind of device they want to construct, then the
GM decides whether the device fits the definition of a simple, The time listed when crafting the weapons is the average,
moderate, complex, or advanced device based on the difficulty. different factors can change the time required.
21

Weapon Craft TN Mat Cost Time Weapon Craft TN Mat Cost Time
Simple Melee Weapons Archaic Melee Weapons
Brass Knuckles 13 1 1 day Battle-axe 20 3 4 days
Push Blade/Punch 16 1 1 day Broadaxe 18 2 3 days
Dagger Hand axe 16 1 2 days
Field Knife 17 1 3 days Shortsword 15 1 5 days
Survival Knife 15 1 2 days Bastard sword 18 4 1 week
Pocket Knife 12 1 2 days Broadsword 23 3 1 week
Escape Knife 9 1 1 day Longsword 26 5 5 days
Light Club 8 1 3 hours Rapier 28 4 1 week
Medium Club 9 1 3 Hours Sabre 27 4 1 week
Heavy Club 10 1 3 hours Cutlass 25 5 1 week
Tool Hammer 14 2 1 day Parrying Dagger 19 1 5 days
Sledgehammer 16 2 1 day Long staff 14 2 1 day
Sap 13 2 4 hours Quarterstaff 13 1 1 day
Riot Shield 15 4 2 hours Short staff 12 1 1 day
Entry Shield 18 11 10 hours Long spear 16 2 1 day
Short spear 14 2 1 day
Table 18: Craft (Structural),Simple Melee Weapon Crafting Light mace 25 3 6 days
Heavy mace 28 4 6 days
Light pick 30 5 5 days
Heavy pick 34 8 5 days
Halberd 21 7 2 days
Exotic Melee Weapons
Weighted Chain 26 4 1 day
Whip Chain 28 5 1 day
Great Sword 32 5 2 weeks
Jagged Sword 35 3 10 days
Garrote 12 1 1 hour
Flail 26 5 3 days
Kama 21 3 2 days
Khepesh 22 11 1 week
Kukri 27 3 1 week
Maquahuitl 8 9 4 hours
Nunchaku 15 1 2 hours
Sai/Jitte 14 3 3 days
Three Section Staff 21 2 9 hours
Thrown weapons and Non-ballistic Ranged weapons
Ballistic knife 28 10 3 hours
Slingshot 9 1 15 minutes
Whip 15 3 2 days
Throwing 11 1 2 days
knives/stars (4)
Giant throwing star 13 1 2 days
Throwing axe 18 1 1 day
Bolas 15 3 6 hours
Javelin 22 1 1 day
Compound bow 25 3 per size 5 days
Recurve bow 20 4 per size 4 days
Brick (5) 2 1 1 CP
Boomerang 18 1 1 hour

Table 19: Craft (Structural), Melee and Thrown Weapon Crafting

Personalized Weapons A personalized weapon is a weapon


built from the ground up for a particular individual, based on
the user’s preference, size, and other specifications. A character
may craft a personalized weapon for anyone at their request,
but the user must be proficient in the weapon in order to gain
22

the benefit. A personalized weapon grants a +4 to attack, a +1 expensive piece of equipment, the basic components have a WP
to damage and the Combat Points cost for any action involving cost of 4.
the weapon is reduced by 1 for the intended user. Anyone who
is not the intended user of the weapon uses it as if it were a
normal weapon. When crafting a personalized weapon, the TN
for the weapon is increased by 10, the raw material WP cost is Creating a work of visual art requires at least 12 Combat Points,
increased by 4× and the time is doubled. A personalized weapon but usually takes an hour, a day, or more, depending on the
must be named either by the intended user or by the crafter, if scope of the project.
the intended user does not give a name.

Performing Upgrades A weaponsmith may perform his own


upgrades to weapons, at half the cost of a normal upgrade. The
TN to perform any melee weapon upgrade is 17 and it takes the
normal amount of time to perform the upgrade.

Extra Upgrade Slots and Built-in Upgrades A weapon may


be crafted with extra slots for melee weapon upgrades. This
increases the TN by 5 per upgrade slot, the WP cost is doubled
and the time increases by a day. A weapon may also be crafted
with the upgrades already built in, taking up the slot that would
normally take when upgrading it as normal. The upgrade costs
the same amount as it would to normally upgrade but only takes
half the time, and the TN to craft the weapon is +1 per upgrade.
Skill Check Result Effort Achieved
4.5.6 Repairing Damaged Armor and Vehicles 0-9 Untalented Amateur
10-19 Talented Amateur
A character can use Craft: Structural to repair used Armor and
20-24 Professional
Vehicles.
25-30 Expert
Repairing damage to a vehicle takes a full hour of work, a
31+ Master
mechanical tool kit, a garage or some other suitable facility, and
5 WP of raw materials. Without the tool kit, a character takes a −6 Table 20: Craft (Visual Art) Results
penalty on their Craft check. At the end of the hour, make a Craft
(Structural) check [TN20]. Success restores 2d6 HP. If damage
remains, the character may continue to make repairs for as many
hours as it takes to restore all of the vehicle’s hit points, provided
they have enough money for the raw materials.
Repairing damage to armor takes 30 minutes of work, a
mechanical tool kit, and 2 WP of raw materials. Without the tool
kit, a character takes a −6 penalty on their Craft check. At the end
of the half hour, make a Craft (Structural) check [TN20]. Success
restores 1d4 armor points. If damage remains, the character
may continue to make repairs for as many minutes as it takes to
restore all of the armors armor points.

Special The character can also use Craft (Visual Art) to create false
documents. The complexity of the document, the character’s
A character without a construction tool kit takes a −6 penalty degree of familiarity with it, and whether the character needs to
on Craft (Structural) checks. reproduce the signature or handwriting of a specific individual,
A character with 7 ranks in Knowledge (Physical Sciences) provide modifiers to the Craft Check.
can choose Craft (Structural) to receive a +2 synergy bonus. If
the character chooses Craft (Structural), they cannot apply the
synergy bonus to any other skill.
The Craft (Visual Art) skill is also used to detect someone else’s
4.6 Craft (Visual Art) forgery. The result of the original Craft (Visual Art) check that
created the document is opposed by a Craft check by the person
This skill allows a character to create paintings or drawings, who examines the document to check its authenticity. If the
take photographs, use a video camera, or in some other way examiner’s check result is equal to or higher than the original
create a work of visual art. When attempting to create a work of check, the document is determined to be fraudulent. The examiner
visual art, the character simply makes a Craft (Visual Art) check, gains bonuses or penalties on their check. A character can not
the result of which determines the quality of the work. Unless the try again since the forger isn’t sure of the quality of the original
effort is particularly elaborate or the character must acquire an forgery.
23

Document Type Modifier Time Taken player simply makes a Craft (Writing) check, the result of which
Simple (Business Card, +0 10 minutes determines the quality of the work. The WP cost is negligible.
Name Tag, Typed Creating a work of writing requires at least 1 hour, but usually
Letter) takes a day, a week, or more, depending on the scope of the
Moderate (Letterhead, −2 20 minutes project.
Business Form)
Complex (Stock −4 1 hour Skill Check Result Effort Achieved
Certificate, Driver’s 0-9 Untalented Amateur
License) 10-19 Talented Amateur
Difficult (Passport) −8 4 hours 20-24 Professional
Impossible −15 1 day 25-30 Expert
(Military/Law 31+ Master
Enforcement ID)
Modifier Table 22: Craft (Writing), Results
Familiarity
Document includes −4 Special
specific insignia or
signature A character with 7 ranks in Knowledge (Art), Knowledge
Forger is unfamiliar −4 (Behavioral Sciences), Knowledge (Arcane Lore), Knowledge
with document (Business), Knowledge (Civics), Knowledge (History), Knowledge
Forger is slightly +0 (Theology and Philosophy), or Knowledge (Pop Culture) can
familiar with document choose Craft (Writing) to receive a +2 synergy bonus. If the
Forger is very familiar +4 character chooses Craft (Writing), they cannot apply the synergy
with document bonus to any other skill.
Forger has experience +6
in type of document
Modifier
5 Demolitions (INT) Trained Only
Forgery Check Modifier
Type of document −4 The character is trained in arming, planting, and preparing
unknown to examiner an explosive device for detonation.
Type of document −2
somewhat known to 5.1 Check
examiner
Type of document well +0 Setting a simple explosive to blow up at a certain spot doesn’t
known to examiner require a check, but connecting and setting a detonator does.
Examiner only casually −2 Also, placing an explosive for maximum effect against a structure
reviews the document calls for a check, as does disarming an explosive device.
Document is put +4
through additional tests 5.2 Set Detonator
Table 21: Craft (Visual Art), Forgery 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
Special by 10 or more means the explosive goes off as the detonator is
being installed.
To forge documents and detect forgeries, one must be able to
A character can make an explosive difficult to disarm. To do so,
read and write the language in question.
the character chooses the disarm TN before making their check
A character can take 10 when making a Forgery check.
to set the detonator (it must be higher than 10). The character’s
A character without a forgery kit takes a −6 penalty on TN to set the detonator is equal to the disarm TN.
Forgery checks to create a document, and a character without
an authentication kit takes a −6 on Forgery checks to detect a
forgery. 5.3 Create Pre-made Explosives
A character with 7 ranks in Knowledge (Art) can choose Craft This skill also includes creating pre-made explosives from raw
(Visual Art) to receive a +2 synergy bonus. If the character chooses explosive materials and detonators. The character chooses the
Craft (Visual Art), they cannot apply the synergy bonus to any type of detonators they wish to use for the explosive, as well as
other skill. any pre-set weights, or timing required. A character may have
an explosive with more than one kind of detonator, but each
4.7 Craft (Writing) detonator after the 1st one increases the Demolitions Check by +6.
The character then selects the type of explosive they wish to use.
This skill allows a character to create short stories, novels, The TN is [Explosive TN + Detonator Modifier]. Failure means the
scripts and screenplays, newspaper articles and columns, and supplies are wasted. Failure by 10 or more means the explosive
similar works of writing. When creating a work of writing, the goes off immediately.
24

5.4 Place Explosive Device High Security Locks [TN35] Examples of high security locks
include bank branch vaults, and biometric locks.
Carefully placing an explosive against a fixed structure (a
stationary, unattended inanimate object) can maximize the
damage dealt by exploiting vulnerabilities in the structure’s Ultra-High Security Locks [TN50] Examples of ultra-high
construction. The GM makes the check (so that the character security locks include bank headquarters vault, or locks to a
doesn’t know exactly how well they have done). On a result of government high security area.
15 or higher, the explosive deals double damage to the structure
against which it is placed. On a result of 25 or higher, it deals triple 6.2 Disable Security Device
damage to the structure. In all cases, it deals normal damage to
A character can disable a security device, such as an electric
all other targets within its blast radius.
fence, motion sensors, or security cameras. The character must
be able to reach the actual device. If the device is monitored, the
5.5 Disarm Explosive Device fact that the character attempted to disable it will probably be
noticed. When disabling a monitored device, the character can
Disarming an explosive that has been set to go off requires a prevent their tampering from being noticed. Doing so requires 10
Demolitions check. The check is usually TN10, unless the person minutes and an electrical kit, and increases the TN of the check
who set the detonator chose a higher disarm TN. If the character by +5.
fails the check, they do not disarm the explosive. If the character
fails by more than 5, the explosive goes off.
Cheap Device [TN25] Examples of cheap security devices
include home door alarms, barbed wire, and improvised alarms
Special such as noisemakers or tripwires.
A character can take 10 when using the Demolitions skill.
A character without a demolitions kit takes a −6 penalty on Average Device [TN35] Examples of average security devices
Demolitions checks. include store security cameras, razor wire, and simple motion
detectors.

Try again?
High Quality Devices [TN40] Examples of high security
If time permits and the explosive has not gone off, yes. devices include infrared security cameras, advanced motion
detectors, and electric fences.
Time
High Security Devices [TN45] Examples of high security
Setting a detonator costs 10 Combat Points. Placing an explosive devices include alarms to a bank vault, land mines, and glass
device takes 1 minute, possibly longer depending on the scope of sensors.
the job.
Ultra-high Security Devices [TN60] Examples of ultrahigh
security devices include military motion detectors.
6 Disable Device (INT)
The character is skilled at disarming security devices and 6.3 Sabotage Device
opening locks. In addition, this skill lets you sabotage simple A character can sabotage a mechanical or electrical device,
mechanical devices, such as locks, and firearms. such as a firearm, a piece of electrical equipment, or a tool. The
skill check is made to see how well the sabotage attempt is made
versus Perception checks, and the Disable Device check sets the
6.1 Open Lock
TN for the repair check.
A character can pick conventional locks, finesse combination
locks, and bypass electronic locks. The character must have a Special
lockpicking kit (for a mechanical lock) or an electronics kit (for
an electronic lock). The TN depends on the quality of the lock. A character can take 10 when using the Disable Device skill.

Try again?
Cheap Locks [TN20] Examples of cheap locks include briefcase
locks, combination locks, and weak padlocks. If the character does not succeed on the first attempt, they can
continue their attempt, taking another minute to attempt, so as
Average Locks [TN25] Examples of average locks include long as they are not interrupted. They can make another attempt,
home deadbolt locks, standard padlocks, keypad locks, and RFID adding the value of the first attempt to the current attempt. They
locks. can do this as long as they have time to perform the check.

Time
High Quality Locks [TN30] Examples of high quality locks
include business deadbolt locks, high quality padlocks, and Opening a lock and disabling a device takes 1 minute per
encrypted card readers. attempt. Sabotaging a device takes 1 minute per attempt.
25

7 Drive (DEX) • Behavioral Sciences Psychology, sociology, and criminol-


ogy. Understand the personal thoughts and feelings of
The character is trained how to drive in unusual people, their behaviors due to multiple factors and explain
circumstances, such as inclement weather, or during a dramatic the reasoning for their actions.
situation, such as being chased, or attempting to reach a location
quickly. A character does not need any ranks in drive in order • Business Business procedures, investment strategies, and
to drive a civilian car, truck, or motorcycle. When driving, the corporate structures. Bureaucratic procedures and how to
character can attempt simple maneuvers or stunts. navigate them. Understand business concepts, procedures,
terms, and best practices, as well as all of the exploitative
loopholes in business.
Special
• Civics Law, legislation, litigation, and legal rights and
A character can take 10 when driving. obligations. Political and governmental institutions and
There is no penalty for operating a general-purpose motor processes. Understand the basic workings of all types of
vehicle. Other types of motor vehicles (heavy wheeled, governments and laws, how to navigate the legal system,
powerboat, sailboat, ship, and tracked) require the corresponding and serve as a lawyer.
Surface Vehicle Operation feat, or the character takes a −4 penalty
on Drive checks. • Earth and Life Sciences Understand the workings of bio-
logical and geometrical sciences such as organic chemistry,
pharmacology, genetics, geology, palaeontology, biology,
Try Again?
and botany.
Most driving checks have consequences for failure that make
• History Events, personalities, and cultures of the past.
trying again impossible.
Archaeology and antiquities. Know and recite historical
events and their influence on the present.
Time
• Physical Sciences Astronomy, chemistry, mathematics,
A Drive check costs 6 Combat Points. physics, and engineering. Understand the workings of
physical sciences and the behavior of the universe.

8 Knowledge (INT) Trained Only • Popular Culture Popular music and personalities, genre
films and books, urban legends, comics, science fiction, and
This skill allows a character to be knowledgeable in a gaming, among others. Recognize pop culture trends.
particular area of lore.
• Streetwise Street and urban culture, local underworld
A character makes a Knowledge check to see if the character personalities and events. Identify commonly used weapons
knows something. When trying to determine what Knowledge and signatures.
skill a particular question or field of expertise falls under, use a
broad interpretation of the existing categories. When answering • Tactics Techniques and strategies for disposing and
a question, the TN for answering within the character’s field of maneuvering forces in combat. Know the historic and
study varies by the difficulty of the question asked. modern use of military tactics, identify weapons, and their
Knowledge checks can also be used to create opportunities intended uses and applications.
that would otherwise not exist, if the character was not
knowledgeable in the area. • Technology Current developments in cutting-edge devices,
as well as the background necessary to identify various
Question/Opportunity TN technological devices. Understand the inter-workings of
Question/Opportunity TN various technologies, their uses, protocols, and functions.
Very Easy 5
Hard 25
Easy 10 • Theology and Philosophy The study of religious faith,
Very Hard 30
Basic 15 practice, and experience as well as liberal arts, ethics, and
Nearly Impossible 40 philosophical concepts. Understand theological lore and
Difficult 20
logically achievable epistemological concepts.
Table 23: Knowledge Check TN
Special
The thirteen Knowledge categories and the topics each one
encompasses are as follows: An untrained Knowledge check is simply an INT check. Without
actual training, a character only knows common knowledge about
• Arcane Lore Astrology, numerology, the occult, magic, the a given subject.
supernatural, and similar topics. Understand the behaviors A character can take 10 when making a Knowledge check.
of magic and supernatural beings, as well as informational Certain Knowledge skills give synergy bonuses to other skills.
tidbits on anything involving Magic, Psionics, or Incantations.
Try Again?
• Art Fine arts and graphic arts, including art history and
artistic techniques. Antiques, modern art, photography, and No. The check represents what a character knows and thinking
performance art forms such as music and dance, among about a topic a second time doesn’t let the character know
others. something they never knew in the first place.
26

Time 10 Perception (WIS)


A Knowledge check can be a reaction, but otherwise costs 12 This skill allows a character to notice fine details and alert
Combat Points. them to danger. Perception covers all five senses, including sight,
hearing, touch, taste, and smell.
Perception has a number of uses, the most common of which
9 Linguistics (None) Trained Only is an opposed check versus an opponent’s Stealth check to notice
the opponent and avoid being surprised. If you are successful,
This skill allows a character to speak, read, and write a you notice the opponent and can react accordingly. If you fail,
language. The Linguistics skill doesn’t work like a standard skill. your opponent can take a variety of actions, including sneaking
past you and attacking you.
• A character automatically knows how to read and write Perception is also used to notice fine details in the
their native language; the character does not need ranks environment. The TN to notice such details varies depending
to do so. upon distance, the environment, and how noticeable the detail is.
The following table gives a number of guidelines.
• To read, write and speak a language costs 1 rank.
Perception TN
• A character never makes Linguistics checks. A character
Gunfire −40
either knows how to read and write a specific language or
Hear the sound of battle −20
doesn’t.
Notice the stench of rotting garbage −15
• A character may choose any language, modern or ancient. Detect the smell of smoke 0
The GM may rule that a character can’t learn a specific Hear the details of a conversation 0
language due to the circumstances of the campaign. Notice a visible creature 0
Determine if food is spoiled 5
Hear the sound of footsteps 10
9.1 Language Groups Hear a gun being loaded and/or cocked 10
Hear the details of a whispered conversation 15
There are thousands of languages to choose from when a Find the average concealed door 15
character buys ranks in Linguistics. A few are listed here, sorted Hear the sound of a key being turned in a lock 20
into their general language groups. A language’s group doesn’t Notice a typical secret compartment or a 20
matter when a character is buying ranks in Linguistics. This list is simple trap
by no means exhaustive—there are many more language groups
Opposed by
and most groups contain more languages than those listed here. Notice a pickpocket
Stealth
Opposed by
• Greek Notice a creature using Stealth
Stealth
• Gaelic Table 24: Perception TN
• Chinese Cantonese, Mandarin, Perception Modifiers TN
+3 per 10
• Germanic English, German Distance to the source, object, or creature
feet
Through a closed door +5
• Indic Hindi, Punjabi +10 per foot
Through a wall
of thickness
• Pashto Favorable conditions −2
Unfavorable conditions +5
• Japanese
Terrible conditions +10
Creature making the check is distracted +5
• Korean
Creature making the check is asleep +10
Creature or object is camouflaged +15
• Romantic French, Italian, Latin*, Portuguese, Spanish
Table 25: Perception TN Modifiers
• Semitic Arabic, Hebrew
Favorable and unfavorable conditions depend upon the
• Slavic Czech, Polish, Russian sense being used to make the check. For example, bright light
might increase the TN of checks involving sight, while torchlight or
• Turkish moonlight might give a penalty. Background noise might reduce
a TN involving hearing, while competing odors might penalize
*This is an ancient language. In the modern world it is spoken only any TN involving scent.
by scholars, or in some cases by small populations in isolated Terrible conditions are like unfavorable conditions, but more
corners of the world. extreme. For example, candlelight for TNs involving sight, a
27

roaring engine for TNs involving hearing, and an overpowering • Wind Instruments The character is a musician gifted with
stench covering the area for TNs involving scent. a talent for playing wind musical instruments, such as flute,
bugle, trumpet, tuba, bagpipes, and trombone.
Special
Creatures with the scent special quality have a +8 bonus on
Perception checks made to detect a scent.
Special

Try Again A character can take 10 when making a Perform check.


A character without an appropriate instrument automatically
Yes. You can try to sense something you missed the first time, fails any Perform (Keyboard), Perform (Percussion), Perform
so long as the stimulus is still present. (Stringed), or Perform (Wind) check they attempt. At the GM’s
discretion, impromptu instruments may be employed, but the
Time performer must take a −6 penalty on the check because their
equipment, although usable, is inappropriate for the skill.
Most Perception checks are reactive, made in response to
observable stimulus. Intentionally searching for stimulus costs 6
Combat Points. Try Again?
Not for the same performance and audience.
11 Perform (CHA)
Time
The character is skilled in a form of entertainment. This
skill encompasses several categories, each of them treated as a A Perform check usually requires at least several minutes to
separate skill. These categories are identified and defined below. an hour or more.
The number of Perform categories is purposefully kept finite.
When trying to determine what Perform skill a particular type of
performance falls under, use a broad interpretation of the existing 12 Pilot (DEX) Trained Only
categories.
This skill allows a character to successfully pilot aircraft of
various types.
11.1 Check Typical piloting tasks don’t require checks. Checks are
The character is accomplished in some type of artistic required during combat, for special maneuvers, in other extreme
expression and knows how to put on a performance. The circumstances, or when the pilot wants to attempt something
character can impress audiences with their talent and skill. The outside the normal parameters of the vehicle. When flying, the
quality of the character’s performance depends on their check character can attempt simple maneuvers and stunts (actions in
result. which the pilot attempts to do something complex very quickly or
The eight Perform categories and the qualities each one in a limited space). Each vehicle’s description includes a maneuver
encompasses are as follows: modifier that applies to Pilot checks made by the operator of the
vehicle.
• Act The character is capable of performing drama, comedy,
or action-oriented roles with some level of skill.
Normal
• Dance The character is capable of performing rhythmic A pilot can fly attack helicopters and military prop aircraft but
and patterned bodily movements to music. can not use any of the weapons or countermeasures.
• Keyboards The character is a musician gifted with a talent
for playing keyboard musical instruments, such as piano, Special
organ, and synthesizer.
A character can take 10 when making a Pilot check.
• Percussion Instruments The character is a musician There is no penalty for operating a general-purpose fixed-wing
gifted with a talent for playing percussion musical aircraft. Other types of aircraft (heavy aircraft, attack helicopters,
instruments, such as drums, cymbals, triangle, xylophone, and attack planes) require the corresponding Aircraft Operation
and tambourine. feat, or else the character takes a −4 penalty on Pilot checks.

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


producing musical tones with their voice. Time

• Stand-up The character is capable of performing a stand- A Pilot check costs 6 Combat Points.
up routine before an audience.
Try again?
• Stringed Instruments The character is a musician gifted
with a talent for playing stringed musical instruments, such Most Pilot checks have consequences for failure that make
as banjo, guitar, harp, lute, sitar, and violin. trying again impossible
28

Skill Check Result Effort Achieved Audience Reaction


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

Table 26: Perform Check Results

13 Presence (CHA) Terrify Modifiers


PC’s are Armed +5
The character is skilled at threatening and persuading others, Target is Armed −5
and changing their appearance. PC’s possess visible authority of a higher +10
power
13.1 Disguise (police, FBI, CIA, crime family, etc.)
Target possesses authority of a higher power −10
You can also use Presence to disguise your appearance. Your
Presence check result determines how good the disguise is, and it Table 29: Presence, Terrify
is opposed by others’ Perception check results. If you don’t draw
any attention to yourself, others do not get to make Perception If successful, all targets within range are considered Shaken
checks. If you come to the attention of people who are suspicious for 1d6 rounds.
(such as a security guard who is observing people), it can be The effect ends immediately if the target is attacked. The
assumed that such observers are taking 10 on their Perception character cannot take 10 on this check.
checks.
You get only one Presence check per use of the skill, even if 13.3 Intimidate
several people are making Perception checks against it.
The Disguise check is made secretly, so that you can’t be sure Finally, the Presence skill can be used to frighten your
how good the result is. opponents or to get them to act in a way that benefits you.
The effectiveness of your disguise depends in part on how This skill includes displays of prowess.
much you’re attempting to change your appearance, and any You can use Presence to force an opponent to act friendly
behavior associated with it. toward you for 1d6×10 minutes with a successful check.
The TN of this check is equal to 10 + the target’s level + the
Disguise Check Modifiers target’s WIS modifier + Miscellaneous modifiers.
Minor details only +5
Intimidation Modifiers
Disguised as different gender −5
Disguised as different race −10 PC’s are Armed +5
Disguised as different age category −5 Target is Armed −5
PC’s possess visible authority of a higher +10
Table 27: Presence, Disguise Modifiers power
(police, FBI, CIA, crime family, etc.)
If you are impersonating a particular individual, those who Target possesses authority of a higher power −10
know what that person looks like get a bonus on their Perception
checks according to the table below. Furthermore, they are Table 30: Presence, Intimidate
automatically considered to be suspicious of you, so opposed
checks are always called for. If successful, the opponent will

• Give you information you desire


Familiarity Bonus
Recognizes on sight +6 • Take actions that do not endanger it
Friends or associates +8
• Offer other limited assistance
Close friends +10
Intimate +15 After the intimidate expires, the target treats you as unfriendly
and may report you to local authorities. If you fail this check
Table 28: Presence, Viewer’s Familiarity by 5 or more, the target attempts to deceive you or otherwise
hinder your activities. The Speechcraft skill may also be used for
13.2 Terrify intimidation.

You can also use Presence to scare hostile targets in combat.


Special
The targets must be within 60’ of the character.
The TN of this check is equal to 10 + the target’s level + the A character without a disguise kit takes a −6 penalty on
target’s WIS modifier + Miscellaneous modifiers. presence checks to disguise themselves.
29

Time Leap [TN15] The character can get their mount to leap obstacles
as part of its movement. Use the character’s Ride modifier or the
To influence a creature’s attitude takes 1 minute of continuous
mount’s Athletics modifier (whichever is lower) when the mount
interaction. To change an opponent’s attitude by intimidating
makes its Athletics check. The character makes a TN15 Ride check
them requires 1 minute of conversation. Making a request of a
to stay on the mount when it leaps.
creature takes 1 or more rounds of interaction, depending upon
the complexity of the request. Disguising oneself requires 1d4×10
minutes of preparation. Terrifying takes 8 Combat Points. Fast Mount or Dismount [TN20]; armor penalty applies The
character can mount or dismount by using 2 Combat Points. If the
character fails the check mounting or dismounting costs 6 Combat
Try again? Points. A character can’t attempt a fast mount or dismount unless
You may try to redo a failed disguise, but once others know they can perform the mount or dismount by spending 6 Combat
that a disguise was attempted they’ll be more suspicious. You Points this round, should the check fail.
can attempt to intimidate or terrify an opponent again, but each
additional check increases the TN by +5. This increase resets after Special
one hour has passed.
If the character is riding bareback, they take a −5 penalty on
Ride checks.
14 Ride (DEX) A character can take 10 when making a Ride check.

The character is skilled at riding mounts, usually a horse, but Time


possibly something more exotic, like an elephant or camel.
Typical riding actions don’t require checks. You can saddle, Ride costs 6 Combat Points, except when otherwise noted for
mount, ride, and dismount from a mount without a problem. The the special tasks listed above.
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
15 Stealth (DEX)
animal to perform an unusual technique also requires a check.
The character is skilled at avoiding detection, allowing them
to slip past foes or strike from an unseen position, and pick
Guide with Knees [TN5] The character can react instantly to pockets, draw hidden weapons, and take a variety of actions
guide their mount with their knees so that the character can use without being noticed. This skill covers hiding and moving silently.
both hands in combat or to perform some other action. Make the
check at the start of the character’s round. If the character fails,
they can only use one hand this round because the character
15.1 Movement
needs to use the other to control their mount. Your Stealth check is opposed by the Perception check of
anyone who might notice you. You can move at 2 Combat Points
Stay in Saddle [TN5] The character can react instantly to try per 5’ and still use Stealth at no penalty. When moving at normal
to avoid falling when their mount rears or bolts unexpectedly or Combat Points cost, you take a −5 penalty. It is impossible to
when the character takes damage. use Stealth while attacking, running, or charging. If people are
observing you using any of their senses (typically sight) you can’t
use Stealth.
Fight while Mounted [TN20] While in combat, the character
can attempt to control a mount that is not trained in combat riding.
If the character succeeds they use only 6 Combat Points and the 15.2 Pocketing an item
character can use their remaining Combat Points to do something
A Stealth check [TN10] lets you palm a coin-sized, unattended
else. If the character fails, they can do nothing else that round.
object. Performing a minor feat of legerdemain, such as making
If the character fails by more than 5, they lose control of the
a coin disappear, is also TN10 unless an observer is determined
animal.
to note where the item went.
For animals trained in combat riding, the character does not
When you use this skill under close observation, your skill check
need to make this check. Instead, the character can use 6 Combat
is opposed by the observer’s Perception check. The observer’s
Points to have the animal perform a trick (commonly, to attack).
success doesn’t prevent you from performing the action, just from
The character can use the rest of their Combat Points normally.
doing it unnoticed.

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


and hang alongside their mount, using it as ½ cover. The character 15.3 Conceal
can’t attack while using their mount as cover. If the character You can hide a small object (including a Medium or smaller
fails, they don’t get the cover benefit. weapon) on your body. Your Stealth check is opposed by the
Perception check of anyone observing you or of anyone frisking
Soft Fall [TN15] The character reacts instantly when they fall you. In the latter case, the searcher gains a +4 bonus on the
off a mount, such as when it is killed or when it falls, to try to Perception check, since it is generally easier to find such an object
avoid taking damage. If the character fails, they take 1d6 points than to hide it. Heavy or baggy clothing (such as an overcoat)
of fall damage. grants you a +2 bonus on the check.
30

Drawing a hidden weapon is dependent on how it is holstered understands you, assuming you are speaking in a language that
or sheathed, but doesn’t provoke an AoO. it understands. If your check fails by 5 or more, you deliver
the wrong message. Other creatures that hear the message can
15.4 Pickpocket decipher the message by succeeding at an opposed Speechcraft
check against your Speechcraft result.
If you try to take something from a creature, you must make
a Stealth check [TN20]. The opponent makes a Perception check
to detect the attempt, opposed by the Stealth check result you
16.3 Diplomacy
achieved when you tried to grab the item. An opponent who You can also use this skill to persuade others to agree with
succeeds on this check notices the attempt, regardless of whether your arguments, to resolve differences, and to gather valuable
you got the item. You cannot use this skill to take an object from information or rumors from people. This skill is also used to
another creature during combat if the creature is aware of your negotiate conflicts by using the proper etiquette and manners
presence. suitable to the problem.
You can use Presence to allow you to use Stealth. A successful You can change the initial attitudes of non-player characters
Presence check can give you the momentary diversion you need with a successful check. The TN of this check depends on
to attempt a Stealth check while people are aware of you. the creature’s starting attitude toward you, adjusted by its CHA
modifier.
Time
Starting Attitude Diplomacy TN
Normally, you make a Stealth check to hide or move silently Hostile 30 + character’s
as part of movement, so it doesn’t take a separate action, but the CHA modifier
Combat Points cost to move is doubled. Using Stealth to hide or Unfriendly 25 + character’s
move silently immediately after a ranged attack costs 6 Combat CHA modifier
Points. Any Stealth check to conceal, or take an object costs 5
Indifferent 20
Combat Points. However, you may perform this Stealth check for
Friendly 15
2 Combat Points by taking a −10 penalty on the check.
Helpful 5
Diplomacy Modifiers
16 Speechcraft (CHA) Give simple advice or directions −5
Give detailed advice +0
The character is skilled at detecting falsehoods and true Give simple aid +0
intentions, threaten and persuade others, solve arguments, and Reveal an unimportant secret +5
gather valuable information from people. Give lengthy or complicated aid +5
Give dangerous aid +10
16.1 Lying Reveal secret knowledge +10 or more
Give aid that could result in
With a successful Speechcraft check, you can convince your +15 or more
punishment
opponent that what you are saying is true. Speechcraft checks to
lie are modified depending upon the plausibility of the lie. The Table 32: Speechcraft, Diplomacy TN and Modifiers
TN for lying is [TN20 + Modifers].
If you succeed, the character’s attitude toward you is improved
Lie Modifier by one step. For every 5 by which your check result exceeds
The target wants to believe +5 the TN, the character’s attitude toward you increases by one
you, and the lie is plausible additional step. A creature’s attitude cannot be shifted more than
to them two steps up in this way, although the GM can override this rule in
The lie is believable +0 some situations. If you fail the check by 4 or less, the character’s
The lie is unlikely −5 attitude toward you is unchanged. If you fail by 5 or more, the
The lie is far-fetched −15 character’s attitude toward you is decreased by one step.
The lie is impossible −25 If a creature’s attitude toward you is at least indifferent, you can
The target is drunk or +5 make requests of the creature. This is an additional Speechcraft
impaired check, using the creature’s current attitude to determine the base
You possess convincing up to +10 TN, with one of the following modifiers. Once a creature’s attitude
proof has shifted to helpful, the creature gives in to most requests
without a check, unless the request is against its nature or puts it
Table 31: Speechcraft, Lie Modifiers in serious peril. Some requests automatically fail if the request
goes against the creature’s values or its nature, subject to GM
discretion.
16.2 Secret message
You can use the Speechcraft skill to pass a hidden message 16.4 Confuse
to another character without others understanding your true
meaning. This check is TN15 for simple messages and TN20 for You can also use this skill to utterly puzzle all targets through
complex messages. If you are successful, the target automatically the use of words and bearings. All hostile targets within 50’ of the
31

character, who have a have an INT score above 2, and are able to 17 Technology Use (INT)
see, hear, and understand the character are affected. To confuse,
the character makes a Speechcraft check [TN18]. If they succeed, Your character is skilled at using computers and technology
the target can try to resist by making a Will Saving Throw [TN(10 + to bypass security systems, destroy and create programs.
1 for every 1 point the character succeeded over the Confuse TN]. If Most normal computer operations don’t require a Technol-
the targets fail, they are considered Confused for 1d6 rounds. The ogy Use check. However, searching an unfamiliar network for
effect ends immediately if the target is attacked. The character a particular file, writing computer programs, altering existing
cannot take 10 on this check. programs to perform differently (better or worse), and breaking
through computer security are all relatively difficult and require
skill checks. A character without a computer (either a laptop or
16.5 Captivate desktop) cannot use Technology Use.

You can also use this skill to captivate targets through sheer
force of personality, a winning smile, and fast talking. All targets 17.1 Find File
within 50’ of the character, who have a have an INT score above
This skill can be used for finding files or data on an unfamiliar
2, and are able to see, hear, and understand the character are
system. The TN for the check and the time required are
affected. To captivate, the character makes a Speechcraft check
determined by the size of the site on which the character is
[TN14]. If they succeed, the target can try to resist by making
searching. Finding public information on the internet does not fall
a Will Saving Throw [TN(10 + 1 for every 1 point the character
under this category. This application of the Technology Use skill
succeeded over the Captivate TN]. If the targets fail, they are
only pertains to finding files on private systems with which the
considered Stunned, and receive a -4 to all perception checks for
character is not familiar.
1d3 rounds. The effect ends immediately if the target is attacked.
The character cannot take 10 on this check.
17.2 Defeat Computer Security
16.6 Bolster This application of Technology Use can’t be used untrained.
The TN is determined by the quality of the security program
You can also use this skill to restore the morale of those who installed to defend the system. If the check is failed by 5 or more,
can hear you. All friendly targets within 50’ of the character, who the security system immediately alerts its administrator that there
have a have an INT score above 2, and are able to see, hear, and has been an unauthorized entry. An alerted administrator may
understand the character are affected. To bolster, the character attempt to identify the character or cut off the character’s access
makes a Speechcraft check [TN18]. If they succeed, all friendly to the system.
and neutral targets that are shaken, rattled, stunned, unnerved, Sometimes, when accessing a difficult site, the character has
dazed, frightened, or panicked return to normal. The character to defeat security at more than one stage of the operation. If
cannot take 10 on this check. the character beats the TN by 10 or more when attempting to
defeat computer security, the character automatically succeeds
at all subsequent security checks at that site until the end of the
Time character’s session (see Computer Hacking below).
Attempting to deceive someone takes at least 1 round, but can
possibly take longer if the lie is elaborate (as determined by 17.3 Computer Hacking
the GM on a case-by-case basis) Delivering a secret message
Breaking into a secure computer or network is often called
generally takes twice as long as the message would otherwise
hacking. When a character hacks, they attempt to invade a site. A
take to relay. To influence a creature’s attitude takes 1 minute of
site is a virtual location containing files, data, or applications. A site
continuous interaction. Making a request of a creature takes 1 or
can be as small as a single computer, or as large as a corporate
more rounds of interaction, depending upon the complexity of
network connecting computers and data archives all over the
the request. Confusing, Captivating, and Bolstering targets takes
world—the important thing is that access to the site connects the
8 Combat Points.
user to everything within it. Some sites can be accessed via the
internet; others are not connected to any outside network and
Try again? can only be tapped into by a user who physically accesses a
computer connected to the site.
If you fail to deceive someone, any further checks made to Every site is overseen by a system administrator—the person
deceive them are made at a −10 penalty and may be impossible in charge of the site, and who maintains its security. Often, the
(GM discretion). Secret messages can be relayed again if the system administrator is the only person with access to all of a
first attempt fails. You cannot use Speechcraft to influence a site’s functions and data. A site can have more than one system
given creature’s attitude more than once in a 24 hour period. If administrator; large sites have a system administrator on duty at
a request is refused, the result does not change with additional all times. A character is the system administrator of their personal
checks, although other requests might be made. You can attempt computer.
to intimidate, confuse, or captivate an opponent again, but each When a character hacks into a site, the visit is called a session.
additional check increases the TN by 5.You can attempt to bolster Once a character stops accessing the site, the session is over.
again, but each additional check increases the TN by 2 This The character can go back to the site in the future; when they do,
increase resets after one hour has passed. it is a new session. Several steps are required to hack into a site.
32

17.3.1 Covering Tracks functions that can’t be interrupted), it may be time-consuming or


even impossible.
This step is optional. By making a Technology Use check [TN20],
a character can alter their identifying information. This imposes a To identify the intruder, make an opposed Technology Use
−5 penalty on any attempt made to identify the character if their check against the intruder. If the character succeeds, the character
activity is detected. learns the site from which the intruder is operating (if it is a single
computer, the character learns the name of the computer’s owner).
Identifying the intruder requires 1 minute and is a separate check
17.3.2 Access the Site
from cutting off access. This check can only be made if the
There are two ways to do this: physically or over the Internet. intruder is accessing the character’s site for the entire length of
the check—if the intruder’s session ends before the character
Physical Access A character gains physical access to the finishes the check, the character automatically fails.
computer or a computer connected to the site. If the site being
hacked is not connected to the internet, this is probably the only
way a character can access it. A variety of skill checks may be
required depending on the method used to gain access. 17.5 Degrade Programming

Internet Access Reaching a site over the net requires two A character can destroy or alter applications on a computer
Technology Use checks. The first check [TN10] is needed to to make use of that computer harder or impossible. The TN
find the site on the net. The second is a check to defeat computer for the attempt depends on what the character tries to do.
security. Once a character has succeeded in both checks, the Crashing a computer simply shuts it down. Its user may restart it
character has accessed the site. without making a skill check (however, restarting takes 1 minute).
Destroying programming makes the computer unusable until the
17.3.3 Locate What You’re Looking For programming is repaired. Damaging programming imposes a −4
penalty on all Technology Use checks made with the computer
To find the data (or application, or remote device) the character
(sometimes this is preferable to destroying the programming,
wants, make a Technology Use check. See Find File under the
since the user might not know that anything is wrong, and won’t
skill description.
simply decide to use a different computer).
A character can degrade the programming of multiple
17.3.4 Defeat File Security
computers at a single site; doing so adds +2 to the TN for each
Many networks have additional file security. If that’s the case, additional computer.
the character needs to make another check to defeat computer Fixing the degraded programming requires 1 hour and a
security. Technology Use check against a TN equal to the TN for degrading
it +5.
17.3.5 Do Your Stuff
Finally, the character can actually do what they came to do. If
the character just wants to look at records, no additional check is
needed. A character can also download data, although that often 17.6 Write Program
takes several rounds—or even several minutes, for especially
large amounts of information—to complete. Altering or deleting A character can create a program to help with a specific task.
records sometimes requires yet another check to defeat computer Doing so grants the character a +2 circumstance bonus to the
security. Other operations can be carried out according to the task.
Technology Use skill description.
A specific task, in this case, is one type of operation with one
target.
17.4 Defend Security
The TN to write a program is 20; the time required is 1 hour.
If the character is the system administrator for a site (which
may be as simple as being the owner of a laptop), they can
defend the site against intruders. If the site alerts the character
to an intruder, the character can attempt to cut off the intruder’s
access (end the intruder’s session), or even to identify the intruder. 17.7 Operate Remote Device
To cut off access, make an opposed Technology Use check
against the intruder. If the character succeeds, the intruder’s Many devices are computer-operated via remote links. If the
session is ended. The intruder might be able to defeat the character has access to the computer that controls such systems,
character’s security and access their site again, but the intruder the character can either shut them off or change their operating
will have to start the hacking process all over. Attempting to cut parameters. The TN depends on the nature of the operation. If the
off access takes all Combat Points. character fails the check by 5 or more, the system immediately
One surefire way to prevent further access is to simply shut the alerts its administrator that there has been an unauthorized use of
site down. With a single computer, that’s often no big deal—but the equipment. An alerted administrator may attempt to identify
on a large site with many computers (or computers controlling the character or cut off their access to the system.
33

Level of Security TN Long Term Care [TN20] With a first aid kit this check allows
Minimum 15 a patient to restore HP and Ability Points at an advanced rate,
Average 20 3HP/3AP extra per full day of rest. A new check is required
Exceptional 30 each day. You can tend to as many patients as you have ranks.
Maximum 35 The patient must spend all their time resting and the user must
Size of Site for file TN dedicate 30 minutes of care per day per patient.
Time
Personal Computer 15 1 minute
Small office network 19 5 minutes Restore Hit Points [TN20] With a first aid kit you can restore
Large office network 23 15 minutes 1d4 HP to a character. This may be done only once per day per
character. This costs 12 Combat Points.
Massive corporate network 35 30
minutes
Program Degradation Scope TN Stop Bleeding [TN10] With a first aid kit or applicable supplies
Time you can stop a character from bleeding. This removes 2 bleed
Crash Computer 19 1 minute dice. For every 4 points the character achieves beyond the TN,
Destroy programming 23 10 minutes they heal an additional bleed dice. This costs 8 Combat Points.
Damage programming 35 10 minutes
Remote Operation Device TN Revive a Dazed, Stunned, or Unconscious Character [TN17]
Time
With a first aid kit you can remove the dazed, stunned, or
Shut down passive remote
unconscious condition from a character. You can’t revive a
(including cameras and door
character that is at −1 or lower HP without stabilizing them first.
locks) 15 30
This costs 8 Combat Points.
seconds
per
remote Stabilize Dying Character [TN15] With a first aid kit you can
Shut down active remote tend to a dying character. The character stops losing HP. This
(including motion detectors and costs 8 Combat Points. Unlike the other actions, this action cannot
alarms) 20 30 be performed without a first aid kit.
seconds
per Surgery [TN25] With a surgery kit you can conduct field
remote surgery, allowing you to realign broken bones, remove bullets or
Reset parameters 25 1 minute shrapnel, and stitch up grievous wounds. Surgery restores 1d6
per HP per 2 skill modifiers the character has in Treat Injury, heals all
remote extremity damage, and removes all bleed damage. Undergoing
Change passcodes 8 2 minutes surgery causes fatigue for 24 hours, minus 2 hours for every
Minimum security −5 — point above the TN the surgeon achieves. Surgery requires 1d4
Exceptional security +5 — hours plus one hour for each point the character’s HP has fallen
Maximum security +10 — below 0.

Table 33: Technology Use, Systems TN and Time Treat Poison [TN15] With a first aid kit, you make a check when
a poisoned character makes a Fortitude Saving Throw against a
Special poison’s secondary effect. If you succeed, you add your Treat
A character can take 10 when using the Technology Use skill. Injury rank as a bonus to their Fortitude Saving Throw. This costs
8 Combat Points.
Time
Try Again?
Technology Use requires 12 Combat Points. The GM may
determine that some tasks require several rounds, a few minutes, Yes for restoring HP, reviving dazed, stunned, or unconscious
or longer, as described above. characters, stabilizing dying characters, stop bleeding and surgery.
No for all other uses of the skill.

18 Treat Injury (WIS) Time


The character knows how to use first aid kits to restore Treat Injury checks take different amounts of time based on
health, treat poison, and stabilize characters. the task at hand.
34

Chapter V Tutoring

Feats Time 1 day


Benefit Can gain up to +3 to Defense when wearing heavy
armor
Feat Name
Prerequisite A minimum ability score, another feat or feats,
a minimum BAB, and/or the minimum ranks in a skill that a
character must have to acquire this feat. This entry is absent if a 2.2 Light Armor Proficiency
feat has no prerequisite. A character can take a feat at the same
level at which they gain all the prerequisites. A character can’t Benefit When the character wears light armor, they can add
use a feat if the character has lost a prerequisite. the armor’s equipment bonus to their DEF, and the armor’s skill
Benefit What the feat enables a character to do. penalty only applies to the following skills: Acrobatics, Athletics,
Normal What a character who does not have this feat is limited and Stealth.
to or restricted from doing. If there is no particular drawback to Normal A character who wears armor with which they are not
not possessing the feat, this entry is absent. proficient only receives the Damage Reduction bonus, and suffers
Special Additional facts about the feat. the armor’s skill penalty on the listed skill checks.
Tutoring Tutoring
This variant rule introduces the ability for a character Time 1 day
with proficiency to teach a character without the very Benefit Can gain up to +1 to Defense when wearing light
basics of using the specified weapon or armor, thereby armor
mitigating some of the penalties that come with not having
the necessary proficiency. Listed is how long it takes to
tutor a character and the bonuses they provide to the
character who is being tutored.
2.3 Medium Armor Proficiency
Benefit When the character wears medium armor, they can add
the armor’s equipment bonus to their DEF, and the armor’s skill
1 Archery And Crossbow Feats penalty only applies to the following skills: Acrobatics, Athletics,
and Stealth.
1.1 Archery Specialist Normal A character who wears armor with which they are not
Prerequisite Archaic Weapon Proficiency (Bows) proficient only receives the Damage Reduction bonus, and suffers
Benefit When firing a bow, crossbow, or speargun the Combat the armor’s skill penalty on the listed skill checks.
Points cost is 2 less.
Tutoring

1.2 Archery Master Time 1 day


Benefit Can gain up to +2 to Defense when wearing
Prerequisites Archaic Weapons Proficiency (Bows), Archery medium armor
Specialist
Benefit Reloading a Crossbow or Bow Cost 0 Combat Points.

1.3 Double Bowman 2.4 Armor Mastery


Prerequisite Archaic Weapon Proficiency (Bows) Prerequisites Light Armor Proficiency, Medium Armor
Benefit When using a bow, you may fire a second arrow at a Proficiency, Heavy Armor Proficiency, Armor Optimization
single target, at a −2 Combat Points cost and with a −4 penalty to
Benefit The character reduces the Combat Points penalty by
attack. If the attack is successful, it deals +1 damage dice.
half rounded up, and receives a +1 to the maximum AGL limit.
They also receive a +5 to the AP score of the armor they are
2 Armor Feats wearing. This bonus only applies while the character is wearing
the armor, and once he removes the armor, the armor loses this
2.1 Heavy Armor Proficiency bonus.

Benefit When the character wears heavy armor, they can add
the armor’s equipment bonus to their DEF, and the armor’s skill 2.5 Armor Optimization
penalty only applies to the following skills: Acrobatics, Athletics,
and Stealth. Prerequisites Light Armor Proficiency, Medium Armor
Normal A character who wears armor with which they are not Proficiency, Heavy Armor Proficiency
proficient only receives the Damage Reduction bonus and suffers Benefit When the character wears any armor, they gain a +1
the armor’s skill penalty on the listed skill checks. to the DEF equipment bonus, and reduce the armor penalty by 1.
35

3 Assault Rifle and Carbine Rifle Feats 4.3 Axe Mastery

3.1 Rifle Specialist Choose battle-axe, broadaxe, or hand axe.


Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial
Prerequisite Personal Firearms Proficiency Arts, Axe Specialist
Benefit When firing an assault, battle, carbine, or target rifle Benefit When wielding the chosen weapon, the Critical Threat
the Combat Points cost is 1 less, and character receives a +1 to range for the chosen weapon is 11-18, and any natural roll of a
attack. 15-18 is an automatic hit.
Special A character may take this feat up to three times. Each
3.2 Rifle Clubber time a character takes the feat, they select a different weapon.
Normal 16-18 are automatic hits without this feat.
Prerequisites Personal Firearms Proficiency, Rifle Specialist
Benefit When executing a rifle butt attack with an assault, battle,
carbine, or target rifle the character deals 1d8+POW modifier lethal
damage. 5 Automatic Weapons Feats
Normal Rifle butt attacks deal 1d6+POW modifier damage.
5.1 Autofire Proficiency
3.3 Rifle Expert Prerequisite Personal Firearms Proficiency
Prerequisites Personal Firearms Proficiency, Rifle Specialist Benefit The character gains a +4 attack bonus when performing
Benefit When firing an assault, battle, carbine, or target rifle autofire attacks, a +1 attack bonus when performing bump fire
the Combat Points cost is 1 less, when clearing a jammed assault, attacks, and a +3 attack bonus when performing sweepfire and
battle, or target rifle the Combat Points cost is 10 less, and when sprayfire attacks.
attempting to repair an assault, battle, carbine, or target rifle the
character receives a +6 bonus. Also, when a character with this
feat reduces a creature to 0 CHP or less with an assault, battle, 5.2 Autofire Mastery
carbine, or target rifle, the character immediately gains 5 Combat
Points that can be used for attacks or reloading. The Combat Prerequisites Personal Firearm Proficiency, Autofire Profi-
Points that are given must be used on attacks only, and only ciency, Burst Fire Proficiency
attacks with the same rifle that reduced the creature to 0 CHP Benefit The character gains an additional +4 attack bonus
must be used. The character may not move any distance and when performing autofire, sprayfire, and sweepfire attacks.
if the bonus Combat Points are not used immediately after the
attack, the character loses them.
5.3 Burst Fire Proficiency
3.4 Close Combat Rifleman Prerequisites Personal Firearms Proficiency, Autofire Profi-
ciency
Prerequisites Personal Firearms Proficiency, Rifle Specialist
Benefit The character gains a +4 attack bonus when performing
Benefit When targeting an adjacent opponent with an assault,
burst fire attacks.
battle, or target rifle the character takes no ranged attack
penalties, and when using a carbine as a melee weapon the
Combat Points cost is reduced by 1.
5.4 Quickshot
Normal When using an assault, battle, or target rifle against
an adjacent opponent, the character takes a −4 penalty on all Prerequisites Personal Firearms Proficiency, Autofire Profi-
ranged attacks. ciency
Benefit The character can treat an automatic-only weapon as
if it has a semi-automatic rate of fire.
4 Axe Feats Normal Automatic weapons can only be used to make burstfire,
suppressive fire, and autofire attacks.
4.1 Axe Martial Arts
Prerequisite Archaic Weapon Proficiency (Axes)
Benefit When wielding a battle-axe, broadaxe, or hand axe, 5.5 Strafe
the Critical Threat range for any of these weapons is 13-18.
Normal The Critical Threat range for a battle-axe, broadaxe, Prerequisites Personal Firearms Proficiency, Autofire Profi-
or hand axe is 15-18. ciency
Benefit When making an autofire attack, the character can
choose an area of any four 5’ squares as long as they are
4.2 Axe Specialist connected. The character gains a +2 attack bonus when
Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial performing sweepfire attacks.
Arts Normal An autofire attack can only be used on a 10’ by 10’
Benefit When wielding a battle-axe, broadaxe, or hand axe, area.
the Critical Threat range for any of these weapons is 12-18, and Special A character can only strafe a weapon with autofire,
the character gains a +2 bonus to attacks. not bumpfire.
36

6 Combat Sword Feats 7.4 Designated Marksman Rifle Expert

6.1 Sword Martial Arts Prerequisites Personal Firearms Proficiency, Distance Rifle
Specialist, Leading Target
Prerequisite Archaic Weapon Proficiency (Combat Swords)
Benefit When firing a designated marksman rifle with a
Benefit When wielding a shortsword, bastard sword,
magnified optic, the Combat Points cost is 2 less. When clearing
broadsword, or longsword the size class is considered to be
a jammed designated marksman rifle the Combat Points cost is 9
one less.
less, and when attempting to repair a designated marksman rifle
Special When calculating the POW damage bonus, use the the character receives a +6 bonus. Also, when a character with
original size of the weapon. this feat reduces a creature to 0 CHP or less with a designated
marksman rifle with a magnified optic, the character does not
6.2 Sword Specialist have to spend any Combat Points to sight in a new target.

Prerequisites Archaic Weapon Proficiency (Combat Swords),


Sword Martial Arts
Benefit When wielding a shortsword, bastard sword, 7.5 Leading Target
broadsword, or longsword the character gains +1 damage die.
Prerequisites Personal Firearms Proficiency, Distance Rifle
Specialist
6.3 Sword Mastery
Benefit When attacking, a character may ignore the opponent’s
Choose shortsword, bastard sword, broadsword, or DEF bonuses due to movement.
longsword Special All other defense bonuses due to armor, agility, and
Prerequisites Archaic Weapon Proficiency (Combat Swords), size still apply unless otherwise noted.
Sword Martial Arts, Sword Specialist
Benefit When wielding the chosen weapon the Critical Threat
range is 12-18 and any natural roll of a 15-18 is an automatic hit.
Special A character may take this feat up to four times. Each 7.6 Recoil Management
time a character takes the feat, they select a different weapon.
Normal 16-18 are automatic hits without this feat. Prerequisites Personal Firearms Proficiency, Distance Rifle
Specialist
Benefit When firing a anti-materiel rifle with a deployed bipod,
7 Distance Rifle Feats a character may brace the rifle for an additional +2 bonus to
attack.
7.1 Anti-materiel Rifle Expert Special Bracing cost no Combat Points.
Prerequisites Personal Firearms Proficiency, Distance Rifle
Specialist, Recoil Management
Benefit When firing an anti-materiel rifle with a magnified 7.7 Sniper Rifle Expert
optic, the Combat Points cost is 3 less, when clearing a jammed
anti-materiel rifle, the Combat Points cost is 10 less, and when Prerequisites Personal Firearms Proficiency, Distance Rifle
attempting to repair an anti-materiel rifle, the character gains a Specialist
+6 bonus.
Benefit When firing a bolt action or sniper rifle with a magnified
optic, the Combat Points cost is reduced by 4. When attempting
7.2 Controlled Shot to repair a bolt action or sniper rifle, the character receives a +6
bonus. Also, a character with this feat can increase or decrease
Prerequisites Personal Firearms Proficiency, Distance Rifle their range increment by 100’ when using a bolt action or sniper
Specialist rifle with a magnified optic. This change is after any equipment,
Benefit Once per round, when making a single shot attack with racial abilities or feats that increase or decrease range.
a bolt action or sniper rifle, the character gains a +8 bonus to
attack. This attack must be the only attack the character makes
this round.
Special This feat can also be used with the bonuses from the
Dead Aim, Marksman Shot, and Master Sniper Shot feats.
8 Explosive Weapons Feats

8.1 Explosive Weapons Specialist


7.3 Distance Rifle Specialist
Prerequisite Personal Firearms Proficiency Prerequisites Personal Firearms Proficiency, Explosive
Benefit When firing an anti-materiel, bolt action, designated Weapons Proficiency
marksman rifle, or sniper rifle, the Combat Points cost is 1 less Benefit When firing a grenade launcher, rocket launcher, or
and the character receives a +1 to attack. mortar the Combat Points cost is 1 less.
37

8.2 Explosive Weapons Expert 10.3 Combat Expertise


Prerequisites Personal Firearms Proficiency, Explosive Benefit On your turn, before making any attack rolls, you
Weapons Proficiency, Explosive Weapon Specialist can choose to subtract a number from your attack roll and add
Benefit When firing a grenade launcher, rocket launcher, or the same number to your defense score. This penalty may not
mortar, the Combat Points cost is 1 less. Reloading a grenade exceed the character’s BAB. The penalty on attack rolls and the
launcher or rocket launcher with a filled box magazine cost 2 bonus on defense score applies until your next turn. The bonus
Combat Points. Reloading a grenade launcher or rocket launcher to the character’s defense is a dodge bonus.
that uses linked ammunition with a new link cost 3 Combat Points.
Normal A character without the Combat Expertise feat can fight
Reloading a grenade launcher or rocket launcher from loose
defensively by spending 9 Combat Points to take a −4 penalty on
rounds, or refilling a box magazine cost 1 Combat Points per
attacks and gain a +2 Dodge bonus to DEF.
round loaded.

9 Fencing Sword Feats 10.4 Danger Sense


9.1 Fencing Martial Arts Prerequisite Improved Initiative
Prerequisite Archaic Weapon Proficiency (Fencing Swords) Benefit Before combat starts, you may reroll an Initiative check
Benefit When wielding a sabre cutlass, rapier, or parrying you have just made. You use the better of your two rolls. You
dagger, the character receives a +2 bonus against all Disarm must decide to reroll before the first round starts.
attempts to disarm the wielder and a +1 bonus against all Sunder
attempts against their weapon.
10.5 Dodge
9.2 Fencing Specialist
Prerequisite AGL +1
Prerequisites Archaic Weapon Proficiency (Fencing Swords), Benefit During the character’s action, the character designates
Fencing Martial Arts an opponent and receives a +3 dodge bonus to DEF against any
Benefit When wielding a sabre, cutlass, rapier, or parrying subsequent attacks from that opponent. The character can select
dagger, the character receives a +4 bonus to all Disarm attempts a new opponent on their action.
and a +4 bonus to all Sunder attempts. Special A condition that makes the character lose their AGL
bonus to defense also makes the character lose dodge bonuses.
9.3 Fencing Mastery
Choose Sabre, Cutlass, or Rapier.
Prerequisites Archaic Weapon Proficiency (Fencing Swords), 10.6 Emulation
Fencing Martial Arts, Fencing Specialist
Benefit When wielding the chosen weapon, the Critical Threat Benefit Once per hour, the character can gain the benefits
range for the selected weapon is 13-18, and any natural roll of a from a single proficiency feat for 5 rounds, that any non-hostile
15-18 is an automatic hit. character within 40’ possesses.
Special A character may take this feat multiple times. Each time Special For the purpose of this feat, the feat ‘‘Combat Martial
a character takes the feat, they select a different weapon. Arts’’ is considered a proficiency feat.
Normal 16-18 are automatic hits without this feat.

10 General Combat Feats 10.7 Evasion


Prerequisites AGL +1
10.1 Adrenaline Rush
Benefit When making a Reflex saving throw, the character
Prerequisite Toughness, CON 13 takes ¼ damage with a successful saving throw. This feat may
Benefit Once per day, the character may gain extra CHP equal only be used when wearing no armor, light armor or medium
to their CON score / 2 for 5 rounds. armor.
Special When the effect ends, and the character would be Normal Successful Reflex saving throws reduce damage by ½.
dying if the hit points were removed, the character instead drops
to 0 CHP, in stabilized condition.

10.8 Mobility
10.2 Blind Sense
Benefit In melee combat, every time the character misses Prerequisites AGL +1, Dodge
because of concealment, the character can re-roll the miss chance Benefit The character no longer provokes AoO when moving
roll once to see if they actually hit. The character takes only ½ out of a threatened square.
the usual penalties for being unable to see. Darkness does not Normal Characters provoke AoO when moving out of a
decrease the character’s Combat Points cost to move. threatened square.
38

10.9 Quick Draw Attack 11.2 Pistol Expert


Prerequisites Tactical Draw (selected weapon), Proficient with Prerequisites Personal Firearms Proficiency, Handgun Special-
weapon ist, Handgun Reloader, Skilled Pistol Magazine User
Benefit A character may draw a model of weapon from a Benefit When firing a holdout, backup, full-size, or target
holster or sheath and immediately make a single attack for 4 handgun that uses magazines, the Combat Points cost is 2 less.
Combat Points. The weapon used must be the same model that When clearing a jammed holdout, backup, full-size, or target
the character has a Tactical Draw feat for. handgun that uses magazines the Combat Points cost is 9 less.
Special Any feats or equipment that reduce the Combat Points When attempting to repair a holdout, backup, full-size, or target
cost for a single attack or for drawing a weapon also reduce handgun that uses magazines, the character receives a +6 bonus.
the Combat Points cost for this attack. The weapon must be in a Also, a character can perform a 3 round burst fire attack with any
holster or a sheath. holdout, backup, full-size, or target handgun that uses magazines.
This can be done even without the burst fire or full auto upgrade,
10.10 Second Wind and uses the same rules, and effects as a 3 round burst.
Prerequisite Toughness
Benefit Once per hour, the character can restore a number of
XHP equal to his CON score.
11.3 Revolver Expert
Prerequisites Personal Firearms Proficiency, Handgun Special-
10.11 Tactical Draw ist, Handgun Reloader, Skilled Speedloader User
Benefit When firing a holdout, backup, full-size, or target
Prerequisite Proficient with weapon
handgun that has a cylinder the Combat Points cost is reduced by
Benefit Choose a specific model of weapon. The character
3. When attempting a potshot attack with a holdout, backup, full-
can draw that model of weapon from a holster or sheath for 1
size, or target handgun that has a cylinder the penalty is lowered
Combat Points and from Waistband carry for 3 Combat Points,
to a −4, and when attempting to repair a holdout, backup, full-
and holster it for 1 Combat Points.
size, or target handgun that has a cylinder the character receives
Normal A character can draw a weapon from a holster or
a +6 bonus. Also, when a character with this feat reduces a
sheath for 3 Combat Points and from Waistband carry for 6
creature to 0 CHP or less with a holdout, backup, full-size, or
Combat Points, and holster a weapon for 4 Combat Points.
target handgun that has a cylinder, the character immediately
Special This feat may be taken multiple times. Each time it is
reloads the handgun that reduced the creature for free. This
taken, it applies to a different weapon model. Weapons that are
reload can be with any rounds the character has on their person,
of similar build, such as full sized 1911s and revolvers of similar
regardless of their location, as long as they are compatible with
caliber and capacity, may interchange this feat at the discretion
the handgun.
of the GM.

10.12 Toughness 11.4 Skilled Pistol Magazine User


Benefit The character gains +4 XHP and +1 CHP.
Prerequisites Personal Firearms Proficiency, Handgun
Special A character may take this feat multiple times. The
Reloader, Handgun Specialist
effect stacks.
Benefit Once per turn a character can reload a holdout, backup,
full-size, or target pistol with a magazine for no Combat Points.
10.13 Weapon Focus
Choose a specific weapon. A character can choose unarmed
strike or grapple for your weapon for purposes of this feat. 11.5 Skilled Speedloader User
Prerequisite Proficient with weapon
Prerequisites Personal Firearms Proficiency, Handgun
Benefit The character gains a +3 bonus on all attack rolls they
Reloader, Handgun Specialist
make using the selected weapon.
Special A character may take this feat multiple times. Each Benefit Once per turn a character can reload a holdout, backup,
time the character takes the feat, the character must select a full-size, or target revolver with a speedloader for no Combat
different weapon. Weapons that are of similar build, such as full Points.
sized 1911s and revolvers of similar caliber and capacity, may
interchange this feat at the discretion of the GM.
12 Heavy Melee Weapon Feats
11 Handgun Feats
12.1 Heavy Melee Weapon Martial Arts
11.1 Handgun Specialist Prerequisite Archaic Weapon Proficiency (Mace) or Archaic
Prerequisite Personal Firearms Proficiency Weapon Proficiency (Pick)
Benefit When firing a holdout, backup, full-size, or target Benefit When wielding a light mace, heavy mace, light pick, or
handgun the Combat Points cost is 1 less, and the character heavy pick, the character receives +1 damage die of Bludgeoning
gains a +1 to attack. damage.
39

12.2 Heavy Melee Weapon Specialist 13.5 Machine Gun Reload


Prerequisites Archaic Weapon Proficiency (Mace) or Archaic Prerequisites Personal Firearms Proficiency, Machine Gun
Weapons Proficiency (Pick), Heavy Melee Weapon Martial Arts Specialist, General Purpose Machine Gunner, Close Combat
Martial Arts Machine Gunner
Benefit When wielding a light mace, heavy mace, light pick, or Benefit Reloading an LMG with a magazine costs 2 Combat
heavy pick, the character receives +1 damage die when Sundering Points. Reloading an LMG or GPMG that uses linked ammunition
an object. with a new link costs 3 Combat Points. Refilling a magazine costs
1 Combat Points per round loaded. Refilling a magazine with a
stripper clip costs 2 Combat Points per clip.
12.3 Heavy Melee Weapon Mastery
Choose Light Mace, Heavy Mace, Light Pick, or Heavy Pick. 14 Melee Combat Feats
Prerequisites Archaic Weapon Proficiency (Mace) or Archaic
Weapon Proficiency (Pick), Heavy Melee Weapon Martial Arts, 14.1 Cleave
Heavy Melee Weapon Specialist Prerequisite Power Attack
Benefit When wielding the selected weapon, the Critical Threat Benefit Once per round, if you reduce a creature to 0 Core
range for the selected weapon is 12-18, and any natural roll of a HP or less, you may immediately make a melee attack against
15-18 is an automatic hit. another creature within reach for no Combat Points cost. You
Special A character may take this feat up to four times. Each may move up to 10’ before making this extra attack, but you
time a character takes the feat, they select a different weapon. must have enough Combat Points to move this distance, and you
Normal 16-18 are automatic hits without this feat. must move directly towards another enemy creature to take this
attack. The extra attack is with the same weapon as the attack
that dropped the previous creature.
13 Machine Gun Feats
14.2 Combat Intuition
13.1 Close Combat Machine Gunner Prerequisites Archaic Weapon Proficiency (any), Combat
Prerequisites Personal Firearms Proficiency, Machine Gun Martial Arts, or Exotic Melee Weapons Proficiency
Specialist, General Purpose Machine Gunner Benefit When engaged in melee combat with an enemy you
Benefit When targeting an adjacent opponent with an LMG or made a successful melee attack on last round, you gain a +3
GPMG the character takes no ranged attack penalties. melee attack bonus to the current round, when attacking that
enemy.
Normal When using a machine gun against an adjacent
Special This bonus only applies to the last enemy you attacked
opponent, the character takes a −8 penalty on all ranged attacks.
successfully.

13.2 General Purpose Machine Gunner 14.3 Elusive Target


Prerequisites Personal Firearm Proficiency, Machine Gun Prerequisites AGL +2, Evasive Martial Arts
Specialist Benefit When fighting an opponent or multiple opponents in
Benefit The character can fire any GPMG without penalty. melee, other opponents attempting to target the character with
Normal Characters without this feat take a −4 penalty to attacks ranged attacks take a −2 penalty. This penalty is in addition to
made with GPMGs. the normal −4 penalty for firing into melee, making the penalty
to target to character −6.
Special An opponent with the Precise Shot feat has the penalty
13.3 Machine Gun Specialist lessened to −4 when targeting the character.

Prerequisite Personal Firearms Proficiency 14.4 Evasive Martial Arts


Benefit When firing or reloading an LMG or GPMG the Combat
Points cost is 1 less. Benefit The character gains a +2 dodge bonus to AGL against
melee attacks.
Special A condition that makes the character lose their AGL
13.4 Machine Gun Expert bonus to defense also makes the character lose Dodge bonuses.

Prerequisites Personal Firearms Proficiency, Machine Gun


Specialist, General Purpose Machine Gunner, Close Quarters
14.5 Favored Type
Machine Gunner, Machine Gun Reload Choose Bludgeoning, Piercing, Unarmed, or Slashing
Benefit When clearing a jammed LMG or GPMG the Combat damage.
Points cost is 7 less, when attempting to repair an LMG or GPMG Benefit The character gains a +1 attack bonus on all melee
the character receives a +2 bonus, and the Recoil penalty is attack rolls they make using a weapon with the chosen type of
reduced by 2. damage.
40

Special A character may take this feat multiple times. Each 14.13 Sunder
time the character takes the feat, they select a different type of
damage. Prerequisites FOC +1, Power Attack
Benefit When the character strikes an object held or carried by
an opponent, such as a weapon, the character does not provoke
14.6 Forgiving Damage an AoO. The character gains a +4 bonus on any attack roll made
to attack an object held or carried by another character. The
Choose Piercing, Slashing, Bludgeoning, or Unarmed
character deals double normal damage to objects, whether they
damage.
are held or carried or not.
Benefit When attacked with the selected damage, the character
Normal A character without this feat incurs an AoO when they
gains a +2 Dodge AGL bonus against all attacks with this damage.
strike at an object held or carried by another character.
Special A character may take this feat multiple times. Each
time the character takes the feat, they select a different type of
damage. 14.14 Weapon Finesse
Choose one light melee weapon. A character may choose
14.7 Forceful Strike unarmed strike as a weapon for the purposes of this feat.
Prerequisites Proficient with weapon
Benefit When the character calculates melee damage or uses
Benefit With the selected melee weapon, the character may
a small or smaller melee weapon two-handed, they add 1½×
use their MRK modifier instead of their FOC modifier on attack
their POW modifier to the damage. When wielding a two-handed
rolls.
weapon, they add 2× their POW modifier.
Special A character may take this feat multiple times. Each
Normal Using a two-handed weapon only grants a 1½× POW
time the character takes the feat, the character must select a
modifier, and using a small or smaller melee weapon two-handed
different weapon.
grants a 1× POW modifier.

14.8 Improved Disarm 15 PDW Feats


Prerequisites Combat Expertise
15.1 PDW Specialist
Benefit The character does not provoke an AoO when the
character attempts to Disarm an opponent, nor does the opponent Prerequisite Personal Firearms Proficiency
get a chance to Disarm the character. Benefit When firing a sub-machine gun or Machine Pistol, the
Combat Points cost is reduced by 1, and the character gains a +1
to attack.
14.9 Improved Initiative
Benefit The character gains a +3 circumstance bonus on
15.2 Compact SMG Gunner
Initiative checks.
Prerequisite Personal Firearms Proficiency, PDW Specialist
Benefit When firing a sub-machine gun with a folded folding
14.10 Improved Reflexive Martial Arts
stock or a Pistol grip, the character does not take any penalties
Prerequisites Reflexive Martial Arts to their attack from the stock.
Benefit In melee combat, if an opponent attacks and misses Normal A character without this feat takes a −3 penalty to all
you, you may immediately make a free Disarm or Trip attack attacks with a folded folding stock or a pistol grip.
against them, at a −4 attack penalty. This attack does not provoke
an AoO.
15.3 Machine Pistoleer
Prerequisite Personal Firearms Proficiency, PDW Specialist
14.11 Power Attack
Benefit Once per turn, the character can perform a burst fire,
Benefit On the character’s turn, before making any attacks, the sprayfire or sweepfire attack with a machine pistol for half their
character may choose to take a penalty on all melee attack rolls normal Combat Points cost, rounded up.
and add the same number as a bonus to all melee damage rolls.
This number may not exceed the character’s BAB. The penalty
on attacks and bonus on damage applies until the character’s
15.4 PDW Expert
next turn. Prerequisites Personal Firearms Proficiency, PDW Specialist
Benefit When firing a sub-machine gun or machine pistol the
14.12 Reflexive Martial Arts Combat Points cost is reduced by 1. When clearing a jammed
sub-machine gun or machine pistol the Combat Points cost is
Benefit In melee combat if an opponent attacks and hits you, reduced by 6, and when attempting to repair a sub-machine gun
you may immediately make a free standard unarmed attack or machine pistol, the character receives a +6 bonus. Also, a
against them at a −4 penalty. This attack is taken after the character receives +2 damage dice when performing an autofire,
character struck takes their damage. This attack does not provoke burst fire, sprayfire or sweepfire attack with a machine pistol or
an AoO. sub-machine gun.
41

16 Ranged Combat Feats 16.8 Favored Caliber


Choose a specific caliber. Crossbow bolts, arrows, spear gun
16.1 Dead Aim
spears, .68 caliber paintball rounds, 14mm less lethal rounds, and
Prerequisite Far Shot taser cartridges may be selected for purposes of this feat.
Benefit Before making a ranged attack, the character may Prerequisite Proficient with weapon that fires selected caliber
spend 7 Combat Points to line up their shot. This grants the Benefit The character gains a +1 attack bonus on all ranged
character a +2 circumstance bonus on their next attack roll. The attack rolls they make using a weapon firing the selected caliber.
attack must be a single shot attack. Any other attack besides When using the caliber, the CRP is multiplied by .5 , rounded up.
a single shot does not gain the bonuses for this attack, and Special A character may take this feat multiple times. Each
removes any bonuses that were accumulated. If the character time the character takes the feat, they select a different caliber.
takes damage or are effected by a status effect before they attack,
the character loses the benefit of aiming. All Movement cost are
doubled if the character uses the benefits of this feat, until they 16.9 Lever Shooter
either forgo the bonus to attack, or perform any attack.
Prerequisites Personal Firearms Proficiency
Benefit When using a lever action firearm, a character can
16.2 Double Tap Proficiency perform double tap attacks with the firearm.
Prerequisite Point Blank Shot Normal Lever action firearms can only perform single shot
Benefit The character gains a +4 attack bonus when performing and potshot attacks.
double tap attacks.
16.10 Pump Gunner
16.3 Failure Drill Master
Prerequisites Personal Firearms Proficiency
Prerequisite Point Blank Shot, Double Tap Proficiency Benefit When using a pump action firearm, a character can
Benefit Up to twice per round, when a character executes a perform double tap attacks with the firearm.
successful double tap attack, they can make a single shot attack Normal Pump action firearms can only perform single shot
for no Combat Points. Normal penalties and bonuses apply for and potshot attacks.
this attack. This attack takes an additional round of ammunition
beyond the two rounds used for double tap, and can not be
performed if the firearm does not have it to use. This attack must 16.11 Point Blank Shot
be taken before the character’s turn ends.
Benefit The character gains a +1 bonus on attack rolls with
ranged weapons against opponents within 30 feet, and when
16.4 Fanning Proficiency performing a potshot attack with any weapon without a stock, or
with an integral or folding stock in the folded position within 30
Prerequisite Point Blank Shot
feet, the Combat Points cost is 1 less.
Benefit The character gains a +2 attack bonus when performing
Fanning attacks.
16.12 Precise Shot
16.5 Fanning Expert
Prerequisite Point Blank Shot
Prerequisites Fanning Proficiency, Point Blank Shot Benefit The character can shoot or throw ranged weapons at
Benefit The character gains an additional +3 attack bonus and an opponent engaged in melee without penalty.
the Combat Points cost is 1 less when performing Fanning attacks. Normal A character takes a −4 penalty when using a ranged
weapon to attack an opponent who is engaged in melee combat.
16.6 Far Shot
Benefit When the character uses a firearm, paintball marker, 16.13 Sharpshooter
bow, or crossbow, its range increment increases by 1½.
Prerequisites Point Blank Shot, Precise Shot
Special For the purpose of weapons with Telescopic sights, a
Benefit Your target only receives half of the bonus to DEF due
character can choose to use the original range increment for the
to cover. This feat has no effect against foes with no cover or
purpose of avoiding the 1st range increment penalty.
total cover.
Normal Cover gives the full bonus to defense depending on
16.7 Marksman Shot how much cover the target currently has.
Prerequisites Far Shot, Dead Aim
Benefit The circumstance bonus from Dead Aim may be 16.14 Slamfire Proficiency
stacked each round the character spends aiming, up to a
maximum of five rounds. Each round spent aiming beyond the Prerequisite Point Blank Shot
first round also grants an additional +1 attack bonus to the bonus Benefit The character gains a +2 attack bonus when performing
that the Dead Aim feat gives. Slamfire attacks.
42

16.15 Slamfire Expert 18 Shotgun Feats


Prerequisites Slamfire Proficiency, Point Blank Shot
Benefit The character gains an additional +3 attack bonus and
18.1 Shotgun Expert
the Combat Points cost is 1 less when performing Slamfire attacks. Prerequisites Personal Firearms Proficiency, Shotgun Specialist
Benefit When firing a semi- or fully automatic shotgun, the
16.16 Sling Steady Combat Points cost is 1 less, when clearing a jammed semi- or
fully automatic shotgun the Combat Points cost is 11 less, there
Prerequisite Personal Firearms Proficiency is no Combat Points cost to cycle a bolt, pump, or lever action
Benefit When using a weapon with a sling attached the Shotgun and when attempting to repair a bolt, pump, lever semi-
character gains a +2 to all ranged attacks using that weapon. or fully automatic shotgun the character receives a +6 bonus.
Also, when performing a potshot attack with a a semi- or fully
automatic, bolt, pump or lever action shotgun, the character gains
16.17 Spotter
a +4 attack bonus.
Prerequisite Far Shot
Benefit The character may sight in a target using a telescopic
sight for 3 Combat Points. 18.2 Break Barrel Shotgunner
Prerequisites Personal Firearms Proficiency, Shotgun Specialist
16.18 Shotgun Reloader Benefit When firing a single or double-barrel shotgun, the
character receives a +3 to attack.
Prerequisites Personal Firearms Proficiency
Benefit Reloading any shotgun with a magazine costs 2 Combat
Points. Reloading any shotgun from loose rounds or refilling a 18.3 Break Barrel Shotgun Expert
magazine costs 1 Combat Points per round loaded. Once per
turn, a character may load a shell directly into the barrel of a Prerequisites Personal Firearms Proficiency, Shotgun Special-
semi-automatic, pump, bolt, or lever action shotgun at no Combat ist, Break Barrel Shotgunner,
Points cost. Benefit When firing a single or double-barrel shotgun with a
single shot attack the Combat Points cost is 4 less, and when
firing a single or double-barrel shotgun with a doublefire attack,
16.19 Rifle and SMG Reloader the Combat Points cost is 3 less, and when attempting to repair
Prerequisites Personal Firearms Proficiency a single or double-barrel shotgun, the character receives a +6
bonus. Also, when a character with this feat reduces a creature to
Benefit Reloading any rifle or sub-machine gun with a
0 CHP or less with a single or double-barrel shotgun, the character
magazine or full stripper clip costs 2 Combat Points. Reloading
immediately gains 5 Combat Points that can be used for attacks
any rifle or sub-machine gun from loose rounds or refilling a
or reloading. The Combat Points that are given must be used on
magazine or stripper clip costs 1 Combat Points per round loaded.
attacks only, and only attacks with the same rifle that reduced
Refilling a magazine with a stripper clip costs 1 Combat Points per
the creature to 0 CHP must be used. The character may not
clip. Once per round, the character may reload a single round
move any distance and if the bonus Combat Points are not used
into a bolt action or sniper rifle at no Combat Points cost.
immediately after the attack, the character loses them.

16.20 Handgun Reloader


18.4 Close Combat Shotgunner
Prerequisites Personal Firearms Proficiency
Benefit Reloading any handgun or machine pistol with a Prerequisites Personal Firearms Proficiency, Shotgun Specialist
magazine or speedloader costs 2 Combat Points. Reloading any Benefit When targeting an adjacent opponent with any shotgun
handgun from loose rounds or refilling a magazine or speedloader the character takes no ranged attack penalties.
costs 1 Combat Points per round loaded. Normal When using most shotguns against an adjacent
opponent, the character takes a −3 penalty on all ranged attacks.

17 Saving Throw Feats


18.5 Double Fire Proficiency
17.1 Great Fortitude Prerequisite Personal Firearms Proficiency, Break Barrel
Benefit The character gains a +4 bonus on all Fortitude Saves. Shotgunner
Benefit The character gains a +4 attack bonus when performing
doublefire attacks.
17.2 Iron Will
Benefit The character gains a +4 bonus on all Will Saves. 18.6 Shotgun Specialist
Prerequisite Personal Firearms Proficiency
17.3 Lightning Reflexes
Benefit When firing a shotgun the Combat Points cost is reduced
Benefit The character gains a +4 bonus on all Reflex Saves. by 1 and the character gains a +1 to attack.
43

19 Simple Weapon Feats 19.9 Simple Weapon Specialist


Benefit When attacking with a simple melee weapon the
19.1 Blunt Specialist
Combat Points cost to attack is reduced by 1.
Prerequisite Simple Weapon Specialist
Benefit When wielding a light club, medium club, heavy club,
tool hammer, or sledgehammer, the Critical Threat range is 14-18. 20 Skill Feats
Normal The Critical Threat range for a light club, medium club,
heavy club, tool hammer, or sledgehammer is 16-18. 20.1 Acrobat
Benefit If the character does not have Acrobatics as a focused
19.2 Club Expert skill, they gain it as one, and have a +2 bonus to all Acrobatics
checks.
Choose light club, medium club, or heavy club.
Special If the character already has Acrobatics as a focused
Prerequisites Simple Weapon Specialist, Blunt Specialist
skill, they gain a +4 bonus to all Acrobatics checks instead.
Benefit When wielding the chosen weapon, the Critical Threat
range for the selected weapon is 13-18.
Special A character may take this feat up to three times. Each 20.2 Alert
time a character takes the feat, they select a different weapon.
Benefit If the character does not have Perception as a focused
skill, they gain it as one, and have a +2 bonus to all Perception
19.3 Club Martial Arts checks.
Prerequisites Simple Weapon Specialist, Blunt Specialist Special If the character already has Perception as a focused
Benefit When wielding a light club, medium club, or a heavy skill, they gain a +4 bonus to all Perception checks instead.
club, the character gains a +2 Attack Bonus.
20.3 Animal Affinity
19.4 Hammer Martial Arts Benefit If the character does not have Animal Handling as a
Select tool hammer or sledgehammer. focused skill, they gain it as one, and have a +2 bonus to all
Prerequisites Simple Weapon Specialists, Blunt Specialist Animal Handling checks.
Benefit When wielding tool hammer or sledgehammer, the Special If the character already has Animal Handling as a
Critical Threat range is 13-18. focused skill, they gain a +4 bonus to all Animal Handling checks
Special A character may take this feat up to two times. Each instead.
time a character takes the feat, they select a different weapon.
20.4 Athlete
19.5 Hammer Expert
Benefit If the character does not have Athletics as a focused
Prerequisites Simple Weapon Specialist, Blunt Specialist, skill, they gain it as one, and have a +2 bonus to all Athletics
Hammer Martial Arts checks.
Benefit When wielding a tool hammer or sledgehammer, the Special If the character already has Athletics as a focused skill,
Critical Threat range is 12-18. they gain a +4 bonus to all Athletics checks instead.

19.6 Knife Martial Arts 20.5 Aviator


Prerequisite Simple Weapon Specialist Benefit If the character does not have Pilot as a focused skill,
Benefit When wielding an escape, combat, field, or pocket they gain it as one, and have a +2 bonus to all Pilot checks.
knife a character receives +1 damage die. Special If the character already has Pilot as a focused skill,
they gain a +4 bonus to all Pilot checks instead.
19.7 Shield Focus
Prerequisite Simple Weapon Specialist
20.6 Builder
Benefit When wielding a shield the Critical Threat range is Choose a single Craft skill (Structural, Chemical, Mechanical,
15-18. or Electrical)
Benefit If the character does not have that Craft skill as a
19.8 Shield Warrior focused skill, they gain it as one, and have a +2 bonus to all
selected Craft skill checks.
Prerequisite STR 13, Archaic Weapon Proficiency (Any), Simple Special If the character already has that Craft skill as a focused
Weapon Specialist, Shield Focus skill, they gain a +4 bonus to all selected Craft skill checks instead.
Benefit When using a shield in melee combat, a character gains This feat may be taken up to four times. Each time it is taken, it
a +3 equipment bonus to DEF. applies to a different Craft skill.
44

20.7 Cautious 20.14 Healing Knack


Benefit If the character does not have Disable Device as a Prerequisite Treat Injury 5 Ranks
focused skill, they gain it as one, and have a +2 bonus to all Benefit The character does not require a first aid kit to stop
Disable Device checks. bleeding, stabilize a dying character or to revive a dazed, stunned
Special If the character already has Disable Device as a or unconscious character.
focused skill, they gain a +4 bonus to all Disable Device checks
instead.
20.15 Instructor
20.8 Confident
Prerequisite Any Skill 1 Rank
Benefit If the character does not have Presence as a focused Benefit The character may instruct any other character when
skill, they gain it as one, and have a +2 bonus to all Presence they attempt to use a skill, as long as they possess at least one
checks. rank in the skill they are instructing in. The instructed character
Special If the character already has Presence as a focused gets a bonus equal to ¼ of the instructor’s modifier to the skill.
skill, they gain a +4 bonus to all Presence checks instead.

20.9 Creative 20.16 Medicinal Expert

Pick one Craft (Visual art or Writing) or Perform skill Benefit If the character does not have Craft (Pharmaceutical)
Benefit If the character does not have the selected skill as a as a focused skill, they gain it as one, and have a +2 bonus to all
focused skill, they gain it as one, and have a +2 bonus to all Craft (Pharmaceutical) checks.
selected skill checks. Special If the character already has Craft (Pharmaceutical) as
Special If the character already has the selected skill as a a focused skill, they gain a +4 bonus to all Craft (Pharmaceutical)
focused skill, they gain a +4 bonus to all selected skill checks checks instead.
instead. This feat can be taken multiple times. Each time it is
taken, it applies to a different Craft or Perform skill.
20.17 Menacing
20.10 Demolitions Expert Prerequisite CON 13
Benefit The character may use their CON modifier on Presence
Benefit If the character does not have Demolitions as a focused
checks to intimidate.
skill, they gain it as one, and have a +2 bonus to all Demolitions
checks.
Special If the character already has Demolitions as a focused
skill, they gain a +4 bonus to all selected skill checks instead.
20.18 Mount Affinity
Benefit If the character does not have Ride as a focused skill,
20.11 Educated they gain it as one, and have a +2 bonus to all Ride checks.
Special If the character already has Ride as a focused skill,
Pick a single Knowledge skill. they gain a +4 bonus to all Ride checks instead.
Benefit If the character does not have the selected skill as a
focused skill, they gain it as one, and have a +2 bonus to all
selected skill checks. 20.19 Savant
Special If the character already has the selected skill as a
focused skill, they gain a +4 bonus to all selected skill checks Choose a focused skill.
instead. This feat may be taken multiple times. Each time it is Prerequisite Known Skill (Any) 1 Rank.
taken, it applies to a different Knowledge skill. Benefit The character gains a bonus equal to their Character
Level for that skill immediately. This feat may be taken multiple
20.12 First Aid Expert times, each time selecting a different skill. When the character
gains a level, they also receive a +1 miscellaneous bonus to the
Benefit If the character does not have Treat Injury as a focused chosen skill.
skill, they gain it as one, and have a +2 bonus to all Treat Injury Special A character may take this feat multiple times. Each
checks. time a character takes the feat, they select a different focused
Special If the character already has Treat Injury as a focused skill.
skill, they gain a +4 bonus to all Treat Injury checks instead.

20.13 Hobbyist 20.20 Stealthy


Benefit A character may select any two unfocused skills. They Benefit If the character does not have Stealth as a focused skill,
are now considered focused skills. they gain it as one, and have a +2 bonus to all Stealth checks.
Special The character may take this feat multiple times, Special If the character already has Stealth as a focused skill,
selecting two different unfocused skills each time. they gain a +4 bonus to all Stealth checks instead.
45

20.21 Technosavant Normal The Critical Threat range for a long, quarter, or short
staff is 16-18.
Benefit If the character does not have Technology Use as a
focused skill, they gain it as one, and have a +2 bonus to all
Technology Use checks. 22.2 Staff Specialist
Special If the character already has Technology Use as a
focused skill, they gain a +4 bonus to all Technology Use checks Prerequisite Archaic Weapon Proficiency (Staffs), Staff Martial
instead. Arts, BAB 2+
Benefit When wielding a long, quarter, or short staff the
20.22 Vehicle Expert character gains an additional 5 feet of reach with the weapon
and can strike adjacent foes with the weapon.
Benefit The character gains a +4 bonus on all Drive checks.
Benefit If the character does not have Drive as a focused skill,
they gain it as one, and have a +2 bonus to all Drive checks. 22.3 Staff Mastery
Special If the character already has Drive as a focused skill,
Choose long staff, quarter staff, or short staff.
they gain a +4 bonus to all Drive checks instead.
Prerequisite Archaic Weapon Proficiency (Staffs), Staff Martial
Arts, Staff Specialist, BAB 4+
20.23 Well Spoken Benefit When wielding the chosen weapon, the Critical Threat
Benefit If the character does not have Speechcraft as a focused range is 12-18 and any natural roll of a 15-18 is an automatic hit.
skill, they gain it as one, and have a +2 bonus to all Speechcraft Special A character may take this feat up to three times. Each
checks. time a character takes the feat, they select a different weapon.
Special If the character already has Speechcraft as a focused Normal 16-18 are automatic hits without this feat.
skill, they gain a +4 bonus to all Speechcraft checks instead.

23 Thrown Weapon Feats


21 Spear Feats
23.1 Brutal Throw
21.1 Spear Martial Arts
Benefit You may add your POW modifier (instead of your
Prerequisite Archaic Weapon Proficiency (Spears)
MRK modifier) to attack rolls with thrown weapons. Also, when
Benefit When wielding a long spear, rifle bayonet, or short
the character throws a weapon, its range increment is doubled,
spear the Critical Threat range is 14-18.
increasing the thrown weapon range increment to 20’.
Normal The Critical Threat range for a long spear, rifle bayonet,
or short spear is 16-18. Normal A character attacking with thrown weapons adds his
MRK modifiers to the attack roll, and all thrown weapons have a
range increment of 10’.
21.2 Spear Specialist
Prerequisites Archaic Weapon Proficiency (Spears), Spear
23.2 Grenadier
Martial Arts, BAB 2+
Benefit When wielding a long spear, rifle bayonet, or short Benefit The character gains a +3 attack bonus on all attacks
spear, the character gains an additional 5 feet of reach with the made using a thrown explosive or splash weapon.
weapon and can strike adjacent foes with the weapon.

21.3 Spear Mastery 23.3 Power Throw


Choose long spear, rifle bayonet, or short spear. Prerequisites Pow +1 , Brutal Throw
Prerequisites Archaic Weapon Proficiency (Spears), Spear Benefit On the character’s turn, before making any attacks,
Martial Arts, Spear Specialist, BAB 4+ the character may choose to take a penalty on all thrown
Benefit When wielding the chosen weapon the Critical Threat weapon attack rolls and add the same number as a bonus to all
range is 12-18 and any natural roll of a 15-18 is an automatic hit. thrown weapon damage rolls. This number may not exceed the
Special A character may take this feat up to three times. Each character’s BAB. The penalty on attacks and bonus on damage
time a character takes the feat, they select a different weapon. applies until the character’s next turn.
Normal 16-18 are automatic hits without this feat.
23.4 Quick Throw
22 Staff Feats Prerequisites Brutal Throw
Benefit The character can throw thrown weapons, grenades,
22.1 Staff Martial Arts
and other objects for 3 Combat Points. When a character throws
Prerequisite Archaic Weapon Proficiency (Staffs) for this reduced cost, the range increment is reduced by 5’
Benefit When wielding a long, quarter, or short staff the Critical Normal Throwing a weapon, grenade, or object cost 5 Combat
Threat range is 14-18. Points.
46

24 Two Weapon Fighting Feats 24.7 Two Weapon Ranged Fighting


Prerequisites DEX 13, Proficient with weapon
24.1 Daishō User Benefit The character’s penalties for fighting with two ranged
Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two weapons are reduced by 1 for the primary hand and 3 for the
Weapon Melee Fighting off hand.
Benefit A character may wield a weapon they are proficient Special If the character has the Two Weapon Melee feat, they
with in their primary hand and a light weapon in their off hand. can mix both Ranged and Melee weapons.
When wielding two weapons in this manner, the primary weapon
has a +2 attack bonus.
25 Unarmed Combat Feats
Special The benefits of the Two Weapons Melee Fighting Feat
apply when using this feat. 25.1 Brawl
Benefit When making an unarmed attack, the character
24.2 Daishō Master receives a +1 bonus on attack rolls, and the character deals
non-lethal damage equal to 1d6+POW modifier.
Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two
Normal Unarmed attacks normally deal non-lethal damage
Weapon Melee Fighting, Two Weapon Defense, Improved Two
equal to 1d3+POW modifier.
Weapon Melee Fighting, Daishō User
Benefit A character may wield a weapon they are proficient
with in their primary hand and a light weapon in their off hand. 25.2 Combat Martial Arts
Both weapons receive a +3 attack bonus when they are wielded Benefit With an unarmed strike, the character deals lethal or
in this manner. non-lethal damage (character’s choice) equal to 1d4+POW. The
Special The benefits of the Improved Two Weapon Melee character’s unarmed attacks count as armed, which means that
Fighting feat apply when using this feat. opponents do not get AoO when the character attacks them
unarmed. The character may make AoO against opponents who
24.3 Improved Two-Weapon Melee Fighting provoke such attacks. Any feat that increases unarmed attack
damage can be used for lethal or non-lethal attacks.
Prerequisites STR 13, Two-Weapon Melee Fighting Normal A character deals only 1d3 points of non-lethal
Benefit The character’s penalties for fighting with two melee damage. Unarmed attacks normally provoke AoO and unarmed
weapons are reduced by 4 for the primary hand and 8 for the combatants cannot normally make AoO.
off hand.
Special If the character has the Two Weapon Ranged Fighting 25.3 Combat Throw
feat, they can mix both Ranged and Melee weapons.
Prerequisite Evasive Martial Arts
Benefit The character gains a +3 bonus on opposed STR and
24.4 Improved Two-Weapon Ranged Fighting DEX checks any time the character attempts Trip or Grapple
attacks, or when the character tries to avoid a Trip or Grapple
Prerequisites DEX 13, Two-Weapon Ranged Fighting, Proficient attack made against him or her.
with weapon
Benefit The character’s penalties for fighting with two ranged
weapons are reduced by 2 for the primary hand and 6 for the 25.4 Defensive Martial Arts
off hand. Prerequisite CON 13
Special If the character has the Two Weapon Melee Fighting Benefit The character gains 2/Unarmed Strike DR and
feat, they can mix both Ranged and Melee weapons. 1/Bludgeoning DR.

24.5 Two Weapon Defense 25.5 Improved Brawl


Prerequisites STR 13, Two Weapon Melee Fighting Prerequisites Brawl, BAB 1+
Benefit When wielding a double weapon or two weapons (not Benefit When making an unarmed attack, the character
including unarmed strikes), you gain a +1 equipment bonus to receives a +2 bonus on their attack roll, and the character deals
DEF. non-lethal damage equal to 2d6+POW.
Normal Unarmed attacks normally deal non-lethal damage
equal to 1d3+POW.
24.6 Two Weapon Melee Fighting
Prerequisite STR 13
25.6 Improved Combat Martial Arts
Benefit The character’s penalties for fighting with two melee Prerequisites Combat Martial Arts, BAB 1+
weapons are reduced by 2 for the primary hand and 6 for the Benefit The character’s unarmed strike Critical Threat range
off hand. improves to 15-18.
Special If the character has the Two Weapon Ranged Fighting Normal A character’s unarmed strike Critical Threat range is
feat, they can mix both Ranged and Melee weapons. 16-18 without this feat.
47

25.7 Improved Defensive Martial Arts Attack planes include military fighter and ground attack
planes.
Prerequisites CON 13, Defensive Martial Arts
Benefit The character gains 4/Unarmed Strike DR and Prerequisite Pilot 5+
1/Bludgeoning DR. Benefit The character takes no penalty on Pilot checks or attack
rolls made when operating an aircraft of the selected class.
Normal Characters without this feat take a −4 penalty on Pilot
25.8 Knockout Punch
checks made to operate an aircraft that falls in any of these
Prerequisites Brawl classes, and on attacks made with aircraft weapons. There is no
Benefit A character can spend 12 Combat Points to make penalty when the character operates a general purpose aircraft.
a single attack with a −2 penalty. If this attack is successful Special The character may gain this feat multiple times. Each
the character gains +4 damage dice. After the attack is made time the character takes the feat, the character selects a different
the character is considered flat-footed for a single round. This class of aircraft.
damage is non-lethal damage.
Special Even if the character has the ability to treat unarmed
damage as lethal damage, the damage from a knockout punch
is always non-lethal.
26.2 Surface Vehicle Operation
Select a class of surface vehicle (heavy wheeled, powerboat,
25.9 Pressure Point Strike sailboat, ship, or tracked). The character is proficient at operating
that class of vehicle.
Prerequisites Combat Martial Arts
Heavy wheeled class includes all kinds of semi-trucks and
Benefit When performing an unarmed strike, a character may
tractor-trailers, as well as wheeled construction vehicles (such
use their AGL modifier for damage instead of their POW Modifier.
as earth movers) and wheeled armored vehicles (such as some
armored personnel carriers).
25.10 Slam Throw Powerboats are engine-powered water vessels designed for
Prerequisites Evasive Martial Arts, Combat Throw operation by a single person and usually no more than 100 feet
Benefit A successful trip attempt by the character deals in length.
1d3+POW non-lethal damage to the target. Sailboats are wind-powered water vessels.
Special If a character that has any feats that turn non-lethal Ships are large, multi-crewed water vessels.
damage into lethal or increase the damage that unarmed attacks Tracked vehicles include bulldozers and tanks and other
cause, these increase the damage done by this feat. military vehicles.
Prerequisite Drive 5+
25.11 Street Fighting Benefit The character takes no penalty on Drive checks or
attack rolls made when operating a surface vehicle of the selected
Prerequisites Brawl
class.
Benefit Once per round, if the character makes a successful
melee attack with an unarmed strike or a light weapon, the Normal Characters without this feat take a −4 penalty on Drive
character deals an extra 2 damage dice of lethal or non-lethal checks made to operate a surface vehicle that falls under any of
damage. This damage dice is the same size as the one used for these classes, and to attacks made with vehicle weapons. There
the weapon used. is no penalty for operating a general-purpose surface vehicle.
Special A character may take this feat up to five times. Each
time the character takes the feat, they select a different class of
25.12 Unarmed Combat Specialist surface vehicle.
Prerequisite Brawl
Benefit When making an unarmed called shot attack, the
character receives a +4 competence bonus on their attack rolls.
Normal Unarmed called shot attacks fall under normal called 27 Weapon Proficiency Feats
shot rules, and the penalties that are associated with them.
27.1 Archaic Weapons Proficiency
26 Vehicle Feats Choose a weapon group from the following list: bows,
combat swords, fencing swords, axes, staffs, spears, picks, or
26.1 Aircraft Operations maces.
Select a class of aircraft (heavy aircraft, attack helicopters, Benefit The character makes attack rolls with the weapon
or attack planes). The character is proficient at operating that normally.
class of aircraft. Normal A character who uses a weapon without being
The heavy aircraft class includes jumbo passenger airplanes, proficient with it takes a −4 penalty on attack rolls.
large cargo planes, heavy bombers, and any other aircraft with Special A character may take this feat up to four times. Each
three or more engines or jet engines. time a character takes the feat, they select a different weapon
Attack helicopters include any helicopter with weapons. group.
48

Tutoring Normal Characters without this feat take a −4 penalty on


attack rolls made with personal firearms, and may not use attack
Categories Bows, Combat Swords, Fencing Swords, Axes, bonuses given by firearm upgrades.
Staves, Spears, Picks, and Maces Special The character with this feat can use black powder
Time 1 day firearms without penalty, but cannot reload them.
Benefit Attack penalty is reduced to −2
Tutoring

Time 1 day
27.2 Exotic Firearms Proficiency Benefit Can reload firearms and attack penalty is reduced
to −3
Choose either Cannons or Flamethrowers.
Prerequisites Personal Firearms Proficiency, Autofire Profi-
ciency
Benefit The character makes attack rolls with the weapon 27.5 Explosive Weapons Proficiency
normally.
Normal A character who uses a weapon without being Prerequisite Personal Firearms Proficiency
proficient with it takes a −4 penalty on attack rolls. Benefit When using a grenade launcher, rocket launcher, or
Special A character may take this feat up to two times. Each mortar the character makes attack rolls with the weapon normally.
time a character takes the feat, they select a different weapon Normal A character who uses a weapon without being
group. The flamethrower or flamer can not be used without this proficient with it takes a −4 penalty on attack rolls.
feat.

27.6 Improvised Weapon Proficiency


27.3 Exotic Melee Weapons Proficiency
Prerequisite Proficient with weapon
Choose any two exotic melee weapons.
Benefit You are considered proficient with all improvised
Benefit When using a chosen exotic weapon, the character
weapons that you would not be proficient with under normal
makes attack rolls with the weapon normally.
means. The GM decides which improvised weapon fits into which
Normal A character who uses a weapon without being
category. Also, the chance for an improvised weapon to break is
proficient with it takes a −4 penalty to attack.
reduced to 20%.
Special A character may take this feat multiple times. Each
time the character takes the feat, they select two different exotic
Example: Someone with Archaic Weapon Proficiency
melee weapons.
(Axes) might be able to pick up a camp axe and use
it as a hand axe with no penalty.
27.4 Personal Firearms Proficiency
Benefit The character can fire any personal firearm without Normal Without this feat, a character takes a −2 non-proficient
penalty and may use the attack bonuses a firearm receives from penalty with all improvised weapons. Improvised weapons have
upgrades. a 50% chance of breaking.
49

Chapter VI 1.2.2 Size Modifier

Combat Creature size categories are defined differently from the size
categories for weapons and other objects. Since this size modifier
applies to Defense against a melee weapon attack or a ranged
Combat is played out in rounds. In each round everyone acts weapon attack, two creatures of the same size strike each other
in turn in a regular cycle. Combat usually runs in the following normally. Creature sizes are compatible with vehicle sizes.
way:

1. The GM determines which characters are aware of their 1.2.3 Range Increment and the Range Penalty
opponents at the start of the battle. If some but not all of the
combatants are aware of their opponents, a surprise round The range penalty for a ranged weapon depends on what
happens before regular rounds begin. The combatants who weapon the character is using and how far away the target is. All
are aware of their opponents can act in the surprise round,
ranged weapons and thrown weapons have a range increment.
so they roll for initiative. In initiative order (highest to lowest),
Any attack from a distance of less than one range increment
combatants who started the battle aware of their opponentsis not penalized for range. However, each full range increment
each spend half of their Combat Points. Combatants who causes a cumulative −2 penalty on the attack roll. When a weapon
were unaware don’t get to act in the surprise round. If uses shotgun shells, the range increment affects both its attack
no one or everyone starts the battle aware, there is no roll and its damage roll, providing a cumulative −2 penalty for
surprise round. each. A thrown weapon has a maximum range of five range
increments. Ranged weapons that fire projectiles can shoot up to
2. Combatants who have not yet rolled initiative do so. All ten increments.
combatants are now ready to begin their first regular round.

3. Combatants act in initiative order. 1.3 Damage


4. When everyone has had a turn, the combatant with the When a character hits with a weapon they deal damage
highest initiative acts again, and steps 2 and 3 repeat until according to the type of weapon. Effects that modify weapon
combat ends. damage also apply to unarmed strikes and the natural physical
attack forms of creatures. Damage is deducted from the target’s
current HP.
1 Combat Statistics Weapons with multiple damages that appear with a slash
provide the listed damages at the same time. Weapons with
This section summarizes the fundamental combat statistics. multiple damage without the slash can apply one of the damages,
at the discretion of the attacker. The type of damage must be
1.1 Attack Roll declared before the attack.

An attack roll represents a character’s attempts to strike an


opponent on the character’s turn in a round. When a character 1.3.1 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 1,
damage. Many modifiers can affect the attack roll. a hit still deals 1 point of damage.
A natural 3 on the attack roll is always a miss. A natural 18
is always a hit. A natural 16-18 is also always a critical threat (a 1.3.2 Strength Bonus
possible critical strike) unless stated otherwise. If the character is
not proficient in the weapon they are attacking with, that character When a character hits with a melee weapon or thrown weapon,
takes a −4 penalty on the attack roll. add their POW modifier to the damage.
When a character deals damage with a weapon in their off
1.2 Attack Bonus hand, add only ½ of the character’s POW modifier.

A character’s attack bonus with a melee weapon is


BAB + FOC modifier + Size modifier Wielding a Weapon Two-Handed When a character deals
A character’s attack bonus with a ranged weapon is damage with a weapon that they are wielding two-handed, add
BAB + MRK modifier + Size modifier − Range penalty 1½ times the character’s POW modifier. However, when using
a light weapon two-handed only the character’s normal POW
modifier applies to the damage roll.
1.2.1 Focus and Marksmanship Modifier
Focus in STR helps a character swing a weapon harder and 1.3.3 Multiplying Damage
faster, so a character’s FOC modifier applies to melee attack rolls.
Marksmanship in DEX measures coordination and steadiness, Sometimes damage is multiplied by some factor. In this case,
so a character’s MRK modifier applies when the character attacks roll the damage (with all modifiers) and multiply the damage by
with a ranged weapon. the multiplier.
50

1.4 Critical Strikes Table 34: Size Modifier to Defense


When a character makes an attack roll and receives a natural
16-18, the character hits regardless of the target’s DEF and the 1.5.4 Movement Modifier
character has scored a critical threat.
When a combatant moves during combat, they become harder
A critical strike immediately targets a character’s CHP,
to hit. For every 10 feet beyond the first 30 feet a character
regardless of whether they have any XHP remaining. If a character
moves they gain a +1 bonus to their DEF until their next turn.
has no XHP remaining, then the damage done by the attack is
multiplied by 1.5, rounded up. Some weapons have an expanded
critical threat range, making a critical strike more likely. However, 1.5.5 Miscellaneous Modifiers
even with these weapons, only a 16-18 is an automatic hit. Objects
(including vehicles) and some types of creatures are immune to Other factors can add to a character’s DEF.
critical strikes. An 16-18 is always a successful hit, but does not
affect the CHP unless it is a critical strike. All firearms have a Feats Some feats give a bonus to a character’s DEF.
critical range of 16-18. Critical strikes ignore any armor that the
character is wearing.
Natural Armor Some creatures have natural armor which
usually consists of scales, fur, or layers of thick muscle.
1.5 Defense (DEF)
A character’s Defense represents how hard it is for opponents Dodge Bonuses Some other DEF bonuses represent actively
to land a solid, damaging blow on the character. It is the attack avoiding blows. These bonuses are called dodge bonuses. Any
roll result that an opponent needs to achieve to hit the character. situation that denies a character their AGL modifier also denies
The average unarmored civilian has a DEF of 10. A character’s their dodge bonuses.
DEF is equal to
10+AGL+Equipment bonus+Size+Movement+Misc
1.6 Touch Attacks
1.5.1 Agility Modifier Some attacks disregard armor. In these cases, the attacker
If a character’s agility is high, they are particularly adept at makes a touch attack roll (either a ranged touch attack roll or a
dodging blows or gunfire. If a character’s agility is low, they are melee touch attack roll). The attacker makes their attack roll as
particularly inept at it. Characters apply their AGL modifier to DEF. normal, but a character’s DEF does not include any equipment
Sometimes a character can’t use their AGL Modifer. If a character or armor bonus. Any other modifiers such as AGL, Size, and
can’t react to a blow, that character can’t use their AGL bonus to Movement apply normally.
Defense.

2 Injury and Death


1.5.2 Equipment Bonus
Armor provides Damage Reduction to anyone who wears it, There are two types of HP, Core and Extended. CHP measures
but a character who is proficient in the use of a certain type how much true physical damage a character can take and XHP
of armor receives the bonus to DEF. This bonus represents the measures a character’s ability to turn a more serious hit into a
armor’s ability to protect the character from blows. Sometimes a graze or glancing blow. A character’s XHP are always deducted
character can’t use their equipment bonus to Defense. If an attack first unless a character takes a critical strike.
will damage the character just by touching them, that character
can’t add their equipment bonus. 2.1 Non-lethal Damage
1.5.3 Size Modifier Non-lethal damage is dealt by unarmed attacks and some
weapons. Melee weapons that deal lethal damage can be wielded
The bigger an opponent is, the easier it is to hit in combat. The so as to deal non-lethal damage, but the attacker takes a −4
smaller it is, the harder it is to hit. Since this same modifier applies penalty on attack rolls for trying to deal non-lethal damage
to attack rolls a creature doesn’t have a hard time attacking instead of lethal damage. A ranged weapon that deals lethal
another creature of the same size. damage can’t be made to deal non-lethal damage (unless it is
used as an improvised melee weapon).
Size Size Modifier
Non-lethal damage affects the target’s XHP only. If the non-
Colossal −8 lethal damage equals or exceeds the XHP score, the target must
Gargantuan −4 make a Fortitude Saving Throw [TN15]. If the target succeeds on
Huge −2 the saving throw, the target is dazed for 1 round and they fall to
Large −1 1 XHP. If the target fails, they are knocked unconscious for 1d4+1
Medium +0 rounds.
Small +1 If the non-lethal damage from a single hit equals or exceeds
Tiny +2 half or more of the target’s current CHP, the target must make a
Diminutive +4 Fortitude Saving Throw [TN18]. If the target fails the saving throw,
Fine +8 they are stunned for 1d4 rounds and drop any held weapon.
51

2.2 Bleeding • If a character is hit in the head and is not wearing a helmet
that protects against the damage, the attack is automatically
When a character takes more than 3 points of Slashing, Piercing,
considered to be a critical strike and they are stunned for
or Ballistic damage to CHP or XHP in a single attack, and they
1d3 rounds.
are not wearing armor to stop the type of damage, they are now
bleeding. When a character is bleeding, they lose HP at the rate These penalties and damage stay until the character undergoes
of 1d3 per 3 points of applicable damage taken per attack. Bleed successful surgery and receives at least two weeks of long term
damage will stack with any bleed damage the character already care.
has.

Example: A character already has 1d3 bleed damage and 2.4 Disabled (0 Hit Points)
takes another 5 damage, they now bleed 2d3 per round.
When a character’s current CHP drop to exactly 0 the character
Bleed damage is accounted for after the player has finished is disabled. The character is not unconscious, but they are close to
their turn. In order to stop bleeding, they must receive first aid it. The character can only spend 4 Combat Points. If the character
(Treat Injury check [TN10]). This is a temporary fix and lasts for attacks or perform any other action the GM deems as strenuous,
5d4 minutes before it must be reapplied. In order to permanently the character takes 1 point of Core damage after completing the
stop bleeding, a character must undergo Surgery (Treat Injury act. Unless the activity increased the character’s HP the character
check [TN25]). A character also takes a −1 penalty to attack for is now at −1 CHP and is dying. Healing that raises the character
each bleed damage die they have. above 0 CHP makes them fully functional again, just as if the
Bleeding does not stop if a character is considered disabled, character had never been reduced to 0 or lower. A character
or dying. can also become disabled when recovering from dying. In this
case it is a step up along the road to recovery and the character
can have fewer than 0 CHP.
2.2.1 Embedding
Objects that can be embedded cause a rather nasty wound.
Any weapon that causes bleed damage from a ranged attack 2.5 Dying (−1 to −9 Hit Points)
and can be embedded gains +1 bleed dice for that attack.
When a character’s current CHP drop below 0, the character is
dying. A dying character has a current CHP total between −1 and
Example: A character is hit with a throwing knife(which
−9.
can be embedded) to his CHP for 3 damage. They bleed
A dying character immediately falls unconscious and can take
2d3 per round instead of 1d3.
no actions.
A dying character still takes bleed damage at the end of their
turn.
2.3 Extremity Damage
If a character is hit anywhere during a called shot attack with a 2.5.1 Recovering without Help
Piercing, Bludgeoning, Slashing, Plasma, or Ballistic weapon and
that weapon does more than 3 points of damage to that extremity, Each round a dying character makes a Fortitude Saving Throw
then the character takes extremity damage. A character can both [TN20]. If the saving throw fails the character is still considered
bleed and take extremity damage. dying and must make another saving throw on their turn the next
round.
• If the character is hit in the arm they take a −6 penalty to If the saving throw succeeds the character becomes stable. A
any skill or ability check using that arm. stable character regains consciousness, becoming disabled. The
character’s current CHP total remains where it is unless otherwise
• If the character is hit in the hand they take a −12 penalty to
affected, however, even though it is negative. If the saving throw
any skill or ability check using that hand and cannot use
fails the character remains unconscious. A dying character still
weapons in that hand.
takes bleed damage at the end of their turn.
• If the character is hit in the leg the Combat Points cost to An unaided stable, conscious character who has negative CHP
move is doubled. (and is disabled) doesn’t heal naturally. Instead, the character
makes a Fortitude Saving Throw [TN20] each day to start
– If both legs are hit they drop prone, can only spend recovering HP naturally that day; if the saving throw fails, they
enough Combat Points to move 5’ every round, and lose 1 CHP. Once an unaided character starts recovering HP
cannot pick themselves up, but can otherwise spend naturally the character is no longer in danger of losing additional
Combat Points as normal. CHP (even if their current CHP total is still negative).
• If the character is hit in the foot the Combat Points cost to
move is tripled. 2.5.2 Recovering with Help

– If both feet are hit they drop prone, can only spend A dying character can be made stable with a Treat Injury check
enough Combat Points to move 5’ every round, and [TN15]. If successful, the character becomes disabled. Even while
cannot pick themselves up, but can otherwise spend disabled the character recovers HP naturally and they can return
Combat Points as normal. to normal activity when their CHP goes above 0.
52

2.6 Dead (−10 hit points or lower) 5 Combat Points


When a character’s current CHP drop to −10 or lower they are
dead. A character can also die if their CON is reduced to 0. Dead A character’s Combat Point score determines how many
characters can perform no actions, have 0 Combat Points, and actions a character can perform during their turn. A character
may take no actions. can perform as many actions as they have Combat Points. Any
Combat Points left over do not cycle over between rounds. Every
character has 15 Combat Points to spend per round.
3 Healing
After taking damage, a character can recover HP through
natural healing (over the course of days) or through medical
technology (somewhat faster). In any case, a character can’t
regain HP past their full normal total. A character’s CHP heal first
and then their XHP.
6 Saving Throws

Generally, when a character is subject to an unusual attack,


3.1 Natural Healing
they receive a saving throw to avoid or reduce the effect. A
A character recovers 1 HP per level per evening of rest (8 saving throw is a 3d6 roll plus a bonus based on the character’s
hours of sleep). A character undergoing complete bed rest (doing level (the character’s Base Save Bonus) and an ability modifier. A
nothing for an entire day) recovers 2 HP per level instead. natural 3 on a saving throw is always a failure. A natural 18 is
always a success. A character’s saving throw bonus is:

BSB+Ability modifier+Misc. modifiers


3.2 Healing Ability Damage
The TN for a saving throw is determined by the attack itself.
Ability damage returns at the rate of 1 point per evening of
rest (8 hours of sleep). A character undergoing complete bed rest
(doing nothing for an entire day) recovers 2 points instead.

3.3 Recovering from Extremity Wounds 6.1 Saving Throw Types


When a character is hit in the extremity, they lose all ability
to use that extremity successfully. A character recovering from
The three kinds of saving throws are:
extremity damage needs at least two weeks of long term care
to be partially functional. For every two weeks beyond the initial
two weeks of care the character recovers 2 HP that were lost by
being hit in an extremity.

Fortitude Saving Throw These saves measure a character’s


4 Temporary Hit Points ability to stand up to massive physical punishment or attacks
against their vitality and health such as poison and paralysis.
Certain effects can give a character temporary HP. When a Apply a character’s CON modifier to their Fortitude Saving Throws.
character gains temporary HP make a note of their current HP
before adding the temporary HP. When the temporary HP goes
away, the character’s HP drop to that score. If the character’s
HP are already below that score, all the temporary HP have
already been lost and the character’s HP total does not drop.
When temporary HP are lost, they can’t be restored as real HP Reflex Saving Throw These saves test a character’s ability to
can be, even with medical treatment. dodge massive attacks such as explosions or car wrecks. Often,
when damage is inevitable, a character receives a Reflex Saving
CON Increases & Current HP Throw to take only half damage. Apply the character’s AGL
modifier to their Reflex Saving Throw.
An increase in a character’s CON score, even a temporary
one, can give the character more CHP and XHP but
these are not temporary HP. They can be restored
through normal healing. When a character’s CON
goes back to normal after a temporary increase or is
permanently reduced the character’s full normal HP go Will Saving Throw These saves reflect a character’s resistance
down accordingly. to mental influence and domination effects. Apply the character’s
WIS modifier to their Will Saving Throw.
53

7 Initiative 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
Each combatant can do something every round. The 0 is unconscious. Ability damage is different from penalties to
combatants’ initiative checks, from highest to lowest, determine ability scores, which go away when the conditions causing them
the order in which they act, from first to last. If characters enter go away.
a battle after it has begun, they roll initiative at that time and act
whenever their turn comes up in the existing order.

9.2 Ability Drained


7.1 Initiative Checks
At the start of a battle, each combatant makes a single initiative The character has permanently lost 1 or more ability score
check. An initiative check is a DEX check. Each character applies points. A character with STR 0 falls to the ground and is helpless.
their AGL modifier to the roll, plus any other modifiers. The GM A character with DEX 0 is paralyzed. A character with CON 0 is
finds out what order characters are acting in, counting down from dead. A character with INT, WIS, or CHA 0 is unconscious.
highest result to lowest, and each character acts in turn. On all
following rounds the characters act in the same order unless a
character takes an action that results in their initiative changing
(see Special Initiative Actions). If two or more combatants have
9.3 Blinded
the same initiative check result, the combatants who are tied go
in order of total initiative modifier (including DEX modifier and The character cannot see. He takes a −2 penalty to Defense,
Improved Initiative bonus, if applicable). If there is still a tie, the loses his DEX bonus to Defense (if any), Movement cost is doubled,
character with the highest DEX goes first. If there is still a tie, the and takes a −4 penalty on Perception checks and on most STR and
characters who tie reroll for the position. 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
8 Surprise blinded for a long time grow accustomed to these drawbacks and
can overcome some of them.
When a combat starts, if a character was not aware of his
enemies and they were aware of the character, that character
is surprised. Likewise, a character can surprise their enemies
if the character knows about them before they’re aware of the
9.4 Confused
character.
The character is puzzled by something they have seen or heard,
If some but not all of the combatants are aware of their
and are therefore hesitant on completing actions. All of a confused
opponents, a surprise round happens before regular rounds
character’s action costs are increased by 3 Combat Points.
begin. The combatants who are aware of the opponents can
act in the surprise round, so they roll for initiative. In initiative
order (highest to lowest) combatants who started the battle aware
of their opponents each can spend half of their Combat Points 9.5 Dazed
during the surprise round. If no one or everyone is surprised, the
surprise round does not occur. The creature is unable to act normally. A dazed creature can
take no actions but has no penalty to Defense. A dazed condition
Unaware Combatants typically lasts 1 round.

Combatants who are unaware at the start of battle do not get


to act in the surprise round. Unaware combatants are flat-footed.
Because of this, they lose any AGI bonus to Defense. 9.6 Dead

The character’s CHP have been reduced to −10, his CON is


9 Conditions Summary reduced to 0, or he is killed outright by an effect. The character’s
soul/aura/nothing leaves his body. Dead characters cannot
If more than one condition affects a character, apply them benefit from normal healing. A dead body decays normally
all. If certain effects can’t combine, apply the most severe effect. unless preserved.
If a character is already suffering from an identical summary, the
new summary’s length will not add to previous one unless the
duration is greater, and only the difference in duration will be
added. 9.7 Deafened

9.1 Ability Damaged A deafened character cannot hear. They take a −4 penalty on
initiative checks and automatically fails Perception checks that
The character has temporarily lost 1 or more ability score points. involve hearing. Characters who remain deafened for a long time
Lost points return at a rate of 1 per day unless noted otherwise by grow accustomed to these drawbacks and can overcome some
the condition dealing the damage. A character with STR 0 falls to of them.
54

9.8 Disabled only way to escape. Frightened is like Shaken, except that the
creature must flee if possible. Panicked is a more extreme state
A character with 0 CHP, or one who has negative core hit
of fear.
points but has become stable and conscious, is disabled. The
character can only spend 5 Combat Points. Performing any action
the game master deems strenuous deals 1 point of damage after 9.15 Grappling
the completion of the act. Unless the action increased the disabled
character’s hit points, they are now in negative hit points and Engaged in wrestling or some other form of hand-to-hand
dying. A disabled character with negative hit points recovers hit struggle with one or more attackers. A grappling character can
points naturally if they are being helped. Otherwise, each day undertake only a limited number of actions. He does not threaten
they have a 10% chance to start recovering hit points naturally any squares and loses his DEX bonus to Defense (if any) against
(starting with that day); otherwise, they lose 1 CHP. Once an opponents he isn’t grappling. See Grapple.
unaided character starts recovering hit points naturally she is
no longer in danger of losing hit points (even if their current hit
points are negative). 9.16 Helpless
A helpless character is paralyzed, held, bound, sleeping,
9.9 Dying unconscious, or otherwise completely at an opponent’s mercy.
A helpless target is treated as having a DEX of 0 (−5 modifier).
A dying character is unconscious and near death. They have
Melee attacks against a helpless target get a +4 bonus (equivalent
between −1 and −9 CHP. A dying character can take no actions
to attacking a prone target). Ranged attacks receive no special
and is unconscious. At the end of each round (starting with the
bonus against helpless targets.
round in which the character dropped below 0 CHP), the character
loses 1 HP. If a dying character reaches −10 CHP they are dead.
9.17 Inebriated
9.10 Entangled
Drunken and consumed too much alcohol. An inebriated
The character is ensnared. Being entangled impedes character takes a −4 on all attack rolls and their Combat Points
movement, but does not entirely prevent it unless the bonds cost to move is doubled.
are anchored to an immobile object or tethered by an opposing
force. An entangled creature moves at twice the Combat Point
cost and takes a −2 penalty on all attack rolls and a −4 penalty 9.18 Invisible
to DEX.
Visually undetectable. An invisible creature gains a +2 bonus on
attack rolls against sighted opponents and ignores its opponent’s
9.11 Exhausted DEX bonuses to Defense (if any).
An exhausted character moves at twice the Combat Point
cost and takes a −6 penalty to STR and DEX. After 1 hour of 9.19 Knocked Down
complete rest an exhausted character becomes fatigued. A
fatigued character becomes exhausted by doing something else Depending on their size, creatures can be knocked down by
that would normally cause fatigue. winds of high velocity. Creatures on the ground are knocked
prone by the force of the wind. Flying creatures are instead
blown back 1d6×10’.
9.12 Fatigued
A fatigued character takes a −2 penalty to STR and DEX. Doing
anything that would normally cause fatigue causes the fatigued 9.20 Nauseated
character to become exhausted. After 8 hours of complete rest,
Experiencing stomach distress. Nauseated creatures are unable
fatigued characters are no longer fatigued.
to spend Combat Points on attacks, speaking, or do anything else
requiring attention. The only action such a character can spend
9.13 Flat-Footed Combat Points on are move actions.
A character who has not yet acted during a combat is flat-footed
and is not yet reacting normally to the situation. A flat-footed 9.21 Panicked
character loses his DEX bonus to Defense (if any) and cannot
make an AoO. A panicked creature must drop anything it holds and flee at top
speed from the source of its fear, as well as any other dangers it
encounters, along a random path. It can’t take any other actions.
9.14 Frightened
In addition, the creature takes a −2 penalty on all saving throws,
A frightened creature flees from the source of its fear as best skill checks, and ability checks. If cornered, a panicked creature
it can. If unable to flee, it may fight. A frightened creature takes cowers. A panicked creature can use special abilities to flee;
a −2 penalty on all attack rolls, saving throws, skill checks, and indeed, the creature must use such means if they are the only
ability checks. A frightened creature can use special abilities, to way to escape. Panicked is a more extreme state of fear than
flee; indeed, the creature must use such means if they are the shaken or frightened.
55

9.22 Paralyzed 9.30 Unconscious


A paralyzed character is frozen in place and unable to move Knocked out and helpless. Unconsciousness can result from
or act. A paralyzed character has effective DEX and STR scores having current CHP between −1 and −9 or from losing all XHP due
of 0 and is helpless, but can take purely mental actions. A winged to a non-lethal attack.
creature flying in the air at the time that it becomes paralyzed
cannot flap its wings and falls. A paralyzed swimmer can’t swim
and may drown. A creature can move through a space occupied
by a paralyzed creature—ally or not. Each square occupied by 9.31 Unnerved
a paralyzed creature, however, counts as 2 squares.
An unnerved character has lost their demeanor. They take a
−1 penalty on attack rolls, saving throws, skill checks, and ability
9.23 Pinned checks. Unnerved is a less severe state of fear than shaken,
frightened, or panicked.
Held immobile (but not helpless) in a grapple.

9.24 Prone
10 Environments
The character is on the ground. An attacker who is prone has
a −4 penalty on melee attack rolls, but a +2 to ranged attack rolls. 10.1 Darkness and Light
A defender who is prone gains a +4 bonus to Defense against
ranged attacks, but takes a −4 penalty to defense against melee It’s a rare mission that doesn’t end up in the dark somewhere
attacks. and characters need a way to see. See Table: Light Sources for
the radius that a light source illuminates and how long it lasts.
The light sources listed are for light being broadcast in a circle
9.25 Rattled
from their origin.
A rattled character is visibly disturbed, and can barely function.
A rattled character takes a −4 penalty on attack rolls, saving
throws, skill checks, and ability checks. Item Light Duration
Candle 10’ 12 hours
Torch 20’ 2 hours
9.26 Shaken Halogen lantern 40’ 1 day
A shaken character takes a −2 penalty on attack rolls, saving Match 10’ 1 round
throws, skill checks, and ability checks. Shaken is a less severe Lighter 10’ 1 hour
state of fear than frightened, rattled or panicked, but worse than Road Flare 40’ 1 hour
unnerved. Chemical Light Stick 10’ 6 hours

Table 35: Light Sources


9.27 Sickened
The character takes a −2 penalty on all attack rolls, melee Darkness and light levels are sectioned off into four levels, stated
weapon damage rolls, saving throws, skill checks, and ability below.
checks.
• Fully Illuminated Fully illuminated light means everything
9.28 Stable in the area or room is relatively visible, with a adequate light
source. There are no penalties when in a fully illuminated
A character who was dying but who has stopped losing hit environment.
points and still has negative hit points is stable. The character
is no longer dying, but is still unconscious. If the character has
• Shadows Shadow light means that there are shadows that
become stable because of aid from another character (such as a
are cast, usually by a singular, weak light source. All targets
Treat Injury check), then the character no longer loses hit points.
within shadow light have 20% concealment.
He has a 10% chance each hour of becoming conscious and
disabled (even though his hit points are still negative). If the
character became stable on his own and hasn’t had help he is • Near Total Darkness Near total darkness means that there
still at risk of losing hit points. Each hour, he has a 10% chance of is a light source, but it may be far away, or extremely
becoming conscious and disabled. Otherwise he loses 1 hit point. weak. All targets within Near total darkness light have 40%
concealment.

9.29 Stunned
• Total Darkness Total darkness means there is no light
A stunned creature can only spend half of their Combat Points, source whatsoever to illuminate the area. All targets within
rounded down, takes a −2 penalty to Defense, and loses his DEX total darkness light have 50% concealment, and their
bonus to Defense (if any). location must be guessed.
56

10.2 Heat and Cold [TN10] every round to continue holding their breath. Each round,
the TN of the CON check increases by 1. When the character fails
Temperature Ranges: Extremely Cold, Very Cold, Cold, Mild, Hot,
one of these CON checks they begin to suffocate or drown. In
Very Hot, Extremely Hot
the next round the character falls unconscious. In the following
A character’s clothing and armor may protect them from certain round, the character is considered dying. In the third round after
temperature ranges. If a character is in a hot or cold environment failing the check the character dies of suffocation or drowning.
not counteracted by their armor, 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 10.6 Smoke
is. For one step removed, the saving throw must be attempted
Characters breathing heavy smoke or similar toxic gases
every hour and the character loses 1d4 hit points on failure. For
must make a Fortitude Saving throw [TN10], TN+1 for each
two steps removed, the saving throw must be attempted every
previous check, each round or spend that round choking and
ten minutes and the character loses 1d6 hit points on failure.
coughing. Characters who choke for 2 consecutive rounds take
For three or more steps removed, the saving throw must be
1d6 points of damage. Smoke also obscures vision, giving one-half
attempted every minute and the character loses 2d6 hit points on
concealment (20% miss chance) to characters within it.
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 10.7 Strangulation
are considered fatigued. If a character takes no action besides
counteracting the heat or cold, by sitting in the shade or huddling When a character is strangled by an instrument or an attacker,
for warmth or other such activities, they can reduce the severity use the rules below. A character can strangle or choke a target
of the environmental damage by one step. 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
10.3 Catching on Fire check. If the grapple succeeds, the attacker can choose to deal
Characters exposed to open flames might find their clothes, normal unarmed damage as well as choke the target. The target
hair, or equipment on fire. Characters at risk of catching fire can hold his of her breath for a number of rounds equal to their
are allowed a Reflex Saving Throw [TN15] to avoid this fate. If CON score. After this period of time, the target must make a
a character’s clothes or hair catch fire, they take 2d6 points CON check [TN(10 +1 for each previous check)] every round to
of damage immediately. In each subsequent round, the burning continue holding their breath. The target begins to suffocate on a
character must make another Reflex Saving Throw. Failure means failed check (see Suffocation and Drowning). If at any time the
they take another 2d6 points of damage that round. Success target breaks free or slips free of the grapple the stranglehold is
means that the fire has gone out. That is, once the character broken (although any damage that was dealt remains). Note that
succeeds at the saving throw, they are no longer on fire. A a grappled target who is not pinned can use a melee attack to
character on fire may automatically extinguish the flames by strangle their attacker.
jumping into enough water to douse him or herself. If no body of
water is at hand, rolling on the ground or smothering the fire with 10.8 Falling
blankets or the like permits the character another saving throw
with a +4 bonus. A character takes 1d6 points of damage for every 10’ of a fall,
to a maximum of 100d6 points. If the character succeeds on a
Reflex Saving Throw (TN10, +1 for each 10’ fallen), this damage
10.4 Starvation and Thirst is halved. If the saving throw fails full damage is applied. A
Sometimes characters might find themselves without food and character can make an Acrobatics check [TN15] to treat a fall as
water. In normal climates characters need at least ½ gallon of if it were 10’ shorter when determining the damage and Reflex
fluids and about ¼ pound of decent food per day to avoid the saving throw TN required by the fall.
threat of starvation. In very hot climates characters need two or
three times as much water to avoid dehydration. A character can 10.9 Falling Objects
go without water for one day plus a number of hours equal to
their CON score. After this, the character must make a CON check Objects that fall upon characters (or creatures or vehicles) deal
each hour [TN(10 +1 for each previous check)] or take 1d6 points damage based on their size and the distance fallen as noted
of CHP damage. A character can go without food for three days, on Table: Damage from Falling Objects. Objects deal the initial
in growing discomfort. After this, the character must make a CON damage given in Table: Damage from Falling Objects if they fall
check each day [TN(10 +1 for each previous check)] or sustain 10’ or less. An object deals an additional 1d6 points of damage
1d3 points of CHP damage. Damage from thirst or starvation for every 10’ increment it falls beyond the first (to a maximum
cannot be recovered until the character receives water or food, of 200d6 points of damage). Objects of Fine size are too small
as needed. to deal damage, regardless of the distance fallen. A successful
Reflex Saving Throw indicates that the target takes half damage.
The size of the falling object determines the saving throw TN. If
10.5 Suffocation and Drowning
the saving throw fails by 10 or more, and the object is at least
A character in an airless environment (underwater, vacuum) can three size categories larger than the character, the character is
hold their breath for a number of rounds equal to their CON score. pinned under the fallen object. A pinned character cannot move
After this period of time the character must make a CON check but is not helpless. The character can make a STR check to lift
57

Object Size Examples Initial Damage Reflex Save TN STR Check TN


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

Table 36: Falling Objects

the object off of him or herself or an Acrobatics check [TN25] to has no effect on them—the character’s immune system fights
get out from underneath. The GM can modify the TNs for these off the infection. If the character fails the saving throw they take
checks based on the circumstances. damage after an incubation period; once per day thereafter, the
character must succeed at a Fortitude Saving Throw to avoid
secondary damage. Two successful saving throws in a row
indicate that the character has fought off the disease and recovers,
10.10 Poison taking no more damage.
The characteristics of some treatable diseases are summarized
When a character takes damage from an attack with a poisoned below.
weapon, consumes a poisonous substance, inhales a poisonous
gas, or is otherwise poisoned the character must make a Fortitude
saving throw. If the character fails, they take the poison’s full
initial damage (usually ability damage). If they succeed, they 10.11.1 Type
take half of the initial damage, rounded up. The character faces
secondary damage 30 seconds later. This secondary damage The disease’s method of delivery—ingested, inhaled, or via an
also requires a Fortitude saving throw to avoid by half. injection—and the TN needed to save. Most diseases that are
Poisons are detailed in the Craft (Chemical) Skill description. inhaled can also be ingested (and vice versa).
Poisonous liquids are usually administered through injection or
by application to a weapon. Poisonous gases must be inhaled to 10.11.2 Incubation Period
be effective. Poisonous solids are usually ingested with food or
The amount of time before initial damage takes effect if the
drink.
victim fails their Fortitude Saving Throw.

10.10.1 Perils of Using Poison


10.11.3 Initial Damage
A character has a 5% chance (roll a d%) to expose him or
The damage the victim takes after the incubation period.
herself to a poison whenever the character applies it to a weapon
or otherwise readies it for use. Additionally, a character who rolls
a 3 on an attack roll with a poisoned weapon must succeed at a 10.11.4 Secondary Damage
Reflex Saving Throw [TN15] or accidentally poison him or herself The amount of damage the character takes one day after
with the weapon. taking initial damage if they fail a second saving throw. This
damage is taken each day the saving throw fails.
10.10.2 Poison Immunity
Creatures with natural poison attacks are immune to their own 10.12 Acid
poison. Nonliving creatures and creatures without metabolisms
Corrosive acids deal damage each round of exposure. The
are immune to poison. Certain kinds of creatures are immune to
amount of damage varies depending on the acid’s strength as
poison, as detailed in their descriptions, though it is conceivable
noted below.
that a special poison could be synthesized specifically to harm
them. Acid Strength Splash Attack* Total Immersion*
Mild 2d6 4d6
10.11 Disease Potent 4d6 8d6
Concentrated 6d6 12d6
When a character is exposed to a treatable disease, the
character must make an immediate Fortitude Saving Throw. The *Damage per round of exposure.
victim must make this roll when they come into contact with an
infectious carrier, touches an item smeared with diseased matter, Table 38: Acid Damage
consumes food or drink tainted with a disease, or suffers damage Acid damage from an attack reduces hit points. A character
from a contaminated attack. If the character succeeds the disease fully immersed in acid takes potentially more damage per round
58

Disease Type Fort Save TN Incubation Period Initial Damage Secondary Damage
Anthrax Inhaled/Injected 16 1d2 days 1 CON 1d4 CON*
Smallpox Inhaled/Contact 15 2d4 days 1 STR and 1 CON 1d2 STR and 1d2 CON
Pneumonia Inhaled 12 1d4 days 1 STR 1d3 STR and 1d3 CON
Hantavirus Injected 14 1 day 1d2 STR 1d2 STR* and 1d2 CON*
Necrotizing faciitis Contact 13 1d6 days 1 CON 1d3 CON*
West Nile virus Injected 12 1d4 days 1 DEX and 1 CON 1d2 DEX and 1d2 CON*
Gastroenteritis Ingested 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 Ingested 14 1 day Sickened 1 DEX and 1 STR
Food Poisoning Ingested 15 1d4 days Sickened 1d2 DEX
* If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged).

Table 37: Disease

of exposure than a character splashed with acid. The fumes from the beginning or end of a round. A round can be a segment of
most acids are inhaled poisons. Those who come within 5’ of a game time starting with the first character to act and ending with
large body of acid must make a Fortitude Saving Throw [TN15] or the last, but it usually means a span of time from a certain round
take 1 point of temporary CON damage. A second saving throw to the same initiative number in the next round. Effects that last
must succeed 1 minute later to avoid taking another 1d4 points of a certain number of rounds end just before the same initiative
CON damage. count that they began on.

10.13 Electricity
11.1.1 Combat Points
Electrical hazards come in many forms, including stun guns,
downed power lines, and electric security fences. Table: Electricity
Combat Points are a measurement of how much a character
Damage gives damage values for various electrical hazards based
can do in a single round. A character may spend as many Combat
on relative voltage. A character can make a Fortitude saving throw
Points as they possess, but once they spend all of their Combat
to reduce the damage by half. If that character is grounded or is
Points their turn is over.
otherwise insulated from the current, a successful saving throw
indicates that no damage is suffered.

11.1.2 Action Types

The three types of actions are attack, move, and speak actions.
10.14 Weightless & Microgravity
In a normal round, a character can perform as many actions as
Weightless and microgravity environments function very they’d like, as long as they have enough Combat Points for all of
differently from normal gravity areas. Regardless of how much their actions. In some situations (such as in the surprise round) a
weight a character is carrying in a weightless or micrgravity character may be limited to a certain amount of Combat Points
environment, they are never encumbered. Their movement cost they can spend.
is doubled.

11 Actions in Combat Attack Action An attack action is an action where a character


attacks something. During a combat round, a character can
The fundamental actions of moving and attacking cover most make as many attacks as they have Combat Points to spend. A
of what a character wants to do in a battle. They are described character can physically move some distance before or after
here. performing an attack action.

11.1 The Combat Round


Move Action A move action is an action where a character
Each round represents 6 seconds in the game world. A round moves in some way. This includes running and walking, drawing
is an opportunity for each character involved in a combat to or stowing a weapon or other object, standing up, sitting down,
take an action. Anything that a person could reasonably do in or picking up or manipulating an object.
6 seconds, a character can do in 1 round. Each round’s activity
begins with the character with the highest initiative result and
then proceeds, in order from there. Each round of a combat uses
the same initiative order. When a character’s turn comes up in Speak Action A speak action allows a character to convey
the initiative sequence that character use their Combat Points to information in the form of words to those around him. A character
perform actions. For exceptions, see AoO and Special Initiative can say 15 words during this action and it is usually spoken all
Actions. For almost all purposes there is no special meaning to the while he performs his actions.
59

Type Examples Damage Fort Save TN


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

Table 39: Electricity

2 If the object is being held, carried, or worn by a creature, yes. If not,


Attack Actions AoO1 no.
Attack (melee) Maybe7 3 If the character has the Two-Weapon Melee Fighting or Two-Weapon
Attack (ranged) Yes6 Ranged Fighting feat, they can draw two light or one-handed weapons
in the Combat Point cost it would normally take to draw one.
Attack (unarmed) Yes
4 These attack forms substitute for a melee attack, not an action. As
Attack (aid another) No melee attacks they can be used in a normal melee attack, or even as an
Escape a grapple No AoO.
Ready (triggers an attack action) No 5 The description of a feat defines its effect.
Attack a weapon Yes 6 The AoO happens after the original attack has been complete.
Attack an object Maybe2 7 Attacks that do provoke AoO have this fact noted in their description.
Call a Shot No
Table 40: Provoking Attacks of Opportunity
Coup de Grâce Yes

Move Actions AoO1


Move actual distance Yes
12 Attack Actions
Use a piece of equipment No
Retrieve a stored object from a MOLLE Yes Action CP Cost
pouch Standard Melee Attack, Diminutive to Small Weapons 3
Climb No Standard Melee Attack, Medium to Large Weapons 4
Climb, accelerated No Standard Melee Attack, Huge and larger Weapons 5
Crawl No Trip Attack 8
Draw a weapon from a holster or No Knockout Blow 12
sheath3
Disarm Attack 9
Holster a weapon Yes
Coup de Grâce 12
Move a heavy object Yes
Melee Attack Modifiers
Open a door No
Fighting Defensively +1
Pick up an object Yes
Light Attack −1
Reload Yes
Heavy Attack +2
Stand up from prone, sitting, or Yes
Full Attack +7
kneeling
Aggressive Attack +2
Swim No
Thrust Attack +1
Use a skill that requires movement Usually
Swipe Attack +1
Make a dying character stable Yes
Other Attack Actions
Withdraw No
Reaction 7
Reaction No
Table 41: Melee Attack Actions
Speak Action AoO1
Speak No Most common attack actions are described below.
1
Action Type Varies AoO
Disarm4 Yes 12.1 Melee Attacks
Grapple4 Yes With a normal melee weapon, a character can strike any
Trip an opponent4 No enemy within 5’. Enemies within 5’ are considered adjacent
Use a feat5 Varies to the character. The Combat Points cost for attacking with a
weapon is dependent on the size of the weapon.
No Action AoO1
Delay No
Ready No 12.2 Trip
A character can try to trip an opponent or otherwise knock
1 Regardless of the action, if a character moves out of a threatened him or her down as an unarmed melee attack. A character can
square, the character usually provokes an AoO. This column indicates only trip an opponent who is one size category larger than the
whether the action itself, not moving, provokes an AoO. character, the same size, or smaller.
60

12.2.1 Making a Trip Attack 12.3.4 Ranged Weapons

Make an unarmed melee touch attack against the target. If the To disarm an opponent wielding a ranged weapon the character
attack succeeds, make a STR check opposed by the target’s AGL makes a melee or unarmed attack to strike the weapon in the
check or STR check (whichever has the higher modifier). If the opponent’s hand (see Attack an Object). If the weapon is held
character and the target are different sizes, the larger combatant in two hands, it receives a +2 bonus to its DEF. If the character’s
receives a bonus on the STR check of +4 per difference in size attack succeeds, the ranged weapon falls to the ground or winds
category. The target receives a +4 stability bonus on their check up in the character’s hands (if the character made the attack
if they have more than two legs or is otherwise exceptionally unarmed). This kind of disarm attempt provokes an AoO, but
stable. If the character wins, they trip the target. If the character if the character fails the target does not get to make a disarm
loses, the target may immediately react and make a STR check attempt against him or her.
opposed by the character’s AGL check or STR check to try to trip
the character. A tripped target is prone.
12.3.5 Grabbing Objects
A character can also use disarm to snatch away an object worn
12.2.2 Tripping with a Weapon
by a target. Doing this works the same as a disarm attempt (see
Some weapons, such as the chain and the whip, can be used above), except for the following.
to make trip attacks. If the character is tripped during their own
trip attempt the character can drop the weapon to avoid being
Attack of Opportunity If the target’s AoO inflicts any damage,
tripped.
the attempt to grab the object automatically fails.

12.3 Disarm Modifiers If the object is well secured or otherwise difficult to


As a melee attack, a character may attempt to disarm their grab from the target, the target receives a +4 bonus. On the other
opponent without injury. If the character does so with a weapon hand, if the object is poorly secured or otherwise easy to snatch
they knock the opponent’s weapon out of their hands and to the or cut away, the attacker gets a +4 bonus.
ground. If the character attempting to disarm is unarmed, the
character will end up with the weapon in their hand. If a character Failed Attempts Failing an attempt to grab an object doesn’t
is attempting to disarm the wielder of a melee weapon, follow the allow the target to attempt to disarm the character.
steps outlined here. Disarming the wielder of a ranged weapon
is slightly different.
12.4 Fighting Defensively
12.3.1 Step One A character can choose to fight defensively while making a
melee attack. If the character does so they take a −4 penalty on
The character provokes an AoO from the target they are trying their attack in a round to gain a +2 dodge bonus to DEF against
to disarm. all melee attacks in the same round.

12.3.2 Step Two


12.5 Light Attack
The character and the target make opposed attack rolls with A character can choose to attack lightly when making a melee
their respective weapons. If the weapons are different sizes, the attack, sacrificing hitting power for speed. If the character does
combatant with the larger weapon receives a bonus on the attack so they reduce the Combat Point cost by 1 and take a −3 damage
roll of +4 per difference in size category. If the target is using a penalty on the attack.
weapon in two hands they get an additional +4 bonus. Also, if the
combatants are different sizes the larger combatant receives a
bonus on the attack roll of +4 per difference in size category. 12.6 Heavy Attack
A character can choose to attack heavily, throwing more of
12.3.3 Step Three their weight behind an attack. If the character does so they
increase the Combat Point cost by +2 and grant a +2 damage
If the character beats the target’s attack roll the target is
bonus to the Attack.
disarmed. If the character attempted the disarm action unarmed,
they have the weapon now. If the character was armed, the
target’s weapon is on the ground at the target’s feet. If the 12.7 Full Attack
character fails the disarm attempt the target may immediately
react and attempt to disarm the character with the same sort A character can choose to full attack, throwing nearly all of
of opposed melee attack roll. The opponent’s attempt does not their weight behind an attack. If the character does so, they
provoke an AoO from the character. If the opponent fails to increase the Combat Point cost by +7. This attack provokes an
disarm, the character does not get a free disarm attempt against AoO against all enemies within range and grants 2 additional
the opponent. damage die and a +4 bonus to damage.
61

12.8 Aggressive Attack 12.11.4 Stumble


A character can choose to attack aggressively, where their Stumbling is a reaction where where a character uses a shield
primary goal is to force the character to move instead of cause or a weapon, to destabilize an attacker and cause them to lose
damage. If the attack is successful the struck character must footing. On a successful Reflex Saving Throw, the character
move to any adjacent space of their choosing that is not adjacent knocks the opposing attacking opponent to a kneeling position,
to their attacker. Moving like this does not provoke any AoO. The and ends their turn immediately. A character can choose which
attack also suffers a −2 attack penalty. attack on which they stumble, but can only attempt to stumble
once per round.

12.9 Thrust Attack


A character can choose to make a thrusting attack with a
Slashing weapon. When a character thrusts with a weapon, the 12.12 Unarmed Attacks
weapon deals Piercing damage instead of Slashing damage but
takes a −2 damage penalty to the attack. Only swords and knives Striking for damage with punches, kicks, and head butts is much
may use this attack. like attacking with a melee weapon except that an unarmed attack
deals non-lethal damage and unarmed strikes use touch attack
defense, instead of normal defense. Unarmed strikes count as
12.10 Swipe Attack light melee weapons for purposes of two-weapon attack penalties
and so on. An unarmed attack is considered an attack made with
A character can choose to make a swiping attack with a Piercing a small weapon.
weapon. When a character swipes with a weapon, the weapon
deals Slashing damage instead of Piercing damage but takes a
−2 damage penalty to the attack. Only spears and knives may
use this attack. 12.13 Helpless Defenders
A helpless foe, who is bound, sleeping, unconscious, or
12.11 Reaction otherwise at the attacker’s mercy is an easy target. A character
can sometimes approach a target who is unaware of their
A reaction is an action where a character prepares for an
presence, get adjacent to the target, and treat them as helpless. If
oncoming melee attack. A character has the choice of Parrying,
the target is in combat or some other tense situation and therefore
Bracing, or Predicting an enemy’s melee attack. The character
in a state of acute awareness and readiness or if the target can
declares which reaction they will prepare, and against which
use their AGL bonus to DEF then that target can’t be considered
enemy, then ends their turn. If they are attacked by the selected
unaware. Any reasonable precaution taken by a target including
enemy’s melee attack, they roll a saving throw that corresponds
stationing bodyguards, placing their back to a wall, or being able
with the action. The TN is Opposing Attack Roll − 5.
to make Perception checks also precludes catching that target
unaware and helpless.
12.11.1 Parry
Parrying is a reaction where where a character uses their
weapons or their body to glance off a blow. On a successful 12.13.1 Regular Attack
Reflex Saving Throw the character is granted a +1 to their DEF,
per Reflex Saving Throw Result/2, rounded down. The bonus lasts A helpless defender has an effective DEF of 5 + their size
for all melee attacks until the next turn. modifier. If a character is attacking with a ranged weapon and is
not adjacent to the target, the character can attack as normal and
gain a +2 bonus on the attack roll. If the character is attacking
12.11.2 Brace with a melee weapon, or with a ranged weapon from an adjacent
square, the character can attack as normal.
Bracing is a reaction where a character prepares for the
oncoming strike. On a successful Fortitude Saving Throw the
character is granted Damage Reduction to a single type of damage
of their choice, equal to 1 per Fortitude Saving Throw Score/2,
12.13.2 Coup de Grâce
rounded down. The bonus lasts for all melee attacks until the
next turn. A character can use a melee weapon to deliver a coup de grâce
to a helpless foe. A character can also use a ranged weapon
12.11.3 Predict provided that they are adjacent to the target. The character
automatically hits and scores a critical strike. If the defender
Predicting is a reaction where a character anticipates an attack survives the damage they still must make a Fortitude Saving
and follows through by striking back quickly. On a successful Will Throw [TN(10 + damage dealt)] or die. Delivering a coup de grâce
Saving Throw the character gains one AoO against the attacking provokes AoO from threatening foes because it involves focused
opponent per two attacks the opponent attempts immediately concentration and methodical action. A character can’t deliver a
after the opponent is done attacking. coup de grâce against a creature that is immune to critical strikes.
62

12.13.3 Knockout Blow Size (Example) Grapple Modifier


Colossal (blue whale [90’ long]) +16
A character can make an unarmed attack or use a melee
Gargantuan (gray whale [40’ long]) +12
weapon that deals non-lethal damage to deliver a knockout blow
Huge (elephant) +8
to a helpless foe. A character can also use a melee weapon that
Large (lion) +4
deals lethal damage but the character takes a −4 penalty on any
attempt to deal non-lethal damage with the weapon. The target Medium-size (person) +0
has an effective DEF of 5 + their size modifier. If the character Small (German shepherd) −4
hits, the target immediately loses all of their XHP due to a non- Tiny (housecat) −8
lethal attack. Delivering a knockout blow provokes AoO from Diminutive (rat) −12
threatening foes because it involves focused concentration and Fine (horsefly) −16
methodical action. A character can’t deliver a knockout blow
against a creature that is immune to critical strikes. Table 42: Grapple Modifier

12.14.6 Starting a Grapple


12.14 Grapple
To start a grapple a character first needs to grab and hold their
Grappling means wrestling and struggling hand-to-hand. There target. Attempting to start a grapple is the equivalent of making
are three stages to grappling: grabbing, holding, and pinning. a melee attack. Follow these steps:

12.14.1 Grabbing Step 1: Attack of Opportunity and Grab A character provokes


Normally a grab is just the first step to starting a grapple. If an AoO from the target they are trying to grapple. If the AoO
the character grabs an opponent but fails to go on to hold him deals damage to the character, he fails to start the grapple. If
or her the character doesn’t actually start a grapple. However, the AoO misses or otherwise fails to deal damage, the character
sometimes all a character wants to do is grab the target. makes a melee touch attack to grab the target. If the character
fails to hit the target, he fails to start the grapple. If the character
succeeds, proceed to step 2.
12.14.2 Holding

Once a character has established a hold they are involved in a Step 2: Hold Make an opposed grapple check. If the character
grapple. From a hold a character can attempt a number of actions, succeeds, he has started the grapple and deals damage to the
including damaging the opponent or pinning the opponent. A target as if with an unarmed strike. If the character loses he fails
character can’t get a hold on any creature more than two size to start the grapple. The character automatically loses an attempt
categories larger than the character. Such a creature can still get to hold if the target is two or more size categories larger than
a hold on the character, so while they could not initiate a grapple the character is, but the character can still make an attempt to
with the creature, they can still find themselves grappling with grab such a target, if that’s all they want to do.
one.

Step 3: Maintain the Grapple To maintain the grapple for later


12.14.3 Pinning rounds, the character must move into the target’s square. This
movement is free, but provokes AoO from threatening foes other
Getting the opponent in a pin is often the goal of a grapple. A than the target. The character and the target are now grappling.
pinned character is held immobile. If the character can’t move into the target’s square, the character
can’t maintain the grapple and must immediately let go of the
target. To grapple again, the character must begin at step 1.
12.14.4 Grapple Checks

When a character is involved in a grapple they will need to make


12.14.7 Grappling Consequences
opposed grapple checks against an opponent, often repeatedly. A
grapple check is something like a melee attack roll. A character’s While a character is grappling their ability to attack others and
attack bonus on a grapple check: defend him or herself is limited.
BAB + FOC modifier + AGL modifier + Grapple modifier

No Threatened Squares A character doesn’t threaten any


12.14.5 Grapple Modifier squares while grappling.
A creature’s size works in its favor when grappling if that
creature is Large or larger in size. Conversely, a creature of No AGL Bonus A character loses their AGL bonus to DEF against
Small or smaller size is at a disadvantage because of its size opponents the character isn’t grappling. The character can still
when grappling. Instead of using a creature’s size modifier on a use it against opponents they are grappling.
grapple check (as would be done for a melee or ranged attack
roll), use the appropriate grapple modifier from Table: Grapple
modifier. No Movement A character cannot move while held in a grapple.
63

12.14.8 If the Character is Grappling 12.14.10 Joining a Grapple


When a character is grappling (regardless of who started the If the target is already grappling someone else a character can
grapple) they can attempt any of several actions on their turn. use an attack to start a grapple, as above, except that the target
Unless otherwise noted each of these options is equivalent to a doesn’t get an AoO against the character and the character’s
melee touch attack and cost Combat Points equal to the normal grab automatically succeeds. The character still has to make a
cost. The character is limited to these options only, and cannot successful opposed grapple check and move in to be part of the
take any other actions. grapple.
If multiple enemies are already involved in the grapple the
Damage the Opponent Make an opposed grapple check; if character picks one against whom to make the opposed grapple
the character succeeds, they deal damage as they would with an check.
unarmed strike.

Pin Make an opposed grapple check; if the character succeeds, 12.14.11 Multiple Grapplers
they hold the opponent immobile for 1 round. The opponent takes
a −4 penalty to DEF against all attacks from other people (but Several combatants can be in a single grapple. Up to four
not from the character); however, the opponent is not considered combatants can grapple a single opponent in a given round.
helpless. A character can’t use a weapon on a pinned character Creatures that are one size category smaller than the character
or attempt to damage or pin a second opponent while holding a count as half creature each; creatures that are one size category
pin on the first. A pinned character can’t take any action except larger than the character count as two creatures; and creatures
to attempt to escape from the pin. two or more size categories larger than the character count as
four creatures.
When involved in a grapple with multiple opponents, the
Escape from Grapple Make an opposed grapple check. If the
character chooses one opponent to make an opposed check
character succeeds, they can escape the grapple. If more than
against. The exception is an attempt to escape from the grapple;
one opponent is grappling the character, the grapple check result
to escape, a character’s grapple check must beat the check results
has to beat all their check results to escape. Opponents don’t have
of all opponents.
to try to hold a character if they don’t want to. Alternatively, the
character can make an Athletics check opposed by the opponent’s
grapple check to escape from the grapple. This is an attack action
that the character may only attempt once per round.
12.14.12 Attacks of Opportunity

Escape from Pin Make an opposed grapple check. If Making an unarmed attack against an armed opponent
the character succeeds, they can escape from being pinned. provokes an AoO from the character attacked. The AoO comes
Opponents don’t have to try to keep the character pinned if they before the character’s attack. An unarmed attack does not
don’t want to. The character is still being grappled, however. provoke AoO from other foes, nor does it provoke an AoO from
Alternatively, a character can make an Athletics check opposed an unarmed foe.
by the opponent’s grapple check to escape from the pin. This is
an attack action that the character may only attempt once per
round.
12.15 ‘‘Armed’’ Unarmed Attacks
Break Another’s Pin Make an opposed grapple check; if the Sometimes a character or creature attacks unarmed but the
character succeeds they can break the hold that an opponent attack still counts as armed. A creature with claws, fangs, or
has over an ally. similar natural physical weapons, for example, counts as armed.
Being armed counts for both offense and defense; not only does
Draw a Light Weapon A character can draw a light weapon a creature not provoke an AoO when attacking an armed foe, but
for the normal Combat Point cost. a character provokes an AoO from that creature if the character
makes an unarmed attack against it. An ‘‘armed’’ unarmed attack
is considered an attack made with a small weapon.
Attack with a Light Weapon A character can attack with a
light weapon while grappling but not while pinned or pinning. A
character can’t attack with two weapons while grappling.
12.15.1 Unarmed Strike Damage
12.14.9 If the Character is Pinned
An unarmed strike from a Medium-size character deals
When an opponent has pinned the character they are held 1d3+POW modifier of non-lethal damage. A character can specify
immobile (but not helpless) for 1 round. The character can’t that their unarmed strike will deal lethal damage before the
attempt any other action. On the character’s turn, they can character makes their attack roll, but the character takes a −4
attempt to escape from the pin. If the character succeeds, they penalty on the attack roll because they have to strike a particularly
are still grappling. vulnerable spot to deal lethal damage.
64

12.16 Ranged Attacks Ranged weapons and Telescopic Sights

Action CP Cost Attaching a telescopic sight to a weapon changes how


attacks are made. To use use a telescopic sights, a
Fire a Slingshot 6 character must spend 6 Combat Points acquiring their
Fire a Crossbow or Speargun 5 target. If the character changes targets or otherwise loses
Fire a Bow, Light Pull 5 sight of the target, they must reacquire the target to gain
Fire a Bow, Medium Pull 6 the benefit of the scope. Any character attempting to
Fire a Bow, Heavy Pull 7 attack a target within the weapon’s first range increment
Fire a Flamethrower or Flamer 8 suffers a −4 penalty to their attack roll.
Spray chemical irritants 4
Fire Taser 6
Fire ballistic knife 4
Swing whip 3
Fire Mortar 12
Throw a thrown/splash weapon or grenade 5
Single Shot, Diminutive to Small firearm 7
Single Shot, Medium to Huge firearm 8
Single Shot, Gargantuan and larger firearms 9
No-miss Shot 12 12.16.1 Bows
Double Fire 6
Autofire 6 A bow can be pulled back and readied in three different
Potshot 4 strengths,
Double Tap 6
Burst Fire 5
Bump Fire 5
Suppressive Fire 5 • Light Pull Light pulls have −1 damage die and the range is
Sweepfire 4 reduced by 5’.
Sprayfire 4
Fanning, Two Round 5
Fanning, Three Round 6
Slamfire, Two Round 5
Slamfire, Three Round 6
• Medium Pull Medium pulls have no bonuses or penalties
Table 43: Ranged Attack Actions to damage.

With a ranged weapon, a character can shoot or throw at any


target that is within the ranged weapon’s maximum range and
in line of sight. A target is in line of sight if there are no solid • Heavy Pull Heavy pulls have +1 damage die and the range
obstructions between the character and the target. The maximum is increased by 10’.
range for a thrown weapon is five range increments. For weapons
that fire projectiles, it is ten range increments.

Shooting or Throwing into a Melee

If a character shoots or throws a ranged weapon at


a target that is engaged in melee with an ally, the 12.16.2 Firearms
character takes a −4 penalty on their attack roll because
the character has to aim carefully to avoid hitting the ally. The most basic form of attack with a firearm is a single shot.
Two characters are engaged in melee if they are enemies One attack is one pull of the trigger and fires one bullet at one
and they are adjacent to one another. An unconscious target. The Personal Firearms Proficiency feat allows a character
or otherwise immobilized character is not considered to make this sort of attack without penalty. If a character isn’t
engaged unless they are actually being attacked. If the proficient in personal firearms they take a −4 penalty on attacks
target is so big that part of it is 10’ or farther from the with that type of weapon. A multi-shot attack is any attack that
nearest ally the character can avoid the −4 penalty even fires more than one round or shell. As with all forms of ranged
if it is engaged in melee with an ally. weapons, attacking with a firearm while within a threatened
square provokes an AoO. All firearms deal Ballistic damage and
have a critical threat range of 16-18 unless otherwise noted.
65

Recoil Penalty 12.16.3 Multiple Types of Ammunition and Damage


Often a character will have two or more different types
Multishot attacks have an attack penalty based on the
of ammunition in a single magazine or gun out of personal
caliber’s damage. For every +2 or −2 to damage a caliber
preference or necessity. The error range from ammunition only
has, it has a −1 or +1 added to its recoil penalty.
applies when it is the ammunition you’re firing. As a general rule
the last round put into the magazine or firearm is the first out.
Example: 10mm Auto FMJ does 2d6+4 damage
For the purpose of damage dice increases and decreases, the
and has a recoil penalty of −4. Two from the
damage that possesses the most damage dice is the one that is
number of dice, one for each +2 damage, and
modified. In the case of a tie, the non-ballistic damage is the one
zero from the die size.
that is modified. All damage dice are counted for the purpose of
determining how many dice to use.
Damage Penalty Damage Penalty
1d −1 7d −9 Example: 5.7x28mm AP does 2d4-1 ballistic damage and
2d −2 8d −10 2d4 piercing damage. If you were to perform a 3, 4, 5
or 6 round burst fire attack using this caliber, the attack
3d −4 9d −12
would gain +3 piercing damage dice.
4d −5 10d −15
5d −6 11d −16
6d −8 12d −18
12.16.4 Single Shot
Table 44: Recoil Penalty, Amount of Dice
A single shot is the firing of a weapon at center mass of a
Damage Penalty Damage Penalty target. On most sentient, upright creatures, this is the chest area.
None/d1 +5 d6 +0 If a ranged weapon has a semi-automatic or single rate of fire it
d2 +3 d8 −1 may be used to single shot. With firearms, the size of the firearm
d3 +2 d10 −2 affects how many Combat Points it takes to perform a single shot
d4 +1 d12 −3 attack.

Table 45: Recoil Penalty, Die Type • Diminutive to Small sized Firearms 7 Combat Points

When calculating recoil penalties, a character uses • Medium to Huge sized Firearms 8 Combat Points
(Strength Score - 10) to add or subtract from
• Gargantuan and Larger Sized 9 Combat Points
the caliber recoil penalty, before coming up with the final
penalty. Regardless of circumstances the maximum value Upgrades, such as stocks, can affect the Combat Point cost of
for the recoil penalty is +0. a single shot attack. In addition to stocks, the type of action of
the firearm can have effects on the Combat Point cost of a single
Close Combat & Firearms shot attack.

Firearms are anything but close ranged weapons, • Single Action(SA) All single action firearms without
they’re designed with range, and the benefits that come cylinders gain a +1 attack bonus on all single shot and
with it, in mind. Because of this, many firearms are potshot attacks. Single action firearms with cylinders cost
unwieldy to use in close quarters. +1 Combat Point when performing a single shot attack.
When using a shotgun with a choke, removable choke
• Double Action/Single Action(DA/SA) All single shot
or slug barrel and a fixed, synthetic, speedfeed, buffer,
attacks with double action/single action firearms after the
bumpfire, ergonomic or extended folding stock against
first attack gain a +1 attack bonus. The first shot has no
an adjacent opponent, the character takes a −3 penalty
bonus or penalty, but the hammer may be cocked back for
on all ranged attacks.
1 Combat Point, giving a +1 attack bonus for the first shot.
When using an assault, battle, or target rifle with a fixed,
synthetic, buffer, bumpfire, ergonomic or extended folding • Double Action(DA) Double action firearms can have their
stock against an adjacent opponent, the character takes hammer cocked back for 1 Combat Point, gaining a +1 attack
a −4 penalty on all ranged attacks. bonus on single shot attacks.
When using a designated marksman rifle, sniper rifle, or
anti-materiel rifle with a fixed, synthetic, buffer, bumpfire, • Preset Action(PA) All single shot attacks with a preset action
ergonomic or extended folding stock against an adjacent have a +1 attack bonus.
opponent, the character takes a −6 penalty on all ranged
attacks. • Lever Action Attacks with a lever action cost 3 Combat
Points more when firing from a prone position, but 1 Combat
When using a machine gun, rocket launcher, or grenade Point less when performing single shot attacks.
launcher against an adjacent opponent, the character
takes a −8 penalty on all ranged attacks. • Bolt Action All single shot attacks with a bolt action have
a +1 attack bonus, but cost 1 Combat Point more.
66

• Open Bolt Open bolt firearms have a −2 attack penalty weapon has enough rounds in it. Fast ROF gains +1 Damage dice
for single shot attacks, a −1 attack penalty for all multi-shot when attacking.
attacks and cost 1 Combat Point less when reloading. They
can’t have a round chambered and can’t be cycled without
firing a round. Bump Fire Bump firing a firearm is using the recoil of a semi-
automatic firearm in order to simulate automatic fire. The firearm
• Telescopic Sights Telescopic sights require 6 Combat must have a stock. The recoil penalty for bumpfire is the CRP−8.
Points to acquire the sight before they can fire. In all other respects, bumpfiring is the same as autofire using
Medium ROF.
12.16.5 Potshot
A potshot is the firing of a weapon in the general direction of Suppressive Fire Suppressive fire is firing a tight controlled
the intended target without careful aim. If a ranged weapon has burst of automatic fire at a specific area for an extended period
a semi-automatic or single rate of fire it may be used to potshot. of time from an automatic weapon. If a ranged weapon has an
The character targets a specific creature and makes an attack automatic rate of fire, a character may use it for suppressive fire.
roll with a −6 penalty. If the attack is successful the character The character makes an autofire attack as normal. If the attack
may roll the standard damage. Using this attack fires a single succeeds they can elect to continue firing in that specific area.
round or shell and can only be done if the weapon has at least Any creature that enters the area immediately takes the weapon’s
one in it. Potshots, for the purpose of feats, attacks, and other damage for every 5’ square they step into that is currently being
effects, are considered single shot attacks. suppressed. Every creature that steps within the affected area
must make a Will Saving Throw [TN18]. If they succeed they
12.16.6 No-Miss Shot are Shaken for 1d3 rounds. If they fail they are Rattled for 1d3
rounds. The character performing suppressive fire can shift the
A no-miss shot is an attack where the character places the
area suppressed at 5’ per 3 Combat Points and it takes 9 Combat
barrel of the firearm against the target so that the muzzle is
Points to either sustain the suppressive fire or end it. Suppressive
directly in front of the item to be shot and then pulls the trigger.
fire uses a number of rounds dependent on the rate of fire of the
When performing a no-miss shot against a target, the defending
gun. Slow ROF consumes 8 rounds, Medium ROF consumes 10
character gets an AoO. If this AoO is successful the no-miss shot is
rounds, and Fast ROF consumes 12 rounds and can only be used
thwarted and the attacker wastes the Combat Points spent on the
if the weapon has enough rounds in it for two autofires. When
attack. If the AoO is unsuccessful the character can roll damage.
giving suppressive fire to an area, a character is considered flat
A character must be adjacent to the target in order to perform a
footed. Fast ROF gains +1 Damage dice when attacking.
no-miss shot.
When a character wishes to use a called shot action in
conjunction with the no-miss shot attack, the defending character 12.16.9 Sweeping Fire
gains an attack roll bonus equal to the penalty of the called shot
when they perform their AoO. Sweeping Fire is firing a loosely controlled burst of automatic fire
in a 90° arc from an automatic weapon. If a ranged weapon
12.16.7 Double-fire has an automatic rate of fire a character may use it to sweepfire.
The character fires in a cone, with the total lenght of the cone
If a ranged weapon has two barrels that can be fired being the ½ range increment of the weapon, rounded down to
simultaneously the weapon can be used for double-fire. The the nearest 5’ up to 40’ total. The recoil penalty for sweepfire
firearm is fired as if it were a single shot and if the attack is the CRP−10. If the attack succeeds against any targets caught
succeeds, the character rolls the damage twice. Double-fire uses in the arc the character may roll their damage as normal on all
2 rounds of ammunition and can only be used if the weapon has characters hit. Sweepfire uses a number of rounds dependent
2 rounds of ammunition in it. Double-fire can also be used for on the rate of fire of the gun. Slow ROF consumes 12 rounds,
underbarrel grenade launchers, mounted tasers and Masterkeys. Medium ROF consumes 15 rounds, and Fast ROF consumes 18
When double-firing using them, there is a −4 to the attack roll for rounds and can only be used if the weapon has enough rounds
each weapon and each attack is rolled separately. in it. Fast ROF gains +1 Damage dice when attacking.

12.16.8 Autofire
12.16.10 Sprayfire
Autofiring is firing a loosely controlled burst of automatic fire at
a specific area from an automatic weapon. If a ranged weapon Sprayfiring is firing a loosely controlled burst of automatic fire at
has an automatic rate of fire a character may set it on autofire. a specific target, from an automatic weapon. If a ranged weapon
Autofire affects an area and everyone in it, not a specific creature. has an automatic rate of fire, a character may use it to sprayfire.
The character targets a 10’ by 10’ area and makes an attack roll; The character targets a specific creature. The recoil penalty for
the targeted area has an effective DEF of 10. The recoil penalty sprayfire is the CRP−10. If the attack succeeds, the character
for autofire is the CRP−7. If the attack succeeds, every creature gains +4 damage dice for the attack. Sprayfire uses a number
within the affected area must make a Reflex Saving Throw [TN15]. of rounds dependent on the rate of fire of the gun. Slow ROF
If they succeed they take half of the weapon’s damage. Autofire consumes 8 rounds, Medium ROF consumes 10 rounds, and Fast
uses a number of rounds dependent on the rate of fire of the gun. ROF consumes 12 rounds and can only be used if the weapon
Slow ROF consumes 8 rounds, Medium ROF consumes 10 rounds, has enough rounds in it. Fast ROF gains +1 damage dice when
and Fast ROF consumes 12 rounds and can only be used if the attacking.
67

12.16.11 Burst Fire they fired. The dice are always the same type as used in the
original damage. Using this attack fires two or three bullets or
Burst fire is firing a small burst of bullets at a specific target. If
shells and can only be done if the weapon has two or three bullets
a ranged weapon has an automatic rate of fire a character may
or shells in it.
use it to burst fire. The character targets a specific creature and
makes an attack roll. The recoil penalty for a two-round burst
is the CRP−2. The recoil penalty for a burst with three or more • 2 Round Fan For damage with two or less dice the character
rounds is the CRP−4. If the attack succeeds the character may roll gains +1 die. For three or more dice the character gains +2
their damage with extra damage dice depending on how many dice plus 1 extra die for every three dice beyond the first
damage dice were rolled originally and the type of burst fire. three.
The dice are always the same type as used in the original
damage. Burst fire uses a number of rounds dependent on the
rate of fire of the gun. Slow ROF consumes 4 rounds, Medium ROF
consumes 5 rounds, and Fast ROF consumes 6 rounds and can • 3 Round Fan For damage with two or less dice the character
only be used if the weapon has enough rounds in it. However, if gains +2 dice. For three or more dice the character gains
the firearm has a 2 or 3 round burst setting, firing a burst expends +3 dice plus 1 extra die for every three dice beyond the first
two or three rounds or shells instead of five and can be used if three.
the weapon has two or three rounds or shells in it.

• 2 Round Burst For damage with two or less dice the


character gains +1 die. For three or more dice the character
gains +2 dice plus 1 extra die for every three dice beyond
12.16.14 Slamfire
the first three.

• 3, 4, or 5 Round Burst For damage with two or less dice A slamfire is a premature discharge of a firearm that occurs
the character gains +2 dice. For three or more dice the as a round is being loaded into the chamber. Any weapon that
character gains +3 dice plus 1 extra die for every three dice has the slamfire rate of fire can perform a slamfire attack. The
beyond the first three. character targets a specific creature, declares if they’re going to
use two or three bullets or shells, and makes an attack roll. The
• 6 Round Burst For damage with two or less dice the recoil penalty for a two-round slamfire is the CRP−4. The recoil
character gains +3 dice. For three or more dice the penalty for a three-round slamfire is the CRP−5. If the attack is
character gains +4 dice plus 1 extra die for every three successful, the character may roll their damage with extra dice
dice beyond the first three. depending on the damage of the round and how many rounds
they fired. The dice are always the same type as used in the
12.16.12 Double Tap 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
Double tapping is quickly firing two bullets from a semi or shells in it.
automatic weapon at a specific target. If a ranged weapon has
a semi-automatic rate of fire it may be used to double tap. The
character targets a specific creature and makes an attack roll. • 2 Round Slamfire For damage with two or less dice the
The recoil penalty for a double tap is the CRP−3. If the attack is character gains +1 die. For three or more dice the character
successful the character gains extra damage dice based on the gains +2 dice plus 1 extra die for every three dice beyond
amount of damage dice they roll originally. For damage with two the first three.
or less dice the character gains +1 die. For three or more dice
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 in the original damage. Using this attack fires two bullets • 3 Round Slamfire For damage with two or less dice the
or shells and can only be done if the weapon has two bullets or character gains +2 dice. For three or more dice the
shells in it. character gains +3 dice plus 1 extra die for every three
dice beyond the first three.
12.16.13 Fanning
Fanning is a revolver shooting technique in which one hand
holds the trigger and the other hits the hammer repeatedly. This
turns the cylinder and hits the firing pin, in that order, allowing 12.16.15 Grenades and Explosives
for rapid fire of a single action weapon. If a weapon has a Single
Action rate of fire it can be used to perform a fanning attack. The An explosive is a weapon that effects all creatures and objects
character targets a specific creature, declares if they’re going to within its blast radius by means of shrapnel, heat, or massive
use two or three bullets or shells, and makes an attack roll. The concussion when detonated. Its effect is broad enough that it can
recoil penalty for a two-round fan is the CRP−2. The recoil penalty hurt characters just by going off close to them. Some explosives,
for a three-round fan is the CRP−4. If the attack is successful such as grenades, can be thrown and explode when they land.
the character may roll their damage with extra damage dice Others are planted with fuses or timers and go off after a preset
depending on the damage of the round and how many rounds amount of time elapses.
68

Aimed Grenade Launchers and Rocket Launchers


1 6 2
Grenade launchers and 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. If a specific
target is targeted the defense of the target will be used
11
and the attacker takes a −2 to their attack 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 40’ in
the direction it was fired until it either reaches the 40’ or 5 12 Target 10 7
collides with an object. If the target is missed with a rocket
the rocket continues for 600’ in the direction it was fired
or until it collides with an object. When either of these
happen the grenade or rocket explodes as normal. All
targets beyond the intended target get a Reflex Saving 9
Throw [TN16] to dodge the grenade and a Reflex Saving
Throw [TN40] to dodge the rocket. If the target fails the
Reflex Saving Throw they are hit with the grenade or
rocket.
4 8 3

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


damage to all targets within the blast radius of the weapon.
12.16.16 Splash Weapons
Wounding Radius for Explosives
A splash weapon is a ranged weapon that breaks apart on
impact, splashing or scattering its contents over its target and Explosives often reach out past their original blast radius
nearby creatures or objects. Most splash weapons consist of and are still effective. This is called the wounding radius,
liquids in breakable containers. To attack with a splash weapon, and is 5’ outside of the blast radius per 10’. Any target
make a ranged touch attack against the target. Thrown splash caught in the wounding radius must make a Fortitude
weapons require no weapon proficiency. A hit deals direct hit Saving Throw [TN(16 + 1 per 10’ of blast radius)] or be
damage to the target and splash damage to all other creatures knocked prone, and a Reflex Saving Throw [TN(15 + 1 per
within 5’ of the target. A character can instead target a specific 5’ 10’ of blast radius)] or take full damage. If the character
square, including a square occupied by a creature. Use the rules passes the Reflex Saving Throw, they take half of the
for thrown explosives. However, if a character targets a square, damage of explosive. Only explosives that cause damage
all creatures within 5’ are dealt the splash damage and the direct can have a wounding radius.
hit damage is not dealt to any creature. If the character misses
the target (whether aiming at a creature or a square) check to see
where the weapon lands using the rules for thrown explosives. Cooking off Grenades
After determining where the object landed, it deals splash damage
to all creatures within 5’. Grenades normally take 1 turn to detonate after they are
thrown, but a character can cook off a grenade instead.
A character can spend the Combat Points it would take to
throw a grenade to instead hold it at the ready, throwing
it at the very beginning of their next turn. Regardless of
12.16.17 Thrown Explosives if they throw the grenade or not, it still goes off where
it is. A character can not perform any other actions but
An attack with a thrown explosive is a ranged attack made movement while they are cooking off a grenade.
against a specific 5’ square. A character can also target a square
occupied by a creature. Throwing the explosive is an attack action.
If the square is within one range increment (thrown weapons have
a range increment of 10’), you do not need to make an attack roll.
If the target square is more than one range increment away make
an attack roll. The square has an effective DEF of 10. Thrown 12.16.18 Blast Radius
explosives require no weapon proficiency. If the attack succeeds
the explosive lands in the targeted square. If the character misses The blast radius shows the range of squares that an explosive
the target the explosive lands in a square nearby in a random destroys. A 5’ blast radius affects a single 5’ square, while a 10’
direction. Roll a d12 and consult the diagram below to determine blast radius affects every adjacent square to where the explosives
where the explosive lands. were planted or detonated.
69

Explosives and Extremity damage weapon, but the Combat Point cost is increased by 1, for the
largest weapon used.
Unlike aimed weapons, explosives generally hit multiple
areas of a character. If a character is caught in an Circumstances Primary Primary Off Hand
explosive blast, the GM rolls a d% to determine the Hand Hand
locations the character is hit. The d% is rolled for every Melee Ranged
damage dice that is given by the explosive to a maximum Weapon Weapon
of 10. Regardless of the rolls, the character is always hit in Normal penalties −6 −6 −10
the chest. Do not reroll if the character is hit in the same Off-hand melee −4 −5 −8
place more than once. weapon is S or
smaller
Location D% roll Two-Weapon Melee −4 −6 −4
Chest 1-10 Fighting feat
Left Arm and Hand 11-32 Two-Weapon −6 −5 −7
Right Arm and Hand 33-54 Ranged Fighting feat
Left Leg and Foot 55-76 Improved −2 −6 −4
Right Leg and Foot 77-98 Two-Weapon Melee
Head 99-100 Fighting feat
Improved −6 −4 −4
Table 46: Explosive Extremity Damage Hit Location Two-Weapon
Ranged Fighting feat
When calculating Extremity damage, treat the damage
from the explosive as if it hit the determined locations of Off-hand melee −2 −4 −2
a character at the exact same time. The damage amount weapon a is S or
is not multiplied by the amount of locations hit. smaller and
Two-Weapon Melee
Fighting feat
Off-hand melee 0 −2 0
12.16.19 Mortars weapon is S or
smaller and
An attack with a mortar is a ranged attack made against a Improved
specific 5’ square. A character can also target a square occupied Two-Weapon Melee
by a creature. If the square is within the first range increment the Fighting feat
mortar takes 5 rounds to land. Every range increment after the
first reduces the rounds it takes to land by 1 to a minimum of 1. The Table 47: Two-Weapon Fighting Penalties
square has an effective DEF of 10. If the attack succeeds the shell
lands in the targeted square. If the character misses the target
the shell lands in a square nearby in a random direction. Consult
the chart above. Mortars have a maximum range increment of 5.

12.17 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.

12.18 Attacking with Two Weapons


If the character wields a second weapon in their off hand the
character can attack with it like normal. Fighting this way is very
difficult, however. The character takes a −6 penalty on the regular
attack or attacks with their primary hand and a −10 penalty on the
attack with their off hand. A character fighting with two weapons
only has to spend the Combat Points as if attacking with one
70

13 Move Actions 13.3 Cycle a weapon

Move Actions are actions that involve moving of some type. Cycling a weapon is the act of purposely cocking the weapon
without firing it, ejecting an unused shell or cartridge and readying
the next one in the magazine, or letting the cylinder rotate without
Action CP Cost firing. This is often done for dramatic effect or to ready alternate
Walking and Running 1 per 5’ ammunition in a firearm. Only weapons with a capacity of three
Moving while Crouched 2 per 5’ or more rounds may be cycled.
Moving while Prone; Accelerated Climbing 3 per 5’
Climbing 4 per 5’
Swimming 5 per 5’
Withdraw 4× normal 13.4 Standing Up
Draw a weapon from a holster or sheath 3
Draw a weapon from Waistband carry 6 Standing up from a prone position provokes an AoO from
Holster a weapon 4 opponents who threaten the character.
Retrieve or store an item in a pocket, bag, 4
or pouch
Retrieve or store an item in a MOLLE vest 3
or LBE gear 13.5 Reload a weapon
Pick up an object from the ground or 3
manipulate an object The cost to reload a weapon is dependent on how it is reloaded.
Drop an item 0 Using magazines, speedloaders, or stripper clips is much faster
Drop to a kneeling, sitting, or prone 0 than reloading a weapon by hand. Reloading includes charging
posture the weapon so that it is ready for use.
Cycle a weapon 1
Stand up from kneeling, prone, or sitting 6
Clear a jammed firearm 12
Reload a bow 1 13.6 Withdraw
Reload a crossbow or speargun 2
Reload a slingshot 3 Withdrawing from melee combat is when a character retreats
Reload a Taser 3 from melee combat without incurring AoO penalties. When a
Reload a tranquilizer gun 9 character withdraws the Combat Point cost to move is multiplied
Reload a paintball hopper 3 by 4. The square the character starts from is not considered
Reload a weapon by hand; Refill a 3 per round or threatened for purposes of withdrawing and therefore enemies
magazine, speedloader, or stripper clip shell do not get AoO against the character when they move from that
Reload a firearm using a new magazine, 4 square. A character may not withdraw using a form of movement
speedloader, or stripper clip for which that character must make a skill check.
Reload a link fed weapon with a new link 6
Refill a magazine using a stripper clip 3 per clip
Reload a black powder weapon 12 per barrel or
chamber
14 Speak Action
Table 48: Move Actions
With the exception of specific speaking-related abilities,
speaking doesn’t cost any Combat Points. Speaking allows the
character convey 6 seconds of information, which is about 15
13.1 Movement words. These words can be conveyed in any language the
character can speak. Characters can also make any noises
The simplest move action is moving. Many nonstandard modes
that they wish to produce and that their vocal cords can handle.
of movement are also covered under this category, including
climbing and swimming, crawling, and entering a vehicle. For
every 10’ beyond the first 30’ a character moves, they gain a +1
to their DEF until their next turn.
15 Miscellaneous Actions

13.2 Manipulating Objects Some actions don’t fit neatly into the above categories. Some
of the options described below are actions that take the place
This move action includes drawing or holstering a weapon, of or are variations on the actions described earlier. For actions
retrieving a weapon or object out of a MOLLE pouch, pocket, or not covered in any of this material, the GM determines how long
bag, picking up an object, moving a heavy object, and opening a such an action takes to perform and whether doing so provokes
door. AoO from threatening enemies.
71

15.1 Use Feat, Skill, or Talent not have to make an Attack of Opportunity if they don’t want to.
Making an Attack of Opportunity takes no Combat Points.
Certain feats let a character take special actions in combat.
Other feats are not actions in themselves but they give a character
a bonus when attempting something they can already do. Some 15.3 Extra Effort
feats aren’t meant to be used within the framework of combat.
The individual feat descriptions tell a character what they need An Extra Effort action is an action where a character pushes
to know about them. themselves beyond their limits using a burst of energy to get
Most uses of skills or talents in a combat situation are attack more accomplished in a single round. The character receives 5
actions but some might be move actions. When appropriate the extra Combat Points for the round. The following round they are
description of a talent or a skill provides the time required to use considered flat-footed, have a −4 attack penalty for all attacks,
it. receive half their normal Combat Points (rounded down), and
may not take the extra effort action. After the character goes
through one round in this state, they return to normal.
15.2 Attacks of Opportunity
The melee combat rules assume that combatants are actively
avoiding attacks. A player doesn’t have to declare anything
16 Movement and Position
special for their character to be on the defensive. Sometimes,
When using a grid to represent character’s movement, the
however, a combatant in a melee lets their guard down and
standard scale equates one inch (or a one square) to five feet in
doesn’t maintain a defensive posture as usual. In this case
the game world. One round is six seconds.
combatants near him or her can take advantage of this lapse in
defense to attack for free. These attacks are called AoO.
16.1 Movement in Darkness
15.2.1 Weapon Type If a character moves when they can’t see, such as in total
A character can use a melee weapon to make AoO whenever darkness, their Combat Points cost to move is doubled.
the conditions for such an attack are met. In addition, a character
can make AoO with unarmed attacks if the character’s unarmed 16.2 Diagonals
attacks count as armed.
When measuring distance, the first diagonal counts as 1 square,
15.2.2 Threatened Squares the second counts as 2 squares, the third counts as 1, the fourth
as 2, and so on.
A character threatens the squares into which they can make a You can’t move diagonally past a corner. You can move
melee attack even when it is not the character’s action. Generally, diagonally past a creature, even an opponent.
that’s all squares adjacent to the character’s position. An enemy You can also move diagonally past other impassable obstacles
that takes certain actions while in a threatened square provokes such as pits.
an AoO from the character. A character can only make AoO
with melee weapons, never with ranged weapons. Facing and
the penalty that comes with it apply with AoO. 16.3 Passing Through
Sometimes a character can pass through an area occupied by
15.2.3 Provoking an Attack of Opportunity another character or creature.

Two actions can provoke an AoO:


16.3.1 Friendly Character
• Moving out of a Threatened Square When a character
moves out of a threatened square that character generally A character can move through a square occupied by a friendly
provokes an AoO. There are two important exceptions. character.
A character doesn’t provoke an AoO if the character
withdraws. If the character doesn’t start in a threatened 16.3.2 Unfriendly Character
square, but moves into one, the character may stop there
without provoking an AoO, although further movement There are two ways to move through a square occupied by
does provoke an AoO. an enemy:
A character can attempt to slip through a square occupied by
• Performing an Action that Distracts the Character Some a resisting enemy using the Acrobatics skill.
actions when performed in a threatened square provoke A character can move through a square occupied by an
AoO because they make a character divert their attention unfriendly character who chooses not to or is unable to resist as
from the fight at hand. Using a ranged weapon, in particular, if the character was friendly.
provokes AoO.
16.3.3 Square Occupied by Larger or Smaller Creature
15.2.4 Making an Attack of Opportunity
Any creature can move through a square occupied by a
An attack of opportunity is a single melee attack, and a creature three size categories larger or three categories smaller
character can only make one AoO per round. A character does than it is.
72

16.4 Combat Modifiers


Concealment (Example) Miss Chance
This section covers offensive and defensive modifiers provided ¼ (light fog; light foliage) 10%
by position. ½ (shadows; dense fog at 5’) 20%
¾ (dense foliage, fighting around a 30%
corner)
9/10 (near total darkness) 40%
16.4.1 Favorable and Unfavorable Conditions
Total (attacker blind; total darkness; 50% and must guess
Generally speaking, any situational modifier created by the smoke grenade; dense fog at 10’, target’s location
attacker’s position or tactics applies to the attack roll, while any behind a drywall wall)
situational modifier created by the defender’s position, state, or
tactics applies to the defender’s DEF. The GM judges what bonuses Table 51: Concealment
and penalties apply using Table: Defense Modifiers and Table:
Attack Roll Modifiers as guides.
Degree of Concealment Concealment is subjectively mea-
sured as to how well concealed the defender is. Examples of what
Circumstance Melee Range
might qualify as concealment of various degrees are given in
Attacker flanking defender +2 +2 Table: Concealment. Concealment always depends on the point
Attacker rear defender +4 +4 of view of the attacker.
Attacker on higher ground +1 +0
Attacker kneeling or sitting −2 +1
Attacker prone −4 +21
Attacker has not been seen yet. +22 +22 Concealment Miss Chance Concealment gives the subject of
a successful attack a chance that the attacker missed because of
the concealment. If the attacker hits, the defender must make a
1 Some ranged weapons can’t be used while the attacker is prone. miss chance percentile roll to avoid being struck. When multiple
2 The defender loses any AGL bonus to Defense. concealment conditions apply to a defender, use the one that
would produce the highest miss chance. Do not add the miss
Table 49: Attack Roll Modifiers chances together.

Circumstance Melee Ranged


Defender prone −2 +41 Attacking Through Concealment When attacking through
Defender sitting or kneeling −4 +41 concealment, the GM rolls a d% dice. If the value is at or below
Defender stunned −22 −22 the concealment miss chance, the attack misses. If the attack is
Defender climbing −22 −22 higher than the concealment miss chance, the attack is successful
Defender flat-footed +02 +02 as normal.
Defender grappling (attacker not) +02 +03
Defender pinned −44 +04
Defender helpless (such as +02 +02 16.4.3 Cover
paralyzed, sleeping, or bound)
Defender has cover — See Cover — Cover is specifically provided by objects that would reasonably
Defender concealed or invisible – See Concealment – stop an attack, such as thick trees, solid stone walls, or sandbags.
Cover provides a bonus to defense. The more cover a character
has, the bigger the bonus. In a melee, if a character has cover
1 Does not apply if target is adjacent to attacker. This circumstance may against an opponent, that opponent probably has cover against
instead improve bonus to Defense granted by cover. See Cover, below the character too. With ranged weapons, however, it is easy to
2 The defender loses any AGL bonus to Defense have better cover than the opponent. The GM may impose other
3 Roll randomly to see which grappling combatant the character strikes.
penalties or restrictions on attacks depending on the details of
That defender loses any Dexterity bonus to Defense
the cover.
4 Treat the defender’s AGL as 0 (-5 modifier)

Table 50: Defense Modifiers


Degree of Cover Cover is assessed in subjective measurements
of how much protection it offers. The GM determines the value
16.4.2 Concealment of cover. This measure is not a strict mathematical calculation
because a character gains more value from covering the parts of
Concealment includes circumstances in which nothing substan- their body that are more likely to be struck. If the bottom half of
tially physical blocks a blow or shot but something interferes with a character’s body is covered, that only gives ¼ cover because
an attacker’s accuracy. Things that substantially physically blocks most vital areas are still fully exposed. If one side or the other of
a blow can also provide concealment. a character’s body is covered, the character receives ½ cover.
73

16.5 Special Initiative Actions


Degree of Cover Cover Reflex Concealment
(Example) Bonus to Saves
Defense Usually a character acts as soon as they can in combat, but
One-quarter (standing +3 +2 — sometimes a character wants to act later, at a better time, or in
behind a 3’ high wall) response to the actions of someone else.
One-half (fighting from +6 +4 10%
around a corner or a
tree; standing at an
open window; behind a
creature of same size)
Three-quarters +9 +61 20%
(peering around a 16.5.1 Delay
corner or a big tree)
Nine-tenths (standing +15 +81 30%
at an arrow slit; behind By choosing to delay, the character takes no action and then
a door that’s slightly acts normally at whatever point in the initiative count the character
ajar) decides to act. When a character delays they voluntarily reduce
Total (on the other side — — — their own initiative result for the rest of the combat. When the
of a solid wall) character’s new, lower initiative count comes up later in the same
round, the character can act normally. The character can specify
1 Half damage if save is failed; no damage if successful.
this new initiative result or just wait until some time later in the
round and act then, thus fixing the character’s new initiative count
Table 52: Cover at that point. A character cannot interrupt anyone’s action with
a delayed action (as a character can with a readied action; see
below).
Cover Defense Bonus Table: Cover gives the Defense bonuses
for different degrees of cover. Add the relevant number to the
character’s Defense.

Cover Reflex Saving Throw Bonus Table: Cover gives the


Reflex Saving Throw bonuses for different degrees of cover. Add
this bonus to Reflex Saves against attacks that affect an area. This Delaying Limits The longest a character can delay before
bonus only applies to attacks that originate or burst out from a taking an action is until after everyone else has acted in the
point on the other side of the cover. round. At that point, the delaying character must act or else forfeit
any action in that round. If multiple characters are delaying, the
one with the highest initiative modifier (or highest AGL in case
of a tie) has the advantage. If two or more delaying characters
Cover Concealment Bonus Table: Cover gives concealment
both want to act on the same initiative count, the one with the
when a character is behind an object. This concealment works
highest initiative modifier can go first. If two or more delaying
exactly as regular concealment.
characters are trying to go after one another, the one with the
highest initiative modifier can go last; the others must go first or
lose their action for the round. If a character loses an action due
Striking the Cover Instead of a Missed Target If it ever
to delaying, they may act on any count on the next turn. Again,
becomes important to know whether the cover was actually
the character cannot interrupt an action.
struck by an incoming attack that misses the intended target,
the GM should determine if the attack roll would have hit the
protected target without the cover. If the attack roll falls within a
range low enough to miss the target with cover but high enough
to strike the target if there had been no cover, the object used
for cover was struck. This can be particularly important to know
in cases when a character uses another character as cover. In
such a case, if the cover is struck and the attack roll exceeds the 16.5.2 Ready
Defense of the covering character, the covering character takes
the damage intended for the target. If the covering character
has a AGL bonus to Defense or a dodge bonus, and this bonus The ready action lets a character prepare to take an action
keeps the covering character from being hit, then the original later to interrupt another character. On the character’s turn they
target is hit instead. The covering character has dodged out of prepare to take an action later if a specific trigger is met. Later
the way and didn’t provide cover after all. A covering character in the round, if the readied action is triggered, the character
can choose not to apply their AGL bonus to Defense and/or their takes their action before the triggering action. Readying does not
dodge bonus if the character so desires. provoke an AoO.
74

Readying an Action A character can ready an attack action. Size (Example) Defense
To do so the character specifies the action they will take and the Colossal (jetliner) −3
conditions under which the character will take it. Then, any time Gargantuan (army tank) 1
before the character’s next action, the character may take the Huge (typical car) 3
readied attack action in response to those conditions. The readied Large (big door) 4
action occurs just before the event that triggers it. If the trigger is Medium (dirt bike) 5
part of another character’s actions, the readied action interrupts Small (chair) 6
the other character. The other character continues their actions Tiny (College textbook) 7
once the readied action is completed. The character’s initiative Diminutive (paperback book) 9
count changes. For the rest of the encounter, the new initiative Fine (pencil) 13
count is the count on which the character took the readied action,
and the waiting character acts immediately ahead of the character Table 53: Object Size and Defense
whose action triggered the readied action. A character can move
as normal, but only as long as the character doesn’t spend the
Combat Points needed to accomplish the readied action. If the
character comes to their next action and has not yet performed
the readied action, the character doesn’t get to take the readied
action (though the character can ready the same action again). If
the character takes their readied action in the next round before
their regular turn comes up the character’s initiative count doesn’t
change. If a character attempts to make an attack against an inanimate,
immobile object the character receives an automatic hit with a
16.6 Special Attacks melee weapon, or a +5 bonus on their attack roll with a ranged
weapon (all ranged weapons are firing single shot). An object
This section covers firearms, grappling, explosives, attacking being held, carried, or worn has a Defense equal to the above
objects, and an assortment of other special attacks. figure + 5 + the opponent’s AGL modifier. Striking a held, carried,
or worn object provokes an AoO from the character who holds
16.6.1 Aid Another it. If a character has the Sunder feat, they don’t incur an AoO for
making the attempt.
In combat, a character can help a friend attack or defend by
distracting or interfering with an opponent. If the character is in
position to attack an opponent with which a friend of the character
is engaged in melee combat, the character can attempt to aid the
friend. The character makes an attack roll against DEF 10. If the
character succeeds, they don’t actually damage the opponent,
but the character’s friend gains either a +2 circumstance bonus
against that opponent or a +2 circumstance bonus to DEF against
that opponent (aiding character’s choice) on the friend’s next turn.

16.6.2 Planted Explosives


A planted explosive is set in place with a timer or fuse Hardness Each object has hardness, a number that represents
determining when it goes off. No attack roll is necessary to how well it resists damage. Whenever an object takes damage,
plant an explosive; the explosive sits where it is placed until it is subtract its hardness from the damage. Only damage in excess
moved or goes off. When a planted explosive detonates, it deals of its hardness is deducted from the object’s hit points (see Table:
its damage to all targets within the blast radius of the weapon. Substance Hardness and Hit Points and Table: Object Hardness
and Hit Points).
16.6.3 Attack an Object
Sometimes a character needs to attack or break an object

Strike an Object Objects are easier to hit than characters


because they usually don’t move, but many are tough enough to
shrug off some damage from each blow.

Object Defense and Bonuses to Attack Objects are harder


or easier to hit depending on their size and whether they are
immobile or being held, carried, or worn by opponents. The
base Defense of objects is shown on Table: Size and Defense of Hit Points An object’s HP total depends on what it is made of
Objects. or how big it is.
75

Object Hardness HP Break TN Saving Throws Unattended objects never make saving throws.
Lock They are considered to have failed their saving throws. An
Cheap 0 1 10 object attended by a character (being grasped, touched, or worn)
Average 3 5 15 receives a saving throw just as if the character herself were
High quality 5 10 20 making the saving throw.
High security 10 120 35
Ultrahigh security 20 150 10
Manufactured Objects1 Breaking Objects When a character tries to break something
Fine 0 1 10 with sudden force rather than by dealing damage, use a STR
Diminutive 0 1 10 check to see whether they succeed. The TN depends more on
Tiny 1 2 10 the construction of the object than on the material. If an object
Small 3 3 12 has lost half or more of its hit points, the TN to break it decreases
Medium 5 5 15 by 2.
Large 5 10 15
Huge 8 10 20
Gargantuan 8 20 30
Colossal 10 30 50 Repairing Objects Repairing damage to an object takes a full
Firearm, medium-size 3 5 17 hour of work and appropriate tools. Without the proper tools, a
Rope 0 2 23 character takes a −6 penalty on their Craft check. At the end of
Simple wooden door 5 10 13 the hour, make a Craft (Structural) check [TN20]. Success restores
Strong wooden door 5 20 23 2d6 HP. If damage remains, the character may continue to make
Steel door 10 120 35 repairs for as many hours as it takes to restore all the object’s
Cinderblock wall 8 90 35 HP.
Chain 10 5 26
Handcuffs 10 10 30
Metal bars 10 15 30
16.7 Facing
1 Figures for manufactured objects are minimum values. The GM may All characters have a facing: the direction to the adjacent
adjust these upward to account for objects with more strength and square the character or creature is pointing toward. This means
durability. that a Medium creature standing in a given square has eight
possible facings. The three squares a Small or Medium character
Table 54: Object Hardness and HP
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.
Substance Hardness Hit Points Larger characters have more squares to deal with, but they still
Paper 0 2/inch of thickness face toward one of eight directions. Their front areas remain the
Rope 0 2/inch of thickness squares in front of them (including those on the front corners);
Plastic, soft 0 3/inch of thickness their rear areas remain the squares behind them (including those
Glass 1 1/inch of thickness on the rear corners); and their flanks remain the squares directly
Ceramic 1 2/inch of thickness to their sides.
Ice 0 3/inch of thickness
Plastic, hard 2 5/inch of thickness
Wood 5 10/inch of thickness
16.7.1 Changing facing
Aluminum 6 10/inch of thickness
Concrete 8 15/inch of thickness As you move, you can freely change your facing, rotating your
Steel 10 30/inch of thickness miniature before you step into each new square. In addition, you
can change facing at the end of your move.
Table 55: Substance Hardness 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
Energy Attacks Acid and Concussive attacks deal normal any direction you like but you cannot change facing more than
damage to most objects. Electricity and fire attacks deal half once.
damage to most objects; divide the damage by 2 before applying
the hardness. Cold attacks deal ¼ damage to most objects; divide
the damage by 4 before applying the hardness.
16.8 Normal Movement

Ineffective Weapons The GM may determine that certain You can move into any square in your front area at the normal
weapons just can’t deal damage effectively to certain objects. movement cost. As you move you may change your facing as
you enter each new square. Make it clear which way you’re
facing as you move if it matters (such as when enemies are near),
Immunities Objects are immune to non-lethal damage. and set your miniature’s facing when you’re done moving.
76

16.8.1 Moving Backward or Sideways Driver The driver of the vehicle controls its movement. Most
vehicles have only one position from where the vehicle can be
You’ll usually turn your character in the direction of movement
driven, so the person seated there is the driver. Driving a vehicle
before making a move. As described above, you may freely make
costs a minimum of 6 Combat Points, which means that the driver
such changes in facing during movement. However, sometimes
may be able to do something else with their Combat Points. There
you’ll want to move without changing your facing to avoid
can be only one driver in a vehicle at one time.
exposing your flank or rear area to an AoO while you move. It
Copilot A copilot can help the driver by taking an aid another
costs two squares of movement to enter a square on your flank
action. The copilot must be seated in a location where they can
or in your rear area.
see the road and advise the driver (in a car, this generally means
the front passenger seat). Aiding the driver costs 6 Combat Points.
16.8.2 Facing And Attacking A vehicle can have only one copilot at a time. A copilot can also
drive the vehicle if the driver cannot or chooses not to, provided
In general, a character can attack into any square in his front
there is a second set of controls at the copilot’s seat (usually true
area without penalty. Characters who don’t want to change their
in aircraft, but not ground vehicles).
facing to point toward a foe can attack into their flank areas at a
Gunner Some vehicles have built-in weapons. If such a weapon
−5 penalty and into their rear areas at a −10 penalty.
is controlled from a location other than the driver’s position, a
Characters can make ranged attacks into any square beyond
character can man that position and become the gunner. A vehicle
their front area without penalty. The penalties for making ranged
can have as many gunners as it has gunner positions.
attacks into flank and rear areas are the same as for melee
Passenger All other personnel aboard the vehicle are
combat.
considered passengers. Passengers have no specific role in the
vehicle’s operation, but may be able to fire weapons from the
16.8.3 Opponent Facing vehicle or take other actions.
Not only does your facing matter when you’re attacking, but
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 17.2 Scale
or ranged weapon), you get a +2 bonus on the attack roll. You These rules use two scales. If the encounter involves both
don’t need anyone opposite you on the other side of your foe. If vehicles and characters on foot, use character scale. If the scene
you’re attacking from a foe’s rear area (or the squares beyond involves only vehicles and they’re likely to move at much higher
it), you get a +4 bonus on the attack roll. speeds than characters or creatures on foot, use vehicle scale.

Faceless Creatures Some creatures have no real facing


because they can move, attack, and perceive foes equally well in 17.2.1 Character Scale
every direction. Faceless creatures can move or attack into any
adjacent square and they can’t be flanked or attacked from the Character scale is identical to the standard scale: It’s carried out
rear because they don’t have flanks or rears. on a grid in which each square equals 5 feet. In character scale,
most vehicles are large enough to occupy multiple squares on
the map grid. How many squares a vehicle occupies is specified
Tiny and Smaller Creatures Tiny and smaller creatures don’t in the vehicle’s description.
have facing. They can move or attack in any direction and are When moving a vehicle, count the squares from the vehicle’s
otherwise treated as faceless. rear. When turning, pivot the vehicle on the rear square toward
which it is turning. When firing weapons, count squares from the
16.8.4 Readied Actions location of the weapon. In character scale, more than one ground
vehicle cannot occupy the same square.
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
turning), but you can ready an action for a sound-based trigger 17.2.2 Vehicle Scale
(such as the click of latch opening).
In Vehicle scale, grids are not used. Instead the GM will
describe the location of objects and obstacles, in reference to the
17 Vehicle Movement and Combat character’s location. It is important to use numerical feet values
for anything the characters will target, and reference how long it
For simply traveling from point to point, the vehicle used will take the characters to reach a particular obstacle, based on
is largely a matter of personal style and finances. Skill checks their speed.
are only required in extraordinary circumstances. These rules
are primarily focused on ground vehicles: cars, trucks, and light
military vehicles. The rules can be modified for heavier armored 17.3 Vehicle Sizes
vehicles, and aircraft.
Vehicles use the same size categories as characters and
creatures, as shown on Table: Vehicle Sizes. The vehicle’s size
17.1 Characters in Vehicles
modifier applies to its initiative modifier, maneuver modifier, and
A character in a vehicle fills one of several possible roles, which Defense. The size modifier is already included in the vehicle
determines what the character can do. statistics.
77

Vehicle Size Size Mod. Examples Speed Req Turn Dist Def Mod Check/Roll Mod
Colossal −8 Jumbo Jets, Semi-trucks Stationary — +0 —
Gargantuan −4 IFVs, APCs, and most aircraft Observing — +0 +0
Huge −2 Mid-sized cars, Luxury cars Cruising 5’ +1 +0
Large −1 Compact cars, Compact trucks Alley 10’ +1 −1
Medium +0 Motorcycles, Toy cars, and Mini cars Avenue 15’ +2 −2
Street 20’ +3 −4
Table 56: Vehicle Sizes Highway 30’ +5 −6
All Out 35’ +7 −8
17.4 Facing and Firing Arcs Table 57: Vehicle Speed
When dealing with vehicles, the vehicle’s facing (the direction
it’s pointing) is important. Facing indicates the direction in which
17.8.1 Declaring Speed
the vehicle is traveling, assuming it isn’t moving in reverse. It
can also determine which weapons aboard the vehicle can be At the beginning of their action, a driver must declare their
brought to bear on a target. speed category for the round. The driver can choose to go one
A weapon built into a vehicle can be mounted to fire in one of category faster or slower than the vehicle’s speed category at
four directions: forward, aft (rear), right, or left, or be built into a the end of the previous round. A stationary vehicle can change
partial or full turret. A partial turret lets a weapon fire into three to observing speed in either forward or reverse. Most vehicles
adjacent fire arcs (such as forward, left, and right), while a full cannot go faster than alley speed in reverse. Not all vehicles
turret lets it fire in any direction. For vehicles with weapons, a can reach all speeds, and some vehicles can skip speeds with
weapon’s arc of fire is given in the vehicle’s description. upgrades.

• Stationary The vehicle is motionless.


17.5 Getting Started
Most vehicles can be entered with 4 Combat Points and started • Observing Speed The vehicle is rolling at a very slow
with 4 more Combat Points. An exception is noted in a vehicle’s speed, usually used to survey areas. It tops out at about 15
description when it applies. miles per hour.
Vehicle combat differs from Character combat, in that there
are two phases per round, the Movement Phase and the Attack • Cruising Speed The vehicle is moving at a brisk pace,
Phase. faster than what would be moved to observe, often used
in parking lots and school zones. This speed tops out at
about 30 miles per hour.
17.5.1 Initiative
Initiative is determined by rolling initiative for each vehicle, • Alley Speed This speed is used for safely maneuvering a
using the vehicle’s initiative modifier. vehicle in tight spaces, such as alleys and parking garages.
It tops out at about 45 miles per hour.

17.6 Movement Phase • Avenue Speed This speed is for open roads at a decent
The movement phase is the phase where the vehicles move. speed, up to about 60 miles per hour.
The driver spends 6 Combat Points moving the Vehicle’s speed,
increasing or decreasing the speed category, and performing • Street Speed The vehicle is traveling at a moderate speed,
maneuvers. Initiative order goes as normal, and once every up to about 75 miles per hour.
vehicle in combat has moved, the Attack Phase begins.
• Highway Speed The vehicle is moving at a typical highway
speed, from about 90 miles per hour.
17.7 Attack Phase
The attack phase is the phase that allows both the vehicle and • All Out Speed The vehicle is traveling extremely fast, more
its occupants to attack. The characters may use as many Combat than 110 miles per hour.
Points as they possess attacking or shifting within the vehicle.

17.8.2 The Effects of Speed


17.8 Vehicle Speed
A fast-moving vehicle is harder to hit than a stationary one but
Vehicle speed is expressed in eight categories: Stationary, is also harder to control and to attack from. As shown on Table:
Observing Speed, Cruising Speed, Alley Speed, Avenue Speed, Vehicle Speeds and Modifiers, when a vehicle travels at street
Street Speed, Highway Speed and All Out Speed. Each of these speed or faster, it gains a bonus to Defense. However, that speed
speed categories represents a range of possible movement (see brings along with it a penalty on all skill checks and attack rolls
Table: Vehicle Speeds and Modifiers). Each movement Phase, a made by characters aboard the vehicle, including Drive checks
vehicle moves according to its current speed category. to control the vehicle and attacks made from it.
78

17.9 Driving a Vehicle and Modifiers affects all Drive checks made by the driver and
attack rolls made by all occupants of the vehicle.
Driving a vehicle cost 6 Combat Points, taken by the vehicle’s
driver. During their move action the driver moves the vehicle
a distance within its speed category. The driver can attempt 17.11.1 Avoid Hazard
maneuvers to change the vehicle’s course or speed. These
maneuvers can be attempted at any point along the vehicle’s Vehicle combat rarely occurs on a perfectly flat, featureless
route. plain. When a vehicle tries to move through a square occupied
The two kinds of vehicle movement are simple maneuvers and by a hazard the driver must succeed on a Drive check to avoid
stunts: the hazard and continue moving.
Structures simply cannot be avoided. Also, if a driver cannot
17.9.1 Simple Maneuvers make a check (if they have used all their Combat Points for the
round in performing other stunts) they automatically fail to avoid
A simple maneuver, such as a 45-degree turn, is easy to the hazard. In such cases, a collision occurs.
perform. Each is free and can be taken as many times as the The TN to avoid a hazard varies with the nature of the hazard.
driver likes while they move the vehicle for no Combat Point cost. On a failed check, the vehicle hits the obstacle. An oil slick
However, simple maneuvers do cost movement, so a vehicle that forces the drive to make a Drive check [TN18] to retain control of
makes a lot of simple maneuvers will not get as far as one going the vehicle. Failing to avoid an object results in a collision with
in a straight line. Simple maneuvers do not require the driver to the object.
make skill checks.

17.9.2 Stunts 17.11.1.1 Caltrops Caltrops are four-pronged steel spikes


designed so that one prong is pointing up when the caltrop rests
Stunts are difficult and sometimes daring maneuvers that enable on a surface. If a Vehicle fails its avoid hazard check, the caltrops
a driver to change their vehicle’s speed or heading more radically make an attack against the vehicle with a +2 Attack Bonus. If
than a simple maneuver allows. A stunt cost 6 Combat Points. the attack is successful, the vehicle’s tires are destroyed and the
Stunts always require Drive checks. driver is forced to make a Drive check [TN19] to retain control.
The vehicle’s max speed is reduced to observing speed until the
17.10 Simple Maneuvers tires are changed.

During a vehicle’s movement, the driver can perform any one


of the following maneuvers: 17.11.1.2 Oil Slick An oil slick is a large pool of oil (or any
hydrophobic, slippery fluid). If the driver fails to avoid this hazard,
they are forced to make a Drive check [TN18] to retain control of
17.10.1 45° Turn
the vehicle.
Any vehicle can make a simple 45° turn as part of its movement.
The vehicle must move forward at least a number of feet equal Hazard TN
to its required turn distance (shown on Table: Vehicle Speeds Caltrops 16
and Modifiers) before it can turn. After the turn, the vehicle must Oil Slick 18
move at least a number of feet equal to its required turn distance.
Small Object (tire, light debris) 8
Medium Object (crate) 12
17.10.2 Ram Large Object (pile of wreckage) 19
At character scale, a driver does not have to perform a Structure —
maneuver to ram another vehicle, they only needs to drive their
Table 58: Avoid Hazard TN
vehicle into the other vehicle, and a collision occurs (see Collisions
and Ramming).
At vehicle scale, however, more than one vehicle can occupy 17.11.2 Bootleg Turn
the same square and not collide, so ramming another vehicle
requires a simple maneuver. The driver moves their vehicle into By making a bootleg turn a driver can radically change
the other vehicle and states that they are attempting to ram. direction without turning in a loop. However, in doing so, the
Resolve the ram as a collision except that the driver of the target vehicle comes to a stop.
vehicle can make a Reflex Saving Throw [TN15] to reduce the Before a vehicle can make a bootleg turn it must move in a
damage to both vehicles by half. straight line at least a number of squares equal to its required turn
distance. To make a bootleg turn, simply change the vehicle’s
17.11 Stunts facing to the desired direction. The vehicle ends its movement in
that location, at stationary speed.
Stunts are maneuvers that require a Drive check to perform The TN for a bootleg turn depends on the change in facing.
successfully. Unsuccessful stunts often result in the vehicle ending On a failed check, instead of facing the desired direction, the
up someplace other than where the driver intended. When vehicle only changes facing by 45 degrees. Make a Drive check
this happens, the vehicle collides with any objects in its path. to retain control against a TN equal to the TN for the bootleg turn
Remember that the check/roll modifier from Table: Vehicle Speeds attempted.
79

Facing Change TN Gap Width TN


45° 5 1-3’ (ditch) 15
90° 10 4-7’ (culvert) 20
135° 15 8-15’ (creek, small ravine) 25
180° 20 16-25’ (narrow road, small pond) 30
26-40’ (wide road, small river) 35
Table 59: Bootleg Turn TN Vehicle Speed Category TN Mod
Observational +20
Cruising +15
17.11.3 Dash Alley +10
Avenue +5
With a dash stunt, a driver can increase the vehicle’s speed by
Street +0
one category. This increase is in addition to any speed change
Highway −5
made at the beginning of the driver’s action; if the driver increased
All Out −10
speed at that time, they can accelerate a total of two categories
in the same round. The vehicle’s total movement for the round
Table 60: Vehicle Jump TN
cannot exceed the maximum number of squares for its new speed
category. The squares it has already moved before attempting A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size
the dash count against this total. object; the vehicle may be able to avoid taking collision damage
The TN for a dash is 15. The driver can only succeed at one from the failed jump by treating the far side as a hazard and then
dash per round. continue moving (see Avoid Hazard, above).
On a failed check the vehicle does not change speed categories. A moderately deep gap (4 to 10 feet deep) is equivalent to a
Huge object. The vehicle can only drive out of the gap if the walls
are not too steep.
17.11.4 Hard Brake A deeper gap (11 feet or deeper) is equivalent to a Colossal
object. The vehicle can only drive out of the gap if the walls are
With a hard brake stunt, a driver can reduce the vehicle’s speed not too steep.
by up to one category. This is in addition to any speed change If the gap is filled with water, the vehicle takes only half damage
made at the beginning of his action; if the driver reduced speed from the collision with the ground. However, if the water is too
at that time, they can drop a total of two categories in the same deep or the bottom is too soft (GM’s discretion), the vehicle might
round. The vehicle’s movement for the round ends immediately. not be able to move.
The TN for a hard brake is 15. The driver can only succeed at
one hard break per round. On a failed check, the vehicle does
17.11.7 Sideswipe
not change speed categories. Make a Drive check [TN15] to retain
control (see Losing Control). During a vehicle’s movement, a driver can attempt to sideswipe
a vehicle or other target, either to deal damage without fully
ramming it or to cause another driver to lose control of their
17.11.5 Hard Turn vehicle.
At character scale, a vehicle must be side by side with its target
A hard turn allows a vehicle to make a turn in a short distance (that is, occupying the square or squares directly to its side) and
without losing speed. moving in the same direction. Attempting a sideswipe costs 1
A hard turn functions like a 45° turn simple maneuver, except square of movement.
that the vehicle only needs to move forward a number of feet If the stunt is successful the sideswiping vehicle and the target
equal to half its required turn distance (rounded down). both take damage as if they had collided (see Collisions and
The TN for a hard turn is 15. Ramming), except that the collision multiplier is one-forth, and the
On a failed check the vehicle continues to move forward a target (or driver of the target vehicle) can make a Reflex Saving
number of feet equal to its required turn distance before turning, Throw [TN15] to reduce the damage to both by half. If the target
just as with a simple 45° turn. Make a Drive check [TN15] to retain is another vehicle the driver must succeed at a Drive check [TN15]
control. at the beginning of their next action or lose control of the vehicle.
The TN for a sideswipe is 15 and is modified by the relative size
and speed of the target.
17.11.6 Jump
Target Condition TN Modifier
A driver can attempt to jump their vehicle across a gap in their Each size category larger −5
path. Each size category smaller +5
To make a jump the vehicle must move in a straight line a Each speed category of difference −2
number of feet equal to its required turn distance.
The TN for a jump depends on the width of the gap modified Table 61: Sideswipe
by the vehicle’s speed category.
On a failed check, the vehicle fails to clear the gap, and instead On a failed check, both vehicles take damage as though the
falls into it (or collides with the far side). Determine damage as sideswipe attempt was a success. However, the other driver does
for a collision (see Collisions and Ramming). not need to make a check to retain control.
80

17.12 Terrain Highest Speed Damage Die


Observational 1
The Terrain a vehicle is driving on can also change how a Cruising d2
vehicle is controlled, and how fast it can go. Alley d4
Avenue d6
• Paved Road Paved roads are roads made of cement, Street d8
asphalt, or any other kind of standard paving. They have Highway d10
no special rules. All Out d12
Smallest Object or Creature Size # of Dice
• Semi-Paved Road These roads include gravel, hard Colossal 20
compacted dirt roads, and any other kind of road where Gargantuan 16
traditional paving is not used. They grant a −1 penalty to Huge 12
all Drive checks. Large 8
Medium 4
Small 2
• Wilderness Wilderness includes loose dirt roads, sand, or Tiny 1
any kind of road off the beaten path. When driving on Smaller than Tiny 0
this type of surface, the maximum speed is reduced by 4
categories. Table 62: Collision Damage

• Icy and Snow Modifier Ice and snow remove traction from After finding the base damage, determine the collision’s
the road, making it harder to steer and gain control. When damage multiplier based on how the colliding vehicle struck
driving on any kind of road that is considered icy or snowy, the other vehicle or object. For vehicles moving in reverse,
there is a −4 penalty to Drive checks. consider the back end to be the vehicle’s “front” for determining
the collision multiplier. Consult Table: Collision Direction for a
multiplier.
• Rain Modifier Rain makes it somewhat more difficult to
Once the damage has been determined, apply it to both
drive, with the loss of traction. When driving on any kind
vehicles (or objects or creatures) involved in the collision. Both
of road that has been rained on, there is a −2 penalty to
vehicles reduce their speed by two speed categories. If the
Drive checks.
colliding vehicle moved the minimum number of feet for its
new speed category before the collision it ends its movement
immediately. If not, it pushes the other vehicle or object aside, if
17.13 Driver Options possible, and continues until it has moved the minimum number
of feet for its new speed category.
Here is what a vehicle driver can do during the Movement
Phase
Colliding Vehicle’s Target Multiplier
• Choose the Vehicle’s Speed The driver may increase or A stationary object ×1
decrease their vehicle’s speed category by one (or keep it A moving vehicle,
×2
the same). striking head-on or 45° from head-on
A moving vehicle, striking perpendicular ×1
A moving vehicle,
• Movement Move and maneuver, and attempt a single stunt ×½
striking from the rear or 45° from the rear
as part of the movement. A vehicle being sideswiped (see Sideswipe) ×¼

Table 63: Collision Direction


17.14 Collisions and Ramming
A collision occurs when a vehicle strikes another vehicle or a The driver of the vehicle that caused the collision must
solid object. Generally, when a vehicle collides with a creature immediately make a Drive check [TN15] or lose control of the
or other moving vehicle, the target can attempt a Reflex Saving vehicle (see Losing Control, below). The driver of the other vehicle
Throw [TN15] to reduce the damage by half. must succeed on a Drive check [TN15] at the beginning of their
next action or lose control of their vehicle.

17.14.1 Resolving Collisions


17.14.2 Damage to Vehicles Occupants
The base damage dealt by a vehicle collision depends on the
speed and size of the objects involved. Use the highest speed and When a vehicle takes damage from a collision its occupants
the smallest size of the two colliding objects and refer to Table: may take damage as well. The base amount of damage depends
Collision Damage. on the cover offered by the vehicle.
81

Cover Damage To make a Stealth check use the normal rules for hiding (see
None Same damage taken by vehicle the Stealth skill description). The normal size modifiers apply,
¼ ½ damage taken by vehicle but because the driver is hiding among other vehicles, most of
½ ¼ damage taken by vehicle which are size Large or Huge, they gain a +8 bonus on the check.
¾ or more None This use of the Stealth skill can only be attempted in fairly heavy
traffic; in lighter traffic the GM might not allow it or might apply a
Table 64: Occupant Collision Damage penalty to the check.
A driver can use Presence to make a pursuer think they are
Each of the occupants may make a Reflex Saving Throw [TN15] going a different direction from what the driver intends. Just
to take half damage. before making a turn onto an off-ramp or side street, make a
Presence check opposed by the pursuer’s Presence check. If the
driver is successful the pursuer takes a −5 penalty on any Drive
17.15 Losing Control
check needed to make the turn to follow the driver. If the other
A collision or a failed stunt can cause a driver to lose control of driver can make the turn using only simple maneuvers and does
his vehicle. In these cases, the driver must make a Drive check to not have to make a Drive check the Presence attempt has no
retain control of the vehicle. If this check is successful the driver effect.
maintains control of the vehicle.
If it fails the vehicle goes into a spin. If it fails by 10 or more, the
vehicle rolls. Remember that the check/roll modifier from Table:
Vehicle Speeds and Modifiers applies to all Drive checks. 17.17 Fighting from Vehicles
An out-of-control vehicle may strike an object or other vehicle.
The following rules provide a further framework for combat
When that happens, a collision occurs.
involving vehicles.
Actions during the Attack Phase of vehicle combat are handled
17.15.1 Spin the same way as actions during personal combat.
The vehicle skids, spinning wildly.
At character scale, the vehicle moves in its current direction a
number of feet equal to the required turn distance for its speed, 17.17.1 Move Actions
then ends its movement. Once it stops, roll 1d8 to determine its
new facing. Changing position within a vehicle is usually 5 Combat Points,
At vehicle scale, the vehicle moves 5’ and stops. Roll to especially if the character has to trade places with another
determine its new facing as indicated above. character. If the character’s movement is short and unobstructed,
the character can do it at the cost of regular movement.
1 no change 5 180°
2 right 45° 6 left 135°
3 right 90° 7 left 90°
17.17.2 Attack Actions
4 right 135° 8 left 45°
Anyone aboard a vehicle can make an attack with a personal
Table 65: Vehicle Spin weapon, and drivers and gunners can make attacks with any
vehicle-mounted weapons controlled from their positions.
17.15.2 Roll
The vehicle tumbles, taking damage.
At character scale, the vehicle rolls in a straight line in its current 17.18 Crew Quality
direction for a number of feet equal to the required turn distance
for its speed, then ends its movement. At the end of the vehicle’s Rather than force the GM to create, or remember, statistics for
roll, reorient the vehicle perpendicular to its original direction of
everyone aboard a vehicle, vehicle statistics include a general
travel (determine left or right randomly). “crew quality” descriptor. This indicates a typical crew’s aptitude
At vehicle scale, the vehicle rolls 5 ft before stopping and with the vehicle’s systems. Table: Vehicle Crew Quality shows the
reorienting. five levels of crew quality for GM-controlled vehicle crews, along
At either scale, a vehicle takes damage equal to 2d6 x the with the appropriate check modifier. Use the check modifier for
character scale required turn distance for its speed (use the all skill checks related to the operation of the vehicle (including
required turn distance from character scale even at vehicle scale). Drive and Craft (Mechanical, Electrical or Structural) checks). Use
The vehicle’s occupants take damage equal to 2d4 x the character the attack bonus for all attack rolls performed by the crew. For
scale required turn distance for its speed (Reflex Saving Throw quick reference, Table: Crewed Vehicles shows the typical crew
[TN15] for half damage). quality, and the crew’s total initiative and maneuver modifiers,
for the vehicles covered in this book.
This by no means restricts the GM from creating unique
17.16 Hide and Seek
vehicles where the crew’s statistics are included or from using GM
When being pursued, a driver can attempt a Stealth check to characters’ abilities when they drive or attack from vehicles. It’s
lose the pursuer in heavy traffic, or a Presence check to misdirect merely a shortcut to save time if the GM doesn’t have particular
the pursuer before turning onto an off-ramp or a side street. characters behind the wheel.
82

Crew Quality Check Modifier Attack Bonus 17.20 Damaging Vehicles


Untrained −4 −2
All vehicles have hit points which are roughly equivalent to a
Normal +2 +0 character’s hit points. Like most inanimate objects, vehicles also
Skilled +4 +2 have hardness. Whenever a vehicle takes damage, subtract the
Expert +8 +4 vehicle’s hardness from the damage dealt.
Ace +12 +6 When a vehicle is reduced to 0 hit points, it is disabled. Although
it might be repairable it ceases functioning. A vehicle that is
Table 66: Crew Quality
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.
17.19 Attack Options A vehicle is destroyed when it loses hit points equal to twice its
full normal total. A destroyed vehicle cannot be repaired.
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 17.20.1 Tires
ranged attack modifier.
A driver with 5 or more ranks in the Drive skill gains a All ground vehicles need tires to move. Targeting a tire is a
+2 synergy bonus when firing vehicle-mounted weapons while called shot at a −4 to hit the tire. If a vehicle’s tire is hit the driver
driving. must make a Drive check [TN16] or lose control of the vehicle.
Some military vehicles are equipped with fire-control For every tire lost, the vehicle loses one-quarter of its speed.
computers. These systems grant equipment bonuses on attack
rolls with the vehicle-mounted weapons to which they apply. 17.20.2 Energy Attacks
Driving Defensively Just as in melee combat, one can fight
defensively while driving a vehicle, which grants a +2 dodge Vehicles are treated as objects when subjected to energy
bonus to the vehicle’s Defense and applies a −4 penalty on attack attacks.
rolls made by occupants of the vehicle. It has the same Combat
Point cost as normal. 17.20.3 Exploding Vehicles
If the attack that disables a vehicle deals damage equal to
half its full normal hit points or more, the vehicle explodes after
17.19.1 Targeting Occupants 1d6 rounds. This explosion deals 15d6 points of Fire damage
to everyone within the vehicle (Reflex Saving Throw [TN20] for
An attack made against a vehicle uses the vehicle’s Defense half damage) and half that much to everyone and everything
modified by its speed category. Attackers can choose instead to within 30 feet of the explosion (Reflex Saving Throw [TN15] for
target specific vehicle occupants. half damage).
An attack against a vehicle occupant is made like any other
attack. Remember, however, that a character in a vehicle gains
17.20.4 Repairing Damage
bonuses to Defense from both the vehicle’s speed and any cover
it provides. Repairing damage to a vehicle takes a full hour of work, a
mechanical tool kit, and a garage or some other suitable facility.
Without the tool kit, a character takes a −4 penalty on their Craft
17.19.2 Cover check. At the end of the hour, make a Craft (Structural) check
[TN20]. Success restores 2d6 HP. If damage remains, the character
When a character fires from a vehicle, objects or other vehicles may continue to make repairs for as many hours as it takes to
in the way can provide cover for the target. restore all of the vehicle’s HP.
83

Chapter VII
Registration Rating Knowledge Time Cost
Equipment Licensed
(Business) TN
15
Required
5 days 5
Restricted 20 1 week 10
1 Restricted Objects Military & Police 25 2 weeks 20
Illegal 30 3 weeks 35
Some objects require licenses to own or operate, or are
restricted in use to qualifying organizations or individuals. In such Table 67: Equipment, Licenses
cases, a character must purchase a license or pay a fee to legally
own the object. A license or fee is a separate item, purchased
in addition to (and usually before) the object to which it applies. 3 The Black Market
The four levels of restriction are as follows. When dealing with
Sometimes a character wants to obtain an object without
licenses and weapons, the license type includes any papers or
going through the hassle of getting a license first. Almost anything
cards necessary to carry the weapon, open or concealed, without
is available on the black market. Knowledge (Streetwise) checks
being hassled by law enforcement.
can be used to locate a black market merchant. The TN is based
on where the character is searching: 15 in a big city, 20 in small
• None No license or restriction is required to own or operate
towns, 25 or higher in rural areas. Objects purchased on the black
the object.
market are more expensive than those purchased legally. Add
the black market purchase percentage increase to the object’s
• Licensed The owner must obtain a license to own or cost. Obtaining an object on the black market takes a number of
operate the object legally. Generally, the license is not days according to the Time Required column on Table: Licenses.
expensive, and obtaining it has few if any additional legal The process can be hurried, but each day cut out of the process
requirements. (to a minimum of one day) increases the purchase cost by an
additional 25%.
• Restricted Only specially qualified individuals or organiza-
tions are technically allowed to own the object. However, Registration Rating Black Market
the real obstacles to ownership are time and money; Price Increase
anyone with sufficient patience and cash can eventually Licensed 25%
acquire the necessary license. Restricted 50%
Military & Police 100%
• Military & Police The object is sold primarily to Illegal 200%
legitimate police and military organizations. An M&P
restriction is essentially the same as Restricted, except Table 68: The Black Market
that manufacturers and dealers are generally under tight
government scrutiny and are therefore especially wary of
selling to private individuals. 4 New Vs. Used
The prices listed for the various objects are the price you’d
• Illegal The object is illegal in all but specific, highly regulated pay for something NIB (New in Box), but often characters will
circumstances. either try to purchase something used or try to sell extra gear.
When purchasing or selling something used, use these rates.

• New in Box 100% of normal price. Object has never seen


2 Purchasing a License use and even still comes with the receipt.

To purchase a license or pay necessary fees, a character • Like New 90% of normal price. No major problems, gear
pays the fee on the chart, and waits the appropriate time. To works as advertised and includes most, if not all of the listed
speed the process, the character may attempt a Knowledge equipment.
(Business) check at the listed TN. Success results in the license
being issued in 1d4 days. During character creation, a character • Good 75% of normal price. Object shows some wear, but
only needs to purchase the license or pay the fee; the time still works as advertised, does not include any of the extra
required takes place before game play begins. As a general rule, listed gear outside of what’s attached to it.
a character must obtain the appropriate license before buying a • Fair 50% of normal price. Object shows wear and has light
restricted object. When a character has purchased the appropriate damage, firearms would have to be cleaned in this state,
license once, it is applicable for all items with the same rating, so and cars may have to have minor repairs (15% HP lost or
a character does not have to purchase a license for each item of less)
the same level. A higher license grants the ability to purchase any
object at the same restriction level or lower. Legitimate dealers • Usable 25% of normal price. Objects need repair to use
will not sell restricted objects to a character who does not have functionally, firearms considered damaged and need to
the necessary license. However, a character may be able to turn be repaired before use, cars would need major repairs
to the black market to obtain restricted objects without a license. (16-25% HP lost)
84

• Poor 10% of normal price. Objects are basically junk at Condition Stealth Modifier
this point. Firearms are no more than spare parts (or a Clothing is tight or small −4
spare magazine), a vehicle would have to be rebuilt from Clothing is especially loose or +2
this stage (50% or more HP lost). bulky
Clothing is specifically modified +2
for concealing object
5 Mastercraft Objects Firearm is carried in a concealed +2
carry or holdout holster
Weapons, armor, and some other types of equipment can Firearm is carried in a shoulder +1
be constructed as mastercraft objects. The exceptional quality of holster
these objects provides the user a bonus on attack rolls, damage, Size of weapon or object
defense, or some other characteristic that improves when the Fine +12
object is used. A mastercraft object that provides a +1 bonus
Diminutive +8
and can usually be purchased on the open market as a custom
Tiny +4
version of a common object. The increased cost of this item is
Small +0
75% of the item’s cost.
Medium −4
A rare few objects are of mastercraft quality even without
Large −8
customization. The off-the-shelf version of the object is of such
Huge or larger Can’t conceal
high quality that it is always provides a +1 bonus. In these cases,
the cost is not increased, as such objects are already priced higher
Table 69: Concealing Weapons & Objects
than similar objects of lower quality.
Mastercraft objects with a bonus of +2 or +3 are considered
grandmastercraft and are not common and are generally not 6.4 Spotting Concealed Objects
for sale. If a grandmastercraft +2 object could be found for Noticing a concealed weapon or other object requires a
purchase, its cost would add 125% to the normal cost. The cost Perception check. The TN varies: If the target made a roll when
of a grandmastercraft +3 object would add 200% to the normal concealing an object, the TN of the Perception check to notice the
cost. object is the same as the target’s check result (an opposed check,
in other words). If the target took 10 on their Stealth check, use
this formula:
6 Concealed Weapons and Objects Target’s Stealth Skill Modifier (including Modifiers from
the above table) + 10 = Perception TN
It is assumed that when attempting to conceal a weapon or An observer attempting to spot a concealed object receives a
other object, a character is wearing appropriate clothing. Drawing −1 penalty for every 10’ between him or herself and the target,
a concealed weapon is more difficult than drawing a regularly and a −5 penalty if distracted. Patting someone down for a hidden
holstered weapon. Keeping the weapon in an easier-to-draw weapon requires a similar check. However, the skill employed in
position makes concealing it more difficult. Perception, and the searcher receives a +4 circumstance bonus
for the hands-on act of frisking the target. Some devices may
6.1 Waistband Carry also offer bonuses under certain circumstances (a metal detector
offers a bonus to Perception checks to find metal objects, for
Waistband carry is holstering a weapon in the waistband without example).
a proper holster. When carrying a weapon in this manner, it isn’t
properly secured, and will fall out under any strenuous movement.
When waistband carrying, a character must make a Reflex Saving
6.5 Spotting Concealable Armor
Throw [TN15] to keep their weapon in their belt when doing any Concealable armor can be worn under clothing if the wearer
actions that cause them to roll an Attack Roll or a DEX or STR wants it to go unnoticed. Don’t use the modifiers from Table:
based skill. If they fail this check, the weapon falls to the ground. Concealing weapons and objects when wearing concealable
armor. Instead, anyone attempting to notice the armor must
make a Perception check [TN30].
6.2 Stealth Checks
To conceal a weapon or other object, make a Stealth check. A
character concealing an object before they head out into public 7 Living in Luxury
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.

6.3 Concealment
8 Carry Capacity
The object’s size affects the check result, as shown below. The
type of holster used or clothing worn and any attempt to make a A character’s carrying capacity depends directly on the
weapon easier to draw can also affect the check. character’s STR score.
85

Medium Load A medium encumbered character performs as


if their AGL modifier were no higher than +3. In addition, the
character takes a −3 encumbrance penalty on attack rolls and
checks involving the following skills: Acrobatics, Athletics, and
Stealth. This encumbrance penalty stacks with any armor penalty 9 General Equipment
that may also apply. A medium encumbered character spends 2
Combat Points per 5’ to move. 9.1 Bags and Boxes
With the wide variety of equipment available, it is quite often
Heavy Load If the weight of a character’s gear falls in critical to have something to store the equipment or carry it
their heavy load range, the character is considered heavily around in.
encumbered. A heavily encumbered character performs as
if their AGL modifier were no higher than +1. In addition, the
character takes a −6 encumbrance penalty on attack rolls and Aluminum Travel Case A travel case is a reinforced metal
checks involving the following skills: Acrobatics, Athletics, and box with foam inserts. Wing-style clamps keep it from opening
Stealth. This encumbrance penalty stacks with any armor penalty accidentally.
that may also apply. A heavily encumbered character spends
3 Combat Points per 5’ to move. The figure at the upper end Backpack This is a good-sized backpack, made of tough water-
of a character’s heavy load range is their maximum load. No resistant material. It has one or two central sections, as well as
character can move or perform any other actions while carrying several exterior pockets and straps for attaching tents, bedrolls,
more than their maximum load. or other gear. It can carry up to 60 pounds (960 ounces) of gear.
A backpack gives a character a +1 equipment bonus to STR for
Lifting and Dragging A character can lift up to their maximum the purpose of determining carrying capacity.
load over their head. A character can lift up to double their
maximum load off the ground, but they can only stagger around Briefcase A briefcase can carry up to 80 ounces worth of gear.
with it. While overloaded in this way, the character loses any AGL A briefcase can be locked, but its cheap lock is not very secure;
bonus to DEF and can only move 5’ per round (for 12 Combat Disable Device check [TN15], break [TN10].
Points). A character can generally push or drag along the ground
up to five times their maximum load. Favorable conditions (smooth
ground, dragging a slick object) can double these numbers, and Contractor’s Field Bag A combination tool bag and notebook
bad circumstances (broken ground, pushing an object that snags) computer case, this has pockets for tools, pens, notepads, and
can reduce them to one-half or less. cell phones. It even has a clear plastic flap for maps or plans.
Made of durable fabric, it holds 160 ounces worth of equipment
and comes with a shoulder strap.
8.1 Bigger and Smaller Creatures
The Carry Capacity amounts are for Medium bipedal Day Pack This is a small backpack, the sort often used by
creatures. Larger and Smaller bipedal creatures can carry more students to carry their books around, or by outdoor enthusiasts
or less depending on their size category. Quadrupeds, such as on short hikes. It holds 240 ounces of gear and fits comfortably
horses can carry heavier loads in general. Multiply the Carry over one shoulder in a messenger type style or on both shoulders
Capacity amounts by the number given on the following table to in a traditional pack type.
determine the creature’s actual carrying capacity.

Size Bipedal Quadruped Handbag Handbags provide another way to carry 32 ounces
of equipment. The wealth point cost shown is for a basic bag;
Fine 1/8 ¼ high-fashion purses can be exponentially expensive.
Diminutive ¼ ½
Tiny ½ ¾
Small ¾ 1 Range Pack This lightweight black bag has a spacious inner
Medium 1 1½ compartment capable of holding roughly 230 ounces of gear
Large 2 3 and can hold an additional 64 ounces in six zippered external
Huge 4 6 compartments. The larger version holds 400 ounces of equipment
Gargantuan 8 16 in the internal compartment and another 96 ounces in the
Colossal 16 24 zippered external pouches. A range pack easily holds several
pistols and a submachine gun and the larger version can hold
Table 70: Carry Capacity & Different Sizes disassembled rifles. A Range pack gives a character a +1
equipment bonus to STR for the purpose of determining carrying
capacity.
8.2 Tremendous Strength
For STR scores not listed, find the score between 20 and 29 Duffel Bag A simple bag with either zipper or draw sting
that has the same ones digit as the creature’s STR score. Multiply closures and a strap, duffel bags come in all different sizes and
the figures by 4 if the creature’s STR is in the 30s, 16 if it’s in the shapes. The small bag can hold about 320 ounces of equipment,
40s, 64 if it’s in the 50s, and so on. while the large can hold up to 1600 ounces of equipment.
86

STR Light Load Medium Load Heavy Load Lift Over Head Lift Off Ground Push or Drag
1 up to 3 lb. 4-6 lb. 7-10 lb. 10 lb. (160 oz.) 20 lb. (320 oz.) 50 lb.
(up to 48 oz.) (64-96 oz.) (112-160 oz.) (800 oz.)
2 up to 6 lb. 7-13 lb. 14-20 lb. 20 lb. (320 oz.) 40 lb. (640 oz.) 100 lb.
(up to 96 oz.) (112-208 oz.) (224-320 oz.) (1,600 oz.)
3 up to 10 lb. 11-20 lb. 21-30 lb. 30 lb. (480 oz.) 60 lb. (960 oz.) 150 lb.
(up to 160 oz.) (176-320 oz.) (336-480 oz.) (2,400 oz.)
4 up to 13 lb. 14-26 lb. 27-40 lb. 40 lb. (640 oz.) 80 lb. (1,280 oz.) 200 lb.
(up to 208 oz.) (224-416 oz.) (432-640 oz.) (3,200 oz.)
5 up to 16 lb. 17-33 lb. 34-50 lb. 50 lb. (800 oz.) 100 lb. (1,600 oz.) 250 lb.
(up to 256 oz.) (272-528 oz.) (544-800 oz.) (4,000 oz.)
6 up to 20 lb. 21-40 lb. 41-60 lb. 60 lb. (960 oz.) 120 lb. (1,920 oz.) 300 lb.
(up to 320 oz.) (336-640 oz.) (656-960 oz.) (4,800 oz.)
7 up to 23 lb. 24-46 lb. 47-70 lb. 70 lb. (1,120 oz.) 140 lb. (2,240 oz.) 350 lb.
(up to 368 oz.) (384-736 oz.) (752-1,120 oz.) (5,600 oz.)
8 up to 26 lb. 27-53 lb. 54-80 lb. 80 lb. (1,280 oz.) 160 lb. (2,560 oz.) 400 lb.
(up to 416 oz.) (432-848 oz.) (864-1,280 oz.) (6,400 oz.)
9 up to 30 lb. 31-60 lb. 61-90 lb. 90 lb. (1440 oz.) 180 lb. (2,880 oz.) 450 lb.
(up to 480 oz.) (496-960 oz.) (976-1440 oz.) (7,200 oz.)
10 up to 33 lb. 34-66 lb. 67-100 lb. 100 lb. (1,600 oz.) 200 lb. (3,200 oz.) 500 lb.
(up to 528 oz.) (544-1,056 oz.) (1,072-1,600 oz.) (8,000 oz.)
11 up to 38 lb. 39-76 lb. 77-115 lb. 115 lb. (1,840 oz.) 230 lb. (3,680 oz.) 575 lb.
(up to 608 oz.) (6241,216 oz.) (1,232-1,840 oz.) (9,200 oz.)
12 up to 43 lb. 44-86 lb. 87-130 lb. 130 lb. (2,080 oz.) 260 lb. (4,160 oz.) 650 lb.
(up to 688 oz.) (704-1,376 oz.) (1,392-2,080 oz.) (10,400 oz.)
13 up to 50 lb. 51-100 lb. 101-150 lb. 150 lb. (2,400 oz.) 300 lb. (4,800 oz.) 750 lb.
(up to 800 oz.) (816-1,600 oz.) (1,616-2,400 oz.) (12,000 oz.)
14 up to 58 lb. 59-116 lb. 117-175 lb. 175 lb. (2,800 oz.) 350 lb. (5,600 oz.) 875 lb.
(up to 928 oz.) (944-1,856 oz.) (1,872-2,800 oz.) (14,000 oz.)
15 up to 66 lb. 67-133 lb. 134-200 lb. 200 lb. (3,200 oz.) 400 lb. (6,400 oz.) 1,000 lb.
(up to 1,056 oz.) (1,072-2,128 oz.) (2,144-3,200 oz.) (16,000 oz.)
16 up to 76 lb. 77-153 lb. 154-230 lb. 230 lb. (3,680 oz.) 460 lb. (7,360 oz.) 1,150 lb.
(up to 1,216 oz.) (1,232-2,448 oz.) (2464-3,680 oz.) (18,400 oz.)
17 up to 86 lb. 87-173 lb. 174-260 lb. 260 lb. (4,160 oz.) 520 lb. (8,320 oz.) 1,300 lb.
(up to 1,376 oz.) (1,392-2,768 oz.) (2,784-4,160 oz.) (20,800 oz.)
18 up to 100 lb. 101-200 lb. 201-300 lb. 300 lb. (4,800 oz.) 600 lb. (9,600 oz.) 1,500 lb.
(up to 1,600 oz.) (1,616-3,200 oz.) (3,216-4,800 oz.) (24,000 oz.)
19 up to 116 lb. 117-233 lb. 234-350 lb. 350 lb. (5,600 oz.) 700 lb. (11,200 oz.) 1,750 lb.
(up to 1,856 oz.) (1,872-3,728 oz.) (3,744-5,600 oz.) (28,000 oz.)
20 up to 133 lb. 134-266 lb. 267-400 lb. 400 lb. (6,400 oz.) 800 lb. (12,800 oz.) 2,000 lb.
(up to 2,128 oz.) (2,144-3,616 oz.) (4,272-6,400 oz.) (32,000 oz.)
21 up to 153 lb. 154-306 lb. 307-460 lb. 460 lb. (7,360 oz.) 920 lb. (14,720 oz.) 2,300 lb.
(up to 2,448 oz.) (2,464-4,896 oz.) (4,912-7,360 oz.) (36,800 oz.)
22 up to 173 lb. 174-346 lb. 347-520 lb. 520 lb. (8,320 oz.) 1,040 lb. (16,640 oz.) 2,600 lb.
(up to 2,768 oz.) (2,784-5,536 oz.) (5,552-8,320 oz.) (41,600 oz.)
23 up to 200 lb. 201-400 lb. 401-600 lb. 600 lb. (9,600 oz.) 1,200 lb. (19,200 oz.) 3,000 lb.
(up to 3,200 oz.) (3,216-6,400 oz.) (6,416-9,600 oz.) (48,000 oz.)
24 up to 233 lb. 234-466 lb. 467-700 lb. 700 lb. (11,200 oz.) 1,400 lb. (22,400 oz.) 3,500 lb.
(up to 3,728 oz.) (3,744-7,456 oz.) (7,472-11,200 oz.) (56,000 oz.)
25 up to 266 lb. 267-533 lb. 534-800 lb. 800 lb. (12,800 oz.) 1,600 lb. (25,600 oz.) 4,000 lb.
(up to 4,256 oz.) (4,272-8,848 oz.) (8,544-12,800 oz.) (64,000 oz.)
26 up to 306 lb. 307-613 lb. 614-920 lb. 920 lb. (14,720 oz.) 1,840 lb. (29,440 oz.) 4,600 lb.
(up to 4,896 oz.) (4,912-9,808 oz.) (9,824-14,720 oz.) (73,000 oz.)
27 up to 346 lb. 347-693 lb. 694-1,040 lb. 1,040 lb. (16,640 oz.) 2,080 lb. (33,280 oz.) 5,200 lb.
(up to 5,536 oz.) (5,552-11,088 oz.) (11,104-16,640 oz.) (83,200 oz.)
28 up to 400 lb. 401-800 lb. 801-1,200 lb. 1,200 lb. (19,200 oz.) 2,400 lb. (38,400 oz.) 6,000 lb.
(up to 6,400 oz.) (6,416-12,800 oz.) (12,816-19,200 oz.) (96,000 oz.)
29 up to 466 lb. 467-933 lb. 934-1,400 lb. 1,400 lb. (22,400 oz.) 2,800 lb. (44,800 oz.) 7,000 lb.
(up to 7,456 oz.) (7,472-14,928 oz.) (14,944-22,400 oz.) (112,000 oz.)

Table 71: Carry Capacity


87

Waist Pack This small zippered pouch is fitted with an integral designer creations can have a cost much higher than shown on
belt and is designed to be fastened around the waist. It holds 48 the table.
ounces of equipment comfortably.
Fatigues Called ‘‘battle dress uniforms’’ (or BDUs) in the United
Object Sz Wt Cost Restr States Armed Forces, these are worn by hardened veterans and
wannabes alike. They’re rugged, comfortable, and provide lots
Backpack M 32 6 None
of pockets. They are also printed in various camouflage patterns:
Aluminum Travel Case, 10 lb. cap M 70 2 None woodland, desert, winter, urban (gray patterned), and black are
Aluminum Travel Case, 40 lb. cap L 160 4 None available. When worn in an appropriate setting, fatigues grant a
Aluminum Travel Case, 45 lb. cap L 240 7 None +2 bonus on Stealth checks.
Briefcase M 32 2 None
Contractor’s Field Bag M 17 1 None
Uniform From the cable guy to a senior Air Force officer, people
Day Pack S 16 1 None
on the job tend to wear uniforms, making such clothing an
Handbag S 10 1 None
essential part of some disguises since a uniform inclines people
Range Pack, Standard S 32 7 None
to trust the wearer. Wearing a uniform grants a +2 circumstance
Range Pack, Oversized M 128 11 None bonus on all applicable Presence checks. The price of the uniform
Duffel Bag, Small M 12 1 None is based on what particular uniform a character is trying to acquire
Duffel Bag, Large L 32 2 None and is set by the GM.
Waist Pack S 8 2 None

Table 72: Equipment, Bags & Boxes Ghillie Suit The ultimate in camouflage, a ghillie suit is a loose
mesh over garment covered in strips of burlap in camouflage
of the purchaser’s choice. Other camouflaging elements can
9.2 Clothing easily be added. A figure under a ghillie suit is nearly impossible
The items described here represent special clothing types or to discern. A character wearing a ghillie suit with appropriate
unusual outfits that a character might need to acquire. For the coloration gains a +10 bonus on Stealth checks. The suit’s
most part, clothing choice is based on character concept. It is coloration can be changed for 6 Combat Points. However, the
assumed that a character owns a reasonable wardrobe of the bulky suit imposes a penalty of −4 on all DEX checks, DEX-based
sorts of clothes that fit their lifestyle. Sometimes, however, a skill checks (except Stealth), and melee attack rolls.
character might need something out of the ordinary. When that’s
the case, they will have to purchase it like any other piece of gear. Outerwear In addition to keeping a character warm and dry,
Clothes have three effects on game mechanics: one on Presence coats and jackets provide additional concealment for things a
checks, one on Stealth checks, and one on Environmental factors. character is carrying (they often qualify as loose or bulky clothing;
First, clothing is part of a disguise. see Concealed Weapons and Objects).
See the Presence skill description for more on how appropriate
dress affects Presence checks. Clothes also help to hide firearms, Coat An outer garment worn on the upper body. Its length and
body armor, and small objects. Tightly tailored clothing imposes style vary according to fashion and use. It grants the wearer a +1
a penalty on an attempt to conceal an object; clothing purposely to Fortitude Saves made to resist the effects of cold weather. The
tailored to conceal objects provides a bonus. Clothing also price listed is for a simple coat or hoodie, high-fashion clothing
includes worn accessories, such as holsters, sheathes, and armor. can be exponentially expensive.
An outfit of clothing represents everything a character needs
to dress a part: pants or skirt, shirt, undergarments, appropriate
Fatigue Jacket A lightweight outer garment fashioned after the
shoes or boots, socks or stockings, and any necessary belt or
fatigue uniforms worn by military personnel when performing
suspenders. The clothes a character wears does not count against
their standard duties.
the weight limit for encumbrance. Each outfit has a level that is
appropriate for a given temperature range (very hot, hot, mild,
cold, or very cold), and the wearer can remove layers or roll up Overcoat A warm coat worn over a suit jacket or indoor
cuffs to make it acceptable, if not completely comfortable, for the clothing. The price listed is for a simple overcoat, high-fashion
next higher range. The Price listed is for the base set of clothes, clothing can be exponentially expensive.
high-fashion clothing can be exponentially expensive.
Parka This winter coat grants the wearer a +2 to Fortitude Saves
Business A business outfit generally includes a jacket or blazer, made to resist the effects of cold weather.
but can incorporate everything up to, and including three piece
suits. Business clothing tends to look sharp and well groomed Work Gloves These gloves are thick leather working gloves,
without being overly formal. protecting from heat, cold, and generally corrosive or sharp
objects, allowing someone to work comfortably with these objects
Casual Casual clothes range from cut-off jeans and a T-shirt to and elements.
neatly pressed khakis and a hand-knit sweater.
Utility belts Tool belts and police gun belts fall into this category.
Formal From a little black dress to a fully appointed tuxedo, They can comfortably hold 144 ounces of equipment and keep
formal clothes are appropriate for ‘‘black tie’’ occasions. Special them on hand at all times.
88

Flotation Vest A character wearing a flotation vest need not Night Vision Goggles Night Vision Goggles are goggles that
make Athletics checks to stay afloat, and their encumbrance load use passive light gathering to improve vision in near-dark and
is considered 50 lbs. lighter for the purpose of determining weight dark conditions. They grant the user the ability to see in darkness,
penalties with Athletics checks to swimming. A flotation vest can but because of the restricted view, grant a −5 penalty to all sight
be worn over normal clothing and light to medium armor. based perception checks made by someone wearing them. When
in complete darkness, NVGs must either be used with an infrared
Gas Mask The gas mask provides full protection against the illuminator (+8 to the cost), or use another source of infrared light.
effects of tear gas, pepper balls, and chemical irritants and grants Mounts can be purchased to mount the NVGs to a Combat Helmet,
the wearer a +6 bonus to Fortitude Saves made to resist inhaled at +1 to the cost.
contaminants. The chracter can also purchase filters that can
protect against a single specific type of inhaled poison for 2 WP. Object Sz Wt Cost Restr
Flash Goggles T 6 1 None
Object Sz Wt Cost Restr Sunglasses T 6 4 None
Business, Hot M 48 5 None IRGs S 20 40 None
Business, Mild M 32 5 None NVGs S 26 7 None
Business, Cold M 64 6 None
Casual, Very Hot M 30 2 None Table 74: Equipment, Eyewear
Casual, Hot M 48 2 None
Casual, Mild M 32 3 None 9.4 MOLLE
Casual, Cold M 64 4 None
Formal, Hot M 48 6 None Modular Lightweight Load-carrying Equipment (MOLLE) is
Formal, Mild M 32 7 None customizable load-bearing equipment utilized by various armed
Formal, Cold M 64 8 None forces. MOLLE can be configured to the user’s specifications,
Fatigues, Hot M 48 7 None based on the needs of the user. MOLLE has a number of
Fatigues, Mild M 32 6 None attachment slots, that can be filled by various pouches.
Fatigues, Cold M 64 9 None
Uniform M 32 See text None Kit Pouch (1 slot per 5 pounds) This pouch can hold a small
Ghillie Suit M 96 6 None kit, keeping it on hand at all times for quick use.
Coat M 32 2 None
Fatigue Jacket M 28 3 None
Overcoat M 50 3 None Holster Pouch (2 slots) This pouch encompasses a holster that
Parka M 80 7 None holds a firearm of medium or smaller size.
Work Gloves S 6 1 None
Utility Belt S 29 2 None Single Large Magazine Pouch (1 slot) This pouch can hold a
Flotation Vest M 16 1 None single rifle, machine pistol, or SMG magazine.
Gas Mask M 25 4 None
Filters, Gas Mask T 4 2 None
Dual Large Magazine Pouch (1 slot) This pouch can hold two
rifle, machine pistol, or SMG magazines.
Table 73: Equipment, Clothing

9.3 Eyewear Quad Large Magazine Pouch (3 slot) This pouch can hold
four rifle, machine pistol, or SMG magazines.
Eyewear encompass everything from basic sunglasses, to the
most covering night vision goggles. A character can have only
one pair of eyewear on at one time. Sextuple Large Magazine Pouch (4 slot) This pouch can hold
six rifle, machine pistol, or SMG magazines.
Flash Goggles These eye coverings provide total protection
against blinding light. They negate all Will Saves against blindness, Small Magazine/Speedloader Pouch (1 slot) This pouch can
but the wearer suffers a −4 ranged attack roll while wearing them. hold up to two handgun magazines or two speedloaders.

Sunglasses Sunglasses are tinted glasses that block UV rays Shell Pouch (1 slot) This pouch can hold twenty five shotgun
and bright light. They grant a +1 to all Will Saves against blindness. shells of any caliber.

Infared Goggles Infared Goggless are goggles that use heat


Cased Ammunition Pouch (1 slot) This pouch can hold fifty
signatures to locate targets. They grant the user the ability to see
rounds of cased ammunition, either in stripper clips or loose
any target that is warmer than their surroundings in darkness, but
rounds.
because of the restricted view, grant a −5 penalty to all sight based
perception checks made by someone wearing them. Mounts can
be purchased to mount the IRGs to a Combat Helmet, at +1 to the Grenade Pouch (1 slot) This pouch can hold two grenades,
cost. either hand grenades or grenade launcher grenades.
89

Shell Loops (1 slot) This pouch is a simple group of elastic Object Sz Wt Cost Restr
loops made to hold shotgun shells. The loops can hold six shells Kit Pouch S 8 3/slot None
of any gauge. Using shell loops negates the necessity to reach Holster Pouch S 8 2 None
into a pack to retrieve ammunition. Single Large Magazine Pouch S 8 1 None
Dual Large Magazine Pouch S 10 2 None
Quad Large Magazine Pouch S 12 3 None
Sextuple Large Magazine Pouch S 16 3 None
Cartridge Loops (1 slot) This pouch is a simple group of elastic Small Magazine/Speedloader Pouch S 8 1 None
loops made to hold cased rounds. The loops can hold ten rounds Shell Pouch S 8 1 None
of any caliber. Using cartridge loops negates the necessity to Cased Ammo Pouch S 7 1 None
reach into a pack to retrieve ammunition. Grenade Pouch S 9 1 None
Shell Loops S 4 1 None
Cartridge Loops S 4 1 None
Utility Pouch S 10 1 None
Utility Pouch (2 slots) This general purpose pouch can hold Plate Carrier Pouch L 18 5 None
small electronic devices, such as a radio, GPS, cell phone, or other Weapon Carrier Loops M 11 4 None
devices. Utility pouches can also be used to carry 100 round Quiver Pouch M 16 2 None
linked belts of ammunition. It can comfortably hold 64 ounces. Sheath Pouch S 9 1 None
Canteen Pouch S 16 1 None
Backpack Pouch M 32 2 None
Hydration Pouch M 40 4 None
Plate Carrier Pouch (6 slots) This pouch is specially built to Table 75: Equipment, MOLLE
hold trauma plates that can help decrease damage taken.

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


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

9.5 General Kits


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

General Kits are professional gear packages that support skill


Sheath Pouch (1 slot) This pouch encompasses a sheath that checks. Each kit is presented in 3 sizes, and though the contents
holds a melee weapon of small or smaller size. of each set of kits is widely varied, all kits share the same rules.
The kits list everything that comes with the selected kit.

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


for easy use and access.
Kit Sizes

Small Kit This bare essentials kit reduces the penalty to


a −2 with skill checks.
Backpack Pouch (5 slots) This pouch can hold up to 30 pounds Standard Kit This specialized field package confers the
(480 ounces) of any gear that is sized medium or smaller. benefits of the small kit and grants a +2 equipment bonus
with skill checks.
Deluxe Kit This expert tool suite confers the benefits of
the small and standard kits, and grants a +4 equipment
bonus with skill checks. Often, however, deluxe kits are
Hydration Pouch (4 slots) too large or bulky for easy transport.

This pouch carries a hydration bladder that holds 1 gallon of


desired liquid, usually water.
90

Using Supplies & Replenishing Kits Object Sz Wt Cost Restr


Construction Kit, Small H 50 lb. 25 None
Generally, most kits can be used multiple times without Construction Kit, Standard G 500 lb. 35 None
worrying about supplies. When using a first aid or surgery Construction Kit, Deluxe C — 200 None
kit, however, the bandages, disinfectant, and disposable
medical supplies are to be disposed of and will eventually Table 77: Equipment, General Kits
need to be replenished.
• A small first aid kit can be used 4 times and costs 1 Small Demolitions Kit Dentist’s mirror, non-conductive simple
WP to replenish. tools (sticks, tweezers, dull blades), wire crimper/cutter/stripper,
needle-nose pliers, pocket knife, cigarette lighter or waterproof
• A standard first aid kit can be used 10 times and
matches, tape (duct, masking, and electrical, 25’ each), grease
costs 3 WP to replenish.
pencils, chem-lights, pen flashlight, good-luck charm.
• A deluxe first aid kit can be used 25 times and costs
9 WP to replenish.
Standard Demolitions Kit Small demolitions kit plus hand-held
• A surgery kit can be used 12 times and costs 9 WP blasting machine, electrical wire, non-electric fuse (75’), marker
to replenish. flags.

Deluxe Demolitions Kit Standard demolitions kit plus fiber


Small Chemistry Kit Personal microscope, scale, test tube optic probe, spectrometer, geiger counter, explosives reference
stand, analytical and precision balances, multiple various volume manuals (CD-ROM or hard copy).
beakers and styrene cylinders, alcohol lamp, digital multimeter,
12’’ thermometer, ten shallow 4’’ dishes, plastic funnel, legal
Object Sz Wt Cost Restr
chemical samples.
Demolitions Kit, Small S 80 6 None
Demolitions Kit, Standard L 50 lb. 20 R
Standard Chemistry Kit Small chemistry kit plus professional Demolitions Kit, Deluxe L 60 lb. 25 R
burner, professional microscope with integral camera, ultraviolet
examination lamp, personal centrifuge, water bath, flash Table 78: Equipment, General Kits
evaporator, licensed chemical samples.

Small Disguise Kit Makeup base (flesh tones, shadows,


Deluxe Chemistry Kit Standard chemistry kit plus wide-angle highlights, rouge, etc.), pigments, makeup binding compound
dissection microscope, electric muffle furnace, draft and vacuum (to prevent sweating off of the disguise), putty and liquid latex
ovens, chromatogram viewer, professional centrifuge, illegal compound (for sculpting scars, boils, warts, etc.), spirit gum
chemical samples. adhesive, clear adhesive surgical tape, assorted fake facial
hair, makeup brushes and sponges, facial cleanser, general
Object Sz Wt Cost Restr personal grooming items (hairbrush, comb, toothbrush, nail
Chemistry Kit, Small H 30 lb. 70 None clippers, tweezers, razor), lighted makeup mirror.
Chemistry Kit, Standard H 75 lb. 140 L
Chemistry Kit, Deluxe G — 210 R
Standard Disguise Kit Small disguise kit plus 2 or 3 changes
Table 76: Equipment, General Kits of casual clothing, colored contact lenses, wigs, incidental props
(eye patches, gold teeth, glasses, etc.), hair net or bandanna, soap
and hand towels, hair dyes and colors (whitener, highlights, etc.).
Small Construction Kit Sledgehammer (non-weapons grade),
power drill, power saw, nail gun, caulking gun, shovel, hard hat,
work gloves, safety goggles, tool belt, trowel, steel-toe boots, Deluxe Disguise Kit Standard disguise kit plus wound and
stud finder, duct tape, sand paper, tape measure, and building deformity prostheses with fake blood, full-face latex mask
supplies (cement and drywall mix, lumber, glass, and so on as molds, detailed photographic records of potential subjects, minor
needed), paint and painting supplies (brushes, mixing tins, etc.), props (canes, height-altering shoes, etc.), digital photo makeover
Do-It-Yourself handbook. software.

Standard Construction Kit Small construction kit plus drill Object Sz Wt Cost Restr
press, grinder, lathe, table saw, sawhorse, cutting torch, shop Disguise Kit, Small M 20 lb. 6 None
vacuum cleaner, woodworking tools, and metalworking tools. Disguise Kit, Standard M 35 lb. 10 None
Disguise Kit, Deluxe H 50 lb. 20 None
Deluxe Construction Kit Standard construction kit plus Anvil,
Table 79: Equipment, General Kits
cement mixer, furnace, grinders and eletric sharpening/grinding
stones, power hammer, portable generator,
91

Small Electronics Kit Wire crimper/cutter/stripper, screw- Deluxe Lockpicking Kit Standard lockpicking kit, plus key
drivers (assorted small sizes), needle-nose pliers, soldering iron blanks, key grinder, lock samples (for practice, disassemble,
and roll of solder, flux, electrical tape (40’), epoxy glue, voltage and analysis), fiber optic probe, library of lock manufacturer’s
meter, circuit tester, compressed air duster, wire (varying lengths catalogs.
and widths), assorted spare components (resistors, capacitors,
screws, LEDs, etc.), assorted spare batteries, pocket reference of Object Sz Wt Cost Restr
component color codes and mathematical conversions.
Lockpicking Kit, Small S 32 2 None
Lockpicking Kit, Standard L 25 lb. 7 None
Standard Electronics Kit Small electronics kit plus electrostatic Lockpicking Kit, Deluxe H 150 lb. 15 L
mat, de-soldering iron/vacuum, personal oscilloscope, signal
generator, table arm lamp with magnifying glass, common Table 82: Equipment, General Kits
schematic manuals.
Small Mechanics Kit Tool box, car jack, screwdrivers (assorted
Deluxe Electronics Kit Standard electronics kit plus 2-person sizes), wrenches (assorted sizes), socket set, pliers (regular and
clean room, EPROM burner, oscilloscope, microscope, RF meter. needle-nose), metal file, hammer, measuring tape, flashlight,
pressure gauge, waterproof markers, baling wire, epoxy glue,
Object Sz Wt Cost Restr tape (duct, masking, and electrical), machine oil, wax, work gloves,
safety goggles, professional solvents/cleaners, rubber gaskets,
Electronics Kit, Small L 20 lb. 7 None
tarp, electrical wires and tubing, clamps, tap and die set.
Electronics Kit, Standard H 200 lb. 15 None
Electronics Kit, Deluxe C — 40 None
Standard Mechanics Kit Small Mechanics kit, plus diagnostic
Table 80: 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 Deluxe Mechanics Kit Standard Mechanics kit, plus 1-ton crane,
pads, wooden splints, tourniquets, latex gloves, thermometer, hydraulic car lift, bench lathe, bench vise, rotary saw, welding
tweezers, razor blades, safety pins, cotton swabs (dry and alcohol- torch, air compressor, angle grinder, block and tackle.
saturated), antibacterial soap, antiseptic solution, antibiotic cream,
surgical tape, painkiller pills, antihistamine pills, antiviral pills,
antacid pills, salt tablets. Object Sz Wt Cost Restr
Mechanics Kit, Small L 30 lb. 7 None
Mechanics Kit, Standard H 100 lb. 15 None
Standard First Aid Kit Small first aid kit plus CPR mask, Mechanics Kit, Deluxe G — 50 None
stethoscope, shears, forceps, surgical needles and roll of suturing
thread, burn gel, sedative pills, folding stretcher, antivenin solution, Table 83: Equipment, General Kits
disposable syringes, blankets, stuffed animal, medical reporting
forms and waterproof marker.
Small Visual Art Kit Sketchpads of various sizes, colored
chalk, art gum, pencils of various hardness and colors, a small
Deluxe First Aid Kit Standard first aid kit plus portable watercolor set including 12 colors, various small brushes.
defibrillator, intravenous blood expander and fluid packs, oxygen
tank and mask, backboard, cervical collar, local anesthetic
solution, field surgical tools. This kit can be used as a small Standard Visual Art Kit Small visual art kit, plus poseable
surgery kit. wooden model, small cloth canvas, easel, set of various oil based
paints with a color chart, calligraphy paper with brushes and
Object Sz Wt Cost Restr various bottles of colored ink, and medium sized brushes.
First Aid Kit, Small S 80 2 None
First Aid Kit, Standard M 20 lb. 6 None Deluxe Visual Art Kit Standard visual art kit, plus plaster mix,
First Aid Kit, Deluxe L 80 lb. 15 None pure pigments, mortar and pestle, water based paints, digital color
analyzer, large cloth canvas, large brushes, paper of various
Table 81: Equipment, General Kits textures and materials, hammer and chisel, and a beret.

Small Lockpicking Kit Picks and shims (assorted sizes and Object Sz Wt Cost Restr
shapes), tweezers, stethoscope, screwdrivers (assorted small Visual Art Kit, Small L 80 3 None
sizes), penlight. Visual Art Kit, Standard L 160 10 None
Visual Art Kit, Deluxe G 25 lb. 25 None
Standard Lockpicking Kit Small lockpicking kit plus slim jim
auto entry tools, keyhole saw, glass cutter, power drill, ball-peen Table 84: Equipment, General Kits
hammer, metal files, stethoscope.
92

9.6 Specialty Kits altimeter, climbing harness, leather gloves and finger tape, rock
shoes or crampons, carabiners, various markers, belayers, cams,
While the Kits listed provide bonuses to general aspects of skills, quickdraws, ascendents, cordlettes, a chalk bag, pitons and a
the specialty kits focus on a specific, but useful aspect of a skill. hammer, crampons, and an ice ax. It grants a +4 to athletics
Specialty Kits provide a bonus to a specific aspect of a skill. checks while climbing.

Firearm Cleaning Kit A firearm cleaning kit contains various Authentication Kit An authentication kit is a kit used to verify
brushes, oils, bore cleaners, and polishes, that allow the the authenticity of documents, money, gold, and other types of
maintaining of a firearm. Without one, it is impossible to maintain valuable or important artifacts or objects. It includes a hand-
and clean a firearm. One cleaning kit will work for all types held microscope, a magnifying glass, personal standard and
of firearms. A cleaning kit grants a +4 equipment bonus when black lights, an infrared viewer, a document scanner, a chemical
restoring a weapon’s unreliability level due to age. analyzer, 3D modeling and comparison software, signature
analysis software (CD-ROM), a video spectral comparator (with
Gunsmithing Kit Most gunsmiths assemble their toolkits built-in microscope, video camera, and high-resolution color
gradually as their skills grow. This kit represents a complete printer), and a back-illuminated comparison table. It grants a
collection typical for an experienced gunsmith, including +6 while checking for forgeries.
watchmaker’s screwdrivers, metal files, clamps, punches, a small
Object Sz Wt Cost Restr
hammer, and a micrometer calipers. It also contains a firearm
cleaning kit (above) with brushes and rods suitable for all calibers Firearm Cleaning Kit S 48 3 None
and barrel lengths. A gunsmithing kit grants a +4 equipment Gunsmithing Kit L 20 lb. 20 None
bonus when repairing a firearm or when performing upgrades Reloading Kit H 50 lb. 25 None
on any firearm. Surgery Kit L 35 lb. 40 None
Forgery Kit H 400 lb. 20 None
Climbing Kit H 30 lb. 18 None
Reloading Kit A reloading kit contains all of the tools necessary
for reloading small arms ammunition, including powder measures, Authentication Kit H 200 lb. 40 None
a reloading press, a small digital scale, a case cleaner, and
Table 85: Equipment, Specialty Kits
ballistics reference manuals, as well as the various dies needed
to reload all kinds of ammunition. It allows a character to reload
ammunition. 9.7 Computers and Consumer Electronics
Rules for operating computers appear under the Technology
Surgery Kit A surgery kit is a kit used for performing surgery, Use skill. Some of the items in this section have monthly
such as pulling out bullets and closing up wounds. It contains a subscription costs as well as initial purchase costs. The Wealth
box of Latex gloves, surgical scissors, scalpels and extra blades, Point cost accounts for both costs; once a character has obtained
surgical needles and suturing thread, forceps, a small box of 20 the item, they don’t have to worry about ongoing subscription
disposable syringes, gauze (pads and rolls), sponges, surgical tape, costs.
cotton swabs (dry and alcohol-saturated), disinfectant solution,
sedative pills, head-mounted flashlight, a small pack of surgical Cameras Still and Video cameras let a character capture a
masks, sterile draping cloth, plastic safety goggles, surgical staple record of what they have seen. A camera is needed to use the
gun, local anesthetic and antibiotics, blood coagulant solution, photography aspect of the Craft (Visual Art) skill.
suction bulb, clamps, intravenous blood expander, fluid packs,
a rib spreader, bone saws, a heart monitor, a defibrillator, Commercial Grade Encompassing hundreds of ‘‘brick’’
intravenous blood packs, an anesthesia tank and mask, and digital cameras and flash video cameras, these cameras are
an oxygen tank and mask. A Surgery Kit grants a +4 equipment quick point and shoot, and can take hundreds of pictures
bonus while performing a surgery. before needing to be downloaded.
Professional Grade These DSLR cameras and High
Forgery Kit A Forgery kit is used in the finer points of creating Definition Video Cameras are used by professional
fake documents, for creating borders, stamps, and papers. photographers for their high detail, granting a +1 to Craft
It includes a fine-edge knife set, ink pads with various inks, (Visual Art) skill check.
blank stamps, colored pens, paint and fine brushes, stencils, a
Disposable A 35mm camera with film built in can be
magnifying glass, a disposable camera, a scale, calipers, tweezers,
purchased from vending machines, tourist traps, drugstores,
fine-grain sandpaper, a document scanner, a laminator, a foil
and hundreds of other places. Once the film is used, the
press, a shrink wrapper, a table arm lamp with magnifying glass,
entire camera is turned in to have the film developed.
holographic film, currency/document manual, a display case, a
personal printing press, and casting supplies and various molding
materials (plaster, plastic, etc.). It grants a +6 equipment bonus Cell Phone A digital communications device that comes in a
while creating forgeries. hand-held model, a cell phone works in any area covered by
cellular service.
Climbing Kit A climbing kit is a kit used to scale tall landmarks, Standard This cell phone is the standard slide or flip phone,
such as buildings, rocks, or other objects. It contains a backpack that can call, send and receive text messages. This phone
or waist pack, rope (150 feet, rated for 1,200 pounds), a wristwatch has a battery life of five days before it needs recharging.
93

Smartphone These modern marvels are packed with all 9.8 Weapon Accessories
the latest features. Besides calling, receiving and sending
text messages, these phones can also take pictures (At a −3 Weapon accessories include holsters and sheaths to hold
if using the Craft (Visual Art) Skill), record sounds, use the weapons, quivers and ammo pouches to keep ammunition close
internet and look up things (at a −4 if using the Technology by, as well as cases to store larger weapons.
Use Skill) and play music. This phone has a battery life of
two days before it needs recharging. Holsters A device used to hold or restrict the undesired
movement of a firearm, most commonly in a location where
Computer Whether a desktop or notebook model, a computer it can be easily withdrawn for immediate use. Holsters allow a
includes a keyboard, a mouse, a monitor, speakers (or character to draw a firearm for 3 Combat Points. Holsters are
headphones), a DVD-RW drive, a network card, and the latest generally available for all Medium or smaller firearms.
processor. A character needs a computer to make Technology
Use checks. Belt Holster A simple, no-frills holster that slips through a
belt and is usually made of leather. It holds any Medium
Desktop Bulky but powerful, these machines are common and smaller firearm. Because of its placement, it can only
on desks everywhere. be concealed with outerwear and even then it grants a −4
Notebook Slim, lightweight, and portable, notebook penalty to all Stealth checks to hide the gun.
computers have most of the functions available on desktop
computers. Concealed Carry Holster This holster is worn on the belt
inside the waistband or in the small of the back. This holster
Tablet A tablet computer is a computer that consists of grants a +2 bonus to Stealth checks to hide all Small and
nothing but a touch screen. They interface completely smaller guns.
wirelessly, and usually only contain two slots: the charging
port and the headphone jack. They are significantly smaller Pocket Holster This holster may be a fake wallet or a
than even the smallest of laptops, and are extremely formed stiff cloth that helps to break up the pattern of a
portable. firearm in a pocket. This holster grants a +3 bonus to Stealth
checks to hide all Tiny and smaller guns.
Upgrade A character can upgrade a desktop or notebook
computer’s processor to provide a +1 equipment bonus on Ankle Holster This holster is a holster that attaches to
Technology Use checks, for a maximum of +5. Upgrades the ankle, providing concealment for the weapon without
cost 3 WP per increment for a desktop and 8 WP per worrying about printing or showing the weapon accidentally.
increment for a notebook. This holster grants a +4 bonus to Stealth checks to hide all
Tiny and smaller guns, but the Combat Point cost to draw
Radio This hand-held radio transceiver communicates with any the firearm is 3 points more.
similar device operating on the same frequency and within range.
Tactical Holster and Holder This holster is worn on the
Basic This dime-store variety has only a few channels. thigh, with a strap attaching it to the belt, or on the
Anyone else using a similar radio within range can listen in hip, attached to a belt. It also comes with a tactical
on the character’s conversations. It has a range of 2 miles. holder, which can be purchased in any combination to
hold handgun magazines, speedloaders, taser cartridges,
Professional This high-end civilian model allows a standard flashlights, or pairs of handcuffs. A tactical holder
character to program in twenty different frequencies from can be purchased to hold a single handgun magazine and
thousands of choices—making it likely that the character a pair of handcuffs, for example. Using a tactical holder
can find a frequency that’s not being used by anyone else eliminates the need to reach into a pocket or bag to retrieve
within range. The device can be used with or without a the holstered items. A Tactical Holder can also be purchased
voice-activated headset (included). It has a range of 15 by itself for 1 WP.
miles.
Shoulder Holster This holster uses a set of straps around
Object Sz Wt Cost Restr both of the wearer’s shoulders to stash the gun under
Camera, Commercial T 12 5 None one armpit, with pouches for two handgun magazines or
Camera, Professional S 32 15 None speedloaders or a second gun or small melee weapon
Camera, Disposable (2) T 10 1 None under the opposite armpit to balance the weight. This
Cell Phone, Standard D 15 1 None holster grants a +1 bonus to Stealth checks to hide all small
Cell Phone, Smartphone D 18 12 None and smaller guns and melee weapons when worn with
Desktop Computer L 15 lb. 16 None outerwear.
Notebook Computer M 96 20 None
Tablet S 21 20 None Undercover Holster This holster is padded to break up
Radio, Basic T 20 1 None the outline of a firearm, usually worn on the small of the
Radio, Professional T 35 4 None back. It grants a +6 stealth to hide all Small and smaller
guns, however it cost 6 additional Combat Points to draw
Table 86: Equipment, Consumer Electronics the firearm from this holster.
94

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 14 3 None
against the abdomen region. It grants a +4 bonus to Stealth Small 1d4 18 4 None
checks to hide all Small and smaller guns, but the Combat Medium 1d6 22 6 None
Point cost to draw the firearm is 4 points more. Large 2d4 28 9 None
Huge and Larger 2d6 32 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 87: Combat Sheath
with their weapon. A quick draw holster is designed for a
specific firearm, and can not be used with any other firearm
but the one it was designed for. A quick draw holster can LBE Gear Load Bearing Equipment is equipment used to carry
be purchased for all medium and smaller firearms. When a fighting load, and keep it handy at all times. When using a LBE
drawing from a quick draw holster the Combat Point cost rig, the weight of all weapons and equipment in the rig is halved.
to draw the firearm is 1 point less. LBE gear can be worn over any armor that doesn’t have any
MOLLE slots or attachments. They are also printed in camouflage
Gun Belt A loose leather holster that allows the gun to patterns: woodland, desert, winter, urban (gray patterned), and
sit comfortably in the holster, commonly used with single black are available. When worn in an appropriate setting, LBE
action revolvers, but it can be purchased for any medium gear grants a +2 bonus on Stealth checks.
and smaller gun. The single gun holster holds one gun and
36 extra cartridges on the belt, and the dual gun holster
holds two guns and 24 extra cartridges on the belt. The Pistol Rig A pistol rig has a tactical holster, spaces for six
shotgun version of this holster can hold a single gun, and handgun magazines or speedloaders, a grenade loop that
15 shotgun shells. can hold a single grenade and two utility pouches, that can
comfortably hold six pounds each.

Sheaths A sheath is a device used to restrict the movement of SMG rig An SMG rig has spaces for six SMG or machine
a melee weapon, most commonly located where it can easily pistol magazines, two grenade loops that can hold a single
withdrawn for immediate use, and kept out of the way when not grenade each, and a utility pouch that can comfortably
being used. Sheaths are generally available for all large and hold six pounds.
smaller melee weapons.

Shotgun Rig A shotgun rig has shell loops that can hold
Concealed Sheath This sheath is a worn on the inside of the
fourty shotgun shells, two grenade loops that can hold
waistband. This sheath grants a +2 bonus to Stealth checks
a single grenade each and two utility pouches that can
to hide all Small and smaller melee or thrown weapons.
comfortably hold six pounds each.
Shoulder Sheath This sheath uses a set of straps around
both of the wearer’s shoulders to stash two melee weapons, Rifle Rig A rifle rig has spaces for four rifle magazines, two
one under each armpit. This holster grants a +1 bonus to grenade loops that can hold a single grenade each, and a
Stealth checks to hide all Small and smaller weapons, when utility pouch that can comfortably hold six pounds.
worn with outerwear.

Holdout Sheath This sheath is an ankle strap or thigh clip. Concealment Case A case disguised as an inconspicuous
Grants a +2 bonus to Stealth checks to hide all Tiny and object, such as a guitar case or violin case, that has a
smaller melee or thrown weapons. secret compartment for storing a large or smaller weapon. A
concealment case can comfortably hold a single large weapon,
Tactical Sheath This sheath is worn either on the back two Medium weapons, four Small weapons, eight Tiny weapons,
attached to a strap or on the hip attached to a belt. A or sixteen Diminutive weapons. The case grants a +10 bonus to
Tactical sheath can fit any Large or smaller melee weapon. Stealth checks when hiding a Large or smaller weapon within it.

Undercover Sheath This sheath is padded to break up the


outline of a weapon, and is usually worn on the small of Roll Case A soft case designed to be rolled up while carried. It
the back. It grants a +6 bonus to Stealth checks to hide allows for the storing of both weapons and ammunition in the
all Small and smaller weapons, however it cost +6 Combat same place securely. A small roll case can hold a single firearm
Points to draw a weapon from this sheath. of medium size or smaller and 40 rounds of ammunition, with
the larger version holding two medium sized weapons and 100
Combat Sheath This sheath is reinforced with a steel lining rounds of ammunition.
on the outside of the sheath, allowing it to be used as an
improvised weapon, if need be. Sheaths are considered
the same size as the weapons they carry. The damage of Quiver A container for arrows or crossbow bolts worn either
a combat sheath is determined by the size of the weapon on the back attached to a strap, or on the hip attached to a belt.
it carries. A quiver can hold 20 arrows or crossbow bolts.
95

Removable Magazine A device that stores cartridges in an Cartridge Belt A cartridge belt is a belt that is specially made to
encasing, that is removable from the firearm. The magazine hold 55 cased rounds for quick access, but disallows the wearing
functions by moving the cartridges stored in the magazine into a of a belt holster, quick draw holster, tactical holster, concealed
position where they may be loaded into the chamber by the action carry holster, undercover holster, or a gunbelt when worn. Using
of the firearm. For weapons that use a removable magazine, a a cartridge belt negates the necessity to reach into a pack to
character can purchase extras. Loading these extra magazines retrieve ammunition.
ahead of time and keeping them in a handy place makes it easy
to reload a weapon in combat. The price and capacity of a
removable magazine is listed with the weapon’s statistics.

Bandolier A strap of leather or nylon webbing that is worn


Double-Magazine Clip Sometimes referred to as a ‘‘jungle- around the shoulder and holds ammunition or objects. Commonly
style magazine’’, this accessory binds two machine pistol, rifle, worn when hunting or to carry more items readily available. Using
SMG, machine gun, or shotgun box magazines together for a bandolier negates the necessity to reach into a pack to retrieve
quicker reloading, allowing the user to perform one reload at a stored object but also makes it clearly visible.
1 less Combat Point. The character must be proficient in the
weapon he is using in order to take advantage of this accessory.
A character may also duct tape two magazines together for the
same effect but the weapon gets a −5 penalty to Stealth checks Shell Bandolier Holds 60 shotgun shells.
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.
Cased Round Bandolier Holds 45 rounds of cased
ammunition.
Speedloader A speedloader holds a number of cartridges in a
ring, in a position that mirrors the chambers in a revolver cylinder.
Using a speedloader saves time in reloading a revolver, since a Grenade Bandolier Holds 8 grenades of either the thrown
character can insert all the cartridges at once. Speedloaders come or fired variety.
in sizes from five to nine rounds, in various calibers. Speedloaders
can be purchased in any size and any caliber, and cost 1 WP per
2 speedloaders in that configuration.

Refill Tube A plastic tube that holds 100 paintballs for quick
Cartridge Wallet A wallet made of cloth or leather and keeps reloading. Comes with a harness to hold the tubes on one’s belt
ammunition dry and separated. Cartridge wallets can be made for for easy access.
any caliber and hold 10 cartridges. They are often used for special
ammunition that is best kept away from general ammunition.

Shell Belt A belt that is specially made to hold 25 shotgun shells


Stripper Clips Stripper clips are used to keep ammunition
for quick access but disallows the wearing of any holster or
together in order to facilitate faster reloading of magazines or
gunbelt when worn. Using a shell belt negates the necessity to
firearms with internal magazines.
reach into a pack to retrieve ammunition.

Shell Bag A canvas bag worn on the waist that holds up to


45 shotgun shells for quick access. It doesn’t keep the shells Caliber Capacity Clips/WP Restr
separated and multiple shells will often mix up in the bag. Using 5.56x45mm NATO/.223 Remington 10 40 None
a shell bag negates the necessity to reach into a pack to retrieve 7.62x51mm NATO/.308 Winchester 5 20 None
ammunition. 7.62x51mm NATO/.308 Winchester 10 40 None
.30-06 Springfield 5 10 None
M1 Garand Enbloc 8 10 None
Shell Caddy A small metal caddy worn on the belt, that
Berthier Enbloc 3 3 None
discreetly holds 4 shotgun shells for quick access. Because of its
7.62x39mm 10 40 None
size, it is easily concealable and grants a +3 to all Stealth checks
7.62x54mmR 5 20 None
to hide it. Using a shell caddy negates the necessity to reach into
a pack to retrieve ammunition. .303 British 5 15 None
7.63x25mm Mauser/7.62x25mm Tokarev 8 20 None
7.92x57mm Mauser 5 20 None
Magazine Caddy A small metal or plastic caddy worn on the 7.63 Mannlicher 8 10 None
belt and holds a single rifle or SMG magazine with a capacity of 7.7x58mm Arisaka 5 20 None
30 rounds or less. Using a magazine caddy negates the necessity 6.5x50mm Arisaka 5 15 None
to reach into a pack to retrieve ammunition. Carcano Enbloc 6 5 None
96

Object Sz Wt Cost Restr Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can
Double Magazine clip T 4 4 None snip through padlocks or chain-link fences. Using a bolt cutter
Speedloader (2) T 8 1 None requires a STR check [TN10].
Shell Belt M 16 3 None
Cartridge Belt M 16 3 None Duct Tape The usefulness of duct tape is limited only by a
Bandolier, Shell M 32 2 None character’s imagination. Duct tape can support up to 200 pounds
Bandolier, Cased Round M 32 4 None indefinitely or up to 300 pounds for 1d6 rounds. Characters bound
Bandolier, Grenade M 32 1 None with duct tape must make a STR check [TN20] to free themselves.
Shell Bag S 16 1 None A roll provides 70 feet of 2 inch wide tape.
Shell Caddy D 6 1 None
Magazine Caddy D 7 2 None Bluetooth headset Cheap and promiscuously available, these
Cartridge Wallet S 6 1 None headsets allow you to communicate hands-free. All cell phones
Refill Tube (4) S 10 1 None and Professional-level radios can sync with them.
Concealment Case L 64 5 None
Quiver S 14 1 None Musical Instruments A musical instrument is a device created
Roll Case, Small L 32 2 None or adapted for the purpose of making musical sounds. A character
Roll Case, Large L 45 4 None cannot use any Perform skills that involve instruments without a
Holster, Belt S 16 1 None musical instrument.
Holster, Pocket T 8 2 None Keyboard A portable keyboard or Keytar needed to use
Holster, Concealed Carry S 10 2 None the Perform (Keyboard Instrument) Skill.
Holster, Ankle T 10 4 None
Holster, Tactical S 20 2 None Percussion A set of drums needed to use the Perform
Holster, Shoulder M 16 3 None (Percussion Instrument) Skill.
Holster, Quick Draw S 32 9 None Stringed An electric or acoustic guitar, a harp, a sitar,
Holster, Tummy S 9 3 None or various other stringed instruments needed to use the
Holster, Undercover S 12 6 None Perform (Stringed Instrument) Skill.
Holster, Gunbelt M 48 4 None
Sheath, Concealed S 8 1 None Wind A flute, trumpet, french horn, saxophone or various
wind instruments needed to use the Perform (Wind
Sheath, Holdout T 6 1 None
Instrument) skill.
Sheath, Tactical — 12 1 None
Sheath, Shoulder M 12 3 None
Sheath, Undercover S 7 5 None Shovel A shovel is a tool for lifting and moving loose material
LBE Gear, Pistol Rig M 32 3 None such as coal, gravel, snow, soil, or sand. This particular variant is
an entrenching tool, a compact version of the full sized shovel.
LBE Gear, SMG Rig M 32 2 None
When pressed into battle as a weapon, it carries the same stats as
LBE Gear, Shotgun Rig M 32 2 None
a shortsword, but always has a −2 to attack as it is an improvised
LBE Gear, Rifle Rig M 32 2 None
weapon.
Table 88: Equipment, Weapon Accessories
Caltrops Caltrops are four-pronged steel spikes designed so
that one prong is pointing up when the caltrop rests on a surface.
9.9 Survival, Security and Professional Gear A character scatters caltrops on the ground to injure opponents,
or at least slow them down. One bag of twenty-five caltrops
This is a list of gear that can be useful to characters. While this covers a single 5’ square. Each time a creature moves through a
book is not here to catalog every single item a character can use, square containing caltrops at any rate greater than 15 feet a turn
it is a guide. If a character wishes to purchase something not in or each round a creature spends fighting in such an area, the
the book, the GM can simply set a wealth point cost based on the caltrops make a touch attack roll (BAB +0). A caltrop deals 1 point
real cost of the item, where 1 WP is equal to 20 USD. of damage on a successful hit, and the injury reduces foot speed
to 2 Combat Points per 5’ (a successful Treat Injury check [TN15]
Metal Detector This handheld device provides a +10 bonus on or one day’s rest removes this penalty). Improvised versions of
all Perception checks involving metal objects. this weapon include jacks and d4 gaming dice. These improvised
weapons do not work on vehicles, however. A charging or running
creature must immediately stop if it steps on a caltrop. See the
Flare Gun When fired into the air at night, a flare illuminates avoid hazard stunt for the effect of caltrops on vehicles.
a 60’ radius as if lit by daylight for 10 rounds. When used as
a signal, a flare may be spotted at a distance of 5 miles with
Binoculars Binoculars are useful for watching opponents, wild
a successful Perception check, [TN20] during the day or [TN15]
game, and sporting events from a long distance.
at night. A flare gun may also be used as a weapon, having a
maximum range of 40’ and doing 1d4 Fire damage. Anyone shot Standard Standard binoculars reduce the range penalty
with a flare gun must make a Reflex Saving Throw [TN15] or be for perception checks to −1 for every 50’ (instead of −1 for
caught on fire. A flare gun can also ignite flammable material every 10’). Using binoculars for Perception checks takes
and fluids. five times as long as making the check unaided.
97

Rangefinding In addition to the benefit of standard Canteen A water bottle designed to be used by hikers, campers,
binoculars, rangefinding binoculars include a digital readout soldiers, and workers in the field. Holds 2 quarts of liquid.
that indicates the exact distance to the object on which they
are focused.
Fire Extinguisher This portable apparatus uses a chemical
Night Vision Binoculars Night vision binoculars function the
spray to extinguish small fires. The typical fire extinguisher ejects
same as standard binoculars in normal light. In darkness,
enough extinguishing chemicals to put out a fire in a 10’-by-10’
however, users looking through them see as if they were
area and contains enough material for two such uses. It does 1d4
using night vision goggles.
Cold damage when sprayed.

Camp Axe This axe can be used to chop down small trees, as
an impromptu weapon, or to hammer in stakes for a tent.
Handcuffs Handcuffs are restraints designed to lock two
limbs—normally the wrists—of a prisoner together. They fit
Flare A flare is a bright chemical burning reaction in a stick, any Medium-size or Small human or other creature that has an
that negates penalties for darkness within its illuminated areas. It appropriate body structure.
projects light in a 40’ circle from itself, and lasts for 1 hour per
flare. Once activated, it can’t be turned off or reused. It can also
be used to immediately set any flammable material or substances Steel These heavy-duty cuffs have Hardness 10, 10 HP,
ablaze. Break [TN30], and require a Disable Device check [TN25]
or Acrobatics check [TN35] to remove without the key.
Compass A compass relies on the Earth’s magnetic field to
determine the direction of magnetic north. Zip-Tie These are single-use disposable handcuffs, much
like heavy-duty cable ties. They have Hardness 0, 4 HP,
Break [TN25]. They can only be removed by cutting them
Chemical Light Stick This disposable plastic stick, when
off, Disable Device and Acrobatics checks automatically fail.
activated, uses a chemical reaction to create light for 6 hours. It
projects light in a 10’ circle from itself. Once activated, it can’t be
turned off or reused.
Map While a compass or GPS receiver can help characters find
their way through the wilderness, a map can tell a character
Flashlight Flashlights come in a wide variety of sizes and quality
where they’re going and what to expect when they get there.
levels. Those covered here are professional heavy-duty models
rugged enough to withstand the rigors of heavy modern use.
Flashlights negate penalties for darkness within their illuminated Road Atlas Road atlases are available for the entire United
areas. States and show all major roads in each state. They can
also be purchased for most major metropolitan areas and
Penlight This small flashlight can be carried on a key ring. detail every street in the entire region.
It projects a beam of light 10’ long and 5’ wide at its end.

Standard This heavy metal flashlight projects a beam 30’ Tactical Map A tactical map covers a small area—usually
long and 15’ across at its end. There are wearable versions a few miles on a side—in exacting detail. Generally, every
of these flashlights that can be clipped to clothing to facilitate building is represented, along with all roads, trails, and
hands free usage, which cost +1 WP of the listed price. areas of vegetation. Tactical maps are not available for
all areas and generally need to be ordered from federal
Battery Flood Practically a handheld spotlight, this item mapping agencies, while not expensive they can take a
projects a bright beam 100’ long and 50’ across at its end. week or longer to obtain.

Rope 200 feet of paracord that can support up to 500 pounds.


Lighter This is either an oil or butane cigarette lighter that can
Tent A tent keeps a character warm and dry in severe weather, be used to create fire at a moment’s notice.
providing a +2 equipment bonus on Fortitude saves against the
effects of cold weather.
Matches For the cigar connoisseur or one who simply likes
Multipurpose Tool This device contains several different to strike wood to seem dramatic, these matches come in a
screwdrivers, a knife blade or two, a can opener, a bottle opener, large batch. The price listed is for one hundred boxes of twenty
a file, a short ruler, scissors, tweezers, and wire cutters. The matches.
whole thing unfolds into a handy pair of pliers. A multipurpose
tool can lessen the penalty for making Craft (Mechanical), Craft
(Electronics), Craft (Structural), Demolitions, or Disable Device Sleeping Bag This lightweight sleeping bag rolls up compactly.
checks without appropriate tools to −4 instead of the normal −6. It can keep a character warm even in severe weather, providing
The tool is useful for certain tasks as determined by the GM, but a +1 equipment bonus on Fortitude Saves against the effects of
may not be useful in all situations. cold weather.
98

Parachute A parachute is a device used to slow down an object Object Sz Wt Cost Restr
in free fall through an atmosphere. They come in various types, Metal Detector S 14 2 None
based on use, but all stop fall damage from heights greater Bluetooth Headset D 2 2 None
than 100’ and reduce falling damage by 1 die per round spent Bolt cutter M 80 1 None
descending. Multipurpose tool T 16 3 None
Shovel S 32 2 None
Caltrops (25) S 2 2 None
Duct tape T 32 1 None
Canteen (2) S 16 1 None
Parachute, Military L 6 22 None
Parachute, Reserve M 1 30 None
Military Parachute A typical circular canopy used
Parachute, Sports L 8 25 None
for static line jumps. A standard military chute has
Parachute, BASE Jumping L 10 28 None
limited maneuverability, being designed for simplicity and
Handcuffs, Steel T 16 2 None
reliability. These parachutes fall straight down.
Handcuffs, Zip-tie (10) D 8 1 None
Instrument, Keyboard L 12 lb. 13 None
Percussion Instruments H 50 lb. 14 None
Stringed Instruments L 112 10 None
Wind Instruments T 16 8 None
Camp Axe S 32 2 None
Reserve Parachute A small emergency parachute Flare (2) T 8 1 None
designed to be worn on the chest and used if the jumper’s Binoculars, Standard S 32 2 None
main chute fails. A reserve chute is a lifesaving, rather than Binoculars, Rangefinding S 48 8 None
aerobatic device, and do not possess the maneuverability Binoculars, Night Vision S 64 12 None
that Sports Parachutes have. These parachutes fall straight Chemical Light Sticks (5) T 3 1 None
down. Compass D 2 2 None
Fire Extinguisher M 32 2 None
Flashlight, Penlight D 6 1 None
Flashlight, Standard T 14 5 None
Flashlight, Battery Flood S 32 5 None
Road Atlas T 9 3 None
Tactical Map T 8 5 None
Sports Parachute A rectangular aerobatic parachute.
Consumer models tend to be brightly-colored for aesthetic Portable Stove T 32 2 None
appeal and emergency visibility, but a character can Rope (200’) L 12 lb. 1 None
purchase a darker parachute at request. Sports parachutes
Table 89: Equipment, Survival, Security, & Professional Gear
allow a character to glide at 200 feet per round forward
as they fall, as well as make a turn after moving 100 feet.

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 remote. When activated, it sends a strong electrical
BASE Jumping Parachute A high drag parachute used
pulse through the wearer’s body, that incapacitate the person
for jumping off of static structures such as bridges and
wearing it. When Activated, the band-it, the wearer of the band-it
skyscrapers. These parachutes fall straight down at 10 feet
must make a Fortitude Saving Throw [TN17] or be paralyzed for
per round.
1d4 rounds. The band-it comes with one remote that has a 200
foot range.

Spotting Scope A spotting scope is a highly magnified scope


that is used for target identification, hit confirmation, and assisting
Battering Ram A battering ram is rather self explanatory, a a sniper in acquiring a target. When used by a spotter who is
heavy metal ram used to knock down doors. When using it to within hearing range of a sniper, the sniper gains a bonus to all
break down a door, the character is considered to have +4 STR. ranged attacks equal to the spotter’s ranged attack bonus, as
long as the spotter is spotting for that sniper. Only one sniper
can take advantage of a spotter and their scope at a time.
99

Object Sz Wt Cost Restr Medium Rifle Medium rifle calibers include


Sleeping Bag M 64 2 None
Tent, 2-person dome M 64 2 None 5.56x45mm NATO 6mm Lee Navy
5.8x42mm.45 S&W .300 AAC Blackout
Tent, 4-person dome M 112 4 None 6.5x50mm Arisaka
Tent, 8-person dome L 160 8 None 5.45x39mm .17 Remington
Lighter D .5 1 None .243 Winchester 6.8mm Remington SPC
Matches F .1 1 None
Battering Ram M 282 13 None Large Rifle Large Rifle calibers include
Band-It S 4 30 R
Spotting Scope M 24 25 None 7.62x51mm NATO 8mm Lebel
.303 British 7.62x39mm
Flare Gun S 9 2 None 7.92x57mm Mauser .458 SOCOM
.30-06 Springfield 7.5x55mm Swiss
Table 90: Equipment, Survival, Security, & Professional Gear(Cont.) .30-40 Krag
7.5x54mm French
7.7x58mm Arisaka
.300 Winchester Magnum 7x57mm Mauser
9.10 Reloading Supplies .45-70 Government 7.92x33mm Kurz
7.62x54mmR .30-30 Winchester
Reloading supplies span everything from the powder to the 6.5x52 Carcano 6mm Lee Navy
cases, that are needed to reload ammunition.
Huge Rifle Huge Rifle calibers include
Cases Cases are split into eight different categories, based on
the type of ammunition. Each category’s price is listed for a single .338 Lapua 14.5x114mm 13.9x99mmB
.50 BMG 20x125mm 20x102mm
unit, which is enough to create a single batch of ammunition. When .56-56 Spencer 20x105mm
purchasing a unit of cases, a specific caliber must be specified. .50-70 Government 12.7x108mm

Tiny Pistol Tiny pistol calibers include Shotgun Shell Shotgun shells include

.22 Short .32-20 Winchester .410 Bore 16 Gauge 10 Gauge


.25 ACP 20 Gauge 12 Gauge

Small pistol Small pistol calibers include Powder The powder listed here is modern smokeless powder
and provides enough for one batch of any caliber of ammunition.
9x19mm 7.63 Mannlicher
.38 Special 7.63x25mm Mauser Payloads Payloads are split into two categories, cased and
.38 Long Colt 7.62x25mm Tokarev shell, and the types available for each vary differently. Each
.38/200
.38 S&W
.38 ACP listing is enough for a single batch of ammunition, but a specific
.38 Super caliber must be specified.
.380 ACP
.22 TCM
8x22mm Nambu
9x18mm PM .327 Federal Magnum
.40 S&W 7.65 Longue Cased Ammunition Payloads
.41 Long Colt .38 Winchester
Hardball These are plain cast lead bullets with a rounded
9mm Japanese Revolver 7.62x38mmR
nose. They have no special rules.

Large pistol Large pistol calibers include Semi-Wadcutters These are plain cast lead bullets with
a tapered nose and sharp edges. It grants a +2 damage
.45 ACP 7.62x38mmR per damage dice to unarmored targets within the first two
.45 GAP .50 Action Express range increments and a +10% error range.
.455 Webley 9x23mm Steyr
.44 American .454 Casull Steel Core These are lead bullets with a hardened steel
.44 Russian .50 GI core. It removes half of all damage and damage dice,
.44 Special .460 Rowland
.44 Magnum .44 AMP
replacing them with piercing damage, rounded down.
.44-40 Winchester .45 Winchester Magnum
.45 Long Colt .500 S&W Special
JHP, Light These are light Jacketed Hollow Points. They
.357 Magnum .500 S&W Magnum grant a +1 damage bonus plus +1 damage bonus per damage
.357 SIG .500 WE dice over 4, against unarmored targets, and reduce the
10mm Auto .476 Enfield Recoil Penalty by 1.
JHP, Standard These are standard Jacketed Hollow Points.
Tiny Rifle Tiny rifle calibers include
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 include grant a +2 damage bonus plus +1 damage bonus per
.30 Carbine damage dice over 2, against unarmored targets.
100

JHP, Match These are match Jacketed Hollow Points, Object Sz Wt Cost Restr
designed for accuracy and weight distribution over Cases, Tiny Pistol S 32 1 None
expansion. They grant a +3 attack bonus when used with Cases, Small Pistol S 32 2 None
a match barrel and a +2 attack bonus when used with a Cases, Large Pistol S 32 3 None
precision barrel. Cases, Tiny Rifle S 32 2 None
Cases, Small Rifle S 32 3 None
Cases, Large Rifle S 32 4 None
JHP, Supermatch These are supermatch Jacketed Hollow
Cases, Huge Rifle M 32 5 None
Points, designed for the highest of accuracy at the loss
Hulls, Shotgun Shells M 32 3 None
of power. They grant a +5 attack bonus when used with
Payload, Cased, Hardball S 48 2 None
a match barrel and a +2 attack bonus when used with
Payload, Cased, Wadcutter S 48 2 None
precision barrel, but -1 damage dice.
Payload, Cased, Steel Core S 48 4 None
Payload, Cased, JHP, Light S 48 5 None
SP, Standard These are standard Soft Points. It provides a Payload, Cased, JHP, Standard S 48 5 None
+2 damage bonus per damage dice and +5% error range. Payload, Cased, JHP, Heavy S 48 5 None
Payload, Cased, JHP, Match S 48 6 None
Payload, Cased, JHP, Supermatch S 48 7 None
SP, Heavy These are heavy Soft Points. It provides a +3 Payload, Cased, SP, Standard S 48 4 None
damage bonus per damage dice and +10% error range. Payload, Cased, SP, Heavy S 48 4 None
Payload, Cased, Tungsten S 48 6 None
Payload, Cased, Silver S 48 15 None
Tungsten These heavy rounds are the best penetrators Payload, Shell, Lead S 48 2 None
available. All damage and damage dice are changed to Payload, Shell, Glass S 48 3 None
piercing damage. Payload, Shell, Wood S 48 1 None
Payload, Shell, Buck/Bird Mix S 48 4 None
Payload, Shell, Silver S 48 15 None
Silver These are cast silver bullets, suited for would-be
Powder S 64 3 None
vampire hunters and dispensers of justice alike. They affect
Primers S 16 3 None
certain creatures in certain ways, but otherwise perform as
lead bullets. Table 91: Equipment, Reloading Supplies

9.11 Food, Drink, and Recreational Equipment


Shell Ammunition Payloads
Food and drink range from fine wine with a nice Italian meal
Lead These are simple lead balls. They come in slug, 00 to powdered orange drink with an MRE. The food listed here is
buckshot, #4 buckshot, and #3, #6 and #9 birdshot. more representative of what a character would encounter out in
the field. A character can not eat more than 24 hours worth of
food.
Glass These are glass marbles in 00 buckshot and slug
sizes. They deal Slashing damage instead of Ballistic.
MRE An MRE (Meal, Ready to Eat) is a self contained individual
field ration issued by militaries to feed their soldiers while away
Wood These are wooden dowels cut to fit in the selected from organized food facilities. They are also popular with
shell. They deal Bludgeoning damage instead of Ballistic survivalists and hikers for their compact size and filling nature.
and reduce the range increment of the firearm by half.
Military The Military MRE has enough food to feed a single
character for 10 hours, even if they don’t taste all that great.
Buckshot/Birdshot Mix This load is a mixture of both
birdshot and buckshot, allowing for a better spread pattern Civilian The Civilian MRE is more focused on taste and loses
as well as the solid punch of buckshot. They grant a +2 to calories, feeding a character for 4.5 hours.
attack rolls at −1 damage die.

Trail Rations A trail ration is a mix of high calorie content foods,


Silver These are cast silver pellets. They come in slug, 00 usually containing dried fruit and nuts. The price listed is for a
buckshot, #4 buckshot, and #3, #6 and #9 birdshot. box of twelve. Trail rations will feed a character for 1 hour.

Food Bars A food bar is a solid baked bar, consumed by people


Primers This is a box of either pistol, rifle, or shotgun primers. on the go as meal replacements. The price listed is for a box of
It contains 1,000 primers of the selected type. five. A food bar will feed a character for 2 hours.
101

Candy Bars A candy bar is a bar, usually coated in chocolate, Wine Wine is an alcoholic beverage made of fermented
that contains a variety of ingredients, such as wafers, cookies, fruit juice, usually from grapes. The price listed is for a
caramel, or toffee. They are poor in nutrients, but taste very single bottle, which contains six servings.
good. The price listed is for a box of fifteen. A candy bar will
feed a character for 1 hour.
Brandy Brandy is a spirit produced by distilling wine,
typically taken as an after-dinner drink. The price listed is
Jerky Jerky is lean meat that has been trimmed of fat, cut into
for a single bottle, which contains about 30 servings.
strips, and then dried to prevent spoilage. Nearly any muscle
meat can be made into jerky and is often carried by outdoorsmen,
hikers, and campers as a source of low fat, high protein food. Gin Gin is a spirit which derives its predominant flavor from
The packaging listed is for six 8 ounce bags. A single bag will juniper berries, used in drinks such as martinis, and gin and
feed a character for 3 hours. tonics. The price listed is for a single bottle, which contains
about 30 servings.
Dried Noodles These are freeze dried instant noodles that
come in a pack. They can be eaten raw, though somewhat
unpalatable when eaten this way, or they can be boiled with Rum Rum is a distilled spirit made from sugarcane by-
water, and the flavor package added for a simple, decently tasting products such as molasses, or directly from sugarcane juice,
meal, especially when coupled with dried vegetables. Due to their by a process of fermentation and distillation. It is used in
low cost, they can sustain someone for very low price, though drinks such as rum punch, Mojitos, and Pina Coladas. The
they also lack in nutritional value. The price listed is for 4 packs price listed is for a single bottle, which contains about 35
of 10 each. A pack of noodles will feed a character for 4 hours. servings.

Dried Vegetables These are freeze dried vegetables that have


Tequila Tequila is a spirit made from the blue agave plant.
had moisture removed from them to increase their dry storage
The price listed is for a single bottle, which contains about
life. They can be re-hydrated with water and consumed, or used
20 servings.
as an ingredient. The price listed is for 6 lbs of mixed dried
vegetables. 1 lb of re-hydrated vegetables will feed a character
for 2 hours. Vodka Vodka is a distilled beverage composed primarily of
water and ethanol with traces of impurities and flavorings.
Canned Food This food encompasses both manufactured Vodka is made by distillation of fermented substances such
canning, where the food product is placed into a steel can and as grains, potatoes, or sometimes fruits. The price listed is
capped, or home canning method where the food is preserved for a single bottle, which contains about 25 servings.
and placed into a glass jar. Canned food contents can vary
greatly, anything from canned vegetables to complete meals in a
jar. Canned food will feed a character for anywhere from 1 hour Whiskey Whiskey is a type of distilled alcoholic beverage
to 6 hours, depending on the contents of the can. The price listed made from fermented grain mash. Different grains are
is for 10 cans. used for different varieties, including barley, malted barley,
rye, malted rye, wheat, and maize (corn). The price listed
Powdered Drinks Including both hot drinks like powdered is for a single bottle, which contains about 15 servings.
cocoa and instant coffee, and cold drinks such as carbohydrate
drinks and sports drinks. The price listed is for 5 boxes of 20 per
Liqueur Liqueur is a type of distilled alcoholic beverage
box.
that is flavored with a variety of flavors, and usually has
some kind of sugar or sweetener added. It is often used
Canned Soda Canned soda is a 12 oz aluminum can. These for mixed drinks, but can be consumed by itself. Common
serve as tasty drinks on a cool day, or as ammunition for the liqueur examples include Triple Sec, Schnapps, Campari,
X-Products Can-Cannon. The price listed is for 4 cases of 12 cans Chocolate Liqueur and Amaretto. The price listed is for a
per case. single bottle, which contains about 20 servings.

Drinks Drinks are a wide variety of flavors and types, all having
their effects. When a character drinks, they must make a Fortitude
Saving Throw [TN(10 + number of servings they have had at a Cigarettes and Cigars A cigarette is a small roll of finely cut
time)], or become inebriated. tobacco leaves wrapped in a cylinder of thin paper for smoking.
A cigar is a tightly-rolled bundle of dried and fermented tobacco
Beer Beer is the world’s most widely consumed and that is ignited so that its smoke may be drawn into the mouth.
probably oldest alcoholic beverage; it is the third most Smoking a pack of cigarettes or a single cigar causes 1 XHP
popular drink overall, after water and tea. It is produced by damage per pack smoked. If a character loses their last non-
the brewing and fermentation of sugars, typically derived lethal hit point due to smoking, they are nauseated for two hours
from malted cereal grains, particularly barley and wheat. and gain that hit point back after those two hours. The price listed
The price for beer is for a pack of twelve. Each beer is a is for a box of twenty cigars, or a carton of cigarettes, which
serving. contains ten packs of twenty cigarettes each.
102

Electronic Cigarettes An electronic cigarette, also known as Object Sz Wt Cost Restr


an e-cig, is a battery powered device that simulates smoking. It +1 bonus F 4 2 None
delivers nicotine into the lungs via a nicotine, propylene glycol, +2 bonus F 4 4 None
and flavoring mixture, designed to look like, but be much healthier +3 bonus F 4 6 None
than, cigarettes, as instead of smoke, it produces water vapor +4 bonus F 4 8 None
as its byproduct. Electronic cigarettes come in a massive array +5 bonus F 4 10 None
of flavors, from regular tobacco flavor to things such as mint, +6 bonus F 4 12 None
key lime pie, and even cinnamon roll. They take on a variety +7 bonus F 4 14 None
of appearances as well, from a thin cigarette like look, to a
customizable tank and battery. The price listed is for a full kit that Table 93: Equipment, Pharmaceuticals, Antibacterial/Antiviral
includes one tank, one battery with charging apparatus, and two
flavors.
Analgesics/Painkillers These medicines allow a character to
ignore pain, and allow them to continue fighting, but only for a
limited time. When the effects wear off, the healing affect of the
Object Sz Wt Cost Restr painkillers go with it. Painkillers can only be given to a character
MRE, Civilian S 16 1 None with at least 1 CHP. A player who has 0 or less CHP has suffered
MRE, Military (2) S 16 1 None serious injuries and must receive medical attention and can not
Trail Rations (12) S 8 1 None use painkillers. The price listed is for one dose, and each dose
Food Bars(5) S 7 1 None lasts for 1d3 hours. The dosage can come in the form of ingestable
Candy Bars(15) S 7 1 None pills or an injectable liquid.
Jerky S 48 1 None
Dried Noodles(40) S 4 1 None Object Sz Wt Cost Restr
Dried Vegetables S 96 1 None Restore 1d4 XHP F 4 1 None
Canned Food(10) S 160 1 None Restore 2d4 XHP F 4 2 None
Canned Soda(48) T 13 1 None Restore 3d4 XHP F 4 3 L
Beer S 16 1 None Restore 4d4 XHP F 4 4 L
Wine S 16 2 None Restore 5d4 XHP F 4 5 R
Brandy S 16 4 None
Gin S 16 2 None Table 94: Equipment, Pharmaceuticals, Painkillers
Rum S 32 2 None
Tequila S 32 2 None Hemostat These medicines promote the clotting of blood. They
Vodka S 32 2 None reduce the bleed damage based on the level of the hemostat.
Whiskey S 32 2 None The price listed is for 2 doses.
Liquer S 32 1 None
Cigarettes F 1 2 None Object Sz Wt Cost Restr
Cigars D 4 3 None Remove 3 bleed damage F 4 1 None
E-cig Kit S 12 1 None Remove 5 bleed damage F 4 3 None
E-cig, Additional Flavors (4) T 2 1 None Remove 8 bleed damage F 4 7 None
Remove 13 bleed damage F 4 11 None
Table 92: Equipment, Food & Drink Remove All bleed damage F 4 20 None

Table 95: Equipment, Pharmaceuticals, Hemostat

9.12 Pharmaceutical Drugs, Medical supplies and Antiseptics Antiseptics are substances that are applied to
Poisons destroy microorganisms that are living on objects. These
medicines give a bonus to all Treat Injury checks when used.
Pharmaceutical drugs, also referred to as medicine, can be The amount listed is for 4 doses.
loosely defined as any chemical substance intended for use in
the medical diagnosis, cure, treatment, or prevention of disease. Weak Antiseptic These include distilled spirits, as well as
When using medicine, only the highest modifier applies. watered down isopropyl alcohol. They grant a +1 to Treat
Injury.

Standard Antiseptics These include grain alcohol and


proper strength isopropyl alcohol. They grant a +2 to
Antibacterials and Antivirals An antibacterial is a compound
Treat Injury.
or substance that kills or slows down the growth of bacteria.
Antiviral drugs are a class of medication used specifically for Strong Antiseptics This includes iodine. They grant a +3
treating viral infections. Both are used to combat against diseases, to Treat Injury.
and grant a bonus to Fortitude Saves toward Disease. The cost
of the drug is dependent on the actual Fortitude Saving Throw of Concentrated Antiseptics This includes hydrogen perox-
the disease. The Price listed is for five doses. ide. They grant a +4 to Treat Injury.
103

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


Weak F 4 1 None Arsenic S 16 8 R
Standard F 4 4 None Atropine (2) S 16 3 R
Strong F 4 7 None Blue Vitriol (2) S 16 3 R
Concentrated F 4 13 None Chloral Hydrate S 16 15 R
Cyanide S 16 35 M&P
Table 96: Equipment, Pharmaceuticals, Antiseptics Cyanogen S 16 12 M&P
DDT S 16 13 I
Lead Arsenate (Gas) S 16 2 R
Antidote Antidote is a substance used to counteract a specific Lead Arsenate (Solid) S 16 2 R
poison. The cost per antidote is the raw material cost for the Mustard Gas S 16 3 M&P
poison + 15, and the character purchasing must know the specific Paris Green (Gas) S 16 8 None
poison used. The cost is for a single dose. The dosage can come Paris Green (Solid) S 16 8 None
in the form of ingestable pills or an injectable liquid. Sarin S 16 35 I
Strychnine S 16 12 R
Tear Gas S 16 8 R
Object Sz Wt Cost Restr Tranquilizer S 16 4 R
Antidote F 4 See text None VX S 16 300 I

Table 97: Equipment, Pharmaceuticals, Antidote Table 99: Equipment, Poisons

Cold Pack A cold pack is a strong plastic bag filled with water 9.13 Narcotics
and a packet of ammonium nitrate that is suspended within it.
Cannabis A genus of flowering plants that has long been used
When broken, it becomes very cold. It heals 2d3 damage per 10
for fiber (hemp), seed and seed oils, medicinal purposes, and as
minutes and can only be used to restore XHP that was lost by
a recreational drug. A character may smoke 1 ounce of cannabis
bludgeoning, fire, or non-lethal damage. The price listed is for 8
and roll a set of dice dependent on the potency. This roll is both
packs, and the packs last for 1 hour.
the penalty to Will Saves 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 as 0 until
Spray-on Bandage Spray-on bandage is antiseptic and the drug’s effect wears off.
bandage all in one convenient little bottle used for small nicks
and scratches. It heals 1d3 damage per use and can only be used
Potency Dice Rolled
to restore XHP that was lost by by Slashing or Piercing damage.
The price listed is for 4, 20 dose bottles. Weak 1d2
Normal 1d3
Strong 2d3
Concentrated 2d3+1
Tourniquet A tourniquet is a constricting device used to control
bleeding on appendages. Tourniquets allow a character to ignore Table 100: Cannabis Potency
all penalties from extremity damage for 3 rounds, and reduces all
bleed dice by 3 on that appendage for 2d3 minutes. Tourniquets
can only be applied on arms or legs. Coca Leaf The leafy part of the coca plant, chewed to reduce
tiredness and encourage recuperation. A character may chew a
Object Sz Wt Cost Restr leaf for up to 1 hour. If a character is exhausted, they are now
fatigued. If a character is fatigued, it takes half the amount of
Cold Pack(8) T 7 1 None
time to become well rested. Sold in packs of 16 leaves.
Spray-on Bandage(4) T 4 1 None
Tourniquet T 6 2 None
Cocaine Cocaine is the processed version of the coca plant,
Table 98: Equipment, Pharmaceutical Equipment used as a strong stimulant. It is primarily used as a recreational
drug. A character may ingest, inject, or inhale one dose of
cocaine (1/8 oz) to gain 5 additional Combat Points every round
Poisons Poisons are chemical substances that can cause for 1 minute. The character may inject subsequent doses to
disturbances to organisms, usually by chemical reaction or other lengthen the time this bonus lasts by 1 minute, but it does not
activity on the molecular scale, when a sufficient quantity is grant any additional Combat Points. After each dose is ingest,
absorbed by an organism. While nearly any substance ingested, inject, or inhaled, a character immediately makes a Fortitude
injected, or inhaled into the body technically counts as a poison, Saving Throw [TN25]. If a character fails this saving throw, they
the poisons listed here are specifically listed for their effects. The take CHP damage equal to the Combat Point bonus they received.
price listed is for 5 doses in a synthesized solid, liquid poison The TN increases by 5 for each dose of Cocaine taken within 6
stored in a bottle, or a gas stored in a pressurized cylinder. weeks of the first dose. Sold in 1 oz of powder.
104

Adderall A pharmaceutical pill marketed as a treatment for Tactical armor is modern body armor that fits over clothing
ADHD, ADD and other similar disorders. A character can consume and can’t be easily concealed. Its weight and bulk make it
a single pill, which reduces Craft checks of 24 hours in length orimpractical to wear all the time and is generally only donned
more by 1d4 hours, and Craft checks of 1 week in length or more when a specific dangerous confrontation is likely. Because it
by 1d3 days. This effect lasts for one week. Adderall is packaged is worn over clothing in tactical situations, tactical armor often
in a small bottle containing 10 pills. has pockets, clips, and MOLLE attachment points for carrying
weapons, grenades, ammunition, flashlights, first aid kits, and
MDMA An empathogenic drug that causes euphoria, a other items.
diminished sense of anxiety, and mild psychedelia. A character
can consume a single pill which grants a +2 bonus to all Reflex • Equipment Bonus The equipment bonus is the bonus to
and Will Saves. This bonus lasts for 30 minutes. After the effect DEF a character gets if they are proficient in the armor, and
wears off the character is considered Exhausted. A character can it has not run out of AP. The Equipment bonus only applies
consume at least 32 ounces of water to halve the time it takes to areas it protects.
to recover from their exhaustion. MDMA is distributed in loose,
singular pills. • Maximum AGL Bonus The maximum AGL Bonus you can
apply toward your defense, when wearing the armor.

Opioids These medicines allow a character to ignore pain, and


• Armor Penalty This penalty applies to the following skills if
allow them to continue fighting, but only for a limited time. These
the character isn’t proficient in the worn armor: Acrobatics,
are much stronger versions of the over the counter painkillers
Athletics, Craft (All), Demolitions, Disable Device, Drive,
and as such require proper documentation to possess. When
Perform, Pilot, Ride and Stealth. If a character is proficient in
the effects wear off, the healing effect of the opioid goes with it.
the armor, the penalty only applies to Athletics, Acrobatics,
Opioids can be given to a character with at least 1 CHP. Opioids
and Stealth.
will restore both CHP and XHP, but will always restore CHP before
XHP. The price listed is for one dose and each dose lasts for
• CP Loss How much the armor slows a character down
1d3 hours. After taking a single dose, the character takes 1 CON
when worn. The character has to spend this amount of
damage that heals normally.
Combat Points from their Combat Point pool before they
can move.
Hallucinogens These vary in presentation, type, and duration,
but they all do the same thing—make the character hallucinate. • Damage Reduction This represents how much damage
When a character takes a single dose of a hallucinogen, they take the armor negates, and what type of damage is reduced.
3d3 WIS damage. This effect lasts 2d2 hours and the damage Any slashing, piercing, ballistic or concussive damage that
lasts as long as the effect. exceeds the damage reduction of the armor is considered
bludgeoning damage.
Object Sz Wt Cost Restr
Cannabis, Weak T 4 1 I – Sl Slashing | Pi Piercing | Bl Bludgeoning | Ba Ballistic
Cannabis, Normal T 4 2 I
Cannabis, Strong T 4 4 I – F Fire | C Concussion
Cannabis, Concentrated T 4 8 I
Coca Leaf (16) T 1 2 R • AP Armor points are a representation of how much damage
Cocaine T 1 80 I armor can take. When armor protects a character from
Adderall (10) D 2 4 L damage using its damage reduction, it subtracts the damage
MDMA D 1 2 I done from its AP score. Armor points are only subtracted
Opioid, Restore 2d10+1 HP F 4 5 L to applicable damage. Armor can be repaired at 1 WP per
Opioid, Restore 3d10+1 HP F 4 10 R armor point. Armor only protects against certain types
Opioid, Restore 4d10+1 HP F 4 15 I of damage. If a character is attacked and the character’s
Hallucinogens F 3 1d6 I armor does not cover the certain type of damage, the
Damage Reduction for the armor does not apply, and the
Table 101: Equipment, Narcotics character take the full damage to their hit points. When
an armor has run out of AP, it also stops providing an
Equipment Bonus to DEF.
10 Armor
Armor comes in three different types: 10.1 Light Armor
Impromptu armor includes items that provide protection even
though they were not designed for that purpose, such as leather Light Football Pads This suit of armor is worn by professional
biker’s jackets and football pads. and amateur players alike, and includes shoulder, leg, and
Concealable armor is modern body armor designed to fit arm pads. This type is normally worn by running backs and
underneath regular clothing. It can be worn for extended periods quarterbacks, sacrificing extra armor for range of motion.
of time without fatiguing the wearer. Concealable armor can also Special Notes This armor protects the arms and legs of the
be worn under Impromptu or Tactical armor. wearer, providing DR and Defense to all listed areas.
105

Motorcycle Jacket This is the bare minimum for the modern Concealable Fight Vest This is a variation on the standard
motorcyclist and consists of leather gloves and a leather Kevlar vest is worn by most law enforcement officers under their
motorcycle jacket. It grants the wearer a +1 to Fortitude Saves uniform shirts, sacrificing some ballistic damage protection to
made to resist the effects of cold weather. protect against swords and arrows.
Special Notes This armor protects the arms of the wearer, Special Notes Grants a +4 bonus to Stealth checks when hiding
providing DR and Defense to all listed areas. the armor.

Motorcycle Cut This is a thick leather vest worn by Motorcycle Armor This suit of modern armor is worn by
motorcyclists, a particular common sight on motorcycle club motorcyclist to protect from falls. It includes gloves and a
members. They have hidden pockets that contain a holster- motorcycle jacket. It grants the wearer a +1 to Fortitude Saves
sheath that will hold one small or smaller sized weapon, and a made to resist the effects of cold weather.
pouch that can hold 2 magazines or speedloaders. Any objects Special Notes This armor protects the arms and hands of the
in these pockets gain a +1 to stealth to hide these objects. wearer, providing DR and Defense to all listed areas.

Light Undercover Shirt Designed for deep undercover work Light Duty Vest A lightweight tactical vest with Kevlar designed
where the user must not appear to be armed or armored, this for extend use by riot police and forces on alert for potential attack.
garment consist of a t-shirt with a band of Kevlar sewn in around This tactical gear is covered in MOLLE, which allows different
the torso. accessories to be mounted according to the user’s specifications.
This armor has 5 MOLLE slots.
Flak Vest A flak vest is a light vest worn by aircraft personnel
to protect against flak cannons, but can also be used to protect Riot Vest This vest is a variation on the light duty vest,
against grenades. designed for more melee combat confrontations over ballistic
threats. This tactical gear is covered in MOLLE, which allows
Low-Profile Armor This set of body armor is visually different accessories to be mounted on according to the user’s
indistinguishable from a common vest, sweater, pullover, suit coat, specifications. This armor has 5 MOLLE slots.
or jacket. Often used by employees of corporations, particularly
those employed as security or bodyguard personnel. Tactical Vest The standard body armor for police tactical units,
this vest provides full torso protection in the toughest flexible
Undercover Vest Covering a larger area of the torso, this vest protective materials available. This tactical gear is covered
provides better protection than the light undercover shirt and in MOLLE, which allows different accessories to be mounted
low-profile armor but is also more easily noticed. It is best used according to the user’s specifications. This armor has 6 MOLLE
when the armor should remain unseen but the wearer doesn’t slots.
expect to face much scrutiny.
Special Notes Grants a +2 bonus to Stealth checks when hiding Heavy Football Pads This suit of armor is worn by professional
the armor. and amateur players alike, and includes shoulder, leg, and arm
pads. This type is normally worn by linebackers and ‘‘heavy
Turnout Coat This fireman’s coat is made of a thick, flame hitter’’ positions, sacrificing movement for extra padding and
resistant and waterproof material. armor.
Special Notes This clothing cannot catch fire. Special Notes This armor protects the arms, legs, feet and
hands of the wearer, providing DR and Defense to all listed areas.
Corrections Vest This armor is designed for use in prisons,
where firearms are less of a threat than improvised melee 10.3 Heavy Armor
weapons.
Red Man Suit This heavily padded suit is used primarily for
MOLLE Vest This tactical gear is covered in MOLLE, which unarmed and blunt-weapon melee combat training, allowing
allows different accessories to be mounted according to the user’s opponents to throw full-force blows without injuring their training
specifications. This armor has 12 MOLLE slots. partners.

Plastron Fencers wear this quilted canvas armor, which protects Motorcycle Suit This suit of modern armor is worn by
the torso, arms, and groin against parries, thrust, and swipes from motorcyclist to protect from falls. It includes gloves, pants, a
foils, epees and sabres. spine protector, and an armored jacket. It grants the wearer a +1
Special Notes This armor protects the arms of the wearer, to Fortitude Saves made to resist the effects of cold weather.
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.

10.2 Medium Armor


Special Response Vest Built like the tactical vest, but
Concealable Vest This standard Kevlar vest is worn by most incorporating groin and neck protection as well as a trauma plates
law enforcement officers under their uniform shirts. over the chest and back. This tactical gear is covered in MOLLE,
Special Notes Grants a +4 bonus to Stealth checks when hiding which allows different accessories to be mounted according to
the armor. the user’s specifications. This armor has 7 MOLLE slots.
106

Forced Entry Unit This armor consist of heavy torso jacket, with Motorcycle Helmet These helmets come in various sizes and
trauma plate holders that cover the chest and back, neck and colors and protect the wearer from wind and small objects when
groin guards, and arm protection. This tactical gear is covered in moving at a fast pace, as well as when falling.
MOLLE, which allows different accessories to be mounted on to
the user’s specifications. This armor has 8 MOLLE slots.
Special Notes This armor protects the arms and hands of the Sports Helmet Used in various sporting events to protect the
wearer, providing DR and Defense to all listed areas. This Armor wearer’s head.
can accept a single set of Armor Plates.

Ballistic Combat Helmet The standard helmet usually issued


Crash Rescue Suit This reflective, full-body suit is exclusive
to combat forces in the military that protects against shrapnel
to fire departments expecting to deal with high radiant heat or
and glancing bullets.
savage burning liquids. It is rated to protect against sustained
exposure to temperatures of 1,500°F and short exposure to
2,000°F, and includes a hood with a reflective faceplate, mittens,
Steel Combat Helmet A surplus helmet from wars gone by,
and boots. A crash rescue suit contains a 30 minute air supply.
having fallen out of favor in light of new lighter and sturdier
Special Notes This clothing cannot catch fire.
options. They can be found in thrift stores and army-navy stores
alike.
EOD Suit This armor consists of a complete anti-explosive
armor setup, used by bomb disposal technicians to diffuse live
bombs. It includes heavy ballistic armor, as well as a see-through Riot Helmet Used by police forces when containing a
ballistic visor and helmet. disturbance or riot. It has a clear Plexiglas shield on the front that
Special Notes This armor protects the head, arms, legs, feet protects against thrown objects and chemical weapons.
and hands of the wearer, providing DR and Defense to all listed
areas.
Helmet Type Type DR Wt Cost AP
Motorcycle I 6/Bl, Sl 30 5 12
Sports I 4/Bl 24 2 15
10.4 Armor Plates Combat, Ballistic T 5/Ba, Bl, Sl 32 10 20
These trauma plates can be placed in armor, either by being Combat, Steel T 2/Ba, Bl 48 2 25
built in, or placed in a MOLLE attachment, to increase its Riot T 8/Bl 30 3 18
effectiveness against bullets and shells. Trauma plates cannot be
repaired, and must be replaced after they are used up. The price Table 104: Equipment, Armor, Helmets
and listing are for a set of plates that protect the center mass
area, which includes the back and torso. Only one set of plates
may be used at a time. 10.6 Armor Upgrades
Armor can be customized to grant additional bonuses toward
Titanium Plates These plates are made from high grade armor, or increase the armor rating of normal clothing.
titanium, and provide decent protection with the added comfort
of light weight.
Camouflage Patterning This upgrade covers a piece of armor
Ceramic Plates These are ballistic ceramic plates, built for a or clothing in camouflage paint or cloth, which gives a +2 to
compromise between strength and weight. Stealth when worn in the applicable setting.

Steel Plates These are heavy steel inserts, used for multiple MOLLE Fitting This upgrade fits armor or clothing with MOLLE
rifle round hits, at the cost of weight. slots, which allows different accessories to be mounted according
to the user’s specifications. Gives 2 MOLLE slots per upgrade.
Plate Type CP Loss DR AP Wt Cost Armor or clothing can have no more than 20 MOLLE slots.
Titanium 0 6/Ba, Pi 18 48 8
Ceramic 1 18/Ba, Pi 36 64 15
Steel 2 9/Ba, Pi 54 88 10 Hidden Compartment Fitting This upgrade fits armor or
clothing with a hidden compartment that gives a +4 to Stealth to
Table 103: Equipment, Armor Plates hide an object. An object of tiny or smaller size may be hidden
in the compartment.
10.5 Helmets
Helmets keep the most important part of most creature’s body Custom Fitting This upgrade fits the armor to a specific wearer,
safe: the head. When calculating the damage for a called shot to granting the wearer +1 maximum AGL bonus, a 50% increase in
the head, use the damage reduction (if any) for the hat or helmet. AP, and a +1 equipment bonus to DEF.
107

Type Equipment Max AGL Armor CP Damage Reduction AP Wt Cost


Bonus Bonus Penalty Loss
MOLLE Vest Lt.T +0 +6 +0 0 0/None — 48 8
Motorcycle Jacket Lt.I +0 +6 +0 0 2/Sl 10 32 6
Motorcycle Cut Lt.I +0 +6 +0 0 2/Sl 8 20 5
Flak Vest Lt.T +0 +5 +0 0 3/Sl 12 32 3
Light Football Pads Lt.I +1 +6 +0 0 3/Bl 15 80 5
Turnout Coat Lt.I +1 +5 +0 0 2/F 1/Pi, S 10 160 10
Light Undercover Shirt Lt.C +1 +4 −1 0 4/Ba 8 32 13
Undercover Vest Lt.C +1 +4 −1 0 10/Ba 30 48 16
Low-Profile Armor Lt.C +2 +4 −1 0 6/Ba 18 32 18
Corrections Vest Lt.C +2 +3 −2 1 6/Sl, Pi 18 64 17
Plastron Lt.I +2 +4 −1 0 4/Sl, Pi 16 48 10
Motorcycle Armor Md.I +2 +5 −1 1 4/Bl, Sl 20 80 11
Concealable Vest Md.C +2 +3 −2 2 11/Ba 2/Sl 35 64 20
Concealable Fight Vest Md.C +2 +3 −2 2 4/Ba, Sl, Pi 45 64 20
Light Duty Vest Md.T +3 +2 −3 2 12/Ba, Bl 3/Sl 38 112 30
Riot Vest Md.T +3 +2 −3 2 7/Sl, Pi 4/Ba 45 112 30
Tactical Vest Md.T +4 +2 −3 2 13/Ba 4/Sl 45 144 32
Heavy Football Pads Md.I +1 +4 +0 1 5/Bl 25 128 5
Red Man Suit Hv.T +3 +1 −5 3 10/Bl 9/Unarmed 50 192 24
Motorcycle Suit Hv.I +3 +4 −2 1 7/Bl, Sl 35 130 20
Crash Rescue Suit Hv.T +4 +2 −4 3 25/F 50 400 40
Special Response Vest Hv.T +4 +1 −5 3 18/Ba, Pi 6/Sl 65 240 45
Forced Entry Unit Hv.T +3 +0 −5 4 21/Ba, Pi, Sl 80 272 50
EOD Armor Hv.T +4 +0 −7 4 40/C, Pi, Sl 50 560 95

Table 102: Equipment, Armor

Limb Protections This upgrade fits the armor with limb 11 Weapons
protectors that protect either the arms or the legs from damage.
Limb protectors can be installed on any armor that lacks limb The weapons covered here are grouped into categories
protection for that area. The character selects either arm based on their general utility: melee weapons and ranged
protection, or leg protection with the protectors providing DR weapons
and Defense that the original armor grants to all selected areas.
Limb protectors can also only be installed on the same or higher
level of armor, and can only be installed on armor that has Armor
Points. 11.1 Melee Weapons

Light Increases the Armor Points by 10, but reduces the Melee weapon damages are classified according to type:
Maximum Agility bonus by 1. bludgeoning (weapons with a blunt striking surface), energy (of a
specific type), piercing (weapons with a sharp point), and slashing
(weapons with an edged blade). Certain types of armor only
Medium Increases the Armor Points by 15, but reduces the
protect against particular forms of damage.
Maximum Agility bonus by 2.
Weapons are also classified by size. Medium and smaller sized
weapons can be used with one hand. Large or larger sized
Heavy Increases the Armor Points by 25, but reduces the
weapons require two hands to use.
Maximum Agility bonus by 4.
A small or smaller weapon is considered a light weapon and is
easier to use in a character’s off-hand.
Armor Upgrade Cost
Camouflage Patterning 2 Improvised Weapons
MOLLE Fitting 1
Hidden Compartment Fitting 3 Any improvised weapon does the same amount of
Custom Fitting 100% damage as a real weapon in its class, but unlike real
Limb Protectors, Light 6 weapons, improvised weapons are not designed to take
Limb Protectors, Medium 14 the amount of stress a real weapon can take. An
Limb Protectors, Heavy 31 improvised weapon has a −2 attack penalty and a 50%
chance of breaking each time it is used.
Table 105: Equipment, Armor Upgrades
108

Melee Weapons as Thrown Weapons Pocket Knife A pocket knife is a knife that is deposited in the
pocket, or in a small sheath that is usually worn all day or carried
It’s not uncommon for a character to need to use a melee all day. A pocket knife is 3-6’’ long. Examples are numberous
weapon as a thrown weapon. Use the below statistics in nature. Improvised versions of this weapon include ice picks,
when using a melee weapon in a thrown role. letter openers, straight razors, and screwdrivers. Pocket knives
come with a tactical sheath.
• Spears Treat as an improvised javelin
• Hand Axe Treat as an improvised throwing axe Escape Knife An easily hidden blade, commonly stashed in a
• Light Club, Medium Club and Tool Hammer Treat place where the owner might be able to grab it when tied up.
as an improvised brick for range and penalties and Improvised versions of this weapon include prison shivs, throwing
using the weapon’s melee damage as damage. knives and pieces of broken glass. Escape knives come with a
tactical sheath.
• Knives Treat as an improvised throwing knife. Push
daggers and injection knives can not be thrown.
Light Club A light club is less than 8’’ long, lighter than 3
All Weapons not listed are not able to be used as thrown pounds, and easily used with one hand. There are countless
weapons. examples, including such deliberately crafted items as escrime
sticks, kubatons and metal batons. Improvised versions of this
weapon include chair legs, broken pool cues, tire irons, and small
tree branches.
11.1.1 Simple Melee Weapons

Generally inexpensive and light in weight, simple weapons Medium Club A medium club is between 8’’ and 12’’, lighter than
nevertheless get the job done. Any humanoid character can use 3 pounds, and can be used with one hand. There are countless
Simple Melee weapons without penalty. examples, including such deliberately crafted items as escrime
sticks, metal batons, and police clubs. Improvised versions of
this weapon include chair legs, frying pans, pool cues, framing
Brass Knuckles These pieces of molded metal fit over the hammers, tire irons, and small tree branches.
outside of a character’s fingers and allow him or her to deal lethal
damage with an unarmed strike instead of nonlethal damage. A
strike with brass knuckles is otherwise considered an unarmed Heavy Club A heavy club is between 12-24’’ long, weighs
attack. When used by a character with the Brawl, Improved Brawl, between 3-6 pounds, and requires the use of 2 hands. The
or Street Fighting feat, brass knuckles increase the base damage classic modern example is the wooden baseball bat. Improvised
dealt by an unarmed strike by +1. An improvised version of this versions of this weapon include chairs, table legs, crowbars, heavy
weapon is a set of heavy finger rings. tree branches, and lengths of thick cable.

Wrist Wraps These are cloth wrist wraps with padding and a Sap This weapon consists of a soft leather sack loaded with lead
velcro strap that is used to secure them to the wearer, often used shot. It is typically brought down on the back of an opponent’s
for all types of fighting while still allowing use of the hands for head, knocking him out cold. Improvised versions of this weapon
other issues, or even use other weapons while wearing them. include sweat socks stuffed with rolls of quarters or marbles. This
Wrist wraps only provide non-lethal damage, unless otherwise weapon does non-lethal damage only.
granted by a feat. When used by a character with the Brawl,
Improved Brawl, or Street Fighting feat, wrist wraps increase the
base damage dealt by an unarmed strike by +3. An improvised Tool Hammer A household hammer that can be found in any
version of these are tightly wrapped cloth bandages. hardware store in the world. Improvised versions of this weapon
include short lengths of pipe, stone statuettes, and tire irons.

Push Blade/Punch Dagger This blade extends in line with the


wielder’s arm when held in a clenched fist. An improvised version Sledgehammer A common rock-breaking implement and is
is a corkscrew. stunningly effective, though slow and cumbersome to use.
Improvised versions of this weapon include CD racks, iron
crowbars, and table lamps with heavy bases.
Field Knife A field knife is a larger knife, usually with a thick,
hearty blade that is used in the field, for camping. Improvised
versions of this weapon include cleavers and large kitchen knives. Stun Gun Although the name suggests a ranged weapon, a stun
Field knives come with a tactical sheath. gun requires physical contact to affect its target. The Taser is
a ranged weapon with a similar effect. On a successful hit, the
stun gun deals 1d3 Electricity damage (do not add the character’s
Survival Knife A typical fighting knife and also represents a POW bonus), and the target must make a Fortitude Saving Throw
variety of field weapons like daggers and bayonets. Improvised [TN15] or be paralyzed for 1d6 rounds. Improvised versions of
versions of this weapon include broken bottles and large kitchen this weapon include cattle prods and electric cords with stripped
knives. Survival knives come with a tactical sheath. insulation.
109

Stun Shield A shield composed of high impact plastic, complete Weapon Dmg Critical Type Sz Wt Cost
with inlaid electrical contacts, that when the shield is activated, will Brass 1d4 16-18 Bl T 18 2
shock and incapacitate the person struck. A stun shield provides Knuckles
one-quarter cover in one direction. A stun shield has to be Wrist Wraps 1d3+1 16-18 Bl T 4 1
activated, which cost 2 Combat Points. On a successful hit with Push Blade 1d3 16-18 Pi T 16 2
an activated shield, the stun shield deals 1d3 points of Electricity Pistol Whip See 16-18 Bl — — —
damage (do not add the character’s POW bonus) and the target text
must make a Fortitude Saving Throw [TN13] or be paralyzed for Rifle Butt 1d6 16-18 Bl — — —
1d2 rounds. Field Knife 2d2 14-18 Sl M 32 5
Survival Knife 1d4 14-18 Sl S 24 3
Pocket Knife 1d4 15-18 Pi T 16 2
Escape Knife 1d2 16-18 Pi D 6 4
Riot Shield A shield composed of high impact plastic, often used Light Club 1d6 16-18 Bl S 20 2
in riot situations by law enforcement. A riot shield provides one- Medium Club 2d3 16-18 Bl M 28 2
quarter cover in one direction. Improvised versions of riot shields Heavy Club 1d8 16-18 Bl L 32 3
include end tables, trash-can lids and low quality, homemade Tool Hammer 2d4 16-18 Bl S 26 1
versions. Riot shields do not provide cover against any weapons Sledgehammer 3d4 16-18 Bl L 160 3
that provide Plasma or Ballistic damage. Sap 1d6 16-18 Bl S 32 1
Stun Gun 1d3 16-18 Elec T 18 2
Riot Shield 1d4 16-18 Bl M 48 6
Entry Shield 1d6 16-18 Bl L 208 75
Stun Shield 1d4 16-18 Bl M 48 14
Entry Shield A shield used in high risk situations to protect
against gunfire. An entry shield provides three-quarters cover in
Table 107: Simple Melee Weapons
one direction. A shield may be used to melee attack. Improvised
versions of entry shields include heavy steel plates.
11.1.2 Archaic Melee Weapons

Most of these weapons deal damage by means of a blade or a


Pistol Whip Not a melee weapon in the traditional sense, rather sharp point. Some of them are moderately expensive, reflecting
using the side of a handgun to strike a target. While pistol whipping their archaic nature in modern society.
is an improvised weapon, it does not incur the penalties for being
Archaic Melee Weapon Proficiency Groups
one. If a character provokes an AoO on a character wielding a
handgun that can pistol whip, that character can use the pistol Combat Swords Shortsword, bastard sword, broadsword,
whip to perform their AoO. A pistol whip can not be upgraded and longsword
with any melee upgrades. Adds the character’s POW modifier to Fencing Swords Rapier, sabre, cutlass, and parrying
the damage as normal. dagger
Axes Battle-axe, broadaxe, and hand axe
Staffs Long staff, quarterstaff, and short staff
Bows Compound bow, recurve bow, crossbow and spear
Handgun Weight Damage gun
Handgun Weight Damage
0-8 oz. 1 Spears Spears and attached bayonet, halberds
49-56 oz. 1d4+1
9-16 oz. 1d2 Maces Light and heavy mace
57-64 oz. 1d4+2
17-24 oz. 1d3 Picks Light and heavy pick
65-72 oz. 2d4
25-32 oz. 1d2+1
73-80 oz. 3d3
33-40 oz. 1d4
81+ oz. 3d3+2
41-48 oz. 2d2
Battle-axe A battle-axe is generally a double-bladed axe,
Table 106: Pistol Whip Damage
swung heavily to cut deep into objects. An improvised version is
a fire axe.

Rifle Butt A rifle butt is not a melee weapon in the traditional Broadaxe A broadaxe is a heavy single-bladed axe is intended
sense, rather using the butt of a longarm to strike a target. for heavy chopping projects. An improvised version is a lumber
While rifle butting is an improvised weapon, it does not incur the axe.
penalties for being one, nor will it break if used as a weapon. All
weapons with a fixed stock can be used to rifle butt. If a character
provokes an AoO on a character wielding a longarm that can Hand Axe A hand axe is a light single-bladed axe normally
rifle butt, that character can use the rifle butt to perform their used in one hand. An improvised version of this is a hatchet,
AoO. A rifle butt can not be upgraded with any melee upgrades. throwing axe or a camp axe.
110

Shortsword A shortsword is a short-bladed sword is heavily Quarterstaff A quarterstaff is roughly the same height as its
weighted toward the handle and primarily used to slash opponents. wielder. Improvised versions of this weapon include broom
A classic example is a wakizashi. A modern version is a machete handles, handy tree branches, skis, and walking sticks. A
and an improvised version is a garden spade. character can strike opponents up to 10’ away with a quarterstaff,
but can’t use it against an adjacent foe. Quarterstaffs can be used
to perform trip attacks.
Bastard Sword A bastard sword is a long, narrow one-handed
sword which often features a handle designed for easy two-
handed use. A classic example is a katana. An improvised version Long Staff A long staff ranges from 1-2’ taller than its wielder.
of this weapon is a lumber saw. Bastard swords come with a A classic example is the bo stick. Improvised versions of this
tactical sheath. weapon include flagpoles and long pipes. A character can strike
opponents up to 15’ away with a long staff, but can’t use it against
Broadsword A broadsword features a slightly shorter and an adjacent foe. Long staffs can be used to perform trip attacks.
heavier blade than a bastard sword. An arming sword is a
classic example. An improvised version is the blade of a paper
cutter. Broadswords come with a tactical sheath. Rifle Bayonet The statistics given describe a bayonet fixed at
the end of a longarm with an appropriate mount. With the bayonet
fixed, the longarm becomes a double weapon, club-like at one
Longsword A longsword is narrow-bladed sword is often longer end and spear-like at the other. A character can fight with it as if
than the wielder is tall. Classic examples include a Scottish fighting with two weapons, but if the character does so, they incur
claymore and Japanese ōdachi. An improvised version might all the normal attack penalties associated with fighting with two
be a piece of rebar. Longswords come with a tactical sheath. weapons, as if using a one-handed weapon and a Small weapon.
Any survival knife or field knife can be used as a bayonet, gaining
Rapier A lightweight sword with a thin blade. A character may the damage of the selected knife, and any contact upgrades that
select this weapon for the Weapon Finesse feat. An improvised were placed on the knife transfer over to the rifle bayonet. The
version of this weapon might be a car antenna. Rapiers come clublike end of a rifle bayonet is a rifle butt and incurs all the
with a tactical sheath. bonuses and penalties of one. A character can strike opponents
up to 10’ away with the blade end of a rifle bayonet, but can’t
use it against an adjacent foe.
Sabre A sword that has a curved, single-edged blade and a
rather large handguard, covering the knuckles of the hand as
well as the thumb and forefinger. Sabres may be used to slash Short Spear A short spear is roughly waist- to chest-high on
or thrust, and as such the user may select what kind of damage its wielder. A classic example is the hasta. Improvised versions
they wish to use before attacking. A character may select this of this weapon include hiking poles and the remains of a long
weapon for the Weapon Finesse feat. An improvised version of spear cut in two. A character can strike opponents up to 10’ away
this weapon would be extremely unlikely. Sabres come with a with a short spear, but can’t use it against an adjacent foe. Short
tactical sheath. spears can be used to perform trip attacks.

Cutlass A short, broad sabre with a straight or slightly curved Long Spear A long spear ranges from 1-2’ taller than its wielder.
blade sharpened on the cutting edge and a hilt often featuring Classic examples are pike or naginata. Improvised versions of
a solid cupped or basket shaped guard. A character may select this weapon include flagpoles with points and long pipes with
this weapon for the Weapon Finesse feat. An improvised version sharp ends. A character can strike opponents up to 15’ away with
of this weapon would be extremely unlikely. Cutlasses come with a long spear, but can’t use it against an adjacent foe. Long spears
a tactical sheath. can be used to perform trip attacks.

Parrying Dagger Parrying daggers are a category of small


handheld knives, designed to be used as off-hand weapons in Halberd Consists of an axe blade topped with a spike mounted
conjunction with a single-handed sword such as a rapier or sabre. on a long shaft very much like a spear. Has a hook on the opposite
As the name implies they were designed to parry or defend. An end, for grasping long reaching enemies. Halberds may be used
improvised version of this weapon is extremely unlikely. Parrying to bash, slash or thrust, and as such the user may select what
daggers come with a tactical sheath. kind of damage they wish to use before attacking. A character
When used by a character with the Two Weapon Defense feat, can strike opponents up to 10’ away with a halberd, but can’t use
a parrying dagger grants a +2 equipment bonus to DEF, and when it against an adjacent foe. Halberds can be used to perform trip
fighting defensively or using the parry reaction, the character attacks.
gets an additional +2 to DEF.
Light/Heavy Mace A light mace is a development of the club
Short Staff A short staff is roughly waist- to chest-high on its weighted with flanges to deal more damage to the target. A heavy
wielder. A classic example is the jo stick. Improvised versions of mace is just as a light mace, but must be wielded with two hands.
this weapon include ski poles and the remains of a long staff cut This weapon does bludgeoning damage. Improvised versions of
in two. Short staffs can be used to perform trip attacks. this weapon would include baseball bats with nails or rivets.
111

Light Pick A weapon designed to concentrate its force on a having the Jagged upgrade. Jagged swords come with a tactical
small penetrating point in order to defeat armor. It is a small, sheath.
one-handed instrument that includes a single point. An improvised
version of this weapon might include rock cutting picks.
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
Heavy Pick A larger, two-handed version of the light pick. weapon. It can be whirled quickly, striking with hard blows from
An improvised version of this weapon might include a miner’s the weights. An improvised version of this weapon is a pair
pickaxe. of horseshoes tied to the ends of a rope. The weighted chain
can be used as a double weapon. A character can fight with it
Weapon Dmg Critical Type Sz Wt Cost as if fighting with two weapons, incurring all the normal attack
penalties as if using a one-handed weapon and a Small weapon.
Battle-axe 1d10 15-18 Sl L 128 4 In this case, the character can only strike at an adjacent opponent.
Broadaxe 1d8 15-18 Sl L 80 3 A weighted chain has a maximum range of of 10’. A character
Hand Axe 1d6 15-18 Sl M 48 2 may select this weapon for the Weapon Finesse feat.
Shortsword 1d6 15-18 Sl M 32 2
Bastard 2d6 15-18 Sl L 72 6
Sword Whip Chain A whip chain is a flexible weapon is similar to a
Broadsword 1d6 13-18 Sl M 32 6 three-section staff, featuring 8-10 short metal bars, connected by
Longsword 1d8 14-18 Sl L 50 7 3-4 links of chain. It is wielded much like a whip, with a single
Rapier 1d6 14-18 Pi M 48 6 handle at one end. An improvised version of this weapon might
Sabre 1d8 15-18 Sl Pi M 50 6 consist of links of steel cable.
Cutlass 1d6 15-18 Sl S 40 7 The whip chain can be used as a reach weapon. If a character
Parrying 1d3 16-18 Sl S 18 3 uses the chain as a reach weapon, they can strike opponents up
Dagger to 10 feet away. In addition, unlike other weapons with reach, the
Long Staff 1d10 16-18 Bl L 64 5 character can use it against an adjacent foe. Because a chain can
Quarterstaff 1d8 16-18 Bl L 48 4 wrap around an enemy’s leg or other limb, a character can make
Short Staff 1d6 16-18 Bl M 32 3 a trip attack with it. If the character is tripped during their own trip
Rifle Bayonet See 16-18 Pi L 80 2 attempt, the character can drop the chain to avoid being tripped.
Text Bl When using a chain, the character receives a +2 equipment bonus
1d6 when attempting to trip, or disarm (including the roll to avoid
Long Spear 2d8 15-18 Pi L 96 5 being disarmed if the character fails to disarm the opponent). A
2d10 Bl weighted chain has a range increment of 10’. A character may
Short Spear 2d4 15-18 Pi M 64 4 select this weapon for the Weapon Finesse feat.
2d6 Bl
Light Mace 1d12 16-18 Bl M 80 6 Flail This weapon consists of a spiked iron ball attached to an
Heavy Mace 2d12 16-18 Bl L 144 8 iron or wooden rod by a long piece of chain. No improvised
Light Pick 1d10 13-18 Pi M 48 7 weapons mimic this unique weapon.
Heavy Pick 3d6 13-18 Pi L 128 15
Halberd 2d6 16-18 Pi Sl Bl L 96 11
Garrote This weapon consists of a short cord, often with handles
Table 108: Archaic Melee Weapons at each end. It is used to improve leverage when choking someone
from behind and grants a +2 equipment bonus to all grapple
11.1.3 Exotic Melee Weapons checks to strangle. Improvised versions of this weapon include
shoelaces and lengths of extension cord.
Most exotic weapons are either atypical in form or improved
variations of other melee weapons. The Exotic Melee Weapons
Proficiency feat is required in order to avoid the −4 non-proficient Chainsaw Military and police units use powered saws to cut
penalty. through fences and open doors rapidly. They are sometimes
pressed into service as weapons, often by people who watch too
Great Sword A great sword is a massive two-handed sword is many movies. Improvised versions of this unique weapon do not
reminiscent of an iron beam with a handle and a cutting edge. exist.
A character can strike opponents up to 10’ away with a great
sword. A classic example is the German zweihänder. Improvised Injection Knife An injection knife is a knife that has a CO
2
versions of this unique weapon are extremely unlikely. Great cartridge in the handle. When stabbed into an object, a small
swords come with a tactical sheath. button can be pressed (for 1 Combat Points) that will inject freezing
cold CO2 into its target. It has an internal magazine of one and
Jagged Sword A jagged sword has an irregular blade that requires a new CO2 cartridge for every use. Improvised versions
savagely shreds an opponent’s armor or flesh. Classic examples of this unique weapon do not exist. Critical Strikes from this
include the Chinese nine-ring broadsword. An improvised version weapon only change the initial blade damage and not the Cold
is a long nail-ridden board. This type of sword is treated as damage. Injection knives come with a tactical sheath.
112

Kama A kama is a wooden shaft with a scythe blade extending Three-Section Staff Originally a farm implement for threshing
at a right angle out from the shaft. Improvised versions of this grain, this weapon is composed of three sections of wood of
unique weapon are extremely unlikely. equal lengths, joined at the ends by chain, leather, or rope. The
three-section staff requires two hands to use. Improvised versions
of this unique weapon are extremely unlikely.
Khepesh A khepesh is a sword with an outwardly curving sickle
The three-section staff is a double weapon. A character can
blade, that curls back into a hook. A character can make a trip
fight with it as if fighting with two weapons, but if they do, the
attack with the khepesh The character can not be tripped when
character incurs all the normal attack penalties associated with
using a khepesh to trip. khpeshes come with a tactical sheath.
fighting with two weapons, as if using a one-handed weapon and
a Small weapon.
Kukri This heavy, curved dagger has its sharp edge on the
inside of the curve. Improvised versions of this unique weapon Weapon Dmg Critical Type Sz Wt Cost
are extremely unlikely. For the purpose of attacks and feats, this Weighted 1d6 16-18 Bl L 85 6
weapon is considered a knife. Kukris come with a tactical sheath. Chain
Whip Chain 1d6 16-18 Bl L 70 7
Maquahuitl A maquahuitl is a weapon shaped like a wooden Great Sword 2d10 14-18 Sl H 128 11
sword, that has its sides embedded with prismatic blades made Jagged Sword 1d6 16-18 Pi/Sl M 96 8
from obsidian. It was similar to a large wooden club with cuts Garrote Special — — T 8 2
in the side to hold the sharpened obsidian, and can be used to Injection Knife 1d4 16-18 Pi S 19 21
both inflict ripping slashing damage, or bludgeoning damage. 8d4 Cold
When using a maquahuitl, the player must declare what kind of Chainsaw 4d6 16-18 Sl L 176 6
damage they are attempting to inflict. This weapon has two sets Flail 3d4 16-18 Pi/Bl L 144 8
of damage types, damage values and critical threat levels, which
is determined by which damage the character chooses to inflict. Table 109: Exotic Melee Weapons

Nunchaku A popular martial arts weapon, the nunchaku is Weapon Dmg Critical Type Sz Wt Cost
made of two wooden shafts connected by a short length of Kama 2d6 16-18 Sl S 40 2
rope or chain. Improvised versions of this unique weapon are Khepesh 1d12 15-18 Sl L 60 21
extremely unlikely. Kukri 1d4 12-18 Sl S 18 5
Maquahuitl 1d6 15-18 BlSl M 85 14
Sai and Jitte A sai is a weapon that has a pointed, prong shaped 2d6+1 16-18
metal baton, with two curved prongs called yoku projecting from Nunchaku 1d6 16-18 Bl S 16 3
the handle, that are used to trapping strikes and blocking attacks. Sai/Jitte 1d4 16-18 Bl S 24 5
A Jitte is a single shafted sai with a small hook protruding upward, Three-Section Staff 1d12 16-18 Bl L 100 4
used to block, catch, and even break swords. The character
receives a +2 bonus when using a sai or jitte to disarm an enemy Table 110: Exotic Melee Weapons, Cont.
using a Combat or Fencing Sword.

11.2 Firearms rocket launchers are all personal firearms. A personal firearm is
any firearm designed to be carried and used by a single person.
Ranged weapons are classified into three categories:
firearms, non-ballistic, and thrown. When using any ranged
weapon the wielder applies their MRK modifier to the attack roll. Firearms are cartridge weapons. A cartridge is a self-contained
package consisting of the projectile, the propellant, a primer, and
Range Increment & Range Penalty a casing to hold it all together. The projectile is the bullet or shot
that the weapon fires. The propellant is a charge of gunpowder.
All ranged weapons have a range increment. The range When the round is fired, the propellant charge burns up very
penalty for a ranged weapon depends on what weapon quickly; in a tiny fraction of a second. In doing so, it expands to
the character is using and how far away the target is. many times its original volume. This creates tremendous pressure
Any attack from a distance of less than one full range within the weapon, which forces the bullet or shot down the gun’s
increment is not penalized for range. However, each barrel and out toward the target. The primer is a small explosive
full range increment causes a cumulative −2 penalty cap in the base of the cartridge. When the primer is struck by the
on the attack roll. When a weapon uses shells, the weapon’s hammer or firing pin, it explodes. This, in turn, ignites
range increment affects both its attack and damage roll, the propellant and fires the weapon. The casing is a cylindrical
providing a cumulative −2 penalty for each. Ranged shell that holds the various components together. The bullet goes
weapons that fire projectiles can shoot at ranges up to ten at one end, and the primer goes at the other. The propellant
increments. Thrown weapons have a maximum range of charge goes in between. In high-powered weapons, such as rifles,
five range increments. casings are often necked, meaning that the casing is wider than
the bullet. This configuration allows more propellant to be loaded,
Handguns, machine pistols, sub-machine guns, carbines, which results in a more powerful blast when the weapon is fired.
shotguns, rifles, grenade launchers, machine guns and some Casings are usually made out of metal (brass is the most common
113

material). Shotgun shells are often made from paper or plastic to work the action themselves, to remove the used casing, and
instead. chamber a new round into the barrel, to be fired again. Single
Action firearms require the hammer to be pulled back manually,
which prepares for the next shot to be fired.
11.2.0.1 Firearm Basics Different types of firearms accept
ammunition in different ways. The box magazine is the most
common method for loading modern firearms. The box magazine Any firearm that uses a box magazine, or any lever action
is essentially a detachable box that holds a number of ammunition or pump action weapon can carry an extra cartridge in the
cartridges. The magazine is inserted into a well on the weapon chamber. To put a cartridge in the chamber, the weapon is
to load it. When the weapon is fired, it takes a cartridge from loaded as normal. (Chambering a round is part of the normal
the magazine and sends the bullet down range. After firing, the loading process.) Then the magazine is removed, an extra bullet
action is cycled to load the next cartridge. In automatic weapons, or shell is added (to replace the one that was chambered), and
this occurs mechanically as part of the firing cycle. When the the magazine is reinserted. This process takes 12 Combat Points.
magazine is empty, it is removed and replaced with a fresh one. For lever action and pump action weapons, the weapon is loaded
Secondly, there are revolvers. Instead of getting ammunition from as normal. (Chambering a round is part of the normal loading
a box magazine, a revolver has a rotating cylinder that holds the process). Then an extra bullet or shell is added (to replace the
ready ammunition. As the weapon is fired, the chamber revolves one that was chambered), this process takes 4 Combat Points.
to advance the next cartridge to the firing position. Thirdly, there
are belt fed weapons, which fire ammunition from interlinked belts.
As the weapon is fired, the old belt link is moved to the side, and Generally, the closer a target is to the shooter, the easier it is
the link with the new ammunition comes forward. Finally, there is to score a hit. The farther away a target is, the smaller it appears
the internal magazine, holding ammunition in a non-detachable and the more difficult it is to hit. To counteract this difficulty, the
part of the weapon. Internal magazines include tubular magazines, use of telescopic scopes has become popular. A telescopic scope
which consists of a metal tube running along the barrel, usually gives the shooter a magnified view of a distant target, facilitating
underneath it, that holds the ready ammunition. As each bullet or aim. It also uses a targeting reticule or cross hair to identify the
shell is fired, a spring pushes the next cartridge in the tube back bullet’s point of impact. When a scope is fitted to a rifle, it must be
to be fed into the firing chamber. There are also blind magazines. zeroed, meaning that it must be adjusted so that the cross hairs
Blind magazines are similar to a box magazines, except that they accurately show the actual impact point at a given range. This
are built into the weapon and are not removed. Instead, the action process requires the Personal Weapons Proficiency feat, and 5
is opened and cartridges are inserted directly into it. Tubular bullets or shells, as well as somewhere to test fire the weapon.
magazines are most common in shotguns, and blind magazines
are used on some precision-target rifles or sniper rifles. After All firearms are ballistic damage weapons and have a critical
the weapon is loaded with ammunition, it must be cocked. This threat range of 16-18, unless otherwise noted.
means that the bolt or hammer is drawn back into position and
the first cartridge is loaded from the magazine into the firing
chamber. The weapon is then ready to be fired. Using a magazine with a higher capacity than the standard
Once the gun is loaded, the shooter pulls the trigger to fire magazine issued imposes a −4 penalty to Stealth checks to hide
it. Pulling the trigger sets the firing cycle in motion. The trigger the weapon.
mechanism moves an internal arm or lever, called the sear, which
releases the weapon’s hammer or firing pin. The hammer springs
forward, striking the back of the cartridge where the primer is
located. The impact detonates the primer, which in turn ignites
Restricted Weapons
the propellant and fires the projectile. With single-shot weapons,
that is all that happens. The user must then manually cycle the Restricted weapons generally fall into two areas: Short
action, which accomplishes three things. First, the empty cartridge Barreled Shotguns and Short Barreled Rifles.
case is extracted and ejected from the weapon. Then, the next A short barreled shotgun is a shotgun that has a
cartridge in the magazine feeds into the firing chamber, or the barrel that is shorter than 18 inches, usually cut down
user reloads the firearm by hand. Finally, the bolt closes on the with the ammunition tube reduced as well. Short barrel
chamber, which seals it, cocks the firing pin back, and readies the shotguns are often used by police officers for their ease
weapon for firing again. Double shot weapons can be fired twice, of maneuverability in vehicles and tight spaces, as well
one for each barrel, before this must take place. On auto-loading as to have a small weapon for breaching. Short barrel
weapons (those that operate semi-automatically or automatically), shotguns also include mountable weapons for rifles.
this process of cycling is carried out by the mechanical action A short barrel rifle is a rifle that has a barrel less than
of the weapon. The action cycles by itself, driven either by the 16 inches. A short barrel rifle also encompasses carbine
recoil force or the pressure from the propellant gases. For semi- rifles, that have barrels that meet the prerequisites. SBRs
automatics, the user simply pulls the trigger again to fire another are often used by tank crews, who need a weapon that
shot and repeat the cycle, until the magazine is emptied and the takes the full power ammunition, but that is smaller in size,
weapon must be reloaded. On automatic designs, the action will and can be compatible with magazines and ammunition
continue to cycle and fire as long as the trigger is held down or of full sized and even carbine rifles.
until the weapon runs out of ammunition. Select-fire weapons are
those capable of firing in either semiautomatic or automatic mode,
as desired. Bolt, Pump, and Lever action weapons require the user
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11.2.0.2 Error Range Error Range represents the likelihood 11.2.0.3 Recoil Recoil is the reaction of the projectile firing
a firearm will fail when used. When combat starts, the GM secretly out of the barrel of a firearm. In single shots, recoil is not an
rolls a d% for every weapon that has error range. If the roll is issue; enough time is given between shots so that recoil can be
equal to or less than the weapon’s total error range then the absorbed and aim reacquired. In multishots, recoil can affect
weapon has the possibility to jam during this combat. Combat aim and throw off shots. All calibers have a recoil modifier, that
proceeds as normal, but if a character using an affected firearm will modify all firearm attacks that take use of the Caliber Recoil
rolls a specific natural attack roll, the firearm has become jammed; Penalty. The strength score of a character will modify the recoil
the weapon can’t be fired until the shooter spends 12 Combat of a firearm, at the rate of STR−10. While the strength score
Points to clear the jam. Anytime a weapon’s error range changes can eliminate the recoil penalty, it can never provide a bonus to
during combat, the GM rerolls using the new error range to see ranged attacks.
if the change had a negative or positive effect on the weapon’s
possibility of jamming.
Error Range can be removed from weapons that are
manufactured with it by upgrading the weapon with Clockwork
Action, or a Precision Upgrade. There are many things that can
increase the Error Range in a weapon, and make it unreliable to
use. Weapons with cylinders, single shot weapons, and specially
noted weapons do not suffer the error range penalty that comes 11.3 Firearms Tables
from using alternate types of ammunition.

Age Age and heavy use can render a weapon unreliable. While Firearm The name and model of the firearm.
this should never be a factor through the degree of time and
use typical to a normal campaign, the GM can determine that an
older weapon obtained by the characters is already unreliable
due to age. A weapon that has been sitting in a museum might
not become unreliable for fifty years, but one that has sat in the
leaky trunk of an abandoned car for a couple of months might be
unreliable. This grants a +40 towards the weapon’s error range
Caliber The caliber the firearm fires. Multiple listings with a
and only goes away if the weapon is repaired and cleaned (Craft
slash means that the firearm can chamber and fire any of the
(Mechanical) Repair [TN20]).
listed calibers. Multiple listings without a slash means that the
weapon can chamber both rounds at the same time.
Damage Any firearm that has taken 1 point or more of damage
is unreliable. This grants a +15 toward the weapon’s error range
and only goes away if the weapon is repaired (Craft (Mechanical)
What about .223 & .308?
Repair [TN22]).
The following calibers may also use listed calibers as if
Immersion Immersion in water, mud, or other liquids can affect they were listed together. This does not go the other way.
reliability. Any time a weapon is immersed in a liquid it gains a
• 5.56x45mm NATO 99K .223 Remington
+20 toward the weapon’s error range. Slight wetness, such as
that caused by rain, is not sufficient to affect the weapon. The • 7.62x51mm NATO 99K .308 Winchester
error range increase goes away when the weapon is dried out,
which takes 1 minute if the weapon is disassembled and dried by
hand, or 6 hours if it is left to dry on its own.

Unreliable Ammunition Alternate forms of ammunition can


cause a weapon’s error range to increase and affect the
weapon’s overall reliability. The error range goes away when
the ammunition is removed or is no longer used.
Magazine The size of all available magazines for the firearm,
Error Range Attack Roll Error Range Attack Roll how much each one costs, and what kind of feeding mechanism
5-15% 3 50% 3-10 the firearm uses. Listings of specific firearms means that this
20% 3-4 55% 3-11 firearm uses that type of magazine, and they are interchangeable,
25% 3-5 60% 3-12 if the magazine size, firearm model, and caliber match on both
30% 3-6 65% 3-13 firearms.
35% 3-7 70% 3-14
40% 3-8 75% 3-16 Magazine listings are given as Type:Size:Cost. Size
45% 3-9 80-100% Any listings separated with a | indicate that multiple sizes are available
for that price. Listings separated with a / indicate a new size:cost
Table 111: Error Range Natural Attack Rolls pair.
115

Bigger Magazines in Guns back for 1 Combat Points, gaining a +1 attack bonus on single shot
attacks.
It’s not uncommon for a character to use a larger
magazine than the firearm is equipped with. When doing DAO Double Action Only is similar to DA but the hammer can
so it makes the firearm harder to conceal. not be cocked back. Double Action Only firearms are considered
The following rules are for firearms that are Small size or semi-automatic firearms.
smaller:
• When using a magazine that holds up to 3 more PA Preset Action, the action is at half-cock giving a light trigger
rounds than the standard equipment magazine, pull. Preset Action firearms are considered semi-automatic
there is no change. firearms. All single shot attacks have a +1 attack bonus.

• When using a magazine that holds 4 or more


Lever Action The firearm has a lever that must be worked
rounds than the standard equipment magazine, the
after each shot. Attacks cost +3 Combat Points when firing from
character gains a -1 to stealth to conceal that firearm
a prone position, but −1 Combat Points when performing single
for every 4 rounds that magazine holds beyond the
shot attacks. Lever action firearms can perform single shot and
standard equipment magazine.
potshot attacks.
The following rules are for firearms that are Medium size
or larger: Pump Action The firearm has a pump on the forearm that
is worked back and forth to cycle a new round. Pump action
• When using a magazine that holds 4 or less firearms can perform single shot and potshot attacks.
rounds than the standard equipment magazine,
the character gains a +1 to stealth to conceal that
firearm. Slam A subset of pump action. Firearms with this have no
disconnect and will discharge if pumped while the trigger is held
down.

Upgrade Points (Upg) The type of upgrades the firearm can


Bolt Action The firearm has a bolt that must be worked after
accept.
each shot, expending the empty shell and reloading a new round.
F Frame / B Barrel / O Optics / T Tactical
All single shot attacks have a +1 attack bonus, but cost +1 Combat
Point. Bolt action firearms can perform single shot and potshot
Range Increment (Rng) The range increment for the firearm. attacks.
All Shotgun range increments effects both their damage and range.
All benefits from upgrades have been already calculated in the Self Loading Each pull of the trigger reloads the firearm. It is
weapon’s range increment. synonymous with semi-automatic, and self loading firearms are
The number in parenthesis is the range of the firearm without considered semi-automatic firearms.
the optical attachments. When putting on a different optic, use
this number.
Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
variants. 2RB Stands for 2 round burst, which allows the firearm
Rate of Fire (RoF) The rate of fire for the firearm or the to perform 2 round burst fire attacks, and 3RB stands for 3 round
action of the firearm. 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 Auto Stands for fully automatic where the firearm will continue
have internal magazines are considered semi-automatic firearms. to fire as long as the trigger is pressed down. The firearm can
All Single Action firearms without cylinders gain a +1 attack bonus perform autofire, suppressive fire, sweepfire, sprayfire or burst
on all single shot and potshot attacks. Single Action firearms with fire attacks. Slow autofire means the weapon has a slow rate of
cylinders cost +1 Combat Points when performing a single shot fire. Slow autofire fires less rounds per second, giving a more
attack. controllable rate of fire. Slow autofire can perform single shot
attacks or potshot attacks. Medium autofire has a standard rate
DA/SA Double Action/Single Action where the first shot is a of fire. It has no penalties or bonuses to it’s attacks. Fast autofire
heavy double action pull and the second is a crisp single action fires more rounds per second, but puts more bullets downrange.
pull. DA/SA firearms are considered semi-automatic firearms. All It has a -2 attack penalty to all autofire, suppressive fire, burst
single shot attacks after the first gain a +1 attack bonus. The first fire, sweepfire and sprayfire attacks, but gains +1 dice damage on
shot has no bonus or penalty, but the hammer may be cocked all autofire, suppressive fire, burst fire, sweepfire and sprayfire
back for 1 Combat Points, giving a +1 attack bonus for the first attack.
shot. S Slow / M Medium / F Fast

DA Double Action is similar to DA/SA but every shot is a heavy Single The firearm can only hold a single round and must be
double action pull. Double Action firearms are considered semi- reloaded after every shot. Single shot firearms can perform single
automatic firearms. The hammer is exposed and can be cocked shot and potshot attacks.
116

Double The firearm has two triggers that can be depressed at Weight (Wt) How much the firearm weighs with all of the
the same time, to perform a double-fire attack, or one at a time accessories attached that are listed.
to perform two single attacks, such as single shot or potshots.

Wealth Point Cost The cost of the firearm to purchase, not


OB The bolt locks back and slams forward with every pull of
including the license.
the trigger. Open Bolt firearms have a −2 attack penalty for single
shot attacks, a −1 penalty for all multi-shot attacks and -1 Combat
Point when reloading,. They can’t have a round chambered and Error Range (Err) The range of error the firearm possesses
can’t be cycled without firing a round. when purchased brand new.

CB The bolt is closed on a full chamber. Standard Equipment


What you receive when you purchase the firearm, fully
Size (Sz) The size of the firearm. The smaller size denotes assembled. If the firearm has a permanent piece of equipment,
how large the weapon is when it is folded up, while the larger size that equipment cannot be removed or modified. These listings
denotes how large the weapon is fully extended, or assembled. only include anything above and beyond the empty firearm. The
A small or smaller weapon is considered a light weapon and is listings also modify any statistics to the firearm, and have already
easier to use in a character’s off-hand. been calculated into any changes.
117

11.4 Handguns fires the round in the chamber. To fire again, the hammer must be
manually cocked again. This is called ‘‘single-action’’ because the
‘‘I know what you’re thinking. ’Did he fire six shots or only trigger only performs a single action, of releasing the hammer.
five?’ Well, to tell you the truth, in all this excitement I kind Because only a single action is performed and trigger pull is
of lost track myself. But being as this is a .44 Magnum, the lightened, firing a revolver in this way allows most shooters to
most powerful handgun in the world, and would blow your achieve greater accuracy. Additionally, the need to cock the
head clean off, you’ve got to ask yourself one question: ’Do hammer manually acts as a safety. The Colt Paterson Revolver,
I feel lucky?’ Well, do ya, punk?’’ —Harry Callahan the Walker Colt, the Colt Dragoon and the Colt Single Action Army
A handgun is a firearm designed to have the potential to be pistol of the American Frontier era are all good examples of
held and operated by one hand, although not necessarily used this system. A single action revolver can be used to perform
that way. This characteristic differentiates handguns as a general fanning attacks, where the supporting hand rapidly cocks the
class of firearms from long guns such as rifles and shotguns hammer back and the primary hand simply holds the trigger
(which are usually mounted against the shoulder). Major handgun down, allowing for a volley of lead at a cost of accuracy.
subtypes are the revolver and pistol, and are split into various With a double-action(DA) revolver, the stroke of the trigger
subtypes based on size and use. pull generates three actions: the hammer is pulled back to the
There are handguns that are available to suit nearly any cocked position, the cylinder begins to be indexed to the next
budget. Low-cost models featuring simple operating systems, round, and then the hammer is released to strike the firing pin.
crude manufacturing, and low-quality materials are widely Thus double action means that a cocking action separate from
produced. while more reliable and sophisticated service weapons the trigger pull is unnecessary; and every trigger pull will result in
that are suitable for more active use form the middle of the a complete cycle. This allows uncocked carry while also allowing
market. At the high end are advanced custom pistols, produced draw-and-fire using only the trigger. A longer and harder trigger
for Olympic-class target shooting, exclusive private collections, stroke is the trade-off, but this drawback can also be viewed as a
or specialized forces, such as SWAT. safety feature, as the gun is safer against accidental discharges
Handguns differ from long guns in the fact that they are from being dropped.
generally regarded as more personal weapons: The style, model, Most double-action revolvers may be fired in two ways. The
and even caliber, can tell quite a lot about a character, and they first way is single-action, exactly the same as a single-action
are generally selected by hand, rather than issued. Handgun revolver; the hammer is cocked with the thumb, which indexes
selection generally mirrors personal preference out in combat, the cylinder, and when the trigger is pulled, the hammer is tripped.
more so than long guns as a handgun is generally always worn, The second way is double action.
and only drawn when needed. They are also easier to conceal Certain revolvers, called double action only (DAO), lack the
than a long gun, allowing for a seemingly unarmed appearance latch that enables the hammer to be locked to the rear, and thus
when worn with the correct holster and clothing. A handgun can only be fired in the double action mode. With no way to
should always be chosen carefully, the character’s personality, lock the hammer back, DAO designs tend to have bobbed or
backstory, and preference should definitely have some sway and spurless hammers, and may even have the hammer completely
appearance in their choice. covered by the revolver’s frame. These are generally intended
for concealed carrying, where a hammer spur could snag when
11.4.0.1 Revolvers A revolver is a repeating firearm that the revolver is drawn. The potential reduction in accuracy in
has a cylinder containing multiple chambers and at least one aimed fire or the ability to perform a fanning attack is offset by
barrel for firing. Capacity for a revolver can be as little as 3 rounds, the increased capability for concealment.
and as many as 10, but 5 and 6 round cylinders are the most
common. Revolvers predated semi-automatic pistols, praised in 11.4.0.3 Front Loading Revolvers The first revolvers were
their time for their ability to fire multiple shots without reloading, front loading, and were a bit like muskets in that the powder and
nor resorting to having multiple barrels to do as such. Revolvers bullet were loaded separately. These were caplocks or ‘‘cap and
provide an advantage in the fact that a misfiring cartridge does not ball’’ revolvers, because the percussion cap method of priming
put a gunfighter out of commission; only a trigger pull is needed was the first to be compact enough to make a practical revolver
to advance to the next round. Revolvers are also generally less feasible. When loading, each chamber in the cylinder was rotated
complicated on an end user level, being easier to maintain and out of line with the barrel, and charged from the front with loose
operate, but much harder to repair. Revolvers, however, usually powder and an oversized bullet. Next, the chamber was aligned
have low capacities, when compared to autoloading pistols (The with the ramming lever underneath the barrel. Pulling the lever
highest capacity revolver at 10 rounds, is only the mid level for an would drive a rammer into the chamber, which sealed it and held
autoloading pistol), and nearly all models are unable to effectively the ball and powder securely in place. Finally, the user would
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
11.4.0.2 Single Action, Double Action, and Double Action fragments of the spent percussion cap to fall out safely. Otherwise,
Only With a single-action revolver (SA), the hammer is the fragments could fall into the revolver’s mechanism and jam it.
manually cocked, usually with the thumb of the firing or supporting Caplock revolvers were also vulnerable to ‘‘chain fires’’, wherein
hand. This action advances the cylinder to the next round and hot gas from a shot ignited the powder in the other chambers.
locks the cylinder in place with the chamber aligned with the This could be prevented by sealing the chambers with cotton,
barrel. The trigger, when pulled, releases the hammer, which wax, or grease.
118

Loading a cylinder in this manner was a slow and awkward the travel is designed to not completely extract longer, unfired
process and generally could not be done in the midst of battle. rounds). The cylinder may then be loaded, singly or again with a
Some soldiers solved this by carrying multiple revolvers in the speedloader, closed, and latched in place.
field. Another solution was to use a revolver with a detachable The pivoting part that supports the cylinder is called the crane; it
cylinder design. These revolvers allowed the shooter to quickly is the weak point of swing-out cylinder designs. Using the method
remove a cylinder and replace it with a full one, much like how often portrayed in movies and television of flipping the cylinder
modern pistols use magazines. open and closed with a flick of the wrist can in fact cause the
crane to bend over time, throwing the cylinder out of alignment
11.4.0.4 Fixed Cylinder Revolvers In many of the first with the barrel. Lack of alignment between chamber and barrel
generation of cartridge revolvers (especially those that were is a dangerous condition, as it can impede the bullet’s transition
converted after manufacture), the pin on which the cylinder from chamber to barrel. This gives rise to higher pressures in the
revolved was removed, and the cylinder taken from the gun chamber, bullet damage, and the potential for an explosion if the
for loading. Later models used a loading gate at the rear of the bullet becomes stuck.
cylinder that allowed one cartridge at a time to be accessed for The shock of firing can also put a great deal of stress on the
loading, while a rod under the barrel could be pressed backwards crane, as in most designs the cylinder is only held closed at one
to extract the fired case. Most revolvers using this method of point, the rear of the cylinder. Stronger designs use a lock in the
loading are single-action revolvers. The removable-cylinder crane as well as the lock at the rear of the cylinder. This latch
design is employed in some modern ‘‘micro-revolvers’’ (usually provides a more secure bond between cylinderand frame, and
in .22 caliber), in order to simplify their design. These weapons allows the use of larger, more powerful cartridges. Swing out
are small enough to fit in the palm of the hand. cylinders are rather strong, but not as strong as fixed cylinders,
The loading gate on the original Colt designs (and on nearly and great care must be taken with the cylinder when loading, so
all single-action revolvers since, such as the famous Colt Single as not to damage the crane.
Action Army) is on the right side, which was done to facilitate
loading while on horseback; with the revolver held in the left
hand, the cartridges can easily be ejected and loaded with the 11.4.0.7 Single Shot and Semi-Automatic Pistols A
right. single shot pistol is a type of handgun which uses a single chamber
Since the cylinder in these revolvers is firmly attached at the and barrel, where the shot or cartridge is loaded in and then fired.
front and rear of the frame, and since the frame is typically A single shot pistol must be reloaded after every shot. Single shot
full thickness all the way around, fixed cylinder revolvers are handguns have generally fallen out of favor for revolvers, and
inherently strong designs. Because of this, many modern large semi-automatic handguns because of their increased capacity and
caliber hunting revolvers tend to be based on the fixed cylinder ease of loading, but still hold some value as last ditch and backup
design. Fixed cylinder revolvers can fire the strongest and most weapons. A semi-automatic pistol is a type of handgun which
powerful cartridges, but at the price of being the slowest to load uses a single chamber and barrel, with a mechanism powered
and cannot use speedloaders for loading, as one chamber is by the previous shot to load a fresh cartridge into the chamber.
exposed at a time to the loading gate. One round is fired each time the trigger of a semi-automatic
pistol is pulled. A semi-automatic pistol harnesses the energy of
one shot to reload the chamber for the next, typically via recoil
11.4.0.5 Top Break Revolvers The next method used for operation, blowback, or gas operation. After a round is fired, the
loading and unloading cartridge revolvers was the top break spent casing is ejected and a new round from the magazine is
design. In a top-break revolver, the frame is hinged at the bottom loaded into the chamber, allowing another shot to be fired as
front of the cylinder. Releasing the lock and pushing the barrel soon as the trigger is again pulled.
down exposes the rear face of the cylinder. In most top-break
Most types of semi-automatic pistols rely on a removable
revolvers, this act also operates an extractor that pushes the
magazine to store ammunition before it is fired, usually inserted
cartridges in the chambers back far enough that they will fall free,
inside the grip. These magazines can hold anywhere from 3 to 100
or can be removed easily. Fresh rounds are then inserted into
rounds, though magazines between 5 and 20 are most common.
the cylinder. The barrel and cylinder are then rotated back and
Semi-automatic pistols provide an advantage in capacity, as they
locked in place, and the revolver is ready to fire.
hold two to three times more than a revolver of similar size.
Top break revolvers can be loaded more rapidly than
Semi-automatic pistols are generally more complex to operate
fixed-frame revolvers, especially with the aid of speedloaders.
and maintain on an end user level, but easier to repair.
However, this design is much weaker and cannot handle high
Semi-automatic pistols fall into various categories based on
pressure rounds. While this design is mostly obsolete today,
how they are cocked, and what kind of magazine they posses.
supplanted 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. 11.4.0.8 Single Action, Double Action/Single Action, Double
Action Only, and Pre-Set Action Typically, the first round is
11.4.0.6 Swing Out Cylinder Revolvers The last and most manually loaded into the chamber by pulling back and releasing
modern method of loading and unloading is the swing out cylinder. (‘‘racking’’) the slide mechanism. After the trigger is pulled and the
The cylinder is mounted on a pivot that is coaxial with the round is fired, the recoil operation of the handgun automatically
chambers, and the cylinder swings out and down (to the left extracts and ejects the shell casing and reloads the chamber. This
in most cases). An extractor is fitted, operated by a rod projecting mode of operation generally allows for faster reloading, although
from the front of the cylinder assembly. When pressed, it will semi-automatic pistols are potentially more prone to malfunctions
push all fired rounds free simultaneously (as in top break models, than revolvers due to their more complex design and mechanism.
119

A single-action (SA) semi-automatic pistol must be cocked by Some modern semi-automatic pistols are double action only
first operating the slide or bolt, or, if a round is already chambered, (DAO); that is, once a round is chambered, each trigger pull
by cocking the hammer manually. The famed Colt M1911 is an will cock the hammer, striker, or firing pin, and will additionally
example of this style of action. All SA semi-automatic pistols release the same to fire a cartridge in one continuous motion.
exhibit this feature, and automatically cock the hammer when Each pull of the trigger on a DAO semi-automatic pistol requires
the slide is first ‘‘racked’’ to chamber a round. A round can also the same amount of pressure. The Kel-Tec P-32 is an example
be manually inserted in the chamber with the slide locked back. of a DAO action. DAO semi-automatic pistols are most generally
Then the safety can be applied. recommended only in the smaller, self-defense, concealable
Standard modern semi-automatic pistols are usually double- pistols, rather than in target or hunting pistols. A notable exception
action/single-action (DA/SA). In this design, the hammer or striker are Glock pistols which optimize preset triggers (similar to DAO)
may be either thumb-cocked or activated by pulling the trigger but the striker is partially cocked back as the slide closes. This
when firing the first shot. The hammer or striker is re-cocked allows for significantly shorter trigger pulls than DAO. The trigger
automatically during each firing cycle. In double-action/single- spring can be replaced with a lighter one and paired with a
action (DA/SA) pistols, the first pull of the trigger requires roughly low-strength sear connector resulting in lightened trigger pulls to
twice as much pressure as subsequent firings, since the first pull improve a shooter’s accuracy.
of the trigger also cocks the hammer (if not already cocked by
hand). The Beretta 92FS, a full-sized, service, semi-automatic
pistol is an example of this style of action. A common mode of
carry for DA/SA semi-automatic pistols is with the magazine full, 11.4.0.9 Fixed and Removable Magazine Nearly all semi-
a round chambered, and the gun holstered and uncocked with automatic pistols use a removable magazine, which can be taken
the external safety off. from the magazine well, reloaded, and then replaced in the pistol.
A Pre-set Action (PA) is a blend of Single Action (SA), and Double This facilitates a much quicker reload time by carrying around
Action/Single Action (DA/SA). Upon firing a cartridge or loading more magazines that have been prefilled with ammunition. In
the chamber, the hammer or striker will rest in a partially cocked most handguns, even with the magazine removed, it can still be
position. The trigger serves the function of completing the cocking fired if there is a round in the chamber.
cycle and then releasing the striker or hammer. While technically The fixed pistol magazine generally uses stripper clips or loose
two actions, it differs from a double-action trigger in that the rounds to reload a handgun, which is pushed into the internal
trigger is not capable of fully cocking the striker or hammer. magazine, and then stowed or tossed away. These are generally
It differs from single action in that if the striker or hammer slower than removable magazine pistols, as the action generally
were to release, it would generally not be capable of igniting has to be locked back before reloading, and if a character is
the primer. Preset actions also benefit in the fact that the first shot caught in the middle of reloading, they can not fire. Reloading
has the same trigger pressure as the subsequent shots, but have also has to be done after the firearm has completely expended
a downside where the slide must be racked if the round fails to all of its ammunition (or all of the ammunition has been removed),
fire, in order to reset the action. which doesn’t allow for topping off rounds in a timely manner.

11.4.1 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.

11.4.1.1 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.
120

Cheap Modern Holdout Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Cobra Derringer .22 LR Int:2 F 10’ SA D 14 7 5% L
Cobra Derringer .380 ACP Int:2 F 10’ SA D 14 7 5% L
Cobra Derringer 9x19mm Int:2 F 10’ SA D 14 7 5% L
Cobra Derringer .38 Special Int:2 F 10’ SA D 14 7 5% L
Cobray Side by Side .45 LC/.410 Int:2 F 10’ SA T 12 8 0% L
Derringer Bore
Cobray FMJ 410/22 .22 LR Int:1 F 10’ SA T 14 9 0% L
Derringer .45 LC/.410 Int:1
Bore
Cobray 45/410 Single .45 LC/.410 Int:1 F 10’ SA T 12 5 0% L
Shot Derringer Bore
Davis Derringer .22 LR Int:2 F 10’ SA D 10 4 10% L
Not affected by Error Range due to ammunition.
Davis Derringer .25 ACP Int:2 F 10’ SA D 10 4 10% L
Not affected by Error Range due to ammunition.
Davis Derringer .32 ACP Int:2 F 10’ SA D 10 4 10% L
Not affected by Error Range due to ammunition.
Intratec TEC-38 .38 Special Int:2 F 20’ DAO D 13 5 15% L
Jimenez J.A. 22 .22 LR Box:6:1 FB 20’ PA D 13 3 20% L
Two 6 round magazines
Jimenez J.A. 25 .25 ACP Box:6:1 FB 20’ PA D 13 4 20% L
Two 6 round magazines
Jimenez J.A. 380 .380 ACP Box:6:1 FB 20’ PA T 19 4 20% L
Two 6 round magazines
Jimenez J.A. 32 .32 ACP Box:6:1 FB 20’ PA D 19 4 20% L
Two 6 round magazines
North American Arms Mini .22 WMR Cyl:5 F 15’ SA D 5 6 0% L
Revolver
Not affected by Error Range due to ammunition.
North American Arms Mini .22 Short Cyl:5 F 15’ SA D 5 6 0% L
Revolver
Not affected by Error Range due to ammunition.
North American Arms Mini .22 LR Cyl:5 F 15’ SA D 5 8 0% L
Revolver
Not affected by Error Range due to ammunition.
P-64 9x18mm PM Box:6:1 FB 25’ DA/SA T 22 8 0% L
Two 6 round magazines, +2 to stealth to hide weapon
Raven Arms MP-25 .25 ACP Box:6:1 F 15’ SA D 10 3 15% L
One 6 round magazine

Table 112: Cheap Modern Holdout Handguns


121

Mid-range Modern Holdout Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Beretta 21 Bobcat .22 LR Box:7:1 F 25’ DA/SA T 11 15 0% L
Two 7 round magazines
Beretta 21 Bobcat .25 ACP Box:8:1 F 20’ DA/SA T 11 14 0% L
Two 8 round magazines
Beretta 3032 Tomcat .32 ACP Box:7:1 F 20’ DA/SA T 14 16 0% L
Two 7 round magazines
Downsizer WSP .357 Magnum/.38 Special Int:1 F 15’ Single D 7 16 0% L
Not affected by Error Range due to ammunition.
Downsizer WSP .40 S&W Int:1 F 15’ Single D 7 16 0% L
Not affected by Error Range due to ammunition.
Downsizer WSP .45 ACP Int:1 F 15’ Single D 7 16 0% L
Not affected by Error Range due to ammunition.
Downsizer WSP 9x19mm Int:1 F 15’ Single D 7 16 0% L
Not affected by Error Range due to ammunition.
Kel-Tec P-32 .32 ACP Box:7:1 FB 20’ DAO T 8 13 0% L
Two 7 round magazines
North American Arms Guardian .32 ACP Box:6:1/10:2 FB 20’ DAO T 13 15 0% L
Two 6 round magazines
Taurus P22 .22 LR Box:8:1 FB 20’ DAO T 12 11 0% L
Two 8 round magazines
Taurus PT25 .25 ACP Box:9:1 FB 20’ DAO T 12 11 0% L
Two 9 round magazines

Table 113: Mid-range Modern Holdout Handguns


122

Expensive Modern Holdout Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


American Derringer COP .357 Int:4 F 20’ DAO T 28 21 0% L
4-Shot Magnum/.38
Special
Not affected by Error Range due to ammunition.
Bond Arms Texas 9x19mm Int:2 F 25’ SA S 20 20 0% L
Defender
+2 to stealth to hide weapon, Not affected by Error Range due to ammunition.
Bond Arms Texas .357 Int:2 F 25’ SA S 20 20 0% L
Defender Magnum/.38
Special
+2 to stealth to hide weapon, Not affected by Error Range due to ammunition.
Bond Arms Texas .45 LC/.410 Int:2 F 25’ SA S 20 20 0% L
Defender Bore
+2 to stealth to hide weapon, Not affected by Error Range due to ammunition.
Bond Arms Texas 10mm Auto Int:2 F 25’ SA S 20 20 0% L
Defender
+2 to stealth to hide weapon, Not affected by Error Range due to ammunition.
Bond Arms Texas .22 LR Int:2 F 25’ SA S 20 20 0% L
Defender
+2 to stealth to hide weapon, Not affected by Error Range due to ammunition.
Bond Arms Texas .45 ACP Int:2 F 25’ SA S 20 20 0% L
Defender
+2 to stealth to hide weapon, Not affected by Error Range due to ammunition.
Colt Mustang .380 ACP Box:6|7|10:1 FB 20’ SA T 18 25 0% L
One 6 round magazine, Uses Mustang magazines
Colt Mustang XSP .380 ACP Box:6|7|10:1 F B 1T 20’ SA T 18 35 0% L
One 6 round magazine, Uses Mustang magazines
CZ 92 .25 ACP Box:8:1 F 15’ DAO T 10 19 0% L
One 8 round magazine
Double Tap Tactical Pistol .45 ACP Int:2 F 20’ DAO T 12 25 0% L
Not affected by Error Range due to ammunition.
Double Tap Tactical Pistol 9x19mm Int:2 F 20’ DAO T 12 25 0% L
Not affected by Error Range due to ammunition.
Heizer Defense PS1 .45 LC/.410 Int:1 F 15’ DAO T 21 20 0% L
Bore
Not affected by Error Range due to ammunition.
IMI Micro Desert Eagle .380 ACP Box:6:2 F 20’ DAO D 14 22 0% L
Two 6 round magazines

Table 114: Expensive Modern Holdout Handguns


123

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


North American Arms .380 ACP Box:6:1/10:2 F B 20’ DAO D 18 17 0% L
Guardian
Two 6 round magazines
Precision Small Arms .25 ACP Box:6:2 F 20’ PA D 12 24 0% L
PSP-25
One 6 round magazines
Rohrbaugh R9 9x19mm Box:6:3 F 20’ DAO D 13 55 0% L
One 6 round magazine, This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls.
Ruger LCP .380 ACP Box:6:1 FB 25’ PA D 10 17 0% L
Two 6 round magazines
Sig-Sauer P238 .380 ACP Box:6|7|10:1 F B 20’ SA T 15 26 0% L
Two 6 round magazine, Uses Mustang magazines
Sig-Sauer P290 9x19mm Box:6:1 F B 20’ DAO T 20 28 0% L
Two 6 round magazines
Sig-Sauer P938 9x19mm Box:6|7:1 F B 20’ SA T 16 32 0% L
Two 6 round magazines
Semmerling LM4 .45 ACP Box:4:2 FB 15’ DAO T 19 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 Box:7|8|10:1/4:3 F B 20’ SA T 16 35 0% L
Two 4 round magazines, Uses 1911 magazines, +2 to stealth to hide weapon
Taurus 732 TCP .32 ACP Box:6:1 FB 25’ DAO D 10 17 0% L
Two 6 round magazines
Taurus 738 TCP .380 ACP Box:6:1 FB 25’ DAO D 10 18 0% L
Two 6 round magazines

Table 115: Expensive Modern Holdout Handguns, Cont.


124

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

Cheap Modern Backup Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Backup 9x19mm Box:5:1 FB 20’ DAO S 18 12 10% L
One 5 round magazine, +2 to stealth to hide weapon
AMT Backup .45 ACP Box:5:1 FB 20’ DAO S 18 12 10% L
One 5 round magazine, +2 to stealth to hide weapon
Accu Tek 380 II .380 ACP Box:6:1 FB 25’ SA T 23 7 10% L
Two 6 round magazines
Bersa Thunder 380 .380 ACP Box:7|8|9:1 FB 25’ DA/SA T 20 10 0% L
One 7 round magazine
Canik Stingray-C 9x19mm Box:15:1 F B 1T 25’ DA/SA S 28 11 0% L
Two 15 round magazines
Canik Stingray-C .40 S&W Box:11:1 F B 1T 25’ DA/SA S 28 11 0% L
Two 11 round magazines
Canik TP40 .40 S&W Box:13:1 F B 1T 30’ PA S 22 12 0% L
Two 13 round magazines
Canik TP9 9x19mm Box:15:1 F B 1T 30’ PA S 22 12 0% L
Two 15 round magazines
Charter Arms Mag Pug .357 Cyl:5 FB 30’ DA S 23 12 5% L
Magnum/.38
Special
Not affected by Error Range due to ammunition.
CZ-82 9x18mm PM Box:12:1 FB 25’ DA/SA S 30 11 0% L
Two 12 round magazines
Hi-Point Model 34010 .40 S&W Box:10:1 FB 25’ PA S 35 6 10% L
Two 10 round magazines. -2 to stealth to hide weapon. Uses Hi-point .40 magazines.
Hi-Point Model 915 9x19mm Box:8|10:1/20:2 FB 25’ PA S 29 5 10% L
Two 8 round magazines. -1 to stealth to hide weapon. Uses Hi-point 9mm magazines.
Hi-Point Model 34510 .45 ACP Box:9:1 FB 25’ PA S 35 6 10% L
Two 9 round magazines, -2 to stealth to hide weapon. Uses Hi-point .45 magazines.
Jimenez J.A. NINE 9x19mm Box:12:1 FB 30’ SA S 30 5 20% L
Two 12 round magazines
Jimenez LC380 .380 ACP Box:13:1 FB 25’ SA S 30 4 20% L
Two 13 round magazines
Kel-Tec P-11 9x19mm Box:10|12|15:1/20:2/30:5 FB 25’ DAO S 15 11 5% L
One 10 round magazine, uses 6906 magazines, +2 to stealth to hide weapon

Table 116: Cheap Modern Backup Handguns


125

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Kel-Tec P-40 .40 S&W Box:7:1 FB 25’ DAO S 14 11 5% L
One 7 round magazine, +2 to stealth to hide weapon
Kel-Tec PF-9 9x19mm Box:7:1 F B 20’ DAO T 12 10 5% L
One 7 round magazine, +2 to stealth to hide weapon
Kel-Tec PF-357 .357 SIG Box:7:1 F B 20’ DAO T 12 12 5% L
One 7 round magazine, +2 to stealth to hide weapon
Norinco Type 59 .380 ACP Box:8:1 FB 25’ DA/SA S 26 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 26 12 5% L
One 8 round magazine, uses Makarov magazine, +2 to stealth to hide weapon
PM 9x18mm PM Box:8:1 FB 25’ DA/SA S 26 10 0% L
One 8 round magazine, uses Makarov magazine, +2 to stealth to hide weapon
SCCY CPX-2 9x19mm Box:10:1 FB 25’ DAO S 15 12 5% L
One 10 round magazine, +2 to stealth to hide weapon
Taurus Model 327 .327 Fed Cyl:6 F B 20’ DA T 22 12 10% L
Mag
Not affected by Error Range due to ammunition.
Taurus Model 85 .38 Special Cyl:5 F B 20’ DA T 21 10 5% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Taurus Model 94 .22 LR Cyl:9 FB 25’ DA S 24 12 5% L
Taurus Model 941 .22 WMR Cyl:8 FB 25’ DA S 24 10 5% L

Table 117: Cheap Modern Backup Handguns, Cont.


126

Mid-range Modern Backup Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Backup .357 Magnum/ Box:5:1 FB 20’ DAO S 18 15 10% L
.38 Special
One 5 round magazine, +3 to stealth to hide weapon
ATI Fat Boy .45 ACP Box:12:2 FB 20’ SA S 36 22 5% L
One 12 round magazine, +1 to stealth to hide weapon
ATI Titan .45 ACP Box:6|7|8|10:1 FB 20’ SA S 29 19 5% L
One 6 round magazine, Uses 1911 magazines, +2 to stealth to hide weapon
Beretta 84 .380 ACP Box:13:1 FB 30’ DA/SA S 23 19 0% L
Two 13 round magazines, +2 to stealth to hide weapon
Beretta 86 .380 ACP Box:8:1 FB 30’ DA/SA S 23 22 0% L
Two 8 round magazines, +3 to stealth to hide weapon
Beretta 9000D .40 S&W Box:10:1 FB 25’ DAO S 27 22 0% L
Two 10 round magazines, Uses .40 9000 magazines, +3 to stealth to hide weapon
Beretta 9000D 9x19mm Box:12:1 FB 25’ DAO S 26 22 0% L
Two 12 round magazines, Uses 9mm 9000 magazines, +3 to stealth to hide weapon
Beretta 9000F .40 S&W Box:10:1 FB 25’ DA/SA S 26 24 0% L
Two 10 round magazines, Uses .40 9000 magazines, +3 to stealth to hide weapon
Beretta 9000F 9x19mm Box:12:1 FB 25’ DA/SA S 25 24 0% L
Two 12 round magazines, Uses 9mm 9000 magazines, +3 to stealth to hide weapon
Beretta 92L Compact 9x19mm Box:13|15|17:1/30:2/20:3 FB 30’ DA/SA S 32 20 0% L
Two 13 round magazines, Uses 92FS magazines, +1 to stealth to hide weapon
Beretta Px4 Storm .40 S&W Box:10|12|14|17:2 F B 1T 20’ DA/SA T 26 25 0% L
Subcompact
Two 10 round magazines, Uses Px4 .40 magazines.
Beretta Px4 Storm 9x19mm Box:13|15|17:2/20:3 F B 1T 20’ DA/SA T 26 25 0% L
Subcompact
Two 13 round magazines, Uses Px4 9mm magazines.
Beretta Px4 Storm .40 S&W Box:12|14|17:2 F B 1T 25’ DA/SA S 26 25 0% L
Compact
Two 12 round magazine, Uses Px4 .40 magazines.
Beretta Px4 Storm 9x19mm Box:15|17:2/20:3 F B 1T 25’ DA/SA S 26 25 0% L
Compact
Two 15 round magazines, Uses Px4 9mm magazines.
Bersa Firestorm .38 Special Cyl:6 FB 25’ DA T 20 16 0% L
Not affected by Error Range due to ammunition.
Bersa Thunder 22 .22 LR Box:10:1 FB 25’ DA/SA T 18 15 0% L
Two 10 round magazines
Bersa Thunder 380 Plus .380 ACP Box:15:2 FB 25’ DA/SA S 20 17 0% L
One 15 round magazine, +3 to stealth to hide weapon
Bersa Thunder Pro Ultra .40 S&W Box:10:1 F B 1T 25’ DA/SA S 23 19 0% L
Compact
One 10 round magazine, +2 to stealth to hide weapon
Bersa Thunder Pro Ultra .45 ACP Box:7:1 F B 1T 20’ DA/SA S 27 19 0% L
Compact
One 7 round magazine, +2 to stealth to hide weapon
Bersa Thunder Pro Ultra 9x19mm Box:13:1 F B 1T 25’ DA/SA S 23 19 0% L
Compact
One 13 round magazine, +2 to stealth to hide weapon
Charter Arms Bulldog .44 Special Cyl:5 FB 30’ DA S 21 18 0% L
Not affected by Error Range due to ammunition, +3 to stealth to hide weapon
Charter Arms Bulldog .44 Special Cyl:5 FB 30’ DAO S 21 19 0% L
Not affected by Error Range due to ammunition, +3 to stealth to hide weapon

Table 118: Mid-range Modern Backup Handguns


127

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Charter Arms Off Duty .38 Special Cyl:5 FB 25’ DAO T 16 13 0% L
Not affected by Error Range due to ammunition
Charter Arms Pathfinder .22 LR Cyl:6 FB 20’ DA T 19 15 0% L
Not affected by Error Range due to ammunition
Charter Arms Pathfinder .22 Mag Cyl:6 FB 20’ DA T 19 15 0% L
Not affected by Error Range due to ammunition
Charter Arms Patriot .327 Fed Mag Cyl:6 FB 25’ DA T 18 15 0% L
Not affected by Error Range due to ammunition
Charter Arms Police .38 Special Cyl:6 FB 25’ DAO S 16 14 0% L
Undercover
Not affected by Error Range due to ammunition, +3 to stealth to hide weapon
Charter Arms Undercover .38 Special Cyl:5 FB 25’ DA S 16 15 0% L
Not affected by Error Range due to ammunition, +3 to stealth to hide weapon
Colt Detective Special .38 Special Cyl:6 FB 25’ DA S 17 24 0% L
Not affected by Error Range due to ammunition, +3 to stealth to hide weapon
CZ 75 Compact 9x19mm Box:14|16:1/19|25:2 FB 30’ DA/SA S 32 24 0% L
Two 14 round magazines, uses CZ 75 magazines.
CZ-82 9x18mm PM Box:12:1 FB 25’ DA/SA S 30 11 0% L
Two 12 round magazines, +3 to stealth to hide weapon
CZ-83 .32 ACP Box:15:1 FB 20’ DA/SA S 30 15 0% L
Two 15 round magazines, +3 to stealth to hide weapon
CZ-83 .380 ACP Box:13:1 FB 25’ DA/SA S 30 16 0% L
Two 13 round magazines, +3 to stealth to hide weapon
CZ 100 .40 S&W Box:10:1 FB 30’ PA S 23 17 0% L
Two 10 round magazines
CZ 100 9x19mm Box:13:1 FB 30’ PA S 23 17 0% L
Two 13 round magazines
Glock 26 9x19mm Box:10|12|15|17|19|27:1/33:2 FB 20’ PA T 19 20 0% L
Two 10 round magazines
Glock 27 .40 S&W Box:9|11|13|15|17|19|24:1/31:2 FB 20’ PA T 19 20 0% L
Two 9 round magazines
Glock 28 .380 ACP Box:10|15:1 FB 20’ PA T 20 20 0% L
Two 10 round magazines
Glock 29 10mm Auto Box:10|15|17:1 F B 1T 20’ PA T 24 22 0% L
Two 10 round magazines
Glock 30 .45 ACP Box:10|13:1/27:2 F B 1T 20’ PA T 24 22 0% L
Two 10 round magazines
Glock 33 .357 SIG Box:9|13|15:1 FB 20’ PA T 19 20 0% L
Two 9 round magazines
Glock 36 .45 ACP Box:6:1 FB 20’ PA T 20 19 0% L
Two 6 round magazines, +2 to stealth to hide weapon
Glock 39 .45 GAP Box:6|8|10:1 FB 20’ PA T 19 19 0% L
Two 6 round magazines
Glock 42 .380 ACP Box:6|7:1/9|12:2/ FB 25’ PA T 18 24 0% L
Two 6 round magazines, +2 to stealth to hide weapon
IMI Jericho 941FB 9x19mm Box:13:1 FB 25’ DA/SA T 30 20 0% L
Two 13 round magazines
IMI Jericho 941FB .40 S&W Box:10:1 FB 25’ DA/SA T 30 20 0% L
Two 10 round magazines
Kahr K9 9x19mm Box:7:2/8:3 FB 30’ PA T 25 21 0% L
Two 7 round magazines, uses MK9 magazines
Kahr MK9 9x19mm Box:6|7:2/8:3 FB 25’ PA T 23 15 0% L
One 6 round magazine and one 7 round magazine
Kahr TP9 9x19mm Box:8:3 FB 35’ PA S 18 20 0% L
Two 8 round magazines, uses MK9 magazines

Table 119: Mid-range Modern Backup Handguns, Cont


128

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Kahr P9 9x19mm Box:7:2/8:3 F B 30’ PA T 16 18 0% L
Two 7 round magazines, uses MK9 magazines
Kahr PM9 9x19mm Box:6|7:2/8:3 FB 25’ PA T 15 13 0% L
One 6 round magazine and one 7 round magazine, uses MK9 magazines
Kahr P380 .380 ACP Box:6:2 F B 30’ PA T 9 20 0% L
Two 6 round magazines, +1 to stealth to hide weapon
Kahr MK40 .40 S&W Box:5|6:2 FB 25’ PA T 24 24 0% L
One 5 round magazine and one 6 round magazine
Kahr TP40 .40 S&W Box:7:3 F B 30’ PA S 21 21 0% L
Two 7 round magazines, uses MK40 magazines
Kahr P40 .40 S&W Box:6:2/7:3 F B 30’ PA S 17 20 0% L
Two 6 round magazines, uses MK40 magazines
Kahr PM40 .40 S&W Box:5|6:2 FB 25’ PA T 16 18 0% L
One 5 round magazine and one 6 round magazine, uses MK40 magazines
Kahr PM45 .45 ACP Box:5|6|7:2 F B 30’ PA T 20 24 0% L
Two 5 round magazines
PMM 9x18mm PM Box:8|12:1 FB 25’ DA/SA S 26 16 0% L
Two 12 round magazines, +1 to stealth to hide weapon
P-83 Wanad 9x18mm PM Box:8:2 F B 30’ DA/SA S 26 15 0% L
Two 8 round magazines, +3 to stealth to hide weapon
RIA Baby Rock .380 ACP Box:7:1 FB 25’ SA S 24 22 0% L
Two 7 beginround magazines, +1 to stealth to hide weapon
RIA Standard CS 9x19mm Box:8|9|10:1 FB 25’ SA S 34 19 0% L
One 8 round magazine,Uses 1911 9mm magazines, +2 to stealth to hide weapon
RIA Standard CS .45 ACP Box:7|8|10:1 FB 25’ SA S 34 19 0% L
One 7 round magazine, Uses 1911 magazines, +2 to stealth to hide weapon
Ruger LC9 9x19mm Box:7:1 FB 25’ DAO T 17 20 0% L
Two 7 round magazines, +2 to stealth to hide weapon
Ruger SP101 .357 Magnum/.38 Special Cyl:5 FB 25’ DA S 28 21 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition, +1 to stealth to hide weapon
Ruger SP101 9x19mm Cyl:5 FB 25’ DA S 28 21 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition, +1 to stealth to hide weapon
Ruger SP101 .22 LR Cyl:6 FB 25’ DA S 28 21 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition, +1 to stealth to hide weapon
Ruger SP101 .327 Fed Mag Cyl:6 FB 25’ DA S 28 20 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition, +1 to stealth to hide weapon
Ruger 944 .40 S&W Box:10:1 F B 30’ DA/SA S 34 17 0% L
Two 10 round magazines, Will not explode from overpressure ammunition
Ruger KP345 .45 ACP Box:8:1 F B 30’ DA/SA S 29 21 0% L
Two 8 round magazines, Will not explode from overpressure ammunition
S&W Model 317 AirLite .22 LR Cyl:8 F B 30’ DA T 10 19 0% L
S&W Model 36 .38 Special Cyl:5 F B 30’ DA T 19 19 0% L
Not affected by Error Range due to ammunition.
S&W Model 642 .38 Special Cyl:5 FB 25’ DAO T 14 24 0% L
Ladysmith
Not affected by Error Range due to ammunition.
S&W Model 3906 9x19mm Box:8:1 F B 30’ DA/SA S 30 20 0% L
Two 8 round magazines, +1 to stealth to hide weapon
S&W Model 6906 9x19mm Box:12|15:1/20:2/30:5 F B 25’ DA/SA S 26 22 0% L
Two 12 round magazines
S&W Model 6946 9x19mm Box:12|15:1/20:2/30:5 F B 25’ DAO S 26 20 0% L
Two 12 round magazines. Uses 6906 magazines

Table 120: Mid-range Modern Backup Handguns, Cont


129

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


S&W Model 4013 .40 S&W Box:8:1 FB 25’ DA/SA S 26 25 0% L
Two 8 round magazines, +1 to stealth to hide weapon
S&W Model 4053 .40 S&W Box:8:1 FB 25’ DAO S 26 23 0% L
Two 8 round magazines, uses 4013 magazines, +1 to stealth to hide weapon.
S&W Model 4516 .45 ACP Box:7|8:1 FB 25’ DA/SA S 34 24 0% L
Two 7 round magazines, +1 to stealth to hide weapon.
S&W Model 4546 .45 ACP Box:7|8:1 FB 25’ DAO S 34 24 0% L
Two 7 round magazines, uses 4516 magazines, +1 to stealth to hide weapon.
S&W M&P SHIELD 9mm 9x19mm Box:7|8:2 FB 20’ PA T 19 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 Box:6|7:2 FB 20’ PA T 19 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 Cyl:6 FB 25’ DA S 26 22 0% L
Not affected by Error Range due to ammunition. +1 to stealth to hide weapon.
S&W Model 19 2½’’ .357 Magnum/.38 Special Cyl:6 FB 25’ DA S 31 25 0% L
Not affected by Error Range due to ammunition.
Sig-Sauer P230 .32 ACP Box:8:2 FB 25’ DA/SA S 17 19 0% L
Two 8 round magazines, +1 to stealth to hide weapon.
Sig-Sauer P232 .380 ACP Box:7:2 FB 25’ DA/SA S 17 19 0% L
Two 7 round magazines, +1 to stealth to hide weapon.
Star Firestar M/43 9x19mm Box:7:1 FB 30’ SA T 30 15 5% L
One 7 round magazine, +1 to stealth to hide weapon.
Star Firestar M/40 .40 S&W Box:6:1 FB 30’ SA T 30 15 5% L
One 6 round magazine, +1 to stealth to hide weapon.
Star Firestar M/45 .45 ACP Box:6:1 FB 30’ SA T 26 15 5% L
One 6 round magazine
Springfield Armory GI .45 ACP Box:6|7|8|10:1 FB 25’ SA T 33 21 0% L
Micro-Compact
Two 6 round magazines, uses 1911 magazines
Springfield Armory XD .45 ACP Box:9|13:1 F B 1T 30’ PA S 30 20 0% L
Sub-Compact
One 9 round magazine and one 13 round magazine. +3 to stealth to hide weapon.
Springfield Armory XD 9x19mm Box:13|16:1 F B 1T 25’ PA T 27 20 0% L
Sub-Compact
One 13 round magazine and one 16 round magazine.
Springfield Armory XD .40 S&W Box:9|12:2 F B 1T 25’ PA T 27 20 0% L
Sub-Compact
One 9 round magazine and one 12 round magazine.
Springfield Armory XDS 9x19mm Box:7:1/8:2 F B 1T 30’ PA T 22 25 0% L
3.3
One 7 round magazine and one 8 round magazine. +2 to stealth to hide weapon.
Springfield Armory XDS .45 ACP Box:5:1/6:2 F B 1T 30’ PA T 23 25 0% L
3.3
One 5 round magazine and one 6 round magazine. +2 to stealth to hide weapon.
Taurus Millennium Pro 9x19mm Box:10:2 FB 25’ DA/SA T 18 15 5% L
Model 111
One 10 round magazine, +1 to stealth to hide weapon.

Table 121: Mid-range Modern Backup Handguns, Cont


130

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Taurus Millennium Pro .32 ACP Box:10:2 FB 25’ DA/SA T 18 14 5% L
Model 132
One 10 round magazine, +1 to stealth to hide weapon.
Taurus Millennium Pro .380 ACP Box:10:2 FB 25’ DA/SA T 18 15 5% L
Model 138
One 10 round magazine, +1 to stealth to hide weapon.
Taurus Millennium Pro .40 S&W Box:10:2 FB 25’ DA/SA T 18 16 5% L
Model 140
One 10 round magazine, +1 to stealth to hide weapon.
Taurus Millennium Pro .45 ACP Box:10:2 FB 25’ DA/SA S 22 16 5% L
Model 145
One 10 round magazine, +2 to stealth to hide weapon.
Taurus Model 709 Slim 9x19mm Box:7:2 FB 25’ DAO T 19 14 5% L
One 7 round magazine, +1 to stealth to hide weapon.
Taurus Model 738 .380 ACP Box:6:2 FB 25’ DAO T 19 17 5% L
One 6 round magazine, +3 to stealth to hide weapon.
Taurus Model 740 Slim .40 S&W Box:6:2 FB 25’ DAO T 19 20 5% L
One 6 round magazine, +1 to stealth to hide weapon.
Taurus Model 17 .17 HMR Cyl:8 FB 20’ DA S 22 14 5% L
Taurus Model 856 .38 Special Cyl:6 FB 20’ DA S 22 15 5% L
Not affected by Error Range due to ammunition.
Taurus Model 605 .357 Magnum/.38 Special Cyl:5 FB 20’ DA T 24 14 5% L
Not affected by Error Range due to ammunition.Will not explode from overpressure ammunition.
Taurus Model 651 .357 Magnum/.38 Special Cyl:5 FB 20’ DAO S 25 16 5% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. +2 to stealth to hide weapon.
Taurus Model 455 .45 ACP Cyl:5 FB 25’ DA S 23 20 5% L
Not affected by Error Range due to ammunition.
Taurus Model 405 .40 S&W Cyl:5 FB 30’ DA T 22 20 5% L
Not affected by Error Range due to ammunition.
Taurus Model 905 9x19mm Cyl:5 FB 30’ DA T 22 17 5% L
Not affected by Error Range due to ammunition.
Walther PPK\S .32 ACP Box:8:1 FB 25’ DA/SA T 22 21 0% L
Two 8 round magazines
Walther PPK\S .380 ACP Box:7:1 FB 25’ DA/SA T 22 21 0% L
Two 7 round magazines
Walther P22 .22 LR Box:10:1 F B 1T 30’ PA S 15 15 0% L
Two 10 round magazines, +2 to stealth to hide weapon.

Table 122: Mid-range Modern Backup Handguns, Cont


131

Expensive Modern Backup Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


American Derringer M4 .45-70 Int:1 None 15’ SA T 16 28 0% L
Alaskan Survival Government Int:1
.45 LC/.410
Bore
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Browning 1911-380 .380 ACP Box:7:1 FB 25’ SA S 18 33 0% L
Two 7 round magazines, +2
Colt Defender 9x19mm Box:8|9|10:1 FB 25’ SA S 24 34 0% L
Two 8 round magazines, uses 1911 9mm magazines, +2 to stealth to hide weapon.
Colt Defender .45 ACP Box:7|8|10:1 FB 25’ SA S 25 34 0% L
Two 7 round magazines, uses 1911 magazines, +2 to stealth to hide weapon.
Colt Officer’s ACP .45 ACP Box:6|7|8|10:1 FB 25’ SA S 34 37 0% L
Two 6 round magazines, uses 1911 magazines, +3 to stealth to hide weapon, +1 Mastercraft
Colt New Agent .45 ACP Box:7|8|10:1 FB 25’ SA S 23 40 0% L
Two 7 round magazines, uses 1911 magazines, +2 to stealth to hide weapon.
Coonan Compact .357 Box:6:3 FB 35’ SA S 42 60 0% L
Magnum
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 Box:7|8|10:1 FB 25’ SA S 25 75 0% L
Precision Barrel, two 7 round magazines, Uses 1911 magazines. +2 Mastercraft
Dan Wesson ECO 9x19mm Box:8|9|10:1 FB 25’ SA S 25 75 0% L
Precision Barrel, two 8 round magazines, Uses 1911 9mm magazines. +2 Mastercraft
Detonics Combatmaster .45 ACP Box:6|7|8|10:1 FB 20’ SA S 30 30 0% L
Two 6 round magazines, uses 1911 magazines, +3 to stealth to hide weapon.
Glock 43 9x19mm Box:6|7:1/9|12:2 FB 25’ PA T 19 30 0% L
Two 6 round magazines, +3 to stealth to hide weapon.
H&K P30sk 9x19mm Box:10:2 F B 1T 30’ DA/SA S 23 35 0% L
Two 10 round magazines, +2 to stealth to hide weapon. +1 Mastercraft
H&K P7 9x19mm Box:10:1 FB 30’ DAO S 27 35 0% L
Two 10 round magazines,+1 to stealth to hide weapon.
H&K P9 9x19mm Box:9:1 FB 30’ DA/SA S 31 33 0% L
Two 9 round magazines
H&K USP 40 Compact .40 S&W Box:12:2 F B 1T 30’ DA/SA S 24 33 0% L
Two 12 round magazines
H&K USP 9 Compact 9x19mm Box:13:2 F B 1T 30’ DA/SA S 23 30 0% L
Two 13 round magazines
H&K USP 45 Compact .45 ACP Box:8:2 F B 1T 30’ DA/SA S 25 32 0% L
Two 8 round magazines
H&K USP 357 Compact .357 SIG Box:12:2 F B 1T 30’ DA/SA S 24 35 0% L
Two 12 round magazines, uses USP 40 Compact magazines
Kahr T9 9x19mm Box:8:3 FB 35’ PA S 28 26 0% L
Two 8 round magazines, uses MK9 magazines
Kahr T40 .40 S&W Box:7:3 FB 30’ PA S 29 27 0% L
Two 8 round magazines, uses MK40 magazines
Kahr K40 .40 S&W Box:6:2/7:3 FB 30’ PA S 26 26 0% L
Two 6 round magazines, uses MK40 magazines
Kahr TP45 .45 ACP Box:7:3 FB 30’ PA S 22 28 0% L
Two 7 round magazines, uses PM45 magazines
Kahr P45 .45 ACP Box:6:2/7:3 FB 30’ PA S 21 26 0% L
Two 6 round magazines, uses PM45 magazines, +1 to stealth to hide weapon.
Para-Ordnance Executive .45 ACP Box:7|8|10:1 FB 25’ SA S 30 48 0% L
Carry
Precision Barrel, two 8 round magazines, Uses 1911 magazines, +1 to stealth to hide weapon, +1 Mastercraft

Table 123: Expensive Modern Backup Handguns


132

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Para-Ordnance Expert .45 ACP Box:7|8|10:1 FB 25’ SA S 40 30 0% L
Carry
Precision Barrel, two 8 round magazines, Uses 1911 magazines.
Para-Ordnance Elite Carry .45 ACP Box:6|7|8|10:1 FB 25’ SA T 39 39 0% L
Precision Barrel, two 6 round magazines, Uses 1911 magazines, +1 Mastercraft
Para-Ordnance Warthog .45 ACP Box:10:2 FB 25’ SA T 24 42 0% L
Two 10 round magazines, +1 Mastercraft
Para-Ordnance LDA Carry .45 ACP Box:6|7|8|10:1 FB 25’ DAO T 30 50 0% L
Two 6 round magazines, Uses 1911 magazines, +1 Mastercraft
PB 9x18mm PM Box:8:1 FB 25’ DA/SA S 26 32 0% R
Threaded barrel, Lv. 2 Suppressor, one 8 round magazine, uses Makarov magazines
Ruger LCR-22 .22 LR Cyl:8 FB 25’ DAO T 14 26 0% L
Ruger LCRx-22 .22 LR Cyl:8 FB 25’ DA T 14 26 0% L
Ruger LCRx-22 .22 WMR Cyl:6 FB 25’ DA T 14 28 0% L
Ruger LCR .38 Special Cyl:5 FB 25’ DAO T 13 32 0% L
Not affected by Error Range due to ammunition.
Ruger LCRx .38 Special Cyl:5 FB 25’ DA T 13 32 0% L
Not affected by Error Range due to ammunition.
Ruger KLCR-357 .357 Cyl:5 FB 25’ DAO T 17 40 0% L
Magnum/.38
Special
Not affected by Error Range due to ammunition.
Ruger KLCRx-357 .357 Cyl:5 FB 25’ DA T 17 40 0% L
Magnum/.38
Special
Not affected by Error Range due to ammunition.
S&W M&P Compact 9mm 9x19mm Box:12|17:1 F B 1T 25’ PA S 21 30 0% L
Two 12 round magazines, uses M&P 9mm magazines, +3 to stealth to hide weapon
S&W M&P Compact 45 .45 ACP Box:8:2 F B 1T 25’ PA S 26 33 0% L
ACP
Two 8 round magazines
S&W M&P Compact 40 .40 S&W Box:10|15:2 F B 1T 25’ PA S 21 28 0% L
S&W
Two 10 round magazines, uses M&P .40 magazines, +3 to stealth to hide weapon
S&W M&P Compact 357 .357 SIG Box:10|15:2 F B 1T 30’ PA S 22 35 0% L
SIG
Two 10 round magazines, uses M&P .40 magazines, +3 to stealth to hide weapon
S&W M&P340 .357 Cyl:5 FB 25’ DAO T 13 42 0% L
Magnum/.38
Special
Not affected by Error Range due to ammunition.
Smith & Wesson Model .327 Fed Cyl:6 FB 30’ DA S 24 35 0% L
632 Mag
Not affected by Error Range due to ammunition.
Sig-Sauer P224 9x19mm Box:12:2/14:3 FB 25’ DA/SA T 34 30 0% L
Two 12 round magazines, +1 Mastercraft
Sig-Sauer P224 .40 S&W Box:10:2/12:3 FB 25’ DA/SA T 34 30 0% L
Two 10 round magazines, uses P224 .40 magazines, +1 Mastercraft
Sig-Sauer P224 .357 SIG Box:10:2/12:3 FB 25’ DA/SA T 34 30 0% L
Two 10 round magazines, uses P224 .40 magazines, +1 Mastercraft
Sig-Sauer P245 .45 ACP Box:6|8|10:2 FB 25’ DA/SA T 28 28 0% L
Two 6 round magazines, +1 Mastercraft

Table 124: Expensive Modern Backup Handguns, Cont


133

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Sig-Sauer P320 9x19mm Box:12|15|17:2/21:3 F B 30’ PA S 25 36 0% L
Subcompact
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 .40 S&W Box:10|13|14:2 F B 30’ PA S 25 36 0% L
Subcompact
Two 10 round magazines. Uses P320 .40 magazines. This we.apon 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 .45 ACP Box:6|9|10:2 FB 25’ PA S 25 36 0% L
Subcompact
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 Box:7|8|10:1 FB 25’ SA S 28 44 0% L
Two 7 round magazines, Uses 1911 magazines.+3 to stealth to hide weapon, +1 Mastercraft
Springfield Armory 1911 9x19mm Box:9:1 FB 35’ SA S 26 40 0% L
EMP
Three 9 round magazines, +1 to stealth to hide weapon
Springfield Armory 1911 .40 S&W Box:8:1 FB 35’ SA S 26 40 0% L
EMP
Three 8 round magazines, +1 to stealth to hide weapon
Springfield Armory Range .45 ACP Box:7|8|10:1 F B 30’ SA S 35 32 0% L
Officer Compact
Two 7 round magazines, uses 1911 magazines, +3 to stealth to hide weapon
Springfield Armory Range 9x19mm Box:8|9|10:1 F B 30’ SA S 35 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 Cyl:5 FB 25’ DA S 48 45 0% L
.45 LC
Taurus Public Defender .45 LC /.410 Cyl:5 F B 20’ DA S 28 32 0% L
Bore
+1 to stealth to hide weapon
Walther PPS 9x19mm Box:6:1/7:2/8:3 FB 25’ PA S 19 30 0% L
Two 6 round magazines, +3 to stealth to hide weapon
Walther PPS .40 S&W Box:5:1/6:2/7:3 FB 25’ PA S 20 30 0% L
Two 5 round magazines, +3 to stealth to hide weapon
Wilson Combat Sentinel 9x19mm Box:8|9|10:1 F B 30’ SA S 31 160 0% L
Precision Barrel, two 8 round magazines, Uses 1911 9mm magazines. +2 Mastercraft
Wilson Combat Super .38 Box:8|9|10:1 F B 30’ SA S 26 180 0% L
Sentinel Super/.38
ACP
Precision Barrel, two 8 round magazines, Uses 1911 .38 magazines.+2 Mastercraft
Wilson Combat Ms. 9x19mm Box:8|9|10:1 F B 30’ SA S 26 189 0% L
Sentinel
Precision Barrel, two 8 round magazines, Uses 1911 9mm magazines. +2 Mastercraft

Table 125: Expensive Modern Backup Handguns, Cont

11.4.1.3 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.
134

Cheap Modern-day Full Size Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Hardballer Government .45 ACP Box:7|8|10:1 FB 35’ SA S 38 15 10% L
Two 7 round magazines, uses 1911 magazines
Arcus DAC 9x19mm Box:13:3 FB 30’ SA S 33 14 5% L
Two 13 round magazines, uses Browning Hi-Power magazines
Canik MKEK 9x19mm Box:17:2 FB 30’ DA/SA S 48 16 5% L
Two 17 round magazines
Canik MKEK .40 S&W Box:13:2 FB 30’ DA/SA S 48 16 5% L
Two 13 round magazines
Rock Island Armory 1911-A1FS .45 ACP Box:7|8|10:1 FB 30’ SA S 38 15 5% L
Two 8 round magazines, uses 1911 magazines
Ruger P89 9x19mm Box:15:1/20:2/30:3 FB 35’ DA/SA S 32 15 5% L
Two 15 round magazines, uses P89 magazines. Will not explode from overpressure ammunition
Ruger 9E 9x19mm Box:17:1 F B 1T 30’ PA S 27 16 0% L
One 17 round magazine
Ruger Security Six .357 Magnum Cyl:6 FB 30’ DA S 33 15 0% L
/.38 Special
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
S&W Model 13 .357 Cyl:6 FB 30’ DA S 31 12 0% L
Magnum/.38
Special
Not affected by Error Range due to ammunition
S&W SD9VE 9x19mm Box:16:1 F B 1T 35’ PA S 24 16 5% L
Two 16 round magazines
S&W SD40VE .40 S&W Box:14:1 F B 1T 30’ PA S 24 16 5% L
Two 14 round magazines
Taurus Model 65 .357 Cyl:6 FB 30’ DA S 38 12 5% L
Magnum/.38
Special
Not affected by Error Range due to ammunition

Table 126: Cheap Modern Full Size Handguns


135

Mid-range Modern Full Size Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Benelli Model B-76 9x19mm Box:8:2 FB 35’ DAO S 34 25 0% L
One 8 round magazine, +1 to stealth to hide weapon
Beretta 92FS 9x19mm Box:15|17:1/30:2/20:3 FB 35’ DA/SA S 34 22 0% L
Two 15 round magazines, uses 92FS magazines. -1 to stealth to hide weapon
Beretta 92A1 9x19mm Box:15|17:1/30:2/20:3 F B 1T 35’ DA/SA S 34 30 0% L
Two 15 round magazines, uses 92FS magazines. -1 to stealth to hide weapon
Beretta 96FS .40 S&W Box:11|13:1/15:2 FB 30’ DA/SA S 34 22 0% L
Two 11 round magazines, uses 96FS magazines. -1 to stealth to hide weapon
Beretta 96A1 .40 S&W Box:11|13:1/15:2 F B 1T 30’ DA/SA S 34 30 0% L
Two 11 round magazines, uses 96FS magazines. -1 to stealth to hide weapon
Beretta 8000 Cougar 9x19mm Box:15:1 FB 35’ DA/SA S 31 25 0% L
Two 15 round magazines
Beretta 8357 Cougar .357 SIG Box:11:1 FB 40’ DA/SA S 33 26 0% L
Two 11 round magazines, uses 8040 magazines
Beretta 8040 Cougar .40 S&W Box:11:1 FB 30’ DA/SA S 33 26 0% L
Two 11 round magazines, uses 8040 magazines
Beretta 8045 Cougar .45 ACP Box:8:1 FB 30’ DA/SA S 35 26 0% L
Two 8 round magazines. Uses 8045 magazines
Beretta Px4 Storm 9x19mm Box:17:2/20:3 F B 1T 35’ DA/SA S 30 25 0% L
Two 17 round magazines, uses Px4 9mm magazines
Beretta Px4 Storm .40 S&W Box:14|17:2 F B 1T 30’ DA/SA S 30 25 0% L
Two 14 round magazines uses Px4 .40 magazines
Beretta Px4 Storm .45 ACP Box:9|10:2 F B 1T 30’ DA/SA S 30 25 0% L
Two 9 round magazines
Bersa Thunder Pro High Capacity 9x19mm Box:17:1 F B 1T 35’ DA/SA S 30 22 0% L
Two 17 round magazines
Bersa Thunder Pro High Capacity .40 S&W Box:13:1 F B 1T 30’ DA/SA S 30 22 0% L
Two 13 round magazines
Browning Hi-Power 9x19mm Box:13:3 FB 35’ SA S 35 25 0% L
Two 13 round magazines, uses Browning Hi Power magazines.
Browning Hi-Power .40 S&W Box:10:3 FB 30’ SA S 35 25 0% L
Two 10 round magazines
Browning Hi-Power .357 SIG Box:10:3 FB 30’ SA S 35 27 0% L
Two 10 round magazines, uses Browning Hi Power .40 Magazines
Colt Delta Elite 10mm Auto Box:8:2 FB 30’ SA S 39 26 0% L
Two 8 round magazines, uses 1911 10mm magazines.
Colt Government 70 .45 ACP Box:7|8|10:1 FB 30’ SA S 39 25 0% L
One 7 round magazine, uses 1911 magazines.
Colt Government 70 .38 Super Box:9:1/10:2 FB 35’ SA S 39 35 0% L
One 9 round magazine, uses 1911 .38 magazines
CZ 75 9x19mm Box:16:1/19|25:2 FB 35’ DA/SA S 39 25 0% L
Two 16 round magazines, uses CZ 75 magazines
CZ 75 .40 S&W Box:12:1/14:2 FB 30’ DA/SA S 39 26 0% L
Two 12 round magazines, uses CZ 75 .40 magazines
CZ 97 .45 ACP Box:10:1 FB 30’ DA/SA S 40 26 0% L
Two 10 round magazines
FN FNS-9 Compact 9x19mm Box:12|17:1 F B 1T 30’ PA S 24 26 0% L
Three 12 round magazines, uses FNS/FNX-9 magazines. +3 to stealth to hide weapon
FN FNX-9 9x19mm Box:17:2 F B 1T 35’ DA/SA S 21 30 0% L
Three 17 round magazines, uses FNS/FNX-9 magazines.
FN FNS-9 9x19mm Box:17:2 F B 1T 35’ PA S 25 29 0% L
Three 17 round magazines, uses FNS/FNX-9 magazines.
FN FNX-40 .40 S&W Box:14:1 F B 1T 30’ DA/SA S 26 26 0% L
Three 14 round magazines, uses FNS/FNX-40 magazines.
FN FNS-40 .40 S&W Box:14:1 F B 1T 30’ PA S 27 29 0% L
Three 14 round magazines, uses FNS/FNX-40 magazines.

Table 127: Mid-range Modern Full Size Handguns


136

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


FN FNS-40 Compact .40 S&W Box:10|14:1 F B 1T 30’ PA S 23 27 0% L
Three 10 round magazines, uses FNS/FNX-40 magazines. +3 to stealth to hide weapon
FN FNX-45 .45 ACP Box:15:1 F B 1T 30’ DA/SA S 32 28 0% L
Three 15 round magazines, uses FNX-45 magazines. -2 to stealth to hide weapon
Glock 17 9x19mm Box:17|19:1/33:2 F B 1T 35’ PA S 22 20 0% L
Two 17 round magazines, uses Glock 26 magazines
Glock 19 9x19mm Box:15|17|19:1/33:2 F B 1T 35’ PA S 21 19 0% L
Two 15 round magazines, uses Glock 26 magazines. +1 to stealth to hide weapon
Glock 20 10mm Auto Box:15|17:1 F B 1T 40’ PA S 27 21 0% L
Two 15 round magazines, uses Glock 29 magazines, -1 to stealth to hide weapon
Glock 21 .45 ACP Box:13:1 F B 1T 30’ PA S 26 21 0% L
Two 13 round magazines, uses Glock 30 magazines, -1 to stealth to hide weapon
Glock 22 .40 S&W Box:15|17:1 F B 1T 30’ PA S 23 22 0% L
Two 15 round magazines, uses Glock 27 magazines
Glock 23 .40 S&W Box:13|15|17:1 F B 1T 30’ PA S 21 22 0% L
Two 15 round magazines, uses Glock 27 magazines, +1 to stealth to hide weapon
Glock 25 .380 ACP Box:15:1 F B 1T 30’ PA S 20 21 0% L
Two 15 round magazines, uses Glock 28 magazines, +1 to stealth to hide weapon
Glock 31 .357 SIG Box:15:1 F B 1T 35’ PA S 23 21 0% L
Two 15 round magazines, uses Glock 33 magazines
Glock 32 .357 SIG Box:13|15:1 F B 1T 35’ PA S 21 24 0% L
Two 13 round magazines, uses Glock 33 magazines, +1 to stealth to hide weapon
Glock 37 .45 GAP Box:10:1 F B 1T 30’ PA S 25 19 0% L
Two 10 round magazines, uses Glock 39 magazines
Glock 38 .45 GAP Box:8|10:1 F B 1T 30’ PA S 24 19 0% L
Two 8 round magazines, uses Glock 39 magazines, +1 to stealth to hide weapon
IMI Jericho 941 ‘‘Baby .40 S&W Box:12:1/14:2 FB 30’ DA/SA S 32 20 0% L
Eagle’’
Two 12 round magazines, uses CZ 75 .40 magazines
IMI Jericho 941 ‘‘Baby 9x19mm Box:16:1/19|25:2 FB 30’ DA/SA S 35 20 0% L
Eagle’’
Two 16 round magazines, uses CZ 75 magazines
Rock Island Armory 1911-A1 .45 ACP Box:7|8|10:1 FB 35’ SA S 40 18 0% L
Tactical
One 8 round magazine, uses 1911 magazines
Rock Island Armory .38 Super Box:9:1 FB 35’ SA S 38 24 5% L
1911-A1FS
One 9 round magazine, uses 1911 .38 magazines
Ruger GP100 .357 Magnum/.38 Special Cyl:6 FB 35’ DA S 35 19 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition
Ruger P90 .45 ACP Box:8:1 FB 30’ DA/SA S 36 18 5% L
Two 8 round magazines, Will not explode from overpressure ammunition
Ruger P91 .40 S&W Box:10:1 FB 30’ DA/SA S 32 17 5% L
Two 10 round magazines, Will not explode from overpressure ammunition
Ruger Single Seven .327 Fed Mag Cyl:7 FB 35’ SA S 34 30 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition
S&W Model 686 .357 Magnum/.38 Special Cyl:6 FB 35’ DA S 39 24 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
S&W Model 1006 10mm Auto Box:9:1 FB 40’ DA/SA S 44 28 0% L
Two 9 round magazines, uses 1006 magazines, Will not explode from overpressure ammunition
S&W Model 4006 .40 S&W Box:11:1 FB 30’ DA/SA S 40 25 0% L
Two 11 round magazines, uses 4006 magazines, Will not explode from overpressure ammunition
S&W Model 4046 .40 S&W Box:11:1 FB 30’ DAO S 40 25 0% L
Two 11 round magazines, uses 4006 magazines, Will not explode from overpressure ammunition
S&W Model 4506 .45 ACP Box:8:1 FB 30’ DA/SA S 41 24 0% L
Two 8 round magazines, uses 4516 magazines, Will not explode from overpressure ammunition

Table 128: Mid-range Modern Full Size Handguns, Cont


137

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


S&W Model 4516 .45 ACP Box:7|8:1 FB 30’ DA/SA S 38 24 0% L
Two 7 round magazines, uses 4516 magazines, Will not explode from overpressure ammunition
S&W Model 5906 9x19mm Box:15:1/20:2/30:5 FB 35’ DA/SA S 39 23 0% L
Two 15 round magazines, uses 6906 magazines Will not explode from overpressure ammunition
S&W Model 5946 9x19mm Box:15:1/20:2/30:5 FB 35’ DAO S 39 23 0% L
Two 15 round magazines, uses 6906 magazines. Will not explode from overpressure ammunition
S&W M&P 9mm 9x19mm Box:17:1 F B 1T 35’ PA S 24 28 0% L
Two 17 round magazines, uses M&P 9mm magazines
S&W M&P 40 .40 S&W Box:15:1 F B 1T 30’ PA S 24 28 0% L
Two 15 round magazines, uses M&P .40 magazines
S&W 696 .44 Special Cyl:5 FB 30’ DA S 38 30 0% L
Not affected by Error Range due to ammunition
S&W 19 4’’ .357 Magnum/ Cyl:6 FB 35’ DA S 38 30 0% L
.38 Special
Not affected by Error Range due to ammunition
Sig-Sauer P220 .45 ACP Box:8|10:2 FB 30’ DA/SA S 28 27 0% L
Two 8 round magazines
Sig-Sauer P220 10mm Auto Box:8|10:2 FB 30’ DA/SA S 28 29 0% L
Two 8 round magazines
Sig-Sauer P225 9x19mm Box:8:2 FB 30’ DA/SAS S 26 29 0% L
Two 8 round magazines, +1 to stealth to hide weapon
Sig-Sauer P226 9x19mm Box:15|20:2 F B 1T 35’ DA/SA S 32 30 0% L
Two 15 round magazines, uses P226 9mm magazines. -1 to stealth to hide weapon.
Sig-Sauer P226 .40 S&W Box:12|15:2 F B 1T 35’ DA/SA S 32 30 0% L
Two 15 round magazines, uses P226 .40 magazines. -1 to stealth to hide weapon
Sig-Sauer P226 .357 SIG Box:12|15:2 F B 1T 35’ DA/SA S 32 30 0% L
Two 15 round magazines, uses P226 .40 magazines. -1 to stealth to hide weapon
Sig-Sauer P228 9x19mm Box:13|15:2 FB 30’ DA/SA S 29 28 0% L
Two 13 round magazines
Sig-Sauer P229 9x19mm Box:15:2 FB 30’ DA/SA S 34 30 0% L
Two 15 round magazines
Sig-Sauer P229 .40 S&W Box:12:2 FB 30’ DA/SA S 34 30 0% L
Two 12 round magazines
Sig-Sauer P229 .357 SIG Box:12:2 FB 30’ DA/SA S 34 30 0% L
Two 12 round magazines, uses P229 .40 magazines
Springfield Armory XD, 4’’ 9x19mm Box:16:1 F B 1T 35’ PA S 28 20 0% L
Two 16 round magazines
Springfield Armory XD, 4’’ .40 S&W Box:12:1 F B 1T 30’ PA S 29 20 0% L
Two 12 round magazines
Springfield Armory XD, 4’’ .357 SIG Box:12:1 F B 1T 35’ PA S 29 20 0% L
Two 12 round magazines, uses XD .40 magazines
Springfield Armory XD, 4’’ .45 ACP Box:13:1 F B 1T 30’ PA S 30 20 0% L
Two 13 round magazines, -1 to stealth to hide weapon
Steyr Model M40 .40 S&W Box:12:1 F B 1T 30’ PA S 27 22 0% L
Two 12 round magazines, +1 to stealth to hide weapon
Steyr Model M357 .357 SIG Box:12:1 F B 1T 30’ PA S 27 22 0% L
Two 12 round magazines, uses Steyr M40 magazines. +1 to stealth to hide weapon
Steyr Model M9 9x19mm Box:14:1 F B 1T 35’ PA S 26 22 0% L
Two 14 round magazines, +1 to stealth to hide weapon
Taurus PT92AF 9x19mm Box:15|17:1/30:2 FB 30’ DA/SA S 34 17 5% L
Two 15 round magazines, -1 to stealth to hide weapon

Table 129: Mid-range Modern Full Size Handguns, Cont


138

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Taurus PT100 .40 S&W Box:11:1/15:2 FB 30’ DA/SA S 34 20 5% L
Two 11 round magazines, -1 to stealth to hide weapon
Taurus Model 1911 .45 ACP Box:7|8|10:1 FB 30’ SA S 38 23 0% L
Two 8 round magazines, uses 1911 magazines
Taurus Model 450 .45 Long Colt Cyl:5 FB 35’ DA S 19 17 0% L
Not affected by Error Range due to ammunition.
Taurus Model 454, 4’’ .454 Casull .45 LC Cyl:5 FB 40’ DA S 51 25 0% L
Not affected by Error Range due to ammunition.
Taurus Judge .45 LC .410 Bore Cyl:5 FB 30’ DA S 29 24 0% L
Not affected by Error Range due to ammunition.
Taurus Model 66 .357 Magnum/.38 Special Cyl:7 FB 35’ DA S 38 25 0% L
Not affected by Error Range due to ammunition, -1 to stealth to hide weapon
Taurus Model 82 .38 Special Cyl:6 FB 35’ DA S 32 19 0% L
Not affected by Error Range due to ammunition.
Taurus Model 617 .357 Magnum/.38 Special Cyl:7 FB 25’ DA S 28 19 0% L
Not affected by Error Range due to ammunition. -1 to stealth to hide weapon
Taurus Model 817 .38 Special Cyl:7 FB 25’ DA S 21 22 0% L
Not affected by Error Range due to ammunition, -1 to stealth to hide weapon
Walther P99 9x19mm Box:16:1 F B 1T 30’ PA S 22 27 0% L
Two 16 round magazines
Walther P99 .40 S&W Box:12:1 F B 1T 30’ PA S 22 27 0% L
Two 12 round magazines

Table 130: Mid-range Modern Full Size Handguns, Cont


139

Expensive Modern-day Full Size Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Bren 10 Special Forces 10mm Auto Box:11:4 FB 40’ SA S 38 60 0% L
One 11 round magazine. +1 Mastercraft
Coonan Classic .357 Magnum/.38 Special Box:7:3 FB 35’ SA S 42 60 0% L
One 7 round magazine, +1 Mastercraft
Colt Python, 2½’’ .357 Magnum/.38 Special Cyl:6 FB 25’ DA S 32 42 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
Colt Python, 4’’ .357 Magnum/.38 Special Cyl:6 FB 40’ DA M 42 42 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
Colt Python, 6’’ .357 Magnum/.38 Special Cyl:6 FB 50’ DA M 48 42 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
Colt Rail Gun .45 ACP Box:7|8|10:1 F B 1T 30’ SA S 39 45 0% L
One 7 round magazine, uses 1911 magazines
FN Five-seveN 5.7x28mm Box:20:3/30:4 F B 1T 30’ PA S 24 50 0% L
Three 20 round magazines
FN FNX-45 Tactical .45 ACP Box:15:1 F B 1T 1O 35’ DA/SA S 45 40 0% L
Three 15 round magazines, uses FNX-45 magazines. -2 to stealth to hide weapon
Freedom Arms Model 83 .500 WE Cyl:5 FB 50’ SA M 46 70 0% L
Not affected by Error Range due to ammunition, +2 to stealth to hide weapon
Guncrafter Industries .50 GI Box:7:2 FB 45’ SA S 39 140 0% L
Model No. 1
One 7 round magazine, uses 50GI magazines, -1 to stealth to hide weapon
Guncrafter Industries .50 GI Box:7:2 F B 1T 45’ SA S 39 145 0% L
Model No. 2
One 7 round magazine, uses 50GI magazines, -1 to stealth to hide weapon
H&K HK45 .45 ACP Box:10:2 F B 1T 35’ DA/SA S 27 60 0% L
Two 10 round magazines, -1 to stealth to hide weapon
H&K HK45 Compact .45 ACP Box:8|10:2 F B 1T 30’ DA/SA S 25 58 0% L
Two 8 round magazines
H&K UCP 4.6x30mm Box:20:3 F B 1T 30’ DA/SA S 29 40 0% L
Two 20 round magazines
H&K USP 45 .45 ACP Box:12:2 F B 1T 30’ DA/SA S 31 40 0% L
Two 12 round magazines, -2 to stealth to hide weapon
H&K USP 40 .40 S&W Box:13:2 F B 1T 30’ DA/SA S 29 35 0% L
Two 13 round magazines
H&K USP 9 9x19mm Box:15:2 F B 1T 35’ DA/SA S 26 32 0% L
Two 15 round magazines
H&K USP 45 Compact .45 ACP Box:8:2 F B 1T 30’ DA/SA S 28 38 0% L
Two 8 round magazines, +1 to stealth to hide weapon
H&K USP 9 Compact 9x19mm Box:13:2 F B 1T 30’ DA/SA S 25 31 0% L
Two 13 round magazines, +1 to stealth to hide weapon
H&K P2000 9x19mm Box:13:2 F B 1T 35’ DA/SA S 24 45 0% L
Two 13 round magazines +1 to stealth to hide weapon
H&K P2000 .40 S&W Box:12:2 F B 1T 30’ DA/SA S 24 45 0% L
Two 12 round magazines, +1 to stealth to hide weapon
H&K P2000 .357 SIG Box:12:2 F B 1T 30’ DA/SA S 24 45 0% L
Two 12 round magazines, uses P2000 .40 magazines, +1 to stealth to hide weapon
Korth Pistol 9x19mm Box:10:8 FB 60’ SA S 34 250 0% L
One 10 round magazine, +1 Mastercraft
Korth Revolver .357 Magnum/.38 Special Cyl:6 FB 65’ DA S 36 195 0% L
Two 6 round speedloaders for .357 Magnum/.38 Special, Not affected by Error Range due to ammunition, +1 Mastercraft
Korth Revolver 9x19mm Cyl:6 FB 65’ DA S 36 195 0% L
Two 6 round speedloaders for 9x19mm, Not affected by Error Range due to ammunition, +1 Mastercraft

Table 131: Expensive Modern Full Size Handguns


140

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Mateba Model 6 Unica .357 Magnum/ Cyl:6 FB 35’ DA S 30 50 0% L
.38 Special
Compensator and two 6 round speedloaders for .357 Magnum/.38 Special. +1 Mastercraft
Mateba Model 6 Unica .44 Magnum/ Cyl:6 FB 35’ DA S 30 50 0% L
.44 Special
Compensator and two 6 round speedloaders for .44 Magnum/.44 Special. +1 Mastercraft
Mateba Model 6 Unica .454 Casull/ Cyl:6 FB 35’ DA S 30 50 0% L
.45 LC
Compensator and two 6 round speedloaders for .454 Casull/.45 LC +1 Mastercraft
Naked Snake’s Custom .45 ACP Box:7|8|10:1 FB 35’ SA S 42 180 0% L
1911A1
Threaded precision barrel, high visibility sights, custom grip, one 7 round magazine. Uses 1911 magazines. +3 Grandmastercraft.
Norinco QSZ-92 9x19mm Box:15:2 FB 30’ DAO S 26 45 0% L
One 15 round magazine
Para-Ordnance Black Ops .45 ACP 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 Box:18:1 F B 1T 35’ SA S 39 48 0% L
Recon
Two 18 round magazines. Uses P18 magazines. -2 to stealth to hide weapon
Para-Ordnance P14.45 .45 ACP Box:14:2 FB 30’ SA S 40 48 0% L
Limited
Two 14 round magazines, uses P14 magazines. -2 to stealth to hide weapon
Para-Ordnance P18.9 9x19mm Box:18:2 FB 35’ SA S 40 48 0% L
Limited
Two 18 round magazines. Uses P18 magazines. -2 to stealth to hide weapon
Para-Ordnance P16.40 .40 S&W Box:16:2 FB 30’ SA S 40 48 0% L
Limited
Two 14 round magazines. Uses P16 magazines. -2 to stealth to hide weapon
Para-Ordnance P14.45 .45 ACP Box:14:2 F B 1T 30’ SA S 42 71 0% L
Tactical
Two 14 round magazines, uses P14 magazines. -2 to stealth to hide weapon
Para-Ordnance Elite .45 ACP Box:7|8|10:1 FB 35’ SA S 39 60 0% L
Precision barrel and two 8 round magazines, uses 1911 magazines. +1 Mastercraft
Para-Ordnance GI Expert .45 ACP Box:7|8|10:1 FB 35’ SA S 39 34 0% L
Two 8 round magazines, uses 1911 magazines.
Para-Ordnance GI Expert 9x19mm Box:8|10:1 FB 35’ SA S 39 34 0% L
Two 10 round magazines, uses 1911 9mm magazines.
RIA Ultra FS 10mm Auto Box:8|9:2 FB 40’ SA S 39 33 0% L
Two 8 round magazines, uses 1911 10mm magazines.
Rock Island Armory 22 .22 TCM|9x19mm* Box:17:2 F B 1T 35’ SA S 40 35 0% L
TCM Standard
9x19mm barrel and one 17 round magazine, uses .22 TCM magazines. Takes 1 minute to change barrels. -2 to stealth to hide
weapon.
Rock Island Armory 22 .22 TCM|9x19mm* Box:17:2 F B 1T 30’ SA S 40 32 0% L
TCM Midsized
9x19mm barrel and one 17 round magazine, uses .22 TCM magazines. Takes 1 minute to change barrels. -1 to stealth to hide
weapon.
Ruger GP100 .327 Fed Mag Cyl:7 FB 35’ DA S 35 22 0% L
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition.
Ruger Vaquero .357 Magnum/.38 Cyl:6 FB 40’ SA S 44 34 0% L
Special
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition.
Ruger Vaquero .45 Long Colt Cyl:6 FB 40’ SA S 40 36 0% L
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition.
Ruger Super Blackhawk, .44 Magnum/.44 Cyl:6 FB 35’ SA S 45 36 0% L
4’’ Special
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition.

Table 132: Expensive Modern Full Size Handguns, Cont


141

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Ruger SR1911 .45 ACP Box:7|8|10:1 FB 35’ SA S 39 40 0% L
Two 7 round magazines.
S&W Model 29, 4’’ .44 Magnum/.44 Cyl:6 FB 45’ DA S 40 50 0% L
Special
Not affected by Error Range due to ammunition.
S&W Model 625 .45 ACP Cyl:6 FB 30’ DA S 43 35 0% L
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition.
S&W Model 627 .357 Magnum Cyl:8 FB 30’ DA S 39 47 0% L
/.38 Special
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition.
S&W Model 4506 TSW .45 ACP Box:8:1 F B 1T 30’ DA/SA S 42 44 0% L
Two 8 round magazines, uses 4516 magazines, Will not explode from overpressure ammunition.
S&W Model 4516 TSW .45 ACP Box:7|8:1 F B 1T 30’ DA/SA S 39 44 0% L
Two 15 round magazines, uses 4516 magazines, Will not explode from overpressure ammunition.
S&W Model 4006 TSW .40 S&W Box:11:1 F B 1T 30’ DA/SA S 40 45 0% L
Two 11 round magazines, uses 4006 magazines, Will not explode from overpressure ammunition.
S&W Model 4046 TSW .40 S&W Box:11:1 F B 1T 30’ DAO S 40 45 0% L
Two 11 round magazines, uses 4006 magazines, Will not explode from overpressure ammunition.
S&W Model 5906 TSW 9x19mm Box:15:1/20:2/30:5 F B 1T 35’ DA/SA S 40 43 0% L
Two 15 round magazines, uses 6906 magazines, Will not explode from overpressure ammunition
S&W Model 5946 TSW 9x19mm Box:15:1/20:2/30:5 F B 1T 35’ DAO S 40 43 0% L
Two 15 round magazines, uses 6906 magazines, Will not explode from overpressure ammunition
S&W M&P357 SIG .357 SIG Box:15:1 F B 1T 30’ PA S 25 32 0% L
Two 15 round magazines, uses M&P .40 magazines
S&W M&P45 .45 ACP Box:10:1 F B 1T 30’ PA S 29 34 0% L
Two 10 round magazines.
Sig-Sauer Tacops .45 ACP Box:7|8|10:1 FB 35’ SA S 39 59 0% L
Four 8 round magazines, uses 1911 magazines
Sig-Sauer Nitron .45 ACP Box:7|8|10:1 FB 35’ SA S 39 50 0% L
Four 8 round magazines, uses 1911 magazines
Sig-Sauer P320 Compact 9x19mm Box:15|17:2/21:3 F B 1T 35’ PA S 26 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 Box:13|14:2/21:3 F B 1T 35’ PA S 26 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 Box:13|14:2 F B 1T 35’ PA S 26 38 0% L
Two 13 round magazines. Uses P320 .357 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 Box:9|10:2 F B 1T 30’ PA S 26 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 Box:17:2/21:3 F B 1T 35’ PA S 29 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.
Sig-Sauer P320 Full Size .40 S&W Box:14:2 F B 1T 35’ PA S 29 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 Box:14:2 F B 1T 35’ PA S 29 38 0% L
Two 14 round magazines. Uses P320 .357 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 Box:10:2 F B 1T 30’ PA S 29 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.

Table 133: Expensive Modern Full Size Handguns, Cont


142

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Springfield Armory 1911A1 .45 ACP Box:7|8|10:1 F B 1T 30’ SA S 42 42 0% L
Loaded Operator
Two 7 round magazines, uses 1911 magazines
Springfield Armory 1911 9x19mm Box:9:1 FB 35’ SA S 26 40 0% L
EMP
Three 9 round magazines
Taurus Model 444 Ultra .44 Magnum/.44 Special Cyl:6 FB 30’ DA S 28 32 0% L
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
Wilson Combat CQB .45 ACP Box:7|8|10:1 F B 1T 35’ SA S 45 160 0% L
Light-Rail Lightweight
Tactical Flashlight, precision barrel and two 8 round magazines. uses 1911 magazines. +2 Mastercraft
Wilson Combat CQB 9x19mm Box:8|10:1 F B 1T 35’ SA S 45 160 0% L
Light-Rail Lightweight
Tactical Flashlight, precision barrel and two 10 round magazines. uses 1911 9mm magazines. +2 Mastercraft
Wilson Combat CQB .38 Super/.38 ACP Box:9:1/10:2 F B 1T 35’ SA S 45 160 0% L
Light-Rail Lightweight
Tactical Flashlight, precision barrel and two 9 round magazines. uses 1911 .38 magazines. +2 Mastercraft
Wilson Combat Classic 9x19mm Box:8|10:1 FB 35’ SA S 38 150 0% L
Precision barrel and two 10 round magazines. uses 1911 9mm magazines. +2 Mastercraft
Wilson Combat Classic .38 Super/.38 ACP Box:9:1/10:2 FB 35’ SA S 38 150 0% L
Precision barrel and two 9 round magazines. uses 1911 .38 magazines. +2 Mastercraft
Wilson Combat Classic .40 S&W Box:9:1 FB 35’ SA S 38 150 0% L
Precision barrel and two 9 round magazines. uses 1911 .40 magazines. +2 Mastercraft
Wilson Combat Classic .45 ACP Box:7|8|10:1 FB 35’ SA S 38 150 0% L
Precision barrel and two 8 round magazines. uses 1911 magazines. +2 Mastercraft
Wilson Combat Pinnacle .45 ACP Box:7|8|10:1 FB 55’ SA S 45 400 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 38 200 15% L
This firearm can chamber the following calibers: 9x19mm, .380 ACP, .38 ACP, .38 Super, .357 magnum, .38 Long Colt, .38 S&W, .32 ACP,
7.62 Tok, 7.63 Mau, .38 Special, and 9mm Japanese Revolver.

Table 134: Expensive Modern Full Size Handguns, Cont


143

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

Cheap Modern-day Target and Hunting Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Beretta U22 Neos, 4½’’ .22 LR Box:10:1 F B O 35’ SA S 31 11 0% L
Two 10 round magazines, uses Neos magazines, -1 to stealth to hide weapon
Beretta U22 Neos, 6’’ .22 LR Box:10:1 F B O 45’ SA S 35 13 0% L
Two 10 round magazines, uses Neos magazines, -2 to stealth to hide weapon
Beretta U22 Neos, 7½’’ .22 LR Box:10:1 F B O 60’ SA M 40 16 0% L
Two 10 round magazines, uses Neos magazines
Mosin-Nagant Obrez 7.62x54mmR Int:5 F 25’ Bolt M 60 8 0% R
A pair of earplugs. Not affected by Error Range due to ammunition,
Phoenix Arms HP22A .22 LR Box:10:1 F 30’ SA S 20 7 15% L
One 10 round magazine, uses HP22 magazines
Phoenix Arms HP22A Rangekit .22 LR Box:10:1 F 45’ SA S 23 10 15% L
One 10 round magazine, uses HP22 magazines, -1 to stealth to hide weapon
Ruger Mark III MK6 .22 LR Box:10:1 FB 35’ SA S 37 13 0% L
Two 10 round magazines, -2 to stealth to hide weapon
Ruger 22/45 Mark III P4 .22 LR Box:10:1 FB 35’ SA S 31 15 0% L
Two 10 round magazines, -2 to stealth to hide weapon

Table 135: Cheap Modern Target & Hunting Handguns


144

Mid-range Modern-day Target and Hunting Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Hardballer Long Slide .45 ACP Box:7|8|10:1 FB 40’ SA M 46 25 5% L
One 7 round magazine. Uses 1911 magazines.
Beretta 87 .22 LR Box:10:1 FB 30’ DA/SA S 20 21 0% L
Two 10 round magazines, uses Beretta 87 magazines
Beretta 87 Target .22 LR Box:10:1 FB 30’ SA S 29 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 120 30 5% L
Companion .410 Bore
Glock 34 9x19mm Box:17|19|27:1/33:2 F B 1T 45’ PA M 22 23 0% L
Two 17 round magazines, uses Glock 26 magazines
Glock 35 .40 S&W Box:15|17|19|24:1/31:2 F B 1T 45’ PA M 24 25 0% L
Two 15 round magazines, uses Glock 27 magazines
Glock 40 10mm Auto Box:15|17:1 F B 1T 50’ PA M 29 32 0% L
Two 15 round magazines, uses Glock 29 magazines, -1 to stealth to hide weapon
Glock 41 .45 ACP Box:13:1/27:2 F B 1T 45’ PA M 27 30 0% L
Two 13 round magazines, uses Glock 30 magazines, -1 to stealth to hide weapon
Kel-Tec PMR-30 .22 WMR Box:30:1 FBO 40’ SA M 14 20 5% L
One 30 round magazine
Rossi Ranch Hand Lever .357 Magnum/.38 Int:6 FB 60’ Lever M 64 26 0% L
Action Pistol Special
Not affected by Error Range due to ammunition
Rossi Ranch Hand Lever .44 Magnum Int:6 FB 65’ Lever M 64 30 0% L
Action Pistol
Not affected by Error Range due to ammunition
Rossi Ranch Hand Lever .45 Long Colt Int:6 FB 65’ Lever M 64 28 0% L
Action Pistol
Not affected by Error Range due to ammunition
Ruger Blackhawk .44 Magnum/.44 Cyl:6 FB 30’ SA S 51 24 0% L
Special
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
Springfield Armory XD 9x19mm Box:16:1 F B 1T 45’ PA M 30 22 0% L
Tactical, 5’’
Two 16 round magazines, uses XD 9mm magazines
Springfield Armory XD .40 S&W Box:12:1 F B 1T 40’ PA M 32 22 0% L
Tactical, 5’’
Two 12 round magazines, uses XD .40 magazines
Springfield Armory XD .357 SIG Box:12:1 F B 1T 40’ PA M 32 22 0% L
Tactical, 5’’
Two 12 round magazines, uses XD .40 magazines
Springfield Armory XD .45 ACP Box:13:1 F B 1T 40’ PA M 32 22 0% L
Tactical, 5’’
Two 13 round magazines, uses XD .45 magazines
Taurus Raging Bull .454 Casull/.45 LC Cyl:5 FB 40’ DA M 51 25 0% L
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
Taurus Model 608 .357 Magnum/.38 Cyl:8 F B 1T 40’ DA M 51 35 0% L
Special
Not affected by Error Range due to ammunition
Taurus Model 44 .44 Magnum/.44 Cyl:6 FB 45’ DA M 63 32 0% L
Special
Not affected by Error Range due to ammunition

Table 136: Midrange Modern Target & Hunting Handguns


145

Expensive Modern Target and Hunting Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Automag .44 AMP Box:7:2 FB 40’ SA S 57 50 0% L
Two 7 round magazines
Benelli MP90S .22 LR Box:5|8:2 FB 40’ SA M 39 40 0% L
Two 5 round magazines
Colt Anaconda, 4’’ .44 Magnum/.44 Cyl:6 FB 35’ DA M 47 45 0% L
Special
Not affected by Error Range due to ammunition, +1 Mastercraft
Colt Anaconda, 6’’ .44 Magnum/.44 Cyl:6 FB 50’ DA M 53 48 0% L
Special
Not affected by Error Range due to ammunition, +1 Mastercraft
Colt Anaconda, 8’’ .44 Magnum/.44 Cyl:6 FB 65’ DA M 59 52 0% L
Special
Not affected by Error Range due to ammunition, +1 Mastercraft
FN FNS-9 Longslide 9x19mm Box:17:2 F B 1T 55’ PA M 32 36 0% L
Three 17 round magazines, uses FNS/FNX-9 magazines
FN FNS-40 Longslide .40 S&W Box:14:1 F B 1T 50’ PA M 32 36 0% L
Three 14 round magazines, uses FNS/FNX-40 magazines
Glock 40 MOS 10mm Auto Box:15|17:1 F B 1T 50’ PA M 29 39 0% L
Two 15 round magazines, uses Glock 27 magazines
Hämmerli 150 .22 LR Int:1 FB 45’ SA M 40 50 0% L
Match barrel. Not affected by Error Range due to ammunition, +1 Mastercraft
H&K Mk23 SOCOM .45 ACP Box:12:2 F B 1T 35’ DA/SA M 48 80 0% L
Threaded barrel, two 12 round magazines. +1 Mastercraft
IMI Desert Eagle Mark VII .50 Action Express Box:7:2 FB 50’ SA M 70 45 0% L
Two 7 round magazines
IMI Desert Eagle Mark VII .44 Magnum Box:8:2 FB 45’ SA M 62 45 0% L
Two 8 round magazines
IMI Desert Eagle Mark VII .357 Magnum Box:9:2 FB 35’ SA M 62 45 0% L
Two 9 round magazines
LAR Grizzly .45 Win Mag Box:7:4 FB 55’ SA M 51 38 0% L
Two 7 round magazines
LAR Grizzly Mark I .357 Magnum Box:7:2 FB 35’ SA M 50 48 0% L
Two 7 round magazines
LAR Grizzly Mark V .50 AE Box:7:2 FB 45’ SA M 50 57 0% L
Two 7 round magazines
Magnum Research BFR 45-70 Government Cyl:5 FB 55’ SA M 68 50 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
Magnum Research BFR .30-30 Winchester Cyl:5 FB 60’ SA L 68 60 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
Magnum Research BFR .500 S&W Mag/ Cyl:5 FB 60’ SA M 56 54 0% L
.500 S&W Spc
Not affected by Error Range due to ammunition, +1 Mastercraft
Magnum Research BFR .454 Casull .45 LC Cyl:5 FB 55’ SA M 68 57 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
Magnum Research BFR .50 Action Express Cyl:5 FB 55’ SA M 68 60 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft
Sig-Sauer P210 9x19mm Box:8:5 FB 55’ SA S 31 75 0% L
Two 8 round magazines, +2 Mastercraft
Para Ordnance TS Elite 10mm Auto Box:8|9:2 F B 1T 45’ SA S 46 65 0% L
Hunter
Precision Barrel and two 9 round magazines. Uses 1911 10mm magazines. +1 Mastercraft
Pedersoli Howda .45 Colt/.410 Bore Int:2 FB 35’ SxS: M 48 80 0% L
Single/Double
Not affected by Error Range due to ammunition. Can be considered a break barrel shotgun for the purpose of feats. +1
Mastercraft.

Table 137: Expensive Modern Target & Hunting Handguns


146

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Ruger Redhawk, 6’’ .44 Magnum/.44 Cyl:6 F B 50’ DA M 54 40 0% L
Special
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
Ruger Redhawk, 2’’ .44 Magnum/.44 Cyl:6 F B 30’ DA M 44 44 0% L
Special
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition. +2 to stealth to hide weapon
Ruger Redhawk, 4’’ .45 Colt Cyl:6 F B 40’ DA M 46 39 0% L
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
Ruger Redhawk, 4’’ .45 ACP Cyl:6 F B 40’ DA M 46 42 0% L
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
S&W Model 500, 4’’ .500 S&W Mag/ Cyl:5 FB 55’ DA M 56 45 0% L
.500 S&W Spc
Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
S&W Model 500, 8’’ .500 S&W Mag/ Cyl:5 F B 80’ DA M 60 52 0% L
.500 S&W Spc
Compensator. Not affected by Error Range due to ammunition, Will not explode from overpressure ammunition
S&W Model 986, 5” 9x19mm Cyl:7 FB 65’ DA M 34 47 0% L
Not affected by Error Range due to ammunition
S&W Governor .45 ACP/.45 LC/.410 Cyl:6 F B 30’ DA M 29 41 0% L
Bore
Not affected by Error Range due to ammunition
S&W Model 27 83/8’’ .357 Magnum/.38 Cyl:6 FB 70’ DA M 38 52 0% L
Special
Not affected by Error Range due to ammunition. +1 Mastercraft
S&W Model 27 6’’ .357 Magnum/.38 Cyl:6 FB 55’ DA S 36 49 0% L
Special
Not affected by Error Range due to ammunition. +1 Mastercraft
Taurus Model 990 .22 LR Cyl:9 F B 40’ DA M 44 40 0% L
Tracker
Taurus Model 991 .22 WMR Cyl:9 FB 45’ DA M 44 40 0% L
Tracker
Ported Barrel.
Thompson Center G2 .45 LC/.410 Bore Int:1 F B 60’ Single M 56 40 0% L
Contender
Thompson Center G2 .30-30 Winchester Int:1 FB 65’ Single M 56 40 0% L
Contender
Thompson Center G2 .45-70 Government Int:1 FB 70’ Single M 56 40 0% L
Contender
Thompson Center G2 .44 Magnum Int:1 FB 65’ Single M 56 40 0% L
Contender
Wildey .475 Wildey Magnum Box:7:3 FB 45’ SA M 64 90 0% L
One 7 round magazine. +1 Mastercraft
Wilson Combat Hunter .460 Rowland Box:7|8|10:1 F B 50’ SA S 48 200 0% L
Two 7 round magazines. Uses 1911 magazines. +3 Grandmastercraft
Wilson Combat Hunter 10mm Auto Box:8|9:2 F B 50’ SA S 48 200 0% L
One 9 round magazine. Uses 1911 10mm magazines. +3 Grandmastercraft

Table 138: Expensive Modern Target & Hunting Handguns


147

11.4.2 Early Modern Handguns


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

11.4.2.1 Early Modern Holdout Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


FP-45 Liberator .45 ACP Int:1 — 5’ SA T 16 1 (for 4) 0% L
3 .45 ACP FMJ rounds. Takes 14 CP to reload.

Table 139: Early Modern Holdout Handguns

11.4.2.2 Early Modern Backup Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Beretta M1934 .380 ACP Box:7:1 FB 25’ SA T 23 20 0% L
One 7 round magazine, +1 to stealth to hide weapon
Beretta M1935 .32 ACP Box:8:1 FB 25’ SA T 23 23 0% L
One 8 round magazine, +1 to stealth to hide weapon
CZ vz. 27 .32 ACP Box:8:1 FB 25’ SA S 24 18 0% L
One 8 round magazine, +1 to stealth to hide weapon
Walther PP .32 ACP Box:8:1 FB 25’ DA T 23 5 0% L
One 8 round magazine, +1 Mastercraft, +1 to stealth to hide weapon
Walther PPK .380 ACP Box:6:1 FB 25’ DA T 23 6 0% L
One 6 round magazine. +1 Mastercraft, +1 to stealth to hide weapon
Walther P38 9x19mm Box:8:1 F B 30’ DA S 28 5 0% L
One 8 round magazine. +1 Mastercraft, +2 to stealth to hide weapon

Table 140: Early Modern Backup Handguns


148

11.4.2.3 Early Modern Full Size Handguns


Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Lahti L-35 9x19mm Box:8:1 FB 30’ SA S 42 11 0% L
One 8 round magazine
Mauser C96 7.63x25mm Mauser Int:10 FB 40’ SA M 40 32 0% L
Detatchable stock, -3 to stealth to hide weapon
Mauser C96 ‘‘Red 9’’ 9x19mm Int:10 FB 40’ SA M 40 30 0% L
Detatchable stock, -3 to stealth to hide weapon
S&W Model 27 Registered Magnum .357 Magnum Cyl: 6 FB 35’ DA S 42 40 0% L
Not affected by Error Range due to ammunition. +1 Mastercraft
Shanxi Type 17 .45 ACP Int:10 FB 40’ SA M 46 65 0% L
Detatchable stock, -3 to stealth to hide weapon
TT-33 7.62x25mm Box:8:1 FB 30’ SA S 30 10 0% L
Tok/7.63x25mm Mau
One 8 round magazine, +2 to stealth to hide weapon
Vis 9x19mm Box:8:1 FB 30’ SA S 39 12 0% L
One 8 round magazine
Welrod 9x19mm Box:6:2 B 20’ Bolt S 52 20 0% R
Permanent Lvl. 2 Suppressor, one 6 round
Welrod .32 ACP Box:8:2 B 20’ Bolt S 36 20 0% R
Permanent Lvl. 1 Suppressor, one 8 round magazine

Table 141: Early Modern Full Size Handguns

11.4.3 Late Industrial Handguns


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

11.4.3.1 Late Industrial Holdout Handguns


Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Baby Browning .25 ACP Box:6:1 F 20’ SA T 9 15 0% L
One 6 round magazine, uses Baby Browning magazines, +3 to stealth to hide weapon
Colt Model 1908 Vest Pocket .25 ACP Box:6:1 F 20’ SA T 12 14 0% L
One 6 round magazine, uses Baby Browning magazines, +3 to stealth to hide weapon

Table 142: Late Industrial Holdout Handguns

11.4.3.2 Late Industrial Backup Handguns


Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Colt Model 1903 Hammerless .32 ACP Box:8:1 FB 25’ SA T 24 4 0% L
One 8 round magazine, +1 to stealth to hide weapon
Colt Model 1908 Hammerless .380 ACP Box:7:1 FB 25’ SA T 24 4 0% L
One 8 round magazine, +1 to stealth to hide weapon
Mauser HSc .32 ACP Box:8:1 FB 25’ SA T 25 8 0% L
One 8 round magazine, -1 to stealth to hide weapon
Mauser HSc .380 ACP Box:7:1 FB 30’ SA T 25 7 0% L
One 7 round magazine, -1 to stealth to hide weapon
Ruby .32 ACP Box:8:1 FB 25’ SA T 29 3 0% L
One 8 round magazine, -1 to stealth to hide weapon
Sauer 38H .32 ACP Box:8:1 FB 30’ SA T 24 7 0% L
One 8 round magazine, -1 to stealth to hide weapon
Star Model 14 Troop .32 ACP Box:9:1 FB 25’ SA S 32 4 0% L
One 9 round magazine, +2 to stealth to hide weapon
Star Model 14 Officer .32 ACP Box:9:1 FB 25’ SA S 31 4 0% L
One 9 round magazine, +2 to stealth to hide weapon

Table 143: Late Industrial Backup Handguns


149

11.4.3.3 Late Industrial Full Size Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Colt 1917 Revolver .45 ACP Cyl:6 F B 30’ DA S 40 23 0% L
Not affected by Error Range due to ammunition
Colt New Service .45 Long Colt Cyl:6 F B 30’ DA S 38 22 0% L
Not affected by Error Range due to ammunition
Colt M1892 .38 Long Colt Cyl:6 F B 30’ DA S 33 22 0% L
Not affected by Error Range due to ammunition
Colt 1911 .455 Webley Box:7:3 F B 30’ SA S 38 40 0% L
One 7 round magazine.
Colt 1911A1 .45 ACP Box:7|8|10:1 F B 30’ SA S 39 25 0% L
One 7 round magazine. Uses 1911 magazines
Colt Official Police .38 Special Cyl:6 F B 30’ DA S 34 26 0% L
Not affected by Error Range due to ammunition
Colt Police Positive .38 Special Cyl:6 FB 35’ DA S 34 22 0% L
Not affected by Error Range due to ammunition
Dreyse M1907 .32 ACP Box:7:1 FB 25’ SA S 25 20 0% L
One 7 round magazine, +2 to stealth to hide weapon
FN Model 1910 .32 ACP Box:7:1 FB 25’ SA S 25 24 0% L
One 7 round magazine, +2 to stealth to hide weapon
FN Model 1910 .380 ACP Box:6:1 FB 25’ SA S 25 21 0% L
One 6 round magazine, +2 to stealth to hide weapon
Glisenti Model 1910 9x19mm Box:7:1 B 25’ SA S 29 25 15% L
One 7 round magazine
Luger Lange P.08 9x19mm Box:8|32:1 F B 40’ SA M/L 36 85 5% L
Detatchable stock and one 8 round magazine, uses Luger magazines
Luger P.08 9x19mm Box:8|32:1 F B 30’ SA S 30 60 5% L
One 8 round magazine, uses Luger magazines
Nagant M1895 Revolver 7.62x38mmR Cyl:7 FB 35’ SA S 28 10 0% L
Private’s Model
Not affected by Error Range due to ammunition. Can use suppressors. Can not use speed loaders.
Nagant M1895 Revolver 7.62x38mmR Cyl:7 FB 35’ DA S 28 10 0% L
Officer’s Model
Not affected by Error Range due to ammunition. Can use suppressors. Can not use speed loaders.
Smith & Wesson Model 10 .38 Special Cyl:6 F B 30’ DA S 34 13 0% L
Not affected by Error Range due to ammunition
Steyr M1912 9x23mm Steyr Int:8 F B 30’ SA S 41 19 0% L
Steyr M1912 9x19mm Int:8 F B 30’ SA S 41 22 0% L
Steyr Mannlicher M1894 7.63mm Mannlicher Int:6 F B 30’ SA S 44 23 35% L
Steyr Mannlicher M1901 7.63mm Mannlicher Int:8 F B 30’ SA S 44 44 10% L
Type 14 Nambu 8x22mm Nambu Box:8:1 FB 25’ SA S 31 25 20% L
One 8 round magazine.
Type 26 Revolver 9mm Japanese Revolver Cyl:6 FB 25’ DAO S 36 33 0% L
Not affected by Error Range due to ammunition
Enfield No. 2 Mk I .38/200 Cyl:6 F B 30’ DA S 27 38 0% L
Revolver
Not affected by Error Range due to ammunition
Webley Mk VI Revolver .455 Webley Cyl:6 FB 35’ DA S 38 20 0% L
Not affected by Error Range due to ammunition
Webley Mk IV Service .38/200 Cyl:6 F B 30’ DA S 38 23 0% L
Revolver
Not affected by Error Range due to ammunition

Table 144: Late Industrial Fullsize Handguns


150

11.4.4 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.

11.4.4.1 Industrial Holdout Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


American Arms Model 1 Derringer .45 Long Colt Int:2 F 10’ SA T 28 3 0% L
Not affected by Error Range due to ammunition
Colt 3rd Model Derringer .41 Rimfire Int:1 F 5’ Single D 6 3 0% L
Colt 4th Model Derringer .22 Short Int:1 F 10’ Single D 6 2 0% L
Colt Cloverleaf .41 Rimfire Cyl:4 F 10’ SA T 10 4 0% L
Can not use speed loaders.
James Reid ‘‘Knuckle-Duster’’ .22 Short Cyl:7 — 10’ SA D 8 3 0% L
Can not use speed loaders.
Remington Model 95 .41 Rimfire Int:2 — 10’ SA D 11 2 0% L
Remington Elliott 4 shot Pepperbox .32 Rimfire Int:4 — 10’ SA D 9 3 0% L
Sharps 4 shot Derringer .32 Rimfire Int:4 — 15’ SA D 10 4 0% L

Table 145: Industrial Holdout Handguns


151

11.4.4.2 Industrial Full Size Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Colt New Line .22 LR Cyl:5 F 20’ SA S 22 30 0% L
Can not use speed loaders, +1 to stealth to hide weapon
Colt Single Action Army Cavalry .45 LC /.45 Schofield Cyl:6 FB 40’ SA S 36 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Single Action Army Artillery .45 LC /.45 Schofield Cyl:6 FB 35’ SA M 40 40 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Single Action Army Gunfighter .45 LC /.45 Schofield Cyl:6 FB 30’ SA S 33 30 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Single Action Army Banker’s Special .45 LC /.45 Schofield Cyl:6 FB 20’ SA S 30 28 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Single Action Army Cavalry .44 Special Cyl:6 FB 40’ SA S 36 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Single Action Army Artillery .44 Special Cyl:6 FB 35’ SA M 40 40 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Single Action Army Gunfighter .44 Special Cyl:6 FB 30’ SA S 33 30 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Single Action Army Banker’s Special .44 Special Cyl:6 FB 20’ SA S 30 28 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Frontier Cavalry .44-40 Winchester Cyl:6 FB 40’ SA S 36 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Fronter Artillery .44-40 Winchester Cyl:6 FB 35’ SA M 40 40 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Frontier Gunfighter .44-40 Winchester Cyl:6 FB 30’ SA S 33 30 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Frontier Banker’s Special .44-40 Winchester Cyl:6 FB 20’ SA S 30 28 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Frontier Artillery .44 Henry Cyl:6 FB 40’ SA M 36 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Bisley .41 Long Colt Cyl:6 FB 40’ SA S 36 22 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Bisley .45 Long Colt Cyl:6 FB 40’ SA S 36 29 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Flat Top .45 LC /.45 Schofield Cyl:6 FB 35’ SA M 40 32 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Lightning .38 Long Colt Cyl:6 FB 30’ DA S 36 23 15% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Colt Thunderer .41 Long Colt Cyl:6 FB 30’ DA S 38 28 15% L
Not affected by Error Range due to ammunition. Can not use speed loaders
Enfield Mk II Revolver .476 Enfield Cyl:6 FB 30’ DA S 27 39 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Model 3 .44 American Cyl:6 FB 30’ SA M 46 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Model 3 .44 Russian Cyl:6 FB 30’ SA M 46 55 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Schofield Revolver .45 Schofield Cyl:6 FB 30’ SA M 46 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson 44DA Frontier .44 Russian Cyl:6 FB 30’ DA S 32 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson DA Second Model .38 S&W Cyl:6 FB 25’ DA S 36 40 0% L
Not affected by Error Range due to ammunition.
Webley Mk I Revolver .455 Webley Cyl:6 FB 35’ DA S 34 24 0% L
Not affected by Error Range due to ammunition.

Table 146: Industrial Full Size Handguns


152

11.5 Personal Defense Weapons


‘‘You don’t need to be a better shot—you just need to shoot MORE BULLETS!’’ —Marcus Kincaid
A personal defense weapon (PDW) is a compact semi-automatic or fully automatic firearm similar in most respects to a
sub-machine gun, but firing a (often proprietary) rifle round, giving a PDW better range, accuracy and armor-penetrating capability
than sub-machine guns, which fire pistol-caliber cartridges. The class of weapon as it exists today evolved as a hybrid between a
sub-machine gun and a carbine, retaining the compact size and ammunition capacity of the former while adding the ammunition
power, accuracy and penetration of the latter. For the context of this book, PDWs include sub-machine guns as well as machine
pistols.
A machine pistol is a handgun-style, often magazine-fed and self-loading firearm, capable of fully automatic or burst fire, and
normally chambered for pistol cartridges. The term is a literal translation of Maschinenpistole, the German term for a hand-held
automatic weapon. While the dividing line between machine pistols and compact sub-machine guns is hard to draw, the term
‘‘sub-machine gun’’ usually refers to larger automatic firearms scaled down from a full-sized machine gun to fire handgun rounds,
while the term ‘‘machine pistol’’ usually refers to a weapon built up from a semi-automatic pistol design. Machine pistols, however,
break away from this definition with the new arrival of rifle caliber handguns, that are extremely cut down rifles, with a semi-automatic
rate of fire, and lacking a stock.
In a law enforcement context, machine pistols are used by tactical police units such as SWAT teams or hostage rescue teams
which are operating inside buildings and other cramped spaces, who need a small, concealable weapon with a high rate of fire.
Bodyguards from police or government agencies sometimes carry concealed machine pistols when they are protecting high-risk VIPs.
Criminal gang members such as narcotics traffickers also use machine pistols, typically guns which have been illegally converted to
fire in a fully automatic fashion.
In a military setting, some countries issue machine pistols as personal defense side arms to infantry, paratroopers, artillery
crews, helicopter crews or tank crews. They have also been used in close quarters combat settings where a small weapon is needed.
A sub-machine gun is an automatic carbine, designed to fire pistol cartridges. It combines the automatic fire of a machine gun
with the cartridge of a pistol, which allows for controllable automatic fire in a close setting. Sub-machine guns almost always have
stocks, and are used like close ranged rifles.
In the early 20th century, experiments were made by converting stocked pistols from semi to fully automatic, thereby making
machine pistols. Stocked automatic weapons firing pistol rounds were developed around the same time during World War I, by
Italy, Germany, and the United States. The first dedicated designs were developed in the latter stages of World War I both as
improvements on earlier stocked pistols, and to offer an advantage in trench warfare. They were popularized in the 1920s and 1930s
as weapon of choice of American gangsters and police. Sub-machine guns rose to prominence as a front line close-quarters 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 situations. Sub-machine guns are highly effective in close quarters; their
lower-powered pistol cartridges make them generally more controllable in fully automatic fire compared to assault rifles, while
their small size and light weight grant maneuverability. However, pistol cartridges generally have low effectiveness against targets
protected by body armor or cover, and are short-ranged compared to intermediate and rifle cartridges.

Open vs. Closed Bolt


A semi or full automatic firearm is said to fire from an open bolt if, when ready to fire, the bolt and working parts are held
to the rear. When the trigger is pulled the bolt goes forward, feeding a round from the magazine into the chamber and firing it.
Like any other self-loading design without an external power supply, the action is cycled by the energy of the shot; this sends the
bolt back to the rear, ejecting the empty cartridge case and preparing for the next shot. Generally, open bolt is used for automatic
weapons and not for semi-automatic weapons.
Compared to a closed-bolt design, open-bolt weapons generally have fewer moving parts. The firing pin is usually part of the
bolt, saving on manufacturing costs. In automatic weapons an open bolt helps eliminate the dangerous phenomenon known as
‘‘cook-off’’, wherein the firing chamber becomes so hot that rounds spontaneously fire without trigger input. Open-bolt designs
typically operate much cooler than closed-bolt designs, making them more suitable for constant full-automatic weapons such as
machine guns.
Open bolt weapons are more prone to fire when dropped, and the open mechanism is more subject to picking up dirt when in
the ready position, and so may require an additional ejector door or similar mechanism to exclude dust and dirt. Some open-bolt
designs can suffer ‘‘slamfire’’, in which bolt retention fails and the weapon discharges even with no trigger input. Open bolt weapons
can not chamber a round in the barrel, and thus are restricted to the amount of the rounds in the magazines. Accuracy can suffer
somewhat in an open-bolt design, but this is generally less of a concern in automatic weapons.
A semi or full-automatic firearm which is said to fire from a closed bolt is one where, when ready to fire, a round is in the
chamber and the bolt and working parts are forward. When the trigger is pulled the firing pin or striker fires the round, the action is
cycled by the energy of the shot sending the bolt to the rear which extracts and ejects the empty cartridge case, the bolt then goes
forward feeding a fresh round from the magazine into the chamber, ready for the next shot.
Closed bolt designs are more accurate for the first round and for semi-automatic fire, and don’t have the movement of working
parts to inhibit accuracy. The first round sits consistently in the chamber, which allows the topping off of a magazine, for +1 round.
The action remaining closed the majority of the time prevents foreign debris from entering the gun.
153

Closed Bolt weapons are generally more expensive to make, and they can suffer from cook-off. Closed bolt designs are
typically seen in semi-automatic weapons, such as handguns, shotguns, and rifles.

11.5.1 Modern Personal Defense Weapons


A machine pistol is a pistol that can lay down a high volume of fire, usually with a high capacity magazine. Machine pistols are
too large to conceal, usually kept on a short sling.
Machine pistols are generally regarded as emergency weapons because of the small caliber they fire, the rapid fire, and the short
barrel, they are not suited for many roles that either a handgun, or a rifle solve more adequately. They have a niche market for
para-military and police forces that require rapid fire, but not the large size of a sub-machine gun or a rifle, also by gangsters who
require heavy firepower in a compact size.
A sub-machine guns is an automatic carbine, designed to fire pistol cartridges. It combines the automatic fire of a machine gun
with the cartridge of a pistol. Sub-machine guns go well with tactical slings, or patrol slings
Sub-machine guns are generally suited for special units within police forces, such as SWAT, for their automatic fire. They are also
good for vehicle crews, who need firepower that is controllable, but can’t spare the size a rifle would take up.

11.5.1.1 Cheap Modern Machine Pistols

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AEK-919K 9x18mm PM Box:20:1/30:2 FB 20’ CB: SL M 44 14 0% M&P
‘‘Kashtan’’
Integral Stock and one 20 round magazine.
APS 9x18mm PM Box:20:2 FB 20’ CB: DA/SA/Auto(F) S 43 23 5% M&P
Removable stock and two 20 round magazines.
Cobray M-11/9 9x19mm Box:10|20|32:1/50:2 FB 35’ CB: SL M 80 10 10% L
Threaded barrel and two 10 round magazines. Uses MAC-10 9mm magazines.
Cobray M-12 .380 ACP Box:10|16|32:1 FB 35’ CB: SL M 80 9 0% L
Threaded barrel and two 10 round magazines Uses MAC-11 magazines.
Glock 18 9x19mm Box:17|19|27:1/33:2 F B 1T 30’ CB: PA/Auto(F) S 21 25 0% M&P
Two 17 round magazines. Uses Glock 26 magazines. 2 to stealth to hide weapon. -2 to stealth to hide weapon.
Ingram 9x19mm Box:10|20|32:1/50:2 FB 30’ OB: SL/Auto(F) M 100 20 5% M&P
MAC-10
Integral stock, threaded barrel and one 32 round magazines. Uses MAC -10 9mm magazines.
Ingram .45 ACP Box:30:1/42:2 FB 30’ OB: SL/Auto(F) M 100 20 5% M&P
MAC-10
Integral stock, threaded barrel and one 30 round magazines. Uses MAC-10 magazines.
Ingram MAC-11 .380 ACP Box:10|16|32:1 FB 30’ OB: SL/Auto(F) M 56 25 5% M&P
Integral stock, threaded barrel and one 16 round magazines. Uses MAC-11 magazines.
Intratec TEC-9 9x19mm Box:10|20|32|36:1/50:2 FB 35’ OB: SL L 49 10 25% L
Threaded barrel and one 32 round magazine. Uses TEC-9 magazines
Intratec 9x19mm Box:10|20|32|36:1/50:2 FB 30’ OB: SL M 43 10 25% L
TEC-9M
Threaded barrel and one 32 round magazine. Uses TEC-9 magazines
Masterpiece 5.7x28mm Box:10:2/20:3/30:4 F B O 35’ CB: SL M 38 18 0% L
Arms 5.7 Pistol
One 20 round magazine. Uses Five-seveN magazines.
Masterpiece 9x19mm Box:15|17|19|27:1/33:2 F B O 35’ CB: SL M 38 18 0% L
Arms 930
One 15 round magazine. Uses Glock 26 magazines.
MAT-49 9x19mm Box:20:1/32:2 FB 25’ OB: Auto(M) M/L 100 14 15% M&P
Integral stock and one 20 round magazine. Must be folded out to use for 5 CP.
Škorpion vz. .32 ACP Box:10:1/20:2 FB 30’ CB: SL M 44 24 0% L
61S
Two 20 round magazines. Uses Skorpion magazines.

Table 147: Cheap Modern Machine Pistols


154

11.5.1.2 Expensive Modern Machine Pistols

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


APB 9x18mm PM Box:20:2 FB 20’ CB: DA/SA/Auto(F) S 58 30 5% M&P
Lvl. 2 Suppressor, detachable stock, and two 20 round magazines.-3 to stealth to hide weapon.
Beretta 93R 9x19mm Box:10|15:1/17|20|30:2 FB 40’ CB: DA/SA/3RB S 41 45 0% M&P
Ported Barrel, permanent vertical foregrip, detachable stock, and two 20 round magazines. Uses 92FS magazines. -3 to stealth
to hide weapon.
Brugger and 9x19mm Box:15:1/30:2 FBO 40’ CB: SL/Auto(F) M 49 60 0% M&P
Thomet MP9
Integral stock, permanent vertical foregrip, and two 30 round magazines. Uses SPP magazines
Brugger and 9x19mm Box:15:1/30:2 F B 1T 40’ CB: SL/Auto(F) M 45 52 0% L
Thomet TP9
One 15 round magazine, uses SPP magazines
CZ 75 Automatic 9x19mm Box:16:1/19|25:2 F B 1T 30’ CB: DA/SA/Auto(F) S 49 40 0% M&P
Magazine grip and two 25 round magazines. Uses CZ 75 magazines. -2 to stealth to hide weapon
H&K VP70M 9x19mm Box:18:2 FB 30’ CB: PA/3RB* S 28 35 0% M&P
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 Box:20:2/30:3/40:4 F B O 2T 45’ CB: PA/3RB/Auto(F) M 42 60 0% M&P
Integral stock, permanent vertical foregrip, and two 20 round magazines
IMI Uzi Pistol 9x19mm Box:20|32:1/50:2 FB 30’ CB: SL S 59 45 0% L
One 20 round magazine. Uses Uzi magazines.
IMI Micro-Uzi 9x19mm Box:20|32:1/50:2 FB 30’ OB: SL/Auto(F) M 52 39 0% M&P
Integral stock and one 20 round magazine. Uses Uzi magazines.
IWI Uzi Pro 9x19mm Box:20|32:1/50:2 F B O 2T 30’ CB: SL/Auto(F) M 81 59 0% M&P
Integral stock and one 20 round magazine. Uses Uzi magazines.
OTs-33 ‘‘Pernach’’ 9x18mm PM Box:18:2/27:4 FB 35’ CB: SL/Auto(F) M 41 43 0% M&P
Removable stock and three 18 round magazines
PP-2000 9x19mm Box:20:2/44:3 FBO 40’ CB: SL/Auto(M) M 45 43 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 Box:32:2 FB 45’ CB: SL/Auto(M) M 105 30 0% M&P
Integral stock and one 32 round magazine.
Škorpion vz. 61 .32 ACP Box:10:1/20:2 FB 30’ CB: SL/Auto(F) M 44 30 0% M&P
Two 10 round magazines. Uses Skorpion magazines.
Steyr TMP 9x19mm Box:15:1/30:2 FB 40’ CB: SL/Auto(F) M 46 44 0% M&P
Permanent vertical foregrip, one 15 round and one 30 round magazine. Uses SPP magazines.
Steyr SPP 9x19mm Box:15:1/30:2 FB 35’ CB: SL M 40 38 0% L
Two 15 round magazines. Uses SPP magazines

Table 148: Expensive Modern Machine Pistols


155

11.5.1.3 Cheap Modern SMGs

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Agram 2000 9x19mm Box:15|22:1/32:2 FB 35’ OB: SL/Auto(M) M 63 14 15% M&P
Two 22 round magazines
Beretta Mx4 9x19mm Box:10|15|17:1/30:2/20:3 F B O 1T 60’ CB: SL/Auto(M) L 87 28 0% M&P
Storm (92FS)
Fixed Stock and two 30 round magazines. Uses 92FS magazines
Beretta Mx4 9x19mm Box:17:2/20:3 F B O 1T 60’ CB: SL/Auto(M) L 87 28 0% M&P
Storm (Px4)
Fixed Stock and two 17 round magazines. Uses Px4 9mm magazines.
Calico M951-A 9x19mm Box:50:3 FB 45’ CB: SL/Auto(M) L 76 29 0% M&P
Folding stock and one 50 round magazine.
CZ Model 25 7.62x25mm Box:32:1 FB 30’ CB: SL/Auto(S) M 115 18 5% M&P
Folding stock and one 32 round magazine.
Kommando 9x19mm Box:20|32:1/50:2 FB 30’ CB: SL/Auto(M) M 95 15 5% M&P
LDP
Folding stock and one 20 round magazine. Uses Uzi magazines.
Kel-Tec PLR-22 .22 LR Box:26:2 F B O 1T 50’ CB: SL M 44 20 5% L
Pistol Grip. One 26 round magazine
OTs-02 9x18mm PM Box:10:1/20:2/30:3 FB 20’ CB: SL/Auto(F) S 56 20 0% M&P
‘‘Kiparis’’
Folding stock and one 20 round magazine.
PP-90 9x18mm PM Box:30:3 F 30’ OB: Auto(F) S 70 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 Box:20:1/30:2 FB 20’ CB: SL/Auto(F) S 56 20 0% M&P
Folding stock and one 20 round magazine.
PM-63 9x18mm PM Box:15:1/25:2 FB 20’ OB: SL/Auto(F) S 56 18 0% M&P
Folding stock and one 20 round magazine.
Ruger Charger .22 LR Box:10|25|30:1/50:4 FB 75’ CB: SL M 80 20 0% L
Pistol grip, bipod and one 25 round magazine. Uses 10/22 magazines.

Table 149: Cheap Modern Sub-Machine Guns


156

11.5.1.4 Expensive Modern SMGs

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Auto Ordinance .45 ACP Box:10|20|30:1 FB 45’ CB: SL L 94 66 0% L
TA510D Box:50:2/100:4
Pistol Grip and a 20 round magazine. Uses Thompson magazines.
Beretta Model 12 9x19mm Box:20:2/32|40:3 FB 40’ OB: SL/Auto(S) M 105 35 0% M&P
Folding stock and two 20 round magazines.
Colt RO635 9x19mm Box:20|32:1/50:2 FB 45’ CB: SL/Auto(F) L 96 45 0% M&P
Synthetic stock and two 20 round magazines. Uses Uzi magazines.
CZ Scorpion EVO 9x19mm Box:10|20|30:1 F B O 3T 50’ CB: SL/3RB/Auto(F) L 90 55 0% M&P
3 SMG
Folding stock and two 30 round magazines. Uses EVO3 magazines.
CZ Scorpion EVO 9x19mm Box:10|20|30:1 F B O 3T 50’ CB: SL L 90 40 0% L
3 Pistol
Pistol grip and two 20 round magazines. Uses EVO3 magazines.
Century Arms 7.62x39mm Box:10|20|30:1 FB 55’ CB: SL L 88 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 Box:10:1/20:2/30:3 FB 60’ CB: SL L 152 65 0% L
Pistol grip and one 10 round magazine. Uses FAL magazines.
PTR-91 PDW 7.62x51mm Box:20:1/50:7 FB 85’ CB: SL/3RB/Auto(S) L 150 55 0% M&P
Pistol Grip and one 20 round magazine. Uses G3 magazines
FN P90 5.7x28mm Box:30:1/50:2 FB 60’ CB: SL/Auto(F) M 96 55 0% M&P
Permanent fixed stock and one 50 round magazine. Uses P90 magazines.
H&K MP5A2 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(M) L 88 40 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A3 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(M) L 108 40 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A4 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(M) L 102 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A5 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(M) L 108 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A4 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/2RB/Auto(M) L 102 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A5 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/2RB/Auto(M) L 108 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5K 9x19mm Box:15:1/30:2/100:10 FBO 40’ CB: SL/Auto(F) M 70 48 0% M&P
Permanent vertical foregrip and one 15 round magazine. +1 Mastercraft.
H&K MP5KA4 9x19mm Box:15:1/30:2/100:10 FBO 40’ CB: SL/3RB/Auto(F) M 70 52 0% M&P
Permanent vertical foregrip and one 15 round magazine. +1 Mastercraft.
H&K MP5K-PDW 9x19mm Box:15:1/30:2/100:10 FBO 40’ CB: SL/3RB M 85 55 0% M&P
Folding stock, permanent vertical foregrip, threaded barrel and one 15 round magazine. +1 Mastercraft.
H&K MP5SD5 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB(S) L 108 65 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD6 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB(S) L 120 65 0% M&P
Fixed stock, Lvl 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD-N1 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(S) L 108 75 0% M&P
Fixed stock, Lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD-N2 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(S) L 120 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 Box:15:1/30:2 FBO 55’ CB: SL/Auto(M) L 88 50 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A3 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL/Auto(M) L 108 50 0% M&P
Folding stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A4 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL/3RB/Auto(M) L 102 55 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A5 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL/3RB/Auto(M) L 108 55 0% M&P
Folding stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.

Table 150: Expensive Modern Sub-Machine Guns


157

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


H&K MP5/40A2 .40 S&W Box:15:1/30:2 FBO 50’ CB: SL/Auto(M) L 88 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A3 .40 S&W Box:15:1/30:2 FBO 50’ CB: SL/Auto(M) L 108 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A4 .40 S&W Box:15:1/30:2 FBO 50’ CB: SL/3RB/Auto(M) L 102 50 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A5 .40 S&W Box:15:1/30:2 FBO 50’ CB: SL/3RB/Auto(M) L 108 50 0% M&P
Folding stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K UMP45 .45 ACP Box:25:2 FBO 45’ CB: SL/2RB/Auto(S) L 92 40 0% M&P
Folding stock and two 25 round magazines.
H&K UMP9 9x19mm Box:30:2 FBO 45’ CB: SL/2RB/Auto(S) L 83 40 0% M&P
Folding stock and two 30 round magazines.
H&K UMP40 .40 S&W Box:30:2 FBO 45’ CB: SL/2RB/Auto(S) L 83 40 0% M&P
Folding stock and two 30 round magazines.
KRISS Vector .45 ACP Box:13:1/27:2 FBO 45’ CB: SL/2RB/Auto(F) L 96 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 54 33 0% L
Box:100:8
Pistol grip and one 10 round magazine. Uses M16/AR-15 magazines.
Bizon 9x18mm PM Box:64:2 FB 40’ CB: SL/Auto(M) L 74 35 5% M&P
Folding stock and one 64 round magazine.
IMI Uzi 9x19mm Box:20|32:1/50:2 FB 40’ CB: SL/Auto(S) M 115 35 0% M&P
Folding stock and one 32 round magazine. Uses Uzi magazines.
IMI Mini-Uzi 9x19mm Box:20|32:1/50:2 FB 35’ OB: SL/Auto(F) M 95 38 0% M&P
Integral stock and one 32 round magazine. Uses Uzi Magazines.
SITES Spectre M4 9x19mm Box:30:1/50:3 FB 40’ CB: SL/Auto(F) L 102 45 5% M&P
Two 30 round magazines.
Steyr AUG Para 9x19mm Box:25|32:1 FB 50’ CB: SL/Auto(M) L 116 57 0% M&P
Permanent fixed stock, permanent vertical foregrip, permanent 1.5x telescopic sight and two 25 round magazines.
SIG MPX 9x19mm Box:10|20|30:3 F B O 3T 45’ CB: SL/Auto(F) L 140 68 0% M&P
Integral stock and two 30 round magazines.
SIG MPX 9x19mm Box:10|20|30:3 F B O 3T 45’ CB: SL M 97 60 0% L
Pistol grip and two 20 round magazines. Uses MPX magazines.
L2A1 Sterling 9x19mm Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 95 32 0% M&P
Folding Stock and one 32 round magazine. Uses Sten magazines.
L34A1 Sterling 9x19mm Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 95 32 0% M&P
Folding stock, Lvl. 2 suppressor, and one 32 round magazine. Uses Sten magazines.
Vityaz-SN 9x19mm Box:30:1 F B O 4T 30’ CB: SL/Auto(S) L 102 40 0% M&P
Folding stock and two 30 round magazines.

Table 151: Expensive Modern Sub-Machine Guns, Cont

11.5.2 Early Modern PDWs


11.5.2.1 Early Modern Machine Pistols

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Mauser M712 Schnellfeuer 7.63x25mm Mauser Box:10|20:1 FB 40’ SL/Auto(M) M 72 45 15% R
Detachable stock and one 20 round magazine.

Table 152: Early Modern Machine Pistols

11.5.2.2 Early Modern Sub-Machine Guns


158

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


K-50M 7.62x25mm Box:35:1 F B 40’ OB: SL/Auto(M) L 155 60 20% R
Tokarev
7.63x25mm
Mauser
Fixed stock and one 35 round magazine. Uses PPSh magazines.
Sten Mk V 9x19mm Box:28|32:1 B 40’ OB: SL/Auto(S) L 113 80 10% R
Fixed stock, baoynet lug, vertical foregrip, and two 32 round magazines. Uses Sten Magazines.
Austen 9x19mm Box:28:1 B 45’ OB: SL/Auto(S) L 120 4 10% R
Folding stock, permanent vertical foregrip, and two 28 round magazines. Uses Sten magazines
Beretta Model 1938A 9x19mm Box:10:1/20/30:2 F B 45’ OB: SL/Auto(S) L 148 65 5% R
Box:40:3
Fixed stock, bayonet lug, and one 30 round magazines. Uses Model 38 magazines. +1 Mastercraft.
Beretta Model 38/49 9x19mm Box:10:1/20/30:2 F B 45’ OB: SL/Auto(S) L 114 70 5% R
Box:40:3
Fixed stock, bayonet lug, and one 30 round magazines. Uses Model 38 magazines.
Lanchester Mk1 9x19mm Box:32|50:1 FB 45’ OB: Auto(M) L 153 70 0% R
Fixed stock, bayonet lug and one 32 round magazine. +1 Mastercraft.
M3 ‘‘Grease Gun’’ .45 ACP Box:30:1 F B 40’ OB: Auto(S) L 130 35 10% R
Folding stock, permanent vertical foregrip, and two 30 round magazines.
M3 ‘‘Grease Gun’’ 9x19mm Box:32:1 F B 40’ OB: Auto(S) L 130 30 10% R
Folding stock, permanent vertical foregrip, and two 32 round magazines.
M50 Reising .45 ACP Box:12|20:1 F B 50’ CB: SL/Auto(M) L 109 13 20% R
Fixed stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M55 Reising .45 ACP Box:12|20:1 F B 50’ CB: SL/Auto(M) M 99 14 20% R
Folding stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M60 Reising .45 ACP Box:12|20:1 F B 50’ CB: SL L 109 14 20% R
Fixed stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M65 Reising .22 LR Box:12|20:1 F B 50’ CB: SL L 90 20 20% R
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 F B 40’ OB: SL/Auto(M) L 125 32 5% R
Fixed stock and one 32 round magazine.
MP-40 9x19mm Box:32:1 F B 40’ OB: SL/Auto(M) L 141 65 5% R
Folding stock, permanent vertical foregrip, and two 32 round magazines.
Owen 9x19mm Box:32:1 F B 40’ OB: SL/Auto(M) L 148 5 0% R
Fixed stock, vertical foregrip, and one 32 round magazine.
PPD-40 7.62x25mm Box:25|71:1 FB 45’ OB: SL/Auto(F) L 112 9 5% R
Tokarev/7.63x25mm
Mauser
Fixed stock and one 25 round magazine.
PPS-42 7.62x25mm Box:35:1 FB 40’ OB: Auto(F) L 104 15 10% R
Tokarev/7.63x25mm
Mauser
Folding stock, permanent vertical foregrip and two 35 round magazines. uses PPSh magazines.
PPSh-41 7.62x25mm Box:35|71:1 F B 40’ OB: SL/Auto(F) L 128 23 20% R
Tokarev/7.63x25mm
Mauser
Fixed stock and one 71 round magazine. Uses PPSh magazines.
Sa vz. 48b 9x19mm Box:24:1/40:3 FB 30’ CB: SL/Auto(M) M 115 15 5% M&P
Folding stock and one 24 round magazine.
Sten Mk II 9x19mm Box:28|32:1 B 40’ OB: SL/Auto(S) L 113 1 10% R
Fixed Stock and two 32 round magazines. Uses Sten magazines.

Table 153: Early Modern Sub-machine Guns


159

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Suomi KP/-31 9x19mm Box:20|36:1 FB 40’ CB: Auto(F) L 162 15 5% R
Box:40|50:2/71:3
Fixed stock and one 50 round magazine.
Thompson M1928A1 .45 ACP Box:20|30:1 FB 45’ OB: SL/Auto(F) L 172 66 0% R
Box:50:2/100:4
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines.
Thompson M1 .45 ACP Box:20|30:1 FB 45’ OB: SL/Auto(F) L 169 60 5% R
Fixed stock and two 20 round magazines. Uses Thompson magazines.
Thompson M1A1 .45 ACP Box:20|30:1 FB 45’ OB: SL/Auto(F) L 169 65 5% R
Fixed stock and two 20 round magazines. Uses Thompson magazines.
Type 100 SMG 8x22mm Nambu Box:30:1 F B 30’ OB: Auto(S) L 128 5 5% R
Fixed stock, bayonet lug, and one 30 round magazine.
United Defense M42 9x19mm Box:25:1 FB 45’ CB: SL/Auto(M) L 160 2 10% R
Fixed stock, vertical foregrip, and two 25 round magazines.

Table 154: Early Modern Sub-machine Guns, Cont

11.5.3 Late Industrial PDWs


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

11.5.3.1 Late Industrial Machine Pistols


WeaponKahr Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Steyr M.12/P.16 9x23mm Steyr Int:16 FB 30’ CB: SL/Auto(F) M/L 42 14 10% R
Detachable stock

Table 155: Late Industrial Machine Pistols

11.5.3.2 Late Industrial Sub-Machine Guns


Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
MP-18.1 9x19mm Box:20|30|50:1 F B 40’ OB: Auto(S) L 147 22 5% R
Fixed stock and two 20 round magazines.
Thompson M1921 .45 ACP Box:20|30:1/50:2/100:4 F B 45’ OB: SL/Auto(F) L 172 60 5% R
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines. +1 Mastercraft.
Thompson M1928 .45 ACP Box:20|30:1/50:2/100:4 F B 45’ OB: SL/Auto(F) L 172 55 5% R
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines. +1 Mastercraft.

Table 156: Late Industrial Sub-Machine Guns


160

11.6 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
A rifle is a firearm designed to be fired from the shoulder, with a barrel that has a helical groove or pattern of grooves (‘‘rifling’’)
cut into the barrel walls. The raised areas of the rifling are called ‘‘lands,’’ which make contact with the projectile, imparting spin
around an axis corresponding to the orientation of the weapon. 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 referred to the grooving, and a rifle was called a ‘‘rifled gun.’’ Rifles
are used in warfare, hunting and shooting sports.
The rifle is the backbone of every modern infantry army, and nearly all countries have used them since the mid-1800s, which
were a massive upgrade from the smoothbore muskets, which had troubles with accurate, precise fire because of their barrels.
Rifles were initially single-shot, muzzle-loading weapons. During the 18th century, breech-loading weapons were designed, which
allowed the rifleman to reload while under cover, but defects in manufacturing and the difficulty in forming a reliable gas-tight
seal prevented widespread adoption. During the 19th century, multi-shot repeating rifles using lever, pump or bolt actions became
standard, further increasing the rate of fire and minimizing the fuss involved in loading a firearm. The problem of proper seal
creation had been solved with the use of brass cartridge cases, which expanded in an elastic fashion at the point of firing and
effectively sealed the breech while the pressure remained high, then relaxed back enough to allow for easy removal. By the end of
the 19th century, the leading bolt action design was that of Paul Mauser, whose action—wedded to a reliable design possessing a
five-shot magazine—became a world standard through two world wars and beyond. The Mauser rifle was paralleled by Britain’s
ten-shot Lee-Enfield and America’s 1903 Springfield Rifle models.
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.

11.6.0.1 Bolt Action Bolt action is a type of firearm action in which the weapon’s bolt is operated manually by the opening
and closing of the breech (barrel) with a small handle, most commonly placed on the right-hand side of the weapon. As the handle is
operated, the bolt is unlocked, the breech is opened, the spent cartridge case is withdrawn and ejected, the firing pin is cocked (this
occurs either on the opening or closing of the bolt, depending on design), and finally a new round/cartridge is placed into the breech
and the bolt closed. Bolt action firearms are most often rifles, but there are some bolt action shotguns as well. Examples of this
system date as far back as the early 19th century, notably in the Dreyse needle gun. From the late 19th century, all the way through
both World Wars, the bolt-action rifle was the standard infantry firearm for most of the world’s militaries.
In military and law enforcement use, the bolt action has been mostly replaced by semi-automatic and selective fire weapons,
though the bolt action remains the dominant design in sniper rifles. Bolt action firearms are still very popular for hunting and
target shooting. Compared to most other manually operated firearm actions, it offers an excellent balance of strength (allowing
powerful chamberings), ruggedness, reliability, and potential accuracy, all with light weight and low cost. The major disadvantage is
a marginally lower practical rate of fire than other manual repeating firearms, such as lever action and pump action, and a far lower
practical rate of fire than semi-automatic weapons, but this is not an important factor in many types of hunting and target shooting.

11.6.0.2 Lever Action Lever action is a type of firearm action which uses a lever located around the trigger guard area,
(often including the trigger guard itself) to load fresh cartridges into the chamber of the barrel when the lever is worked. Most
lever-action firearms are rifles, but lever-action shotguns and a few pistols have also been made. One of the most famous lever-action
firearm is undoubtedly the Winchester rifle, but many manufacturers—notably Marlin and Savage—also produce lever-action rifles.
While lever action rifles were (and are) popular with hunters and sporting shooters, they were not widely accepted by the
military. One significant reason for this was that it is harder to fire a lever-action from the prone position (compared to a bolt-action
rifle), and while nominally possessing a greater rate of fire than bolt-action rifles, lever action firearms are also generally fed from
a tubular magazine, which limits the ammunition that can be used in them. Pointed center fire Spitzer bullets, for example, can
cause explosions in a tubular magazine, as the point of each cartridge’s projectile rests on the primer of the next cartridge in the
magazines. The tubular magazine may also have a negative impact on the harmonics of the barrel, which limits the theoretical
accuracy of the rifle. A tubular magazine under the barrel also pushes the center of gravity forward, which alters the balance of the
rifle in ways that are undesirable to some shooters. However there are some lever rifles, such as the Winchester Model 1895 which
saw service with the Russian Army in World War I, that use a box magazines.
Due to the higher rate of fire and shorter overall length than most bolt action rifles, lever actions have remained popular to this
day for sporting use, especially short- and medium-range hunting in forests, scrub, or bushland. Lever action firearms have also
been used in some quantity by prison guards in the United States, as well as by wildlife authorities/game wardens in many parts of
161

the world. An additional advantage over typical bolt-action rifles is the lack of handedness: lever actions like pump-actions are
frequently recommended as ambidextrous in sporting guidebooks.

11.6.0.3 Pump Action A pump action rifle is one in which the handgrip can be pumped back and forth in order to eject a
spent round of ammunition and to chamber a fresh one. It is much faster than a bolt-action and somewhat faster than a lever-action,
as it does not require the trigger hand to be removed from the trigger whilst reloading.
The cycling time of a pump action is quite short, often less than that of some semi-automatic designs. The manual operation
gives a pump action the ability to cycle rounds of widely varying power that a gas or recoil operated firearm would fail to cycle.
The simplicity of the pump-action relative to a semi-automatic design also leads to improved durability and lower cost. It has also
been noticed that the time taken to work the action allows the operator to identify and aim on a new target, avoiding a ‘‘spray and
pray’’ usage. An advantage of the pump action over the bolt-action is its ease of use by both left- and right-handed users: like lever
actions, pump-actions are frequently recommended as ambidextrous in sporting guidebooks.
Like most lever-action rifles, most pump action rifles do not use a detachable magazines. This makes for slow reloading, as the
cartridges have to be inserted individually into the firearm, which can take more time to reload.

11.6.0.4 Self Loading A semi-automatic, or self-loading rifle is a weapon which performs all steps necessary to prepare the
weapon to fire again after firing—assuming cartridges remain in the weapon’s feed device or magazines. Typically, this includes
extracting and ejecting the spent cartridge case from the weapon’s firing chamber, re-cocking the firing mechanism, and loading a
new cartridge into the firing chamber. Although automatic weapons and selective fire firearms do the same tasks, semi-automatic
firearms do not automatically fire an additional round until the trigger is released and re-pressed by the person firing the weapon.
While all basic firearm actions require the action to be cycled manually before the first shot, semi-automatic as well as automatic
and selective fire actions are differentiated from other forms such as pump-action, bolt action, or lever action firearms by eliminating
the need to manually cycle the weapon after each shot. For example, to fire ten rounds from a semi-automatic firearm or a selective
fire weapon set to fire semi-automatically, the action would initially be cycled to load the first round and the trigger would need to
be pulled ten times (once for each round fired). For the other forms, the weapon’s mechanism would require cycling manually prior
to firing the next round. An automatic or a selective fire weapon set to fire automatically would be able to fire continuously as long
as the trigger is held until the magazine or feed device runs out of ammunition.
Advantages of this type of action is that the weapon can fire much faster than any other type of action, without having to break
sights on the target in order to ready another round.
The disadvantage are that a self loading weapon is almost always more mechanically complex than any other type of action,
and requires more maintenance.

11.6.1 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.
The smaller size and lighter weight of carbines makes them easier to handle in close-quarter situations such as urban or jungle
warfare, or when deploying from military vehicles. The disadvantages of carbines relative to rifles include inferior long-range
accuracy and a shorter effective range. Being larger than a submachine gun, they are harder to maneuver in tight encounters where
superior range and stopping power at distance are not great considerations. Firing the same ammunition as rifles gives carbines the
advantage of standardization over those personal defense weapons (PDWs) that require proprietary cartridges.
One of the more unusual classes of carbine is the pistol caliber carbine. These first appeared soon after metallic cartridges
became common. These were developed as "companions" to the popular revolvers of the day, firing the same cartridge but allowing
more velocity and accuracy than the revolver.
The primary advantages of a pistol caliber carbine are increased accuracy due to the buttstock and longer barrel (and with it,
sight radius), relatively low muzzle blast/flash/recoil, higher muzzle velocity and energy of a longer barrel for increased wounding
potential and penetration (depending on the particular load used), and greater adaptability for easily accepting accessories such as
optics, weapon lights, and lasers.
One less-noted advantage of PCCs is their lower muzzle report compared to more powerful rifles; because they are less noisy
when fired, they are less likely to cause permanent hearing damage when fired indoor without hearing protection - this can be an
important consideration during home defense situations.
Compared to "regular" carbines/rifles (such as those in .223 Rem and 7.62x39mm), pistol-caliber carbines may suffer from a
shorter effective range, more pronounced trajectory, less power, and less effectiveness against body armor.
Carbines are issued to high-mobility troops such as special-operations soldiers and paratroopers, as well as to mounted, supply,
or other non-infantry personnel whose roles do not require full-sized rifles. Carbine rifles go well with tactical slings, or patrol slings,
and the same accessories that would be outfitted on a full size rifle.
162

11.6.1.1 Cheap Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AKS-74U 5.45x39mm Box:30:1/45:2/100:4 FB 75’ SL/Auto(M) L 96 25 0% M&P
Folding stock, threaded barrel, patrol sling, bayonet(Survival Knife) and two 30 round magazines. Uses 5.45 AK magazines.
ArmaLite AR-7 .22 LR Box:8|10:1/15:2/20:3 B 55’ SL M 41 13 5% L
Fixed stock and two 10 round magazines. Must be assembled to use, which takes 5 minutes.
Calico Liberty 50 9x19mm Box:50:3 FB 45’ SL L 88 20 15% L
Pistol grip and one 50 round magazine. Can not use magazine clips.
Calico Liberty 100 9x19mm Box:100:4 FB 45’ SL L 115 20 15% L
Pistol grip and one 100 round magazine. Can not use magazine clips.
Henry Repeating Arms .22 LR Int:15 FB 85’ Lever L 84 19 0% L
Lever
Fixed stock.
Henry Repeating Arms .22 LR Int:10 FB 55’ Lever M 71 15 0% L
Lever Mare’s Leg
Pistol Grip
Henry Repeating Arms .357 Magnum Int:10 FB 80’ Lever L 138 24 0% L
Big Boy
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating Arms .45 Long Colt Int:7 FB 55’ Lever M 92 24 0% L
Big Boy Mare’s Leg
Pistol Grip. Not affected by Error Range due to ammunition.
Hi-Point 995 9x19mm Box:10:1/20:2 FB 60’ SL L 100 10 5% L
Fixed stock and one 10 round magazine. Uses Hi-point 9mm magazines.
Hi-Point 4095 .40 S&W Box:10:1 FB 55’ SL L 112 10 5% L
Fixed stock and one 10 round magazine. Uses Hi-point .40 magazines.
Hi-Point 4595 .45 ACP Box:9:1 FB 55’ SL L 112 11 5% L
Fixed stock and one 9 round magazine. Uses Hi-point .45 magazines.
Hi-Point 1095 10mm Box:10:1 FB 60’ SL L 112 15 5% L
Fixed stock and one 10 round magazine.
Kel-Tec Sub 2000 9x19mm Box:15|17|19:1/33:2 FB 50’ SL L 64 15 5% L
Fixed stock and one 15 round magazine. Uses Glock 26 magazines.
Kel-Tec Sub 2000 9x19mm Box:15|17:1/30:2/20:3 F B 50’ SL L 64 15 5% L
Fixed stock and one 15 round magazine. Uses 92FS magazines.
Kel-Tec Sub 2000 9x19mm Box:15|20:2 FB 50’ SL L 64 15 5% L
Fixed stock and one 15 round magazine. Uses P226 9mm magazines.
Kel-Tec Sub 2000 9x19mm Box:17:1 FB 50’ SL L 64 15 5% L
Fixed stock and one 17 round magazine. Uses M&P 9mm magazines.
Kel-Tec Sub 2000 .40 S&W Box:11|13:1/15:2 FB 50’ SL L 64 15 5% L
Fixed stock and one 11 round magazine. Uses 96FS magazines.
Kel-Tec Sub 2000 .40 S&W Box:12|15:2 FB 50’ SL L 64 15 5% L
Fixed stock and one 12 round magazine. Uses P226 .40 magazines.
Kel-Tec Sub 2000 .40 S&W Box:15:1 FB 50’ SL L 64 15 5% L
Fixed stock and one 15 round magazine. Uses M&P .40 magazines.
Kel-Tec Sub 2000 .40 S&W Box:13|15|17:1 FB 50’ SL L 64 15 5% L
Fixed stock and one 13 round magazine. Uses Glock 27 magazines.
Marlin 1894 CP .357 Magnum Int:7 FB 60’ Lever L 104 22 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Camp Carbine 9x19mm Box:15:1/20:2/30:5 FB 55’ SL L 108 24 0% L
Fixed stock and two 15 round magazines. Uses 6906 magazines.
Marlin Camp Carbine .45 ACP Box:7|8|10:1 FB 50’ SL L 108 24 0% L
Fixed stock and two 7 round magazines. Uses 1911 magazines.
M6 Scout .410 Bore Int:1 Int:1 FB 25’ Single L 75 22 0% L
.22 LR 50’
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Carbine 9 9x19mm Box:15:1/20:2/30:3 FB 60’ SL L 102 25 0% L
Fixed stock and one 15 round magazine. Uses P89 magazines.

Table 157: Cheap Modern Carbines


163

11.6.1.2 Mid-range Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


9A-91 9x39mm Box:20:2 FBO 40’ SL/Auto(F) M 74 43 0% M&P
Folding stock and one 20 round magazine.
AK-102 5.56x45mm Box:30:1 FBO 60’ SL/Auto(M) L 105 30 0% M&P
Folding stock, threaded barrel, patrol sling, bayonet(survival knife), bayonet lug, and two 30 round magazines. Uses 5.56 AK
magazines.
AK-104 7.62x39mm Box:10|20|30:1/40:2/75:5 FBO 55’ SL/Auto(M) L 105 30 0% M&P
Folding stock, threaded barrel, patrol sling, bayonet(survival knife), bayonet lug, and two 30 round magazines.
Uses 7.62 AK magazines.
Beretta SCP 70/90 5.56x45mm Box:5|10|20|30:1/100:8 FBO 55’SL/3RB L 147 40 0% M&P
/Auto(M)
Fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines
Beretta Cx4 Storm 9x19mm Box:15|17:1/30:2/20:3 F B O 1T 60’ SL L 90 28 0% L
Fixed stock and two 15 round magazines. Uses 92FS magazines
Beretta Cx4 Storm 9x19mm Box:17:2/20:3 F B O 1T 60’ SL L 90 28 0% L
(Px4)
Fixed stock and two 17 round magazines. Uses Px4 9mm magazines
Beretta Cx4 Storm .40 S&W Box:14|17:2 F B O 1T 60’ SL L 90 28 0% L
Fixed stock and two 14 round magazines. Uses Px4 .40 magazines
Beretta Cx4 Storm .45 ACP Box:8:1 F B O 1T 55’ SL L 90 28 0% L
(8045)
Fixed stock and two 8 round magazines. Uses 8045 magazines.
Beretta Cx4 Storm .45 ACP Box:9|10:2 F B O 1T 55’ SL L 90 28 0% L
(Px4)
Fixed stock and two 9 round magazines. Uses Px4 .45 magazines.
Daewoo K1A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 60’ SL/Auto(F) L 101 45 5% M&P
Carbine
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines
FN FAL 50.63 7.62x51mm Box:10:1/20:2/30:3 FB 65’ SL/Auto(M) L 134 45 0% M&P
Folding stock, threaded barrel, and one 20 round magazine. Uses FAL magazines
Henry Repeating .44 Magnum Int:10 FB 80’ Lever L 138 29 0% L
Arms Big Boy
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating .45 Long Colt Int:10 FB 85’ Lever L 138 29 0% L
Arms Big Boy
Fixed stock. Not affected by Error Range due to ammunition.
H&K USC .45 ACP Box:10:1 FBO 55’ SL L 94 45 0% L
Fixed stock and two 10 round magazines.
H&K HK53 5.56x45mm Box:25:2/30:3/40:4 FB 45’ SL/3RB M 107 45 0% M&P
/Auto(M)
Folding stock, threaded barrel and one 25 round magazine. Uses HK33 magazines
H&K MP5A2 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL L 88 40 0% R
Fixed stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A3 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL L 108 40 0% R
Folding stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5/40A3 .40 S&W Box:15:1/30:2 FBO 50’ CB: SL L 108 45 0% R
Fixed stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.

Table 158: Mid-range Modern Carbines


164

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


H&K UMP45 .45 ACP Box:25:2 F B O 45’ CB: SL L 92 45 0% R
Folding stock and two 25 round magazines.
H&K UMP9 9x19mm Box:30:2 F B O 45’ CB: SL L 83 40 0% R
Folding stock, short barrel rifle upgrade, and two 30 round magazines.
H&K UMP40 .40 S&W Box:30:2 F B O 45’ CB: SL L 83 40 0% R
Folding stock, short barrel rifle upgrade, and two 30 round magazines.
IMI Uzi Carbine 9x19mm Box:20|32:1/50:2 FB 45’ SL L 128 45 0% L
Folding stock and one 20 round magzine. Uses Uzi magazines.
Kel-Tec SU-16D 5.56x45mm Box:5|10|20|30:1/100:8 FB 55’ SL M/L 75 40 5% L
Folding stock, bipod, bayonet lug, threaded barrel and one 20 round magazine. Uses M16/AR-15 magazines.
Norinco QBZ Type 5.8x42mm Box:30:3/75:10 FB 75’ SL/Auto(F) L 102 40 0% M&P
95 Carbine
Permanent fixed stock and and three 30 round magazines. Uses QBZ magazines.
Remington Model 7.62x51mm Box:5:1/10:2 FB 55’ SL L 116 33 0% L
750 Carbine
Fixed stock and one 5 round magazine.
Remington Model .30-06 Box:5:1/10:2 FB 65’ SL L 116 33 0% L
750 Carbine Springfield
Fixed stock and one 5 round magazine.
Ruger Carbine 4 .40 S&W Box:10:1 FB 55’ SL L 102 26 0% L
Fixed stock and one 10 round magazine.
Stoner 63A 5.56x45mm Box:20|30:1 F B O 60’ SL/Auto(F) M/L 128 38 0% M&P
Carbine
Folding stock, bayonet lug, threaded barrel, bayonet lug, and one 30 round magazine. Uses Stoner 63 magazines.

Table 159: Mid-range Modern Carbines, Cont


165

11.6.1.3 Expensive Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Big Horn Armory .500 S&W Int:7 FB 65’ Lever L 122 125 0% L
Model 89 Carbine
Fixed stock. Not affected by Error Range due to ammunition. +3 Grandmastercraft.
Bushmaster Carbon 9x19mm Box:30:1 FBO 60’ SL L 91 50 0% L
15 9mm Carbine
Synthetic stock, patrol sling, threaded barrel, and one 30 round magazine. +1 Mastercraft.
Colt 6920 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL L 100 45 0% L
Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
Colt M4 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/3RB L 100 58 0% M&P
Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
Colt M4A1 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/Auto(F) L 100 58 0% M&P
Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
FN PS90 5.7x28mm Box:30:1/50:2 FB 70’ SL L 100 50 0% L
Permanent Fixed stock and one 50 round magazine. Uses P90 magazines.
FN SCAR-H CQB 7.62x51mm Box:20:2 F B O 3T 70’ SL/Auto(M) L 123 80 0% M&P
Folding stock, threaded barrel, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L CQB 5.56x45mm Box:5|10|20|30:1 F B O 3T 75’ SL/Auto(M) L 107 80 0% M&P
Box:100:8
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN SCAR PDW 5.56x45mm Box:5|10|20|30:1 F B O 3T 55’ SL/Auto(M) M 90 72 0% M&P
Box:100:8
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN FNC Carbine 5.56x45mm Box:5|10|20|30:1 FBO 60’ SL/3RB/Auto(M) L 131 50 0% M&P
Box:100:8
Folding stock, patrol sling, threaded barrel, and two 30 round magazines. Uses M16/AR-15 magazines.
H&K G36K 5.56x45mm Box:30:2/100:6 FBO 70’ SL/Auto(M) L 116 55 0% M&P
Folding stock, patrol sling, permanent advanced combat sight(3x), threaded barrel, and two 30 round magazines. Uses G36
magazines.
H&K HK33KA3 5.56x45mm Box:25:2/30:3/40:4 FB 60’ SL/3RB/Auto(M) L 137 50 0% M&P
Fixed stock and one 30 round magazine. Uses HK33 magazines.
H&K MP5K 9x19mm Box:15:1/30:2 FBO 40’ CB: SL M 70 48 0% R
Box:100:10
Pistol Grip, Permanent vertical foregrip, short barrel rifle upgrade and one 15 round magazine. Uses MP5 magazines. +1
Mastercraft.
H&K MP5K-PDW 9x19mm Box:15:1/30:2 FBO 40’ CB: SL M 85 55 0% R
Box:100:10
Folding stock, short barrel rifle upgrade, permanent vertical foregrip, threaded barrel, and one 15 round magazine. Uses MP5
magazines. +1 Mastercraft.
H&K MP5SD5 9x19mm Box:15:1/30:2 FBO 50’ CB: SL L 108 65 0% R
Box:100:10
Fixed stock, short barrel rifle upgrade, lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD6 9x19mm Box:15:1/30:2 FBO 50’ CB: SL L 120 65 0% R
Box:100:10
Folding stock, short barrel rifle upgrade, lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5/10A2 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL L 88 50 0% R
Folding stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A3 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL L 108 50 0% R
Fixed stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/40A2 .40 S&W Box:15:1/30:2 FBO 50’ CB: SL L 88 50 0% R
Folding stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
IMI Galil ACE 21 5.56x45mm Box:35:2/50:4 FBO 65’ SL/Auto(M) L 98 63 0% M&P
Folding stock, threaded barrel, and two 35 round magazines. Uses 5.56 Galil magazines.

Table 160: Expensive Modern Carbines


166

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


IMI Galil ACE 31 7.62x39mm Box:10|20|30:1 F B O 1T 60’ SL/Auto(M) L 104 75 0% M&P
Box:40:2/75:5
Folding stock, threaded barrel, and two 30 round magazines. Uses 7.62 AK magazines.
IMI Galil MAR 5.56x45mm Box:35:2/50:4 FB 70’ SL/Auto(M) L 105 62 0% M&P
Folding stock, threaded barrel, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil MAR 7.62x51mm Box:25:2 FB 70’ SL/Auto(M) L 104 64 0% M&P
Folding stock, threaded barrel, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Tavor CTAR-21 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/3RB/Auto(F) L 112 70 0% M&P
Box:100:8
Permanent fixed stock and two 30 round magazines. Uses M16/AR-15 magazines.
Kel-Tec RFB 7.62x51mm Box:10:1/20:2/30:3 FBO 45’ SL L 128 70 0% L
Carbine
Permanent fixed stock and one 20 round magazine. Uses FAL magazines.
L22 Carbine 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/Auto(F) L 155 55 0% M&P
Box:100:8
Permanent fixed stock, red dot sight, permanent vertical foregrip, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Entry Tactical 5.56x45mm Box:5|10|20|30:1 FBO 70’ SL L 100 48 0% L
Box:100:8
Synthetic stock and one 30 round magazine. Uses M16/AR-15 magazines.
RRA CAR A4 Tactical 5.56x45mm Box:5|10|20|30:1 FBO 70’ SL L 100 55 0% L
Box:100:8
Synthetic stock, red dot sight, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA LAR-6.8 CAR 6.8mm SPC Box:10|20:2/30:4 FB 65’ SL L 103 60 0% L
A2
Fixed stock and one 10 round magazine. uses 6.8 AR magazines.
RRA LAR-6.8 CAR 6.8mm SPC Box:10|20:2/30:4 FBO 65’ SL L 105 65 0% L
A4
Synthetic stock and one 10 round magazine. uses 6.8 AR magazines.
SIG SG 551 5.56x45mm Box:5|20:1/30:2 FB 70’ SL/3RB/Auto(F) L 120 68 0% M&P
Folding stock and one 20 round magazine. Uses SIG magazines.
SIG SG 552 5.56x45mm Box:5|20:1/30:2 FB 65’ SL/3RB/Auto(F) L 113 70 0% M&P
Commando
Folding stock and one 20 round magazine. Uses SIG magazines.
Steyr AUG Carbine 5.56x45mm Box:30:3 FB 85’ SL/Auto(F) L 116 100 0% M&P
Permanent Fixed stock, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG magazines. +1 Mastercraft.
SR-3M ‘‘Vikhr’’ 9x39mm Box:20:2/30:3 FBO 40’ SL/Auto(F) M 112 52 0% M&P
Folding stock and one 30 round magazine. Uses VSS magazines.

Table 161: Expensive Modern Carbines, Cont


167

11.6.2 Modern Assault, Battle, and Target Rifles


An assault rifle is an automatic rifle that uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard
infantry weapons in most modern armies. Assault rifles are categorized in between light machine guns, which are intended more for
sustained automatic fire in a light support role, and submachine guns, which fire a pistol cartridge rather than a rifle cartridge.
The term assault rifle is a translation of the German word Sturmgewehr (literally "storm rifle", as in "to storm a position"). The
name was coined by Adolf Hitler to describe the Maschinenpistole 43, subsequently renamed Sturmgewehr 44, the firearm generally
considered the first assault rifle that served to popularize the concept and form the basis for today’s modern assault rifles.
The translation assault rifle gradually became the common term for similar firearms sharing the same technical definition as the
StG 44. In a strict definition, a firearm must have at least the following characteristics to be considered an assault rifle: It must be
an individual weapon with provision to fire from the shoulder (i.e. a buttstock); It must be capable of selective fire, It must have
an intermediate-power cartridge: more power than a pistol but less than a standard rifle or battle rifle, Its ammunition must be
supplied from a detachable magazine rather than a feed-belt. And it should at least have a firing range of 300 meters (1000 feet).
Rifles that meet most of these criteria, but not all, are technically not assault rifles despite frequently being considered as such. For
example, semi-automatic-only rifles that share designs with assault rifles are not assault rifles, as they are not capable of switching to
automatic fire and thus are not selective fire capable, 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.
The term "assault rifle" is often more loosely used for commercial or political reasons to include other types of arms, particularly
arms that fall under a strict definition of the battle rifle, or semi-automatic variant of military rifles such as AR-15s.
The US Army defines assault rifles as “short, compact, selective-fire weapons that fire a cartridge intermediate in power between
submachinegun and rifle cartridges.”
A battle rifle is a military service rifle that fires a full power rifle cartridge, such as 7.62x51mm NATO. While the designation of
battle rifle is usually given to post-World War II select fire infantry rifles such as the H&K G3, the FN FAL, or the M14, this term can
also apply to older military bolt-action or semi-automatic rifles such as the Mauser 98k or the M1 Garand. The battle rifle’s power
and long-range accuracy are intended to engage targets at long distances, but this comes with a trade-off of length and weight that
make it relatively cumbersome in close-quarter combat.
Recently, however, there has been a general backlash against carbines and light rifles in many armies around the world due to
their having less range, penetration and power than battle rifles. Recent conflicts in desert environments have underscored the need
for greater range while developments in body armor have created a need for more powerful munitions. A consequence of this
was the creation of the Squad Designated Marksman program in the U.S. Army and the Squad Advanced Marksman in the U.S.
Marine Corps. The role of the designated marksman is to fill the "marksmanship gap" between the rifleman and the sniper. Instead
of relying on the use of smaller, lighter weapons with a higher rate of fire to hit a target, these programs place greater emphasis on
marksmanship training, allowing the squad to take advantage of the greater range and power of heavier weapons. This has marked
the return of battle rifles in the form of marksman rifles, which are discussed next section.
Target rifles are semi-automatic rifles that use a varying degrees of cartridges, from the lighter assault rifle cartridges, to the
heavier battle rifle cartridges. Target rifles may retain and appear to be exactly like assault and battle rifles, even down to having
part and magazine compatibility, but target rifles have a semi-automatic rate of fire only.
Assault rifles, battle rifles, and target rifles go well with a multitude of upgrades based on their use, and can take advantage of a
wide variety of upgrades.
168

11.6.2.1 Cheap Modern Assault, Battle, and Target Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AK-47 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 184 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 Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 160 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 Box:30:1/45:2/100:4 FB 75’ SL/ L 116 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 Box:30:1/45:2/100:4 FB 75’ SL/ L 116 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 Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 127 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 Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 112 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 Box:30:1 F B O 80’ SL/ L 136 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 Box:10|20|30:1/40:2/75:5 F B O 70’ SL/ L 120 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 Box:20|30:1/40:2 F B O 80’ SL/ M 112 23 0% M&P
Auto(M)
Folding stock, bayonet lug, patrol sling, and one 20 round magazine.
Century Arms AK-47 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 80’ SL L 184 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 Win Int:6 FB 95’ Lever L 112 28 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model 1895GBL .45-70 Int:6 FB 75’ Lever L 112 30 0% L
Government
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model 1895 .45-70 Int:4 FB 75’ Lever L 112 25 0% L
Government
Fixed stock. Not affected by Error Range due to ammunition.
Remington Model 572 .22 LR Int:15 FB 85’ Pump L 80 26 0% L
Fixed stock.
Remington Model 597 .22 LR Box:10:1/30:2 FB 70’ SL L 80 10 0% L
Fixed stock and one 10 round magazine.
Remington Model 597 .22 WMR Box:10:1/30:2 FB 75’ SL L 80 11 0% L
Fixed stock and one 10 round magazine.

Table 162: Cheap Modern Assault, Battle, and Target Rifles


169

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Remington Model 7600 .243 Box:4:1/10:2 FB 95’ Pump L 120 25 0% L
Winchester
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
Remington Model 7600 7.62x51mm Box:4:1/10:2 FB 90’ Pump L 120 25 0% L
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
Remington Model 7600 .30-06 Box:4:1/10:2 F B 100’ Pump L 136 25 0% L
Springfield
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
Remington Model 7600P 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ Pump L 128 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 Box:10|20|30:1/40:2/75:5 F B 70’ SL/ L 127 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 Int:10 FB 70’ Lever L 112 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 76 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Rossi Lever Carbine .357 Int:10 FB 70’ Lever L 112 26 0% L
Magnum/.38
Special
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Mini-14 5.56x45mm Box:5|10|20:1/30:2/100:5 F B 80’ SL L 102 27 0% L
Fixed stock and one 10 round magazine.
Ruger Mini-30 7.62x39mm Box:5|10|20:1/30:2/100:5 F B 80’ SL L 108 22 0% L
Fixed stock and one 10 round magazine.
Ruger 10/22 .22 LR Box:10|25|30:1/50:4 FB 75’ SL L 80 12 0% L
Fixed stock and one 10 round magazine.
Saiga 7.62 7.62x39mm Box:5|10|15:1/20:2/30:3 FB 65’ SL L 133 23 0% L
Fixed stock and one 5 round magazine.
Saiga .223 5.56x45mm Box:5|10|15:1/20|30:2 FB 70’ SL L 132 25 0% L
Fixed stock and one 5 round magazine.
Saiga 5.45 5.45x39mm Box:5|10|15:1/20|30:2 FB 75’ SL L 132 22 0% L
Fixed stock and one 5 round magazine.
Saiga 308 7.62x51mm Box:5|10|15:1/20|25:2 FB 90’ SL L 135 22 0% L
Fixed stock and one 5 round magazine.
Saiga 30-06 .30-06 Box:3|10:1 FB 90’ SL L 140 30 0% L
Springfield
Fixed stock and one 3 round magazine.
SKS-45 7.62x39mm Int:10 FB 70’ SL L 136 11 0% L
Fixed stock and a folding bayonet. Capable of being reloaded with stripper clips.
Taurus Thunderbolt .45 Long Colt Int:14 FB 80’ Pump L 130 26 0% L
Fixed stock.
vz. 58 V 7.62x39mm Box:10|20|30:1 FB 65’ SL/ M 108 20 0% M&P
Auto(F)
Folding stock, patrol sling, bayonet lug, and four 30 round magazines. Capable of being reloaded with stripper clips
without removing magazine.
WASR-10/63 7.62x39mm Box:10|20|30:1/40:2/75:5 F B 70’ SL L 140 21 10% L
Fixed stock, bayonet lug, threaded barrel, and two 10 round magazines. Uses 7.62 AK magazines.
Waffen Werks AK-74 5.45x39mm Box:30:1/40:2/100:4 FB 75’ SL L 116 30 5% L
Fixed stock, bayonet lug, threaded barrel, and two 30 round magazines. Uses 5.45AK magazines.

Table 163: Cheap Modern Assault, Battle, and Target Rifles, Cont
170

11.6.2.2 Mid-range Modern Assault, Battle, and Target Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AK-105 5.45x39mm Box:30:1/45:2/100:4 FBO 80’ SL/Auto(M) L 105 32 0% M&P
Fixed stock, bayonet lug, bayonet(survival knife), threaded barrel, and two 30 round magazines. Uses 5.45AK magazines.
ArmaLite AR-10 7.62x51mm Box:10|20:1/25:2/50:5 FB 80’ SL/Auto(M) L 136 60 0% M&P
Fixed stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses AR-10 magazines.
ArmaLite AR-15 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL L 112 50 0% L
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
AS Val 9x39mm Box:10:1/20:2/30:3 FBO 65’ SL/Auto(M) L 88 50 0% M&P
Fixed stock, permanent lvl. 4 suppressor, and one 20 round magazine. Uses VSS magazines.
Beretta AR 70/90 5.56x45mm Box:5|10|20|30:1/100:8 FBO 70’ SL/3RB/Auto(M) L 143 45 0% M&P
Fixed stock, threaded barrel and one 30 round magazine. Uses M16/AR-15 magazines.
Browning BLR .30-06 Box:4:3 FB 90’ Lever L 116 48 0% L
Spring-
field
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR .300 Win Box:3:3 FB 95’ Lever L 124 48 0% L
Mag
Fixed stock and one 3 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR .243 Box:4:3 FB 75’ Lever L 104 48 0% L
Winch-
ester
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR 7.62x51mm Box:4:3 FB 90’ Lever L 104 48 0% L
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR 5.56x45mm Box:5:3 FB 85’ Lever L 108 48 0% L
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Colt M16A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 142 50 0% M&P
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Colt M16A3 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/Auto(F) L 142 55 0% M&P
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines
Colt M16A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 4T 80’ SL/3RB L 142 55 0% M&P
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Daewoo K2 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 114 45 5% M&P
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
FN F2000 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 126 60 0% M&P
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
FN FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL/Auto(M) L 151 45 0% M&P
Fixed stock, bipod, threaded barrel, and one 20 round magazine. Uses FAL magazines.
L1A1 FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL L 151 35 0% L
Fixed stock, bipod, threaded barrel, and one 20 round magazine. Uses FAL magazines.
FN FNC 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/3RB/Auto(F) L 135 55 0% M&P
Fixed stock, patrol sling, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
FAMAS G2 5.56x45mm Box:10|20|30:1/100:8 FB 75’ SL/Auto(F) L 134 40 0% M&P
Permanent fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
H&K G36 5.56x45mm Box:30:2/100:6 FBO 80’ SL/Auto(M) L 128 55 0% M&P
Folding stock, patrol sling, permanent advanced combat sight(3x), threaded barrel, and two 30 round magazines. Uses G36 magazines.
H&K SL8 5.56x45mm Box:10:2/30:3 FBO 80’ SL L 137 60 0% L
Fixed stock and one 10 round magazine.
H&K G3A3 7.62x51mm Box:20:1/50:7 FB 85’ SL/3RB/Auto(M) L 137 55 0% M&P
Fixed stock, threaded barrel, bayonet lug, and two 20 round magazines. Uses G3 magazines.

Table 164: Midrange Modern Assault, Battle, and Target Rifles


171

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


H&K G3A4 7.62x51mm Box:20:1/50:7 FB 85’ SL/3RB/Auto(M) L 160 55 0% M&P
Folding stock, threaded barrel, bayonet lug and two 20 round magazines. Uses G3 magazines.
H&K HK33A2 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 128 50 0% M&P
Fixed stock, threaded barrel, and two 25 round magazines. Uses HK33 magazines.
H&K HK33A3 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 140 50 0% M&P
Folding stock, threaded barrel, and two 25 round magazines. Uses HK33 magazines.
Henry .30/30 .30-30 Int:5 FB 100’ Lever L 112 35 0% L
Win
Fixed stock. Not affected by Error Range due to ammunition.
IMI Galil ARM 5.56x45mm Box:35:2/50:4 FB 85’ SL/Auto(M) L 153 60 0% M&P
Fixed stock, threaded barrel, bipod, and two 35 round magazines. Uses 5.56 Galil magazines.
Kel-Tec SU-16A 5.56x45mm Box:5|10|20|30:1/100:8 FBO 75’ SL M/L 80 32 5% L
Folding stock, threaded barrel, bipod, and one 10 round magazine. Uses M16/AR-15 magazines.
Kel-Tec SU-16C 5.56x45mm Box:5|10|20|30:1/100:8 FBO 75’ SL M/L 75 32 5% L
Folding stock, threaded barrel, bipod, and one 10 round magazine. Uses M16/AR-15 magazines.
L85A1 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL/Auto(M) L 132 55 30% M&P
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
L85A2 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL/Auto(M) L 132 55 0% M&P
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
Springfield Armory 7.62x51mm Box:5:1/10:2/20:3 FB 85’ SL L 185 55 0% L
M1A
Fixed stock, threaded barrel, patrol sling, and one 5 round magazine. Uses M14 magazines. Capable of being reloaded with
stripper clips without removing magazine.
Norinco QBZ Type 5.8x42mm Box:30:3/75:10 FB 85’ SL/Auto(F) L 115 40 0% M&P
95 Rifle
Permanent fixed stock and three 30 round magazines. Uses QBZ magazines.
Remington Model .243 Box:5:1/10:2 FB 85’ SL L 136 35 0% L
750 Winch-
ester
Fixed stock and one 5 round magazine.
Remington Model 7.62x51mm Box:5:1/10:2 FB 70’ SL L 120 35 0% L
750
Fixed stock and one 5 round magazine.
Remington Model .30-06 Box:5:1/10:2 FB 80’ SL L 120 35 0% L
750 Spring-
field
Fixed stock and one 5 round magazine.
RRA Standard A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 85’ SL L 112 40 0% L
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Standard A4 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL L 112 48 0% L
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Mid-length A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 70’ SL L 108 50 0% L
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Mid-length A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 2T 70’ SL L 108 58 0% L
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Ruger AC-556 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/3RB/Auto(M) L 102 35 0% M&P
Folding stock, and one 30 round magazine. Uses Mini 14 magazines.
Stoner 63A Rifle 5.56x45mm Box:20/30:1 FBO 85’ SL/Auto(F) L 129 40 0% M&P
Fixed stock, threaded barrel, bayonet lug, patrol sling, and one 30 round magazine. Uses Stoner 63A magazines.

Table 165: Midrange Modern Assault, Battle, and Target Rifles, Cont
172

11.6.2.3 Expensive Modern Assault, Battle, and Target Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


ArmaLite AR-10A3 7.62x51mm Box:10|20:1/25:2/50:5 FB 80’ SL L 136 62 0% L
Fixed stock, threaded barrel, and one 20 round magazine. Uses AR-10 magazines.
FN SCAR-H 7.62x51mm Box:20:3 F B O 3T 80’ SL/Auto(M) L 126 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 Box:10|20|30:1/100:8 F B O 3T 85’ SL/Auto(M) L 116 80 0% M&P
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN SCAR 16S 7.62x51mm Box:20:3 F B O 3T 80’ SL L 116 85 0% L
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR 17S 5.56x45mm Box:10|20|30:1/100:8 F B O 3T 85’ SL L 128 85 0% L
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
H&K 91A2 7.62x51mm Box:20:1/50:7 FB 85’ SL L 140 100 0% L
Fixed stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses G3 magazines.
H&K 91A3 7.62x51mm Box:20:1/50:7 FB 85’ SL L 128 100 0% L
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses G3 magazines.
IMI Galil ACE 22 5.56x45mm Box:35:2/50:4 F B O 1T 85’ SL/Auto(M) L 116 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 Box:10|20|30:1/40:2/75:5 F B O 1T 85’ SL/Auto(M) L 119 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 Box:25:2 F B O 1T 85’ SL/Auto(M) L 125 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 Box:35:2/50:4 FB 80’ SL/Auto(M) L 131 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 Box:25:2 FB 80’ SL/Auto(M) L 136 66 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.

Table 166: Expensive Modern Assault, Battle, and Target Rifles


173

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


IMI Galil ARM 7.62x51mm Box:25:2 FB 85’ SL/Auto(M) L 156 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 Box:5|10|20|30:1/100:8 FBO 80’ SL/3RB L 104 68 0% M&P
/Auto(F)
Permanent fixed stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
HCAR Rifle .30-06 Sprg Box:20:1/30:3 F B O 2T 95’ SL L 224 160 0% L
Fixed stock and three 30 round magazines. Uses BAR magazines. +2 Mastercraft.
Kel-Tec RFB 7.62x51mm Box:10:1/20:2/30:3 FBO 70’ SL L 180 70 0% L
Target
Permanent fixed stock, threaded barrel, and two 30 round magazines. Uses FAL magazines.
M14 7.62x51mm Box:5:1/10:2/20:3 FB 85’ SL/Auto(F) L 184 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 Box:10|20:2/30:4 FB 85’ SL L 110 70 0% L
Mid-length A2
Fixed stock, threaded barrel, bayonet lug, and two 10 round magazines. Uses 6.8 AR magazines.
RRA LAR-6.8 6.8mm SPC Box:10|20:2/30:4 FBO 85’ SL L 110 75 0% L
Mid-length A4
Synthetic stock, threaded barrel, bayonet lug, and two 10 round magazines. Uses 6.8 AR magazines.
SIG SG 550 5.56x45mm Box:5|20:1/30:2 FB 80’ SL/3RB L 144 65 0% M&P
/Auto(F)
Folding stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses SIG magazines.
SIG SG 556 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL L 144 80 0% L
Folding stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
SIG SG 510 7.5x55mm Swiss 20:3/30:5 FB 90’ SL/Auto(M) L 201 97 0% M&P
Fixed Stock, bayonet lug, and two 20 round magazines.
SG 510-4 7.62x51mm 20:3/30:5 FB 90’ SL/Auto(M) L 201 97 0% M&P
Fixed Stock, bayonet lug, and two 20 round magazines.
Steyr AUG 5.56x45mm Box:30:3 FB 105’ SL/Auto(M) L 126 100 0% M&P
Permanent fixed stock, threaded barrel, bayonet lug, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG
magazines. +1 Mastercraft.
Steyr USR 5.56x45mm Box:30:3 FB 105’ SL L 126 130 0% L
Permanent fixed stock, threaded barrel, bayonet lug, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG
magazines. +1 Mastercraft.

Table 167: Expensive Modern Assault, Battle, and Target Rifles, Cont
174

11.6.3 Designated Marksman Rifles


A designated marksman rifle (DMR) is the weapon used by soldiers in the designated marksman role. The DM role fills the gap
between a regular infantryman and a sniper and DMRs have been developed with this middle ground in mind.
These rifles have to be effective, in terms of accuracy and terminal ballistics, at ranges exceeding those of ordinary assault rifles,
but do not require the extended range of a dedicated sniper rifle.
DMRs, however, often share some basic characteristics with sniper rifles in difference to the weapons carried by others in the DMs
unit. DMRs may have an attached telescopic sight, quickly deployed stabilizing bipod to allow optimized accuracy and low-recoil in
temporarily fixed situations or an adjustable stock. They will, though, generally retain semi-automatic firing capability (more rapid
than bolt-action sniper rifles) and a larger magazine capacity of 10, 20, or 30 rounds depending on the firearm in question.

11.6.3.1 Cheap Modern Designated Marksman Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


SVD 7.62x54mmR Box:10:2 FBO 115’ SL L 151 55 0% L
Fixed stock, threaded barrel, and one 10 round magazine.
H&K G3SG/1 7.62x51mm Box:20:1/50:7 FBO (105’) SL/3RB/Auto(M) L 195 50 0% M&P
130’-155’
Fixed stock, bayonet lug, bipod, 1.5-6× adjustable telescopic sight, and two 20 round magazines. Uses G3 magazines.
H&K HK33SG1 5.56x45mm Box:25:2/30:3/40:4 F B O (100’) SL/3RB/Auto(M) L 198 45 0% M&P
125’-150’
Fixed stock, bayonet lug, bipod, 1.5-6× adjustable telescopic sight, and two 25 round magazines. Uses HK33 magazines.
IMI Galil ACE 23 5.56x45mm Box:35:2/50:4 F B O 1T 95’ SL/Auto(M) L 121 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 5.56 Galil magazines.
IMI Galil ACE 53 7.62x51mm Box:25:2 F B O 1T 95’ SL/Auto(M) L 130 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Galil 5.56x45mm Box:35:2/50:4 FBO 90’ SL/Auto(M) L 144 65 0% M&P
Marksman
Synthetic stock, threaded barrel, bipod, bayonet lug, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil Sniper 7.62x51mm Box:25:2 FBO (95’) 165’ SL/Auto(M) L 224 65 0% M&P
Synthetic stock, threaded barrel, bayonet lug, 8× telescopic sight , and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Tavor 5.56x45mm Box:5|10|20|30:1/100:8F B O (80’) 100’ SL/3RB/Auto(F) L 129 75 0% M&P
STAR-21
Permanent fixed stock, threaded barrel, bipod, 3× telescopic sight, bayonet lug and two 30 round magazines. Uses M16/AR-15
magazines.
VSK-94 9x39mm Box:10:1/20:2/30:3 F B O (70’) 105’ SL/Auto(M) L 98 48 0% M&P
Fixed stock, threaded barrel, lvl. 4 suppressor, 4× telescopic sight, and one 10 round magazine. Uses VSS magazines.
VSS 9x39mm Box:10:1/20:2/30:3 F B O (60’) 95’ SL/Auto(M) L 88 62 0% M&P
Fixed stock, permanent lvl. 4 suppressor, 4× telescopic sight, and one 10 round magazine. Uses VSS magazines.

Table 168: Cheap Modern Designated Marksman Rifles


175

11.6.3.2 Expensive Modern Designated Marksman Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


FN SCAR-H LB 7.62x51mm Box:20:3 F B O 3T 90’ SL/Auto(M) L 123 90 0% M&P
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L LB 5.56x45mm Box:10|20|30:1/100:8 F B O 3T 95’ SL/Auto(M) L 131 90 0% M&P
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
H&K PSG1 7.62x51mm Box:5|20:1 FBO (110’) SL L 253 625 0% L
165’
Fixed stock, threaded barrel, 6× Telescopic sight, and two 5 round magazines. Uses G3 magazines. +1 Mastercraft.
HCAR DMR .30-06 Sprg Box:20:1/30:3 F B O 2T 180’ SL L 224 175 0% L
Fixed Stock and three 30 round magazines. Uses BAR magazines. +2 Mastercraft.
M21 SWS 7.62x51mm Box:5:1/10:2/20:3 FBO (110’) SL L 185 155 0% L
190’
Fixed stock,threaded barrel, bayonet lug, bipod, 9× telescopic sight and one 20 round magazine. Uses M14 magazines. +1
Mastercraft. Capable of being reloaded with stripper clips without removing magazine.
M110 SASS 7.62x51mm Box:10|20:1/25:2/50:5 F B O 3T (120’) SL L 244 300 0% L
210’
Synthetic stock, threaded barrel, bipod, bayonet lug, 9× telescopic sight and one 10 round magazine. Uses AR-10 magazines.
Not affected by Error Range due to ammunition. +1 Mastercraft.
MK-18 Mod 1 .338 Lapua Box:10:5 F B O 1T 260’ SL L 208 350 0% L
Mjolinr Magnum
Synthetic stock, threaded barrel, precision barrel, and one 10 round magazine. +3 Grandmastercraft.
Norinco 5.8x42mm Box:10:3 FBO (85’) SL L 144 100 0% R
QBU-88 150’
Permanent fixed stock, bipod, 9× telescopic sight and two 10 round magazines.
SIG SSG 556 5.56x45mm Box:5|20:1/30:2 FBO 100’ SL L 124 114 0% L
Fixed stock, bipod, threaded barrel, bayonet lug, and two 5 round magazines. Uses SIG magazines.
SDM-R 5.56x45mm Box:10|20|30:1/100:8 FB 95’ SL L 160 140 0% L
Fixed stock, bipod, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Walther .300 Win Mag Box:6:50 FBO 150’ SL L 272 3750 0% L
WA2000
Permanent fixed stock, permanent bipod and one 6 round magazine. +3 Grandmastercraft.

Table 169: Expensive Modern Designated Marksman Rifles


176

11.6.4 Bolt Action and Sniper Rifles


In military and law enforcement terminology, a sniper rifle is a precision rifle used to ensure more accurate placement of bullets
at longer ranges than other small arms. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and
chambered for a military centerfire cartridge. The term is often used in the media to describe any type of accurized firearm fitted
with a telescopic sight that is employed against human targets, although "sniping rifle" or "sniper’s rifle" is the technically correct
fashion to refer to such a rifle.
The military role of a sniper, dates back to the turn of the 18th century, but the true sniper rifle is a much more recent development.
Advances in technology, specifically that of telescopic sights and more accurate manufacturing, allowed armies to equip specially
trained soldiers with rifles that enable them to deliver precise shots over greater distances than regular infantry weapons. The rifle
itself could be based on a standard rifle (at first, a bolt-action rifle); however, when fitted with a telescopic sight, it becomes a sniper
rifle.
Modern Sniper Rifles can be divided into two classes: Military and Law Enforcement
• Military Sniper rifles aimed at military service are often designed for very high durability, range, reliability, sturdiness,
serviceability and repairability under adverse environmental and combat conditions, at the sacrifice of a small degree of
accuracy. Military snipers and sharpshooters may also be required to carry their rifles and other equipment for long distances,
making it important to minimize weight. Military organizations often operate under strict budget constraints, which influences
the type and quality of sniper rifles they purchase.
• Law Enforcement Sniper rifles built or modified for use in law enforcement are generally required to have the greatest
possible accuracy, more than military rifles, but do not need to have as long a range. As law enforcement-specific rifles are
usually used in non-combat (often urban) environments, they do not have the requirement to be as hardy or portable as
military versions; nevertheless they may be smaller, as they do not need very long range. Some of the first sniper rifles
designed specifically to meet police and other law-enforcement requirements were developed for West German police after
the Munich massacre at the 1972 Summer Olympics. Many police services and law enforcement organizations (such as the U.S.
Secret Service) now use rifles designed for law enforcement purposes.
Bolt action rifles and sniper rifles, because of their use, will almost always use a scope of high magnification(at least x3),and a
bipod. Accessories such as lasers, custom built stocks, and modified barrels are often built in as well, to achieve the best possible
shot.
177

11.6.4.1 Cheap Modern Bolt Action and Sniper Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Browning A-Bolt II .30-06 Springfield Box:4:1 F B O 100’ Bolt L 106 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 Box:5:1 F B O 85’ Bolt L 94 22 0% L
Fixed stock and one 5 round magazine.
CZ 453 American .17 HMR Box:5:1 F B O 90’ Bolt L 94 28 0% L
Fixed stock and one 5 round magazine.
CZ 528 7.62x39mm Box:5:1 F B O 85’ Bolt L 94 30 0% L
Fixed stock, canted sights, and one 5 round magazine.
Enfield K 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 95’ Bolt L 120 35 0% L
Fixed Stock and one 10 round magazine. Uses 7.62 AK magazines.
Marlin Model X7 .30-06 Springfield Int:5 F B O 130’ Bolt L 100 22 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model X7 .243 Winchester Int:5 F B O 95’ Bolt L 100 19 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model X7 7.62x51mm Int:5 F B O 110’ Bolt L 100 20 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .30-06 Springfield Int:5 F B O 130’ Bolt L 96 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .243 Winchester Int:5 F B O 90’ Bolt L 96 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .17 Remington Int:5 F B O 115’ Bolt L 96 30 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 7.62x51mm Int:4 F B O 120’ Bolt L 96 38 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 5.56x45mm Int:5 F B O 125’ Bolt L 96 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700P 7.62x51mm Int:4 F B O 150’ Bolt L 96 50 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger M77 Mark 1 5.56x45mm Int:5 F B O 100’ Bolt L 116 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Ruger M77 Mark 1 7.62x51mm Int:5 F B O 100’ Bolt L 112 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Summit Frontier .45-70 Int:3 F B O 90’ Bolt L 140 45 0% L
.45-70
Fixed stock. Not affected by Error Range due to ammunition.

Table 170: Cheap Modern Bolt Action and Sniper Rifles


178

11.6.4.2 Expensive Modern Bolt Action and Sniper Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Accuracy 7.62x51mm Box:5:4 FBO 130’ Bolt L 228 100 0% L
International AWP
Fixed stock, threaded barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Accuracy .338 Lapua Magnum Box:5:4 FBO 130’ Bolt L 228 100 0% L
International AWM
Fixed stock, threaded barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Accuracy .300 Win Mag Box:10:12 F B O 2T 180’ Bolt L 220 400 0% L
International 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 216 200 0% L
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 204 60 0% L
Fixed stock, threaded barrel, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
FR F2 7.62x51mm Box:10:4 FBO (130’) 195’ Bolt L 204 150 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.
M40A3 7.62x51mm Int:5 FBO (135’) 270’ Bolt L 264 136 0% L
Fixed stock, bipod, heavy barrel, 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 190 124 0% L
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 Box:5:2 F B O 2T (155’) 270’ - 425’ Bolt L 192 150 0% L
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 Box:10|20|30:1/100:8 FBO 95’ Bolt L 120 56 0% L
Fixed stock and one 10 round magazine. Not affected by Error Range due to ammunition. Uses M16/AR-15 magazines.
Remington M700P 5.56x45mm Int:5 FBO 135’ Bolt L 96 52 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger Precision 7.62x51mm Box: See Text F B O 4T 140’ Bolt L 155 60 0% L
Rifle
Folding stock, threaded barrel. Uses M14, AR-10 and AWP magazines. Not affected by Error Range due to ammunition. +1 Mastercraft.
SIG SSG 3000 7.62x51mm Box:4:2 FBO 100’ Bolt L 191 100 0% L
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Steyr Scout 5.56x45mm Box:5:2/10:5 FBO 105’ Bolt L 105 100 0% L
Fixed stock 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 Box:5:2/10:5 FBO 105’ Bolt L 105 100 0% L
Fixed stock 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 .243 Winchester Box:5:2/10:5 FBO 105’ Bolt L 105 100 0% L
Fixed stock and two 5 round magazines. One magazine can be stored in the stock. Not affected by Error Range due to ammunition. +1
Mastercraft.

Table 171: Expensive Modern Bolt Action and Sniper Rifles


179

11.6.5 Modern Anti-Materiel Rifles


An Anti-materiel rifle is a rifle designed to destroy at hard targets, such as equipment, vehicles, and weapons, rather than at other
combatants. Anti-materiel rifles are similar in form and appearance to modern sniper rifles and can often serve in that role, though
they are usually chambered for cartridges more powerful than are normally required for neutralizing a human and can operate at a
greater range. In general, anti-material rifles are chambered for 12.7x99mm NATO (.50 BMG), 12.7x108mm Russian, 14.5x114mm
Russian, and 20mm cartridges. The large cartridges are required to be able to fire projectiles containing usable payloads such as
explosives, armor-piercing cores, and incendiaries.
Due to the considerable size and weight of anti-materiel rifles and other support equipment, sniper cells operating in 2- or 3-man
or larger teams become a necessity. The recoil produced by the employed cartridges dictates that these rifles are designed to
be fired from the prone position. Bipods and muzzle brakes are used as accessories to employ these rifles as comfortably and
accurately as possible. Firing several 12.7x99mm NATO, 12.7x108mm Russian, or larger calibers from the standing position or in a
kneeling position would be very uncomfortable for the operator.
Bipods are mandatory, and various telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for
anti-material rifles.
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Accuracy International AW50 .50 BMG Box:5:12 FBO 270’ Bolt H 528 300 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 Int:1 FBO 190’ Bolt H 336 125 0% R
Fixed stock, threaded barrel, and bipod. Not affected by Error Range due to ammunition.
Anzio Ironworks 50 .50 BMG Box:3:4 FBO 200’ Bolt H 368 200 0% R
Fixed stock, threaded barrel, bipod and one 3 round magazine. Not affected by Error Range due to ammunition.
Anzio Ironworks Mag-fed 20mm 20x102mm Box:3:12 FBO 450’ Bolt G 960 600 0% R
Fixed stock, threaded barrel, bipod and one 3 round magazine. Not affected by Error Range due to ammunition.
Barrett M95 .50 BMG Box:5:10 FBO 260’ Bolt H 376 240 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 Box:10:10 FBO 220’ SL H 494 300 0% R
Fixed stock, threaded barrel, bipod and one 10 round magazine.
Lynx GM6 12.7x108mm Box:5:13 F B O 1T 235’ SL L 388 285 0% R
Fixed stock, threaded barrel, bipod, and two 5 round magazines.
Zastava M12 Black Spear 12.7x108mm Box5:9 FBO 250’ Bolt H 458 180 0% R
Fixed stock, threaded barrel, bipod, and two 5 round magazines.

Table 172: Modern Anti-Materiel Rifles

11.6.6 Early Modern Rifles


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

11.6.6.1 Early Modern Battle Rifles


180

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Type 99 Rifle 7.7x58mm Arisaka Int:5 FB 110’ Bolt L 130 34 0% L
Fixed stock, bayonet lug and a bayonet (survival knife). Not affected by Error Range due to ammunition.
AVS-36 7.62x54mmR Box:15:1 FB 80’ SL/Auto(F) L 152 66 5% R
Fixed stock, bayonet lug, bayonet (survival knife) and two 15 round magazines.
Colt Monitor .30-06 Springfield Box:20:1/30:3 FB 80’ SL/Auto(M) L 304 75 5% R
Fixed stock, permanent muzzle brake and one 20 round magazine. Uses BAR magazines.
Carcano Mod. 91/38 6.5x52mm Carcano Clip:6 FB 155’ Bolt L 137 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 Clip:6 FB 125’ Bolt L 110 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 Box:7:1 — 80’ Bolt L 136 9 0% L
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 Box:10:2/20:5 F B O 95’ SL/Auto(F) L 148 80 0% R
Fixed stock, bipod and one 20 round magazine.
Gewehr 41 7.92x57mm Mauser Int:10 FB 90’ SL L 176 9 20% L
Fixed stock
Karabiner 98 kurz 7.92x57mm Mauser Int:5 FB 160’ Bolt L 131 21 0% L
Fixed stock, and a bayonet lug. Not affected by Error Range due to ammunition.
SMLE No. 1 Mk III* .303 British Box:10:2 FB 140’ Bolt L 140 20 0% L
Fixed stock, 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 Box:10:2 FB 150’ Bolt L 140 11 0% L
Fixed stock, 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 Box:10:2 FB 130’ Bolt L 96 14 0% L
‘‘Jungle Carbine’’
Fixed stock, 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 Box:15|30:1 FB 80’ SL L 83 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 Box:15|30:1 FB 80’ SL L 72 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 Box:15|30:1 FB 80’ SL/Auto(F) L 83 30 5% R
Fixed stock and two 15 round magazines. Uses M1 Carbine magazines. Considered a carbine for the purpose of combat.
M1 Garand .30-06 Springfield Clip:8 FB 120’ SL L 152 45 0% L
Fixed stock, patrol sling, bayonet lug, and one 8 round clip. This weapon requires the use of it’s clip to function. 1 WP purchases
10 clips.
M1903A1 Springfield .30-06 Springfield Int:5 FB 150’ Bolt L 140 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 Int:5 FB 150’ Bolt L 138 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 Int:5 FB 145’ Bolt L 131 6 0% L
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition.
Mosin-Nagant M1891/30 7.62x54mmR Int:5 FB 140’ Bolt L 140 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 Int:5 FB 130’ Bolt L 120 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 Int:5 FB 130’ Bolt L 144 4 0% L
Fixed stock, bayonet lug and a permanent bayonet. Not affected by Error Range due to ammunition.
Sturmgewehr 44 7.92x33mm Kurz Box:30:1 FB 70’ SL/Auto(M) L 184 12 10% R
Fixed stock and one 30 round magazine.
SVT-40 7.62x54mmR Box:10:1 F B O 90’ SL L 136 8 5% L
Fixed stock, bayonet lug, and a bayonet(survival knife).

Table 173: Early Modern Battle Rifles


181

11.6.6.2 Early Modern Sniper Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Type 97 Sniper Rifle 6.5x50mm Arisaka Int:5 F B O (110’) 135’ Bolt L 139 60 0% L
Fixed stock and 2× telescopic sight. Not affected by Error Range due to ammunition.
SMLE No. 1 Mk III* .303 British Box:10:2 FB (140’) 175’ Bolt L 160 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 Box:10:2 FB (150’) 185’ Bolt L 160 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 Box:10:1 FB (95’) 120’ SL L 155 54 5% L
Fixed stock, 3× telescopic sight, and two 10 round magazines.
Karabiner 98 kurz 7.92x57mm Mauser Int:5 FB (160’) 200’ Bolt L 165 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 Int:5 FB (145’) 180’ Bolt L 156 45 0% L
Fixed stock, bayonet lug, and 3× telescopic sight. Not affected by Error Range due to ammunition.
M1C Garand .30-06 Springfield Int:8 FB (120’) 150’ SL L 150 62 0% L
Fixed stock, 2× telescopic sight, bayonet lug, and one 8 round clip. This weapon requires the use of it’s clip to function.
1 WP purchases 10 clips.
M1D Garand .30-06 Springfield Int:8 F B O (120’) 150’ SL L 160 72 0% L
Fixed stock, 2× telescopic sight, bayonet lug, and one 8 round clip. This weapon requires the use of it’s clip to function. 1 WP
purchases 10 clips.
M1903A4 Springfield .30-06 Springfield Int:5 F B O (150’) 185’ Bolt L 172 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 Int:5 F B O (140’) 210’ Bolt L 140 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 Int:5 F B O (130’) 160’ Bolt L 120 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 Int:5 F B O (130’) 160’ Bolt L 144 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 Box:10:1 FBO (90’) 110’ SL L 162 56 5% L
Fixed stock, 3× telescopic sight, bayonet lug, and one 10 round magazine.

Table 174: Early Modern Sniper Rifles

11.6.6.3 Early Modern Anti-Materiel Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Boys Anti-tank Rifle 13.9x99mmB Box:5:1 FB 170’ Bolt H 560 30 0% R
Fixed stock, bipod, and one 5 round magazine. Not affected by Error Range due to ammunition.
Panzerbüchse 39 7.92x94mm Int:1 F B 140’ Bolt H 400 23 0% R
Fixed stock and a bipod. Not affected by Error Range due to ammunition.
PTRD-41 14.5x114mm Int:1 F B 220’ Single H 608 25 0% R
Fixed stock and a bipod. Not affected by Error Range due to ammunition
PTRS-41 14.5x114mm Box:5:1 F B 230’ SL H 736 26 0% R
Fixed stock and a bipod.
Type 97 Automatic Cannon 20x125mm Box:7:2 F B 430’ SL H 2,080 43 0% R
Fixed stock and a bipod.
Solothurn S-18/100 20x105mm Box:10:2 F B 320’ SL H 1,584 40 0% R
Fixed stock and a bipod.

Table 175: Early Modern Anti-Materiel Rifles


182

11.6.7 Late Industrial Rifles


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Arisaka Type 30 Rifle 6.5x50mm Arisaka Int:5 F B 100’ Bolt L 139 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 Int:5 FB 80’ Bolt L 124 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 Int:5 FB 90’ Bolt L 139 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 Int:5 FB 75’ Bolt L 116 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 Int:5 FB 80’ Bolt L 116 38 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Fusil Automatique 8mm Lebel Int:5 FB 70’ SL L 128 10 0% L
Modele 1917
Fixed stock
Gewehr 88 7.92x57mm Mauser Int:5 F B 120’ Bolt L 134 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 Int:5 F B 160’ Bolt L 144 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 Int:5 F B 160’ Bolt L 153 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 Int:5 F B 140’ Bolt L 135 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 Int:8 F B 130’ Bolt L 155 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 Int:5 F B 120’ Bolt L 133 60 0% L
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition.
M1903 Springfield .30-06 Springfield Int:5 F B 150’ Bolt L 152 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 Int:6 F B 140’ Bolt L 177 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 Box:8:1/10:2/20:3 FB 90’ SL L 147 16 0% L
Box:30:4
Fixed stock, bayonet lug, and one 10 round magazine. Not affected by Error Range due to ammunition.
Pattern 1914 Enfield .303 British Int:5 F B 150’ Bolt L 150 6 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Springfield M1892 Rifle .30-40 Krag Int:5 F B 140’ Bolt L 160 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 Int:5 F B 160’ Bolt L 135 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 Int:5 F B 140’ Bolt L 137 9 20% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Berthier Rifle 8mm Lebel Clip:3 F B 135’ Bolt L 144 7 0% L
Fixed stock and one 3 round clip. This weapon requires the use of it’s clip to function. Not affected by Error Range due to
ammunition. 1 WP purchases 3 clips.
Schimdt-Rubin Model 7.5x55mm Swiss Int:11 F B 135’ Bolt L 144 15 0% L
1911 Rifle
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition. +1 Mastercraft.
Schimdt-Rubin Model 7.5x55mm Swiss Int:11 F B 135’ Bolt L 144 16 0% L
1911 Carbine
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition. +1 Mastercraft.
Winchester 1895 7.62x54mmR Int:5 F B 120’ Lever L 144 16 0% L
Fixed stock. Not affected by Error Range due to ammunition.

Table 176: Late Industrial Battle Rifles


183

11.6.8 Industrial Carbines and Long Rifles


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Henry Rifle (Long Rifle) .44 Henry Int:15 F 70’ Lever L 148 22 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington Rolling Block (Long Rifle) .45-70 Government Int:1 FB 60’ Single L 148 16 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1863 Carbine (Carbine Rifle) .50-70 Government Int:1 FB 65’ Single L 152 45 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1873 Rifle (Long Rifle) .45-70 Government Int:1 FB 70’ Single L 160 44 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1874 Long Range Rifle (Long Rifle)t .45-70 Government Int:1 FB 85’ Single L 172 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Spencer Repeating Rifle (Long Rifle) .56-56 Spencer Int:7 FB 80’ Lever L 160 85 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Spencer Repeating Carbine (Carbine Rifle) .56-56 Spencer Int:7 FB 60’ Lever L 144 70 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Springfield M1871 Rolling Block (Long Rifle) .50-70 Government Int:1 FB 90’ Single L 160 70 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Springfield M1873 (Long Rifle) .45-70 Government Int:1 FB 90’ Single L 156 65 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine (Carbine .32-20 Winchester Int:12 FB 60’ Lever L 128 35 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine (Carbine .38-40 Winchester Int:12 FB 60’ Lever L 128 35 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine (Carbine .44-40 Winchester Int:12 FB 60’ Lever L 128 35 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long Rifle) .32-20 Winchester Int:15 FB 70’ Lever L 128 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long Rifle) .38-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long Rifle) .44-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1866 Carbine (Carbine .44 Henry Int:12 FB 60’ Lever L 144 35 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1866 Rifle (Long Rifle) .44 Henry Int:15 FB 70’ Lever L 144 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle (Long Rifle) .44-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Carbine (Carbine .44-40 Winchester Int:12 FB 60’ Lever L 144 35 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle (Long Rifle) .32-20 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Carbine (Carbine .32-20 Winchester Int:12 FB 60’ Lever L 144 35 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle (Long Rifle) .38-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Carbine (Carbine .38-40 Winchester Int:12 FB 60’ Lever L 144 35 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.

Table 177: Industrial Carbines and Long Rifles


184

11.7 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. Shotguns come in a wide variety of sizes, ranging from .22 inch bore up to 2 inch bore, and in a range of
firearm operating mechanisms, including breech loading, single-barreled, double or combination gun, pump action, bolt, and lever
action, semi automatic, and even fully automatic variants.
A shotgun is generally a smoothbore firearm, which means that the inside of the barrel is not rifled. Preceding smoothbore
firearms, such as the musket, were widely used by armies in the 18th century. The direct ancestor to the shotgun, the blunderbuss,
was also used in a similar variety of roles from self defense to riot control. It was often used by cavalry troops due to its generally
shorter length and ease of use, as well as by coachmen for its substantial power. However, in the 19th century, these weapons
were largely replaced on the battlefield with breechloading rifled firearms, which were more accurate over longer ranges. The
military value of shotguns was rediscovered in the First World War, when American forces used 12 gauge pump action shotguns in
close-quarters trench fighting to great effect. Since then, it has been used in a variety of roles in civilian, law enforcement, and
military applications.
The shot pellets from a shotgun spread upon leaving the 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 low. In a hunting context, this makes shotguns useful primarily
for hunting birds and other small game. However, in a military or law enforcement context, the large number of projectiles makes
the shotgun useful as a close quarters combat weapon or a defensive weapon. Shotguns are also used for target shooting sports
such as skeet, trap, and sporting clays.
In the US and Canada, shotguns are widely used as a support weapon by police forces. One of the rationales for issuing
shotguns is that even without much training, an officer will probably be able to hit targets at close to intermediate range, due to the
‘‘spreading’’ effect of buckshot. This is mainly a myth, due to the fact that the spread of shotgun at 25 ft, averages 8 inches, being
very capable of missing a target. Some police forces are replacing shotguns in this role with carbine rifles such as AR-15s. Shotguns
are also used in roadblock situations, where police are blocking a highway to search cars for suspects. In the US, law enforcement
agencies often use riot shotguns, especially for crowd and riot control where they may be loaded with less-lethal rounds. Shotguns
are also often used as breaching devices to defeat locks.
The downside to shotguns, is that the shot quickly expends its energy as the pellets fly farther, making them poor long range
weapons, and even less-than-desirable medium range weapons. Shotguns, unlike any other weapon in Ops and Tactics, have their
range penalties affect both their total damage, as well as their attack bonus.
Shotguns, like rifles, are separated by their actions.

11.7.0.1 Break Action For most of the history of the shotgun, the break action breech loading double was the most common
type, typically divided into three subtypes: the traditional ‘‘side-by-side’’ shotgun features two barrels mounted one beside the other
(as the name suggests), the ‘‘over-and-under’’ shotgun has the two barrels mounted one on top of the other, and the single barrel
shotgun. Side-by-side shotguns were traditionally used for hunting and other sporting pursuits (early long barreled side-by-side
shotguns were known as Fowling Pieces for their use hunting ducks and other birds), whereas over and under shotguns are more
commonly associated with sporting use (such as clay pigeon/skeet shooting). Both types of double-barrel shotgun are used for
hunting and sporting use, with the individual configuration largely being a matter of personal preference. Single barrel shotguns can
be used for either use as well, but the single shot doesn’t permit a user to participate in certain types of clay shooting.
Most break action shotguns have two triggers, allowing the user to fire the barrel they prefer, which each may be loaded with
different loads, or fire both barrels at the same time, for twice the load at a target. The downside to having two separate triggers is
that the user must shift their hand in order to be able to manipulate each trigger. A newer style is to have a single trigger that fires
one barrel first, then the other, in a predetermined sequence, that is reset when the action is broken and reloaded. The advantage to
this is that the user doesn’t have to shift their grip in order to fire quickly, but looses the ability to fire both barrels at once.
• Side-by-Side (SxS) shotguns have −1 attack penalty when aiming at the same target on the second shot, but a +1 attack bonus
when aiming at a target adjacent to the first.
• Over-and-Under (OxU) shotguns have no attack bonus or penalty.

11.7.0.2 Pump Action In pump action shotguns, a sliding forearm handle (the pump) works the action, extracting the spent
shell and inserting a new one while cocking the hammer or striker as the pump is worked. A pump gun is typically fed from a
tubular magazine underneath the barrel, which also serves as a guide for the pump. The rounds are fed in one by one through a
port in the receiver, where they are lifted by a lever called the elevator and pushed forward into the chamber by the bolt. A pair of
latches at the rear of the magazine hold the rounds in place and facilitate feeding of one shell at a time. If it is desired to load the
gun fully, a round may be loaded through the ejection port directly into the chamber, or cycled from the magazine, which is then
topped off with another round. Well-known examples include the Winchester Model 1897, Remington 870, and Mossberg 500/590.
185

Pump action shotguns are common hunting, fowling, and sporting shotguns. Hunting models generally have a barrel between
24 and 28 inches. They can also easily be used with an empty magazine as a single-shot weapon, by simply dropping the next
round to be fired into the open ejection port after the spent round is ejected. Pump action shotguns with shorter barrels and no barrel
choke (or very little) are highly popular for use in home defense, military and law enforcement, and are commonly known as riot
guns. The minimum barrel length for shotguns in most of the U.S. is 18’’ and this barrel length is the primary choice for riot shotguns.
The shorter barrel makes the weapon easier to maneuver around corners and in tight spaces, though slightly longer barrels are
sometimes used outdoors for a tighter spread pattern or increased accuracy of slug projectiles. Home defense/law enforcement
shotguns are usually chambered for 12 gauge shells, providing maximum shot power and the use of a variety of projectiles such as
00 Buckshot, rubber, beanbag and slug shells, but 20 gauge (common in bird-hunting shotguns) or .410 (common in youth-size
shotguns) are also available in defense-type shotgun models allowing easier use by novice shooters.
A riot shotgun has many advantages over a handgun or rifle. Compared to ‘‘defense-caliber’’ handguns (chambered for
9x19mm Parabellum, .38 Special, .357 Magnum, .40 S&W, .45 ACP and similar), a shotgun has far more power and damage potential,
allowing a ‘‘one-shot stop’’ that is more difficult to achieve with typical handgun loads. Compared to a rifle, riot shotguns are easier
to maneuver due to the shorter barrel, still provide better damage potential at indoor distances (generally 3-5 meters/yards), and
reduce the risk of ‘‘overpenetration’’; that is, the bullet or shot passing completely through the target and continuing beyond, which
poses a risk to those behind the target through walls. The wide spread of the shot reduces the importance of shot placement
compared to a single projectile, which increases the effectiveness of ‘‘point shooting’’ - rapidly aiming simply by pointing the weapon
in the direction of the target. This allows easy, fast use by novices.
Pump action shotguns lacking a trigger disconnector can be slamfired, on purpose or otherwise, if the trigger is kept depressed
whilst cycling the action. This permits a user to rapidly spray shells onto a target area and perform slamfire attacks.
Pump action shotguns have no attack bonus or penalty.

11.7.0.3 Lever Action Early attempts at repeating shotguns invariably centered around either bolt or lever action designs,
drawing inspiration from contemporary repeating rifles, with the earliest successful repeating shotgun being the lever-action
Winchester M1887, designed by John Browning at the behest of the Winchester Repeating Arms Company.
Lever shotguns, while less common, were popular in the late 19th century with the Winchester Model 1887 and Model 1901 being
prime examples. Initially very popular, demand waned after the introduction of pump action shotguns at the turn of the century, and
production was eventually discontinued in 1920.
One major issue with lever actions (and to a lesser extent pump-actions) was that early shotgun shells were often made of
paper or similar fragile materials (modern hulls are plastic or metal). As a result the loading of shells, or working of the action of the
shotgun, could often result in cartridges getting crushed and becoming unusable, or even damaging the gun.
Lever shotguns have seen a return to the gun market in recent years, however, with Winchester producing the Model 9410
(chambering the .410 bore shotgun shell and using the action of the Winchester Model 94 series lever-action rifle, hence the name),
and a handful of other firearm manufacturers producing versions of the Winchester Model 1887/1901 designed for modern 12 gauge
smokeless shotshells with more durable plastic casings.

11.7.0.4 Autoloading Gas, inertia, or recoil operated actions are other popular methods of increasing the rate of fire of a
shotgun; these are generally referred to as autoloaders or semi-automatics. Instead of having the action manually operated by a
pump or lever, the action automatically cycles each time the shotgun is fired, ejecting the spent shell and reloading a fresh one
into the chamber. The first successful semi-automatic shotgun was John Browning’s Auto-5, first produced by Fabrique Nationale
beginning in 1902. Other well-known examples include the Remington 1100, Benelli M1, and Saiga-12.
Some, such as the Franchi SPAS-12 and Benelli M3, are capable of switching between semi-automatic and pump action. These
are popular for two reasons; first, some jurisdictions forbid the use of semi-automatic actions for hunting, and second, lower-powered
rounds, like many less lethal cartridges, have insufficient power to reliably cycle a semi-automatic shotgun.
Autoloading shotguns also encompasses shotguns that are fully automatic, such as the Daewoo USAS-12 and the AA-12.
186

11.7.1 Modern Sporting Shotguns


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

11.7.1.1 Cheap Modern Sporting Shotguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Harrington & Richardson Pardner Turkey 10 Gauge Int:1 F B 50’ Single L 144 11 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Single Barrel Shotgun 12 Gauge Int:1 F B 50’ Single L 92 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper 12 Gauge Int:1 F B 50’ Single L 92 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper 20 Gauge Int:1 FB 55’ Single L 92 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper .410 Bore Int:1 FB 55’ Single L 92 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Maverick 88 Slug 12 Gauge Int:5 FB 45’ Pump L 112 13 10% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Maverick 88 Field 12 Gauge Int:5 FB 45’ Pump L 112 11 10% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Mossberg 505 Youth .410 Bore Int:4 FB 35’ Pump L 80 15 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 178: Cheap Modern Sporting Shotguns


187

11.7.1.2 Mid-range Modern Sporting Shotguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Adler A110 12 Gauge Int:7 FB 55’ Lever L 136 26 0% L
Fixed stock and a removable choke barrel. Not affected by Error Range due to ammunition.
Benelli Black Eagle 12 Gauge Int:4 FB 60’ SL L 116 30 5% L
Fixed stock and a straight barrel.
Benelli Nova Pump Field 12 Gauge Int:4 FB 60’ Pump L 128 23 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Benelli Nova Pump Field 20 Gauge Int:4 FB 60’ Pump L 105 22 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Benelli Supernova 12 Gauge Int:4 FB 65’ Pump L 128 22 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
Benelli Supernova Slug 12 Gauge Int:4 FB 60’ Pump L 128 30 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Mossberg 500 12 Gauge Int:5 FB 45’ Pump L 112 21 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 505 Youth 20 Gauge Int:4 FB 40’ Pump L 90 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 535 Slugster 12 Gauge Int:5 FB 50’ Pump L 112 20 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Mossberg 535 Waterfowl 12 Gauge Int:5 FB 40’ Pump L 112 20 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Mossberg 930 12 Gauge Int:5 FB 45’ SL L 112 25 5% L
Fixed stock and a straight barrel.
Mossberg 930 Slugster 12 Gauge Int:5 FB 50’ SL L 112 28 5% L
Fixed stock and a slug barrel.
Mossberg 930 Waterfowl 12 Gauge Int:5 FB 40’ SL L 124 28 5% L
Fixed stock and a choked barrel.
Mossberg SA20 Autoloader 20 Gauge Int:5 FB 50’ SL L 112 20 10% L
Fixed stock and a straight barrel.
Maverick Arms Hunter Field 12 Gauge Int:2 F 2B 55’ OxU: Single/Double L 112 20 0% L
Over & Under
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
MTs255-12 12 Gauge Cyl:5 FB 45’ SL L 130 16 0% R
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
MTs255-20 20 Gauge Cyl:5 FB 45’ SL L 119 16 0% R
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
MTs255-.410 .410 Bore Cyl:5 FB 45’ SL L 109 16 0% R
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 12 Gauge Int:4 FB 45’ Pump L 115 21 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 179: Midrange Modern Sporting Shotguns


188

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Remington 870 Express Slug 12 Gauge Int:4 FB 45’ Pump L 112 23 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 12 Gauge Int:4 FB 45’ Pump L 112 23 0% L
Turkey
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 20 Gauge Int:4 FB 40’ Pump L 112 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Slug 20 Gauge Int:4 FB 40’ Pump L 112 19 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 20 Gauge Int:4 FB 45’ Pump L 112 19 0% L
Turkey
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Rossi Rio Grande .410 Bore Int:6 F B O 55’ Lever L 109 23 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Stoeger Coach Gun 12 Gauge Int:2 F 2B 55’ SxS: Single/Double L 104 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun 20 Gauge Int:2 F 2B 50’ SxS: Single/Double L 102 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun .410 Bore Int:2 F 2B 40’ SxS: Single/Double L 100 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun Single 12 Gauge Int:2 F 2B 55’ SxS: SL L 104 20 0% L
Trigger
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun Single 20 Gauge Int:2 F 2B 50’ SxS: SL L 102 20 0% L
Trigger
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
TOZ-105 20 Gauge Box:2:1/4:2 FB 45’ Bolt M 88 22 0% L
Folding stock, straight barrel, and one 2 round magazine. Not affected by Error Range due to ammunition.
Universal Wing Goose Gun 10 Gauge Int:2 F 2B 55’ SxS: Single/Double L 152 18 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Winchester Model 1887 12 Gauge Int:4 FB 45’ Lever L 130 30 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 180: Midrange Modern Sporting Shotguns, Cont


189

11.7.1.3 Expensive Modern Sporting Shotguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Benelli M2 Field 12 Gauge Int:5 FB 50’ SL L 115 40 0% L
Fixed stock and a straight barrel.
Benelli M2 Field Slug 12 Gauge Int:5 FB 60’ SL L 115 40 0% L
Fixed stock and a slug barrel.
Benelli Super Sport 12 Gauge Int:5 FB 65’ SL L 116 100 0% L
Fixed stock and a straight barrel. +1 Mastercraft.
Beretta Silver Pigeon 12 Gauge Int:2 F 2B 70’ OxU: SL/Double L 120 150 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +3 Grandmastercraft.
Beretta 686 Sporting 12 Gauge Int:2 F 2B 50’ OxU: SL/Double L 132 75 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BPS 10 Gauge 10 Gauge Int:4 FB 45’ Pump L 169 35 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Browning Gold Micro 20 Gauge Int:6 FB 50’ SL L 118 34 0% L
Fixed stock and a straight barrel.
Browning Gold Upland 12 Gauge Int:5 FB 50’ SL L 108 40 0% L
Fixed stock and a straight barrel.
Browning A-Bolt 12 Gauge Int:3 FB 60’ Bolt L 112 56 0% L
Fixed stock and a straight barrel. +1 Mastercraft.
Ithaca Mag-10 10 Gauge Int:2 FB 60’ SL L 180 60 0% L
Fixed stock and a straight barrel.
Ithaca Model 37 Deerslayer 12 Gauge Int:4 FB 55’ Pump/Slam L 144 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 Int:2 F 2B 55’ SxS: SL L 128 41 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +1 Mastercraft.
Remington 1100 Sporting 12 Gauge Int:4 FB 60’ SL L 128 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting 16 Gauge Int:4 FB 60’ SL L 128 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting 20 Gauge Int:4 FB 60’ SL L 128 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting .410 Bore Int:4 FB 50’ SL L 112 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington Model SP-10 10 Gauge Int:3 FB 65’ SL L 142 48 5% L
Fixed stock and a straight barrel.

Table 181: Expensive Modern Sporting Shotguns


190

11.7.2 Modern Combat Shotguns


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

11.7.2.1 Cheap Modern Combat Shotguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Benelli Nova Pump 12 Gauge Int:4 FB 45’ Pump L 110 20 0% L
Tactical
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson 12 Gauge Int:5 FB 40’ Pump L 120 10 5% L
Pardner Pump Protector
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson 20 Gauge Int:5 FB 40’ Pump L 120 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 Int:5 FB 45’ Pump L 104 12 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Ithaca 37 Defense 20 Gauge Int:5 FB 45’ Pump L 104 11 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Maverick 88 Security 12 Gauge Int:5 FB 45’ Pump L 112 10 10% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg JIC 12 Gauge Int:5 FB 45’ Pump L 106 16 0% L
Pistol grip and a straight barrel. Not affected by Error Range due to ammunition.
Norinco M98 12 Gauge Int:5 FB 45’ Pump L 120 8 10% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Norinco M2000 12 Gauge Int:5 FB 45’ SL L 120 8 15% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Saiga 410 .410 Bore Box:2|4|10:1/15:2/30:5 FB 40’ SL L 120 12 0% L
Fixed stock, straight barrel and two 2 round magazines.
Stoeger Double Defense 12 Gauge Int:2 F 2B O 1T 45’ SxS: SL L 104 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Double Defense 20 Gauge Int:2 F 2B O 1T 40’ SxS: SL L 104 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Double Defense 12 Gauge Int:2 F 2B O 2T 45’ OxU: SL L 113 19 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Double Defense 20 Gauge Int:2 F 2B O 2T 40’ OxU: SL L 105 17 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.

Table 182: Cheap Modern Combat Shotguns


191

11.7.2.2 Expensive Modern Combat Shotguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AA-12 12 Gauge Box:8:2/20:4/32:6 FB 45’ OB: L 240 55 5% M&P
SL/Auto(S)
Fixed stock, straight barrel, and one 8 round magazine.
Armsel Protecta Bulldog 12 Gauge Int:12 FB 40’ SL L 150 30 10% R
Pistol grip, vertical foregrip, and a straight barrel
Benelli M1 Super 90 12 Gauge Int:7 FB 50’ SL L 112 50 0% L
Fixed stock and a straight barrel.
Benelli M1 Super 90 20 Gauge Int:7 FB 50’ SL L 112 50 0% L
Fixed stock and a straight barrel.
Benelli M2 Tactical 12 Gauge Int:5 FB 45’ SL L 107 40 0% L
Fixed stock and a straight barrel.
Benelli M2 Tactical 20 Gauge Int:5 FB 45’ SL L 107 40 0% L
Fixed stock and a straight barrel.
Benelli M2 Tactical NFA 12 Gauge Int:5 FB 30’ SL L 102 65 0% R
Fixed stock and a combat cut straight barrel.
Benelli M2 Tactical NFA 20 Gauge Int:5 FB 30’ SL L 102 65 0% R
Fixed stock and a combat cut straight barrel.
Benelli M3 Super 90 12 Gauge Int:7 FB 50’ SL/Pump L 115 50 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition when using pump mode.
Benelli M3 Super 90 20 Gauge Int:7 FB 50’ SL/Pump L 115 50 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition when using pump mode.
Benelli M4 Super 90 12 Gauge Int:5 FB 50’ SL L 124 58 0% L
Fixed stock and a combat cut straight barrel.
Benelli M1014 12 Gauge Int:8 FB 50’ SL L 124 60 0% L
Folding stock and a straight barrel.
Benelli Nova Tactical NFA 12 Gauge Int:4 FB 30’ Pump L 110 30 0% R
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
DP-12 12 Gauge Int:8 Int:8 F 2B O 40’ Pump L 156 70 0% L
Permanent fixed stock, vertical foregrip, and two 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. Not affected by Error Range due to ammunition. No
penalty when fighting adjacent opponents.
Daewoo USAS-12 12 Gauge Box:10:2/20:3 FB 50’ SL/Auto(S) L 218 100 0% M&P
Fixed stock, straight barrel, and two 10 round magazines.
FN SLP MK I Tactical 12 Gauge Int:8 FBO 50’ SL L 131 48 0% L
Folding stock and a straight barrel. +1 Mastercraft.
Franchi SPAS-12 12 Gauge Int:8 FB 45’ SL/Pump L 140 50 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition when using pump mode.
Franchi SPAS-15 12 Gauge Box:6:3 FB 45’ SL/Pump L 136 55 0% L
Fixed stock, straight barrel and two 6 round magazines. Not affected by Error Range due to ammunition when using pump mode.
Kel-Tec KSG 12 Gauge Int:7 Int:7 F B O 1T 45’ Pump L 137 40 0% L
Permanent fixed stock 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.
M26 MASS Standalone 12 Gauge Box:3:1/5:2 F B O 1T 20’ Bolt L 69 30 0% R
Folding stock, coach gun straight barrel, and one 3 round magazine. This weapon can be disassembled and used as a firearm
upgrade.
Mossberg 590A1 12 Gauge Int:8 FB 45’ Pump L 120 32 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 590A1 NFA 12 Gauge Int:5 FB 25’ Pump L 96 30 0% R
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Mossberg Cruiser 590A1 NFA 12 Gauge Int:5 FB 25’ Pump M 80 34 0% R
Pistol Grip and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Mossberg 930 Tactical 12 Gauge Int:7 F B 1T 45’ SL L 120 40 5% L
Fixed stock and a straight barrel.

Table 183: Expensive Modern Combat Shotguns


192

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


MTs255-.410 Tactical .410 Bore Cyl:5 FBO 30’ SL L 109 28 0% R
Folding stock and a straight barrel.
Remington 11-87P 12 Gauge Int:4 FB 45’ SL L 102 53 0% R
Fixed stock and a combat cut straight barrel.
Remington 870, 14’’ 12 Gauge Int:4 FB 30’ Pump L 102 29 0% R
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Tactical 12 Gauge Int:6 FBO 45’ Pump L 112 25 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 870 MCS 12 Gauge Int:6 F B O 2T 45’ Pump L 142 55 0% L
Fixed stock and a 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 Int:3 FBO 35’ Pump M 92 55 0% R
Pistol grip and a coach gun 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 Int:5 F B O 2T 40’ Pump L 116 55 0% R
Fixed stock 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 870 Police 12 Gauge Int:7 FBO 45’ Pump L 112 32 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 1100 Tactical 12 Gauge Int:6 FB 45’ SL L 112 27 0% L
Fixed stock and a straight barrel.
Remington 1100 Tactical 20 Gauge Int:6 FB 45’ SL L 112 27 0% L
Fixed stock and a straight barrel.
Remington 1100 Competition 12 Gauge Int:7 FB 45’ SL L 132 30 0% L
Fixed stock and a straight barrel.
Remington Versamax Tactical 12 Gauge Int:8 F B O 2T 55’ SL L 124 60 0% L
Fixed stock and a straight barrel.
Saiga 12 12 Gauge Box:2|5:1/10:2/20:3 FB 45’ SL L 127 28 0% L
Fixed stock, straight barrel and two 5 round magazines.
Saiga 20 20 Gauge Box:5|12:1 FB 45’ SL L 123 26 0% L
Fixed stock, straight barrel and two 5 round magazines.
Serbu Super-Shorty 12 Gauge Int:2 FB 20’ Pump M 64 35 0% R
Pistol Grip and a down to the nub straight barrel.
SIX12 Full Stock 12 Gauge Cyl:6:2 FBO 40’ SL L 110 70 0% R
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 Cyl:6:2 FB 25’ SL M 74 70 0% R
Fixed stock, a sawn off 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.

Table 184: Expensive Modern Combat Shotguns, Cont


193

11.7.3 Late Industrial Combat 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 Magazine Upg Rng RoF Sz Wt Cost Err Lic


Browning Auto-5 12 Gauge Int:5 F B 40’ SL L 144 40 10% L
Fixed stock and a straight barrel.
Browning Auto-5 ‘‘Sweet Sixteen’’ 16 Gauge Int:5 F B 40’ SL L 144 40 10% L
Fixed stock and a straight barrel.
Burgess Folding Shotgun 12 Gauge Int:6 F B 30’ Pump M 80 23 0% L
Fixed stock and a straight barrel. 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 Int:2 FB 25’ SxS:Single/Double M 72 31 0% R
Pistol grip and two straight barrels. Not affected by Error Range due to ammunition.
Ithaca Auto & Burglar 16 Gauge Int:2 FB 25’ SxS:Single/Double M 72 31 0% R
Pistol Grip and two straight barrels. Not affected by Error Range due to ammunition.
Remington Model 10 12 Gauge Int:5 F B 40’ Pump/Slam L 128 44 0% L
Fixed stock, bayonet lug, and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 12 Trench Gun 12 Gauge Int:6 F B 40’ Pump/Slam L 130 18 0% L
Fixed stock, bayonet lug, and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1897 12 Gauge Int:5 F B 40’ Pump/Slam L 128 34 0% L
Fixed stock, bayonet lug, and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1897 16 Gauge Int:5 F B 40’ Pump/Slam L 128 32 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1912 12 Gauge Int:6 FB 45’ Pump/Slam L 130 40 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1912 16 Gauge Int:6 FB 45’ Pump/Slam L 130 36 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 185: Late Industrial Combat Shotguns

11.7.4 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 Magazine Upg Rng RoF Sz Wt Cost Err Lic


Baker Drilling Rifle/Shotgun 12 Gauge Int:2 F 50’ SxS:Single/Double L 144 130 0% L
.44-40 Winchester Int:1 60’ Single
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt 1868 12 Gauge Int:2 F 45’ SxS:Single/Double L 144 45 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
L.C. Smith No. 0 12 Gauge Int:2 F 55’ SxS:Single/Double L 144 60 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Winchester Model 1887 12 Gauge Int:4 FB 45’ Lever L 128 35 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1887 10 Gauge Int:4 FB 45’ Lever L 128 40 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1897 12 Gauge Int:5 FB 40’ Pump/Slam L 128 42 0% L
Fixed stock, bayonet lug, and a straight barrel. Not affected by Error Range due to ammunition.

Table 186: Industrial Shotguns


194

11.8 Machine Guns


[Reading what McClane wrote on the dead terrorist’s shirt] ‘‘Now I have a machine gun. Ho ho ho.’’ —Hans Gruber
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 are generally categorized as machine guns or autocannons. Machine guns are often portable to a certain degree,
but is generally used when mounted on a stand or fired from the ground on a bipod. Light machine guns are small enough to be
fired and hand held like a rifle, but the gun is more effective when fired from a prone position, while general purpose machineguns
are almost always too heavy to be fired and held like a rifle, and are near required to be fired with support. The difference between
machine guns and autocannons is based on caliber, with autocannons using calibers larger than 16mm.
Man-portable machine guns are split into two categories: light and general purpose. Light machine guns are often used as
Squad Automatic Weapons, automatic weapons used to give infantry squads a portable source of automatic, focused fire, that can
be carried and maintained by one member of the unit, while general purpose machine guns, which can be used by one person,
usually benefit greatly by having other soldiers help in the aspect of reloading, barrel changing, and carrying ammunition, because
of the weight.
The machine gun’s primary role in modern ground combat is to provide suppressive fire on an opposing force’s position, forcing
the enemy to take cover and reducing the effectiveness of his fire. This either halts an enemy attack or allows friendly forces to
attack enemy positions with less risk. Because of this, most machine guns do not even posses a selector switch, and fire in automatic
only mode.
Machine guns that used linked ammunition can sometimes equip ammo boxes to hold the rounds. These boxes come in various
sizes, and all boxes cost 3 WP.

11.8.1 Modern Light Machine Guns


A light machine gun is a machine gun designed to be employed by an individual soldier, with or without an assistant, as an infantry
support weapon. Light machine guns are often used as squad automatic weapons. They often use belts of linked ammunition,
instead of loose rounds or magazines.
Modern light machine guns often fire smaller-caliber cartridges than medium machine guns, and are usually lighter and more
compact. However a light machine gun is defined by its usage as well as its specifications: some machine guns - notably general-
purpose machine guns - may be deployed either as a light machine gun or a medium machine gun. Deployed with a bipod, and
firing short bursts it is a light machine gun; if deployed on a tripod and used for sustained-fire it is a medium machine gun.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Ares Defense 5.56x45mm Linked F B O 3T 110’ Auto(F) L 120 160 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 Linked F B O 2T 100’ Auto(F) L 241 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 Linked F B O 2T 100’ Auto(F) L 232 100 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 Linked FB 95’ SL/Auto(F) L 268 75 0% M&P
Box:20:1/50:7/80:9
Fixed stock, bipod, and one 80 round magazine. Uses G3 magazines.

Table 187: Modern Light Machine Guns


195

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


H&K HK13E 5.56x45mm Linked FB 95’ SL/Auto(F) L 282 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 Box:30:2/100:6 FBO (110’) 135’ SL/3RB/Auto(F) L 134 110 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 Linked FBO 100’ Auto(F) L 301 150 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Can use 100 round ammo boxes.
IMI Negev 5.56x45mm Linked FBO 100’ SL/Auto(F) L 260 100 5% M&P
Box:35:2/50:4
Fixed stock, bipod, and one 100 round ammo box. Uses 100 round ammo boxes, or 5.56 Galil magazines. When using magazines,
error range increases by 25%
L86 LSW 5.56x45mm Box:5|10|20|30:1 FBO (100’) 125’ SL/Auto(F) L 232 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 Linked F B O 2T 100’ Auto(F) L 320 105 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 Linked F B O 2T 100’ SL L 320 350 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 Box:5|10|20|30:1 F B O 4T 100’ SL/Auto(F) L 126 105 5% M&P
Box:100:8
Fixed stock and one 100 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft
Norinco QBB 5.8x42mm Box:30:3/75:10 FBO 100’ SL/Auto(F) L 137 85 5% M&P
Type 95
Permanent fixed stock, bipod, and one 75 round magazine. Uses QBZ magazines.
RPK 7.62x39mm Box:10|20|30:1 FB 90’ SL/Auto(M) L 169 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 Box:10|20|30:1 FB 90’ SL/Auto(M) L 176 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 Box:30:1/45:2/75:4 FB 95’ SL/Auto(M) L 160 63 5% M&P
Fixed stock, bipod, and one 75 round magazine. Uses 5.45 AK magazines.
RPKS-74 5.45x39mm Box:30:1/45:2/75:4 FB 95’ SL/Auto(M) L 171 65 5% M&P
Folding stock, bipod, and one 75 round magazine. Uses 5.45 AK magazines.
RPD 7.62x39mm Box:100:4 FB 95’ Auto(M) L 260 60 5% M&P
Fixed stock, bipod, and one 100 round ammo box.
CETME Ameli 5.56x45mm Linked FB 85’ Auto(F) L 176 38 10% M&P
Fixed stock, bipod, and one 250 round ammo box. Uses 250 round ammo boxes.
Stoner 63A 5.56x45mm Box:20|30:1 FBO 100’ Auto(F) L 190 50 5% M&P
Automatic Rifle
Fixed stock, bipod, and one 30 round magazine. Uses Stoner 63A magazines.
Stoner 63A 5.56x45mm Linked FBO 100’ Auto(F) L 169 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 Linked FBO 100’ Auto(F) L 201 65 5% M&P
LMG
Fixed stock, bipod and one 75 round ammo box. Uses 75, 100, or 150 round ammo boxes.

Table 188: Modern Light Machine Guns, Cont


196

11.8.2 Modern General Purpose Machine Guns


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

Weapon Caliber Magazine Upg Rng RoF Sz. Wt Cost Err Lic
FN MAG 7.62x51mm Linked FB 120’ Auto(F) L 441 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 Linked FB 90’ SL/Auto(F) L 272 80 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
Rheinmetall MG3 7.62x51mm Linked FB 125’ Auto(F) L 370 100 5% M&P
Fixed Stock and bipod.
M60 7.62x51mm Linked FB 120’ Auto(M) L 370 85 10% M&P
Fixed Stock and bipod.
M60E4 7.62x51mm Linked F B O 120’ Auto(M) L 370 90 10% M&P
Fixed Stock, bipod, and vertical foregrip.
FN M240B 7.62x51mm Linked F B O 120’ Auto(F) L 441 115 10% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
PKM 7.62x54mmR Linked FB 100’ Auto(M) L 264 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 Linked FB 100’ Auto(M) L 264 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 Linked FB 100’ Auto(M) L 388 72 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100, 200, or 250 round ammo boxes.

Table 189: Modern General Purpose Machine Guns


197

11.8.3 Early Modern Machine Guns


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Bren Mk 2 .303 British Box:30:1/100:3 FB 90’ Auto(M) L 384 52 5% R
Fixed stock, bipod, and one 30 round magazine.
Charlton Automatic .303 British Box:10:2/30:1 FB 70’ Auto(F) L 256 32 10% R
Rifle
Fixed stock, vertical foregrip, and one 10 round magazine.
M1941 Johnson .30-06 Springfield Box:20:1 FB 75’ SL/Auto(M) L 208 44 0% R
Machine Gun
Fixed stock, bipod, and one 20 round magazine.
M1918A2 BAR .30-06 Springfield Box:20:1/30:3 FB 80’ SL/Auto(M) L 304 70 5% R
Fixed stock, bipod, and one 20 round magazine.
Type 11 Light 6.5x50mm Arisaka Int:30 FB 80’ Auto(S) L 359 55 15% R
Machine Gun
Fixed stock and bipod. This weapon uses stripper clips and loose rounds to reload.
Type 96 Light 6.5x50mm Arisaka Box:30:1 F B O 85’ Auto(S) L 317 50 10% R
Machine Gun
Fixed stock and one 30 round magazine.
Type 99 Light 7.7x58mm Arisaka Box:30:1 F B O 95’ Auto(M) L 368 72 10% R
Machine Gun
Fixed stock, bayonet lug, bipod, and one 30 round magazine.

Table 190: Early Modern Light Machine Guns

11.8.3.1 Early Modern General Purpose Machine Guns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


M1919A4 .30-06 Springfield Linked B 165’ Auto(S) L 496 54 10% R
Pistol grip, heavy barrel, and a bipod.
M1919A6 .30-06 Springfield Linked B 140’ Auto(S) L 496 54 10% R
Fixed stock, heavy barrel, and a bipod.
MG34 7.92x57mm Mauser Linked FB 90’ SL/Auto(F) L 427 53 10% R
Fixed stock and bipod.
MG42 7.92x57mm Mauser Linked FB 125’ Auto(F) L 408 53 10% R
Fixed stock and bipod.
SG-43 7.62x54mmR Linked FB 160’ Auto(S) L 480 34 10% R
Pistol grip and bipod.

Table 191: Early Modern General Purpose Machine Guns


198

11.8.4 Late Industrial Machine Guns


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Fedorov Avtomat 6.5x50mm Arisaka Box: 25:2 F B 90’ SL/Auto(S) L 183 60 20% R
Fixed stock and one 25 round magazine.
Bergmann MG14 7.92x57mm Mauser Linked FB 75’ Auto(M) H 448 89 10% R
Fixed stock and bipod.
Chauchat 8mm Lebel Box:20:2 FB 70’ SL/Auto(S) L 320 55 20% R
Fixed stock, bipod, and one 20 round magazine.
Chauchat .30-06 Springfield Box:20:2 F B 80’ SL/Auto(S) L 320 30 60% R
Fixed stock, bipod, and one 20 round magazine.
DP 7.62x54mmR Box:47:1 FB 75’ Auto(S) L 321 14 0% R
Fixed stock, bipod, and one 47 round magazine.
Hotchkiss M1909 .303 British Linked F B 80’ Auto(S) L 423 65 10% R
Box:30:1
Fixed stock and bipod.
Hotchkiss M1909 8mm Lebel Linked F B 80’ Auto(S) L 423 65 10% R
Box:30:1
Fixed stock and bipod.
Hotchkiss M1909 .30-06 Springfield Linked F B 80’ Auto(S) L 423 65 10% R
Box:30:1
Fixed stock and bipod.
Lewis Gun .30-06 Springfield Box:47:5 FB 85’ Auto(M) L 448 25 5% R
Box:97:9
Fixed stock, bipod, and one 47 round magazine.
Lewis Gun .303 British Box:47:5 FB 85’ Auto(M) L 448 65 5% R
Box:97:9
Fixed stock, bipod, and one 47 round magazine.
M1918 BAR .30-06 Springfield Box:20:1 F B 80’ SL/Auto(S) L 304 70 5% R
Fixed stock and one 20 round magazine.
Madsen 7x57mm Mauser Box:30:2/40:4 F B 90’ Auto(S) L 320 80 5% R
Fixed stock and two 30 round magazines. Uses Madsen Magazines.
Madsen 7.92x57mm Mauser Box:30:2/40:4 F B 90’ Auto(S) L 320 80 5% R
Fixed stock and two 30 round magazines. Uses Madsen Magazines.
Madsen 7.62x54mmR Box:30:2/40:4 F B 90’ Auto(S) L 320 80 5% R
Fixed stock and two 30 round magazines. Uses Madsen Magazines.
Madsen 7.62x51mm Box:30:2/40:4 F B 90’ Auto(S) L 320 80 5% R
Fixed stock and two 30 round magazines. Uses Madsen Magazines.
Madsen .30-06 Springfield Box:30:2/40:4 F B 90’ Auto(S) L 320 80 5% R
Fixed stock and two 30 round magazines. Uses Madsen Magazines.

Table 192: Late Industrial Machine Guns


199

11.9 Grenade Launchers, Rocket Launchers, and Mortars


‘‘A bullet may have your name one it, but a grenade is labeled ’To whom it may concern’ ’’ —U.S. Military mantra
A grenade launcher or grenade discharger is a weapon that launches a grenade with more accuracy, higher velocity, and to
greater distances than a soldier could throw it by hand. Grenade launchers can either come in the form of standalone weapons
(either single-shot or repeating) or attachments mounted under the barrel of a rifle. Some rifles have been designed to fire rifle
grenades, either from their muzzle or from a detachable muzzle-mounted launcher.
Most grenade launchers are man-portable, shoulder-fired weapons issued on a squad level, though larger launchers are
sometimes mounted on armored vehicles. The most common grenade round in use by modern militaries is the 40 mm fragmentation
grenade, which is effective against a wide range of targets including infantry and lightly armored vehicles. The ability of the grenade
launcher to loft payloads in a high arc has resulted in many specialty grenades such as less-lethal sponge grenades.
A rocket launcher is any device that launches a rocket-propelled projectile, although the term is often used in reference to
mechanisms that are portable and capable of being operated by an individual. Weapon systems that fall into this category include
the shoulder-launched missile weapon, the wider international term for any weapon that fires a rocket-propelled projectile at a
target, yet is small enough to be carried by a single person, and fired while held on one’s shoulder. However, the term bazooka, is
also often used for any shoulder-launched rocket weapon.
Specific types of rocket launchers within this group include the rocket-propelled grenade, better known as the RPG, which is a
type of shoulder-launched anti-tank weapon designed by the Soviet Union; the anti-tank guided missile, a guided missile primarily
designed to hit and destroy heavily-armored tanks and other armored fighting vehicles; and the man-portable air-defense systems,
which provides shoulder-launched surface-to-air missiles.
A mortar is an indirect fire weapon that fires explosive projectiles known as mortar bombs at low velocities, short ranges, and
high-arcing ballistic trajectories. It is typically muzzleloading. A mortar is relatively simple and easy to operate. A modern mortar
consists of a tube into which gunners drop a purpose-designed bomb. The tube is generally set at between 45 and 85 degrees angle
to the ground, with the higher angle giving shorter firing distances. The bomb has no cartridge case; the propellant is attached to the
bomb’s fins. When it reaches the base of the tube it hits a firing pin, which detonates the propellant and fires the projectile.
Mortars are portable, and usually used by infantry units. The chief advantage a mortar section has over an artillery battery is
the flexibility of small numbers, and mobility. Mortars are able to fire from the protection of a trench. In these aspects the mortar is
an excellent infantry support weapon, as it can be transported over any terrain and is not burdened by the logistical support needed
for artillery.
Backblast is a cone-shaped area behind a rocket launcher where hot gases are expelled when the rocket is fired. The backblast
area is dangerous to others, who may be burned by the gases or exposed to overpressure caused by the explosion. In confined
spaces, common in urban warfare, even the operators themselves may be at risk.
All rocket launchers when fired, create a 10’ cone directly behind them that deals 4d6 Fire damage to anyone standing in it.

11.9.1 Modern Underbarrel Grenade Launchers


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

Weapon Caliber Magazine Upgrade Rng RoF Sz Wt Cost Err Lic


FN GL1 40x46mm Int:1 Attaches to F2000 65’ Single S 48 30 0% M&P
FN40GL 40x46mm Int:1 Attaches to SCAR-L/- 70’ Single S 48 35 0% M&P
H/16/17/PDW
GP-30 40mm Caseless Int:1 Attaches to All AK 80’ Single S 46 12 0% M&P
patterns
This grenade launcher may be attached to any rifle that can accept 7.62/5.45/5.56 AK magazines.
H&K AG36 40x46mm Int:1 Attaches to G36 & 70’ Single S 52 18 0% M&P
L85A2
H&K HK79 40x46mm Int:1 Attaches to G3/HK33 70’ Single S 40 20 0% M&P
patterns
Colt M203 40x46mm Int:1 Attaches to 70’ Single S 48 15 0% M&P
M4/M16/AR-15
patterns
This grenade launcher may be attached to any rifle that can accept M4/M16/AR-15 magazines.
Cobray 37mm 37mm Int:1 Attaches to 50’ Single S 40 10 0% L
Flare Launcher M4/M16/AR-15
patterns
This grenade launcher can only fire smoke grenades, and flare grenades. Attempting to fire any other type of grenade causes
the launcher and grenade to explode.

Table 193: Modern Underbarrel Grenade Launchers


200

11.9.2 Modern Stand Alone Grenade Launchers


A stand alone grenade launcher is a grenade launcher that can be used without attaching it to any weapon. Stand alone grenade
launchers require the Explosive Weapons Proficiency feat in order to be used without a –4 attack penalty.
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
China Lake Grenade 40x46mm Int:3 F 80’ Pump L 163 76 0% M&P
Launcher
Fixed stock.
FN40GL-S 40x46mm Int:1 O 2T 70’ Single L 70 40 0% M&P
Folding stock. If the stock is removed this may be attached to any SCAR-L/H/16/17/PDW rifle.
H&K M320 40x46mm Int:1 O 80’ Single M 52 35 0% M&P
Folding stock. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.
H&K AG36 Standalone 40x46mm Int:1 None 70’ Single L 82 25 0% M&P
Folding stock. If the stock is removed this may be attached to any G36 or L85 rifle.
KAC M203 Standalone 40x46mm Int:1 None 70’ Single L 68 25 0% M&P
Folding stock. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.
M79 40x46mm Int:1 FB 70’ Single L 103 30 0% M&P
Fixed stock.
Milkor MGL-140 40x46mm Int:6 FBO 80’ SL L 186 50 0% M&P
Synthetic stock.
RG-6 40mm Caseless Int:6 F 60’ SL L 218 40 0% M&P
Folding stock.
H&K XM25 25x40mm Box:6:12 F 1T 90’ SL L 224 1000 0% M&P
Fixed Stock.
Norinco QLZ-87B 35x32mm SR Box:6:15/9:18 FBO 75’ SL L 416 200 0% M&P
Box:12:20
Fixed stock.
Cobray 37mm Flare 37mm Int:1 O 50’ Single S 40 18 0% L
Launcher Standalone
Fixed Stock. This grenade launcher can only fire smoke grenades, and flare grenades. Attempting to fire any other type of
grenade causes the launcher and grenade to explode. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.

Table 194: Modern Standalone Grenade Launchers

11.9.3 Modern Rocket Launchers


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

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


AT4 30d12 Concussion Int:1 Unreloadable None 250’ Single L 236 74 0% M&P
This weapon has a splash damage of 30’
ERYX 38d12 Concussion Int:1:1000/Missile None 400’ Single L 564 6000 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.
M47 Dragon 32d12 Concussion Int:1:400/Missile None 220’ Single H 480 650 0% M&P
This weapon has a splash damage of 30’.
M72 LAW 26d12 Concussion Int:1 Unreloadable None 200’ Single L 80 52 0% M&P
This weapon has a splash damage of 30’.
FGM-148 Javelin 40d12 Concussion Int:1:2000/Missile None 400’ Single L 416 6250 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.
SMAW Payload Int:1 O 375’ Single L 270 650 0 M&P
This weapon uses HEDP, HEAT and Thermobaric Rockets.
Panzerfaust 3 35d12 Concussion Int:1:90/Rocket None (350’) 435’ Single L 448 600 0% M&P
2.5× telescopic sight. This weapon has a splash damage of 30’ and ignores 25 points of hardness.
RPG-7N2/RPG-7USA Payload Int:1 O 150’ Single L 240 150 0% M&P
This weapon uses HEAT, Fragmentation and Thermobaric Rockets.
RPG-22 28d12 Concussion Int:1 Unreloadable None 200’ Single L 96 40 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.

Table 195: Modern Rocket Launchers


201

11.9.4 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 Exotic Firearms Proficiency (Cannons) feat
in order to be used without a −4 attack penalty. Mortars have a maximum range increment of 5, and must be set up and stationary
to use.
All Modern Mortars come standard with mounting equipment.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


M224 60mm Int:1 None 250’ Single L 752 30 0% M&P
L9A1 51mm Int:1 None 140’ Single H 208 28 0% M&P

Table 196: Modern Mortars

11.9.5 Korean War Rocket Launchers


All Korean War Rocket Launchers come standard with two rockets.
Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic.
M20 Super Bazooka/Type 51 15d12 Concussion Int:1:10/RocketNone 140’ Single L 224 300 0% M&P
This weapon has a splash damage of 30’ and ignores 15 points of hardness
RPG-2 14d12 Concussion Int:1:5/Rocket None 145’ Single L 160 280 0% M&P
This weapon has a splash damage of 20’ and ignores 20 points of hardness

Table 197: Korean War Rocket Launchers

11.9.6 WWII Rifle Grenade Launchers


A rifle grenade launcher is a grenade launcher that attaches to the barrel of a rifle. It can not be used without being attached. Rifle
grenade launchers require the Exotic Firearms Proficiency feat in order to be used without a −4 attack penalty.

M7 Grenade Launcher
This grenade launcher requires the use of blank rounds. If regular rounds are used, the grenade immediately explodes.
Attaches to the M1 Garand.
Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic
M7 Grenade Launcher 8d6 Concussion Int:1:3/Grenade None 50’ Single L 160 2 0% M&P
Requires the use of blank rounds. Attaches to the M1 Garand.

Table 198: Early Modern Rifle Grenade Launchers

11.9.7 WWII Rocket Launchers


All Early Modern Rocket Launchers come standard with two rockets.

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


M1A1 Bazooka 10d12 Concussion Int:1:10/RocketNone 110’ Single L 192 23 0% M&P
This weapon has a splash damage of 20’ and ignores 15 points of hardness
Panzerschreck 11d12 Concussion Int:1:3/Rocket None 130’ Single L 384 30 0% M&P
This weapon has a splash damage of 30’ and ignores 20 points of hardness
PIAT 9d12 Concussion Int:1:4/Rocket None 90’ Single L 512 45 0% M&P
This weapon has a splash damage of 20’ and ignores 15 points of hardness

Table 199: Early Modern Rocket Launchers

11.10 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 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.
202

Holdout Handguns
Holdout handguns are generally no bigger than Small sized, can be either revolvers, or semi-automatic pistols. Because of
with a +2 bonus to stealth. Most holdout handguns use small, their size, they usually use either Single Action, or Double Action
weak calibers, such as .22 LR and .25 ACP. These typically use Only. Because of their size and barrel length, they rarely get past
removable magazines, while larger calibers, such as 9x19mm 25 feet per range increment.
and .45 ACP are typically single or double shot weapons. They

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

Table 200: Gunsmithing - Holdout Handgun

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 4 points the Craft
check beats the DC by, the error range is reduced by 5%.
203

Backup Handguns

Backup Handguns are between small sized with a +3 bonus to semi-automatic pistols, using a number of actions such as Double
stealth, to small sized. Backup handguns, being larger, have Action Only, Double Action/Single Action, and Double Action, as
a more choices for calibers, using the same calibers that full- well as Preset Action. Their range increment is usually between
sized handguns use, such as .38 Special, 9x19mm, and .40 S&W., 25 and 30 feet.
though at a diminished capacity. They can also be revolvers or

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’)
Box Mag: +2 TN for every 2 +4 TN per category +1 TN per every 5’ over 10’
DA/SA Pistol1
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +2 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
DAO Pistol1
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +2 TN for every 2 +5 TN per category +1 TN per every 5’ over 10’
Preset Action Pistol1
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Backup Handgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 201: Gunsmithing - Backup Handgun

Full-Sized Handguns
Full-sized handguns are usually small size. They take your typical size is not a real factor, any action can be used, but Double
handgun cartridges, such as .38 Special, .357 Magnum, and Action/Single Action, Double Action, and Preset Actions are most
.45 ACP, usually at their full capacity. They sometimes share common. Their range increment are usually between 30 and 35
magazines with their backup handgun counterparts. Because feet, but having longer ranges is not unheard of.

Type Magazine Caliber Range


Cylinder: 7 for 2nd-3rd category
+3 TN per category +2 TN per every 5’ over
DAO Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Cylinder: 7 for 2nd-3rd category
+2 TN per category +2 TN per every 5’ over
Single Action Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Cylinder: 7 for 2nd-3rd category
+3 TN per category +2 TN per every 5’ over
Double Action Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Box Mag: +1 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
Single Action Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +4 TN per category +1 TN per every 5’ over 10’
DA/SA Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
DAO Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +5 TN per category +1 TN per every 5’ over 10’
Preset Action Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Full-sized handgun. If the character does
this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 202: Gunsmithing - Full-size Handgun


204

Target and Hunting Handguns

Target Handguns can be anywhere from Small to Medium sized, handguns are generally larger caliber, usually calibers such as
and can span a wide variety of cartridges, all the way from the .44 Magnum and .50 Action Express. Ranges are usually from
.22 LR, up to rifle cartridges such as the 5.56x45mm. Hunting 30 feet all the way up to 50 feet.

Type Magazine Caliber Range


Internal: +1 TN for every round
over 5 (Max 15) +3 TN per category +1 TN for every 5’ over 20’
Bolt Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Internal: +1 TN for every round
over 5 (Max 8) +3 TN per category +1 TN for every 5’ over 20’
Lever Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Internal: +1 TN for every round
over 5 (Max 8) +3 TN per category +1 TN for every 5’ over 20’
Pump Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
Single Action Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
Preset Action Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
DA/SA Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Cylinder: 9 for 2nd category
7 for 3rd-5th category +5 TN per category +2 TN for every 5’ over
Double Action Revolver
6 for 6th category (2nd-8th category) 20’ (Max 50’)
5 for 7th-8th category
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Target and Hunting Sized Handgun. If the
character does this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the
corresponding magazine and firearm uses.

Table 203: Gunsmithing - Target or Hunting Handgun

Machine Pistols

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

Table 204: Gunsmithing - Machine Pistol


205

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

SMGs are restricted to the following calibers:

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

Type Magazine Caliber Range Firing Modes


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

Table 205: Gunsmithing - Sub-Machine Gun

Carbines
Carbine rifles are almost always Large, chambered in pistol caliber rounds, such as the 9x19mm, and is always semi-
intermediate rifle cartridges, such as .223 Remington/5.56x45mm, automatic, as a fully automatic pistol carbine is a sub-machine
or full power rifle cartridges such as .308 Winchester/7.62x51mm gun. All Carbine rifles are crafted with a fixed stock. When crafting
NATO, with magazines ranging from 10 to 35 rounds. There also a weapon with automatic fire, the creator can choose what rate
exists a subsection called the pistol caliber carbine, which shoots of fire the automatic fires at.

Type Magazine Caliber Range Firing Modes


Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Pump Action Carbine1 —
Box Mag: +2 TN for every (2nd-9th category) over 25’ (Max 80’)
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 Carbine1 —
Box Mag: +2 TN for every (2nd-9th category) over 25’ (Max 80’)
round over 10 (Max 40)
Internal: +1 TN for every Semi-automatic Free
1 round over 5 (Max 8) +2 TN per category +1 TN for every 5’ Fully Automatic +9 TN
Self-loading Carbine
Box Mag: +2 TN for every (2nd-9th category) over 25’ (Max 75’) 2 Round Burst +12 TN
round over 10 (Max 40) 3 Round Burst +14 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Carbine Rifle. If the character does this, they do
not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and
firearm uses.

Table 206: Gunsmithing - Carbine


206

Assault, Battle, and Target Rifles

Assault rifles are Large weapons, chambered in intermediate rifle these categories, but lack the automatic firepower. Ranges are
cartridges such as .223 Remington/5.56x45mm or 7.62x39mm, conclusive to rifles, spanning from 65-110’. All assault, battle and
that have an automatic rate of fire and a stock. Battle rifles target rifles are crafted with a fixed stock.When crafting a weapon
are Large weapons chambered in a full power rifle cartridge, with automatic fire, the creator can choose what rate of fire the
such as the .308 Winchester/7.62x51mm NATO, that have an automatic fires at.
automatic rate of fire, and a stock. Target rifles fall into both of

Type Magazine Caliber Range Firing Modes


Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Pump Action Rifle1 —
Box Mag: +2 TN for every (6th-9th category) over 45’ (Max 120’)
round over 10 (Max 40)
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Lever Action Rifle1 —
Box Mag: +2 TN for every (6th-9th category) over 45’ (Max 120’)
round over 10 (Max 40)
Internal: +1 TN for every Semi-automatic Free
round over 5 (Max 8) +2 TN per category +1 TN for every 5’ Fully Automatic +9 TN
Self-loading Rifle1
Box Mag: +2 TN for every (6th-9th category) over 45’ (Max 120’) 2 Round Burst +12 TN
round over 10 (Max 40) 3 Round Burst +14 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Assault, Battle or Target Rifles. If the character
does this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 207: Gunsmithing - Assault, Battle, or Target Rifle

Designated Marksman Rifles


Designated marksman rifles are semi-automatic or selective fire cartridge. All designated marksman rifles are crafted with a fixed
rifles that have been optimized for long range engagement. As stock. When crafting a weapon with automatic fire, the creator
such, they generally have optics, bipods, and a stock that allows can choose what rate of fire the automatic fires at.
them to steady, as well as being chambered in a full sized rifle

Type Magazine Caliber Range Firing Modes


Semi-automatic Free
Box Mag: +2 TN for every +2 TN per category +4 TN per every 5’ over Fully Automatic +10 TN
DMR1
round over 10 (Max 30) (7th-9th category) 85’ (Max 130 feet) 2 Round Burst +13 TN
3 Round Burst +16 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Designated Marksman Rifles. If the character
does this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 208: Gunsmithing - Designated Marksman Rifle

Bolt Action and Sniper Rifles


Sniper rifles and bolt action rifles are nearly identical in rifles will have optics. Ranges vary widely, but they are at least
construction, being bolt action rifles purpose built for long range 80 feet. Bolt action and sniper rifles are crafted with a fixed stock.
target engagement. Where they differ is deployment. All sniper

Type Magazine Caliber Range


Internal: +1 TN for every round
Bolt Action or over 3 (Max 10) +2 TN per category +1 TN per every 5’ over 80’ (Max
Sniper Rifle1 Box Mag: +2 TN for every round (2nd-9th category) 170’)
over 3 (Max 10)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Bolt Action or Sniper Rifles. If the character does
this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 209: Gunsmithing - Bolt Action or Sniper Rifle


207

Anti-materiel Rifles

Anti-materiel rifles are semi-automatic rifles chambered in a are at least 150 feet. All anti-materiel rifles are crafted with a
heavy caliber, such as .50 BMG or 20mm. These weapons are bipod and a fixed stock. When crafting a weapon with automatic
almost always Huge in size and require bipods in order to use fire, the creator can choose what rate of fire the automatic fires
properly. They can be bolt action or semi -automatic, but ranges at.

Type Magazine Caliber Range Firing Modes


Bolt Action Free
Internal: +5 TN for every
+1 TN per every 10’ Semi-automatic Free
round over 2 (Max 5) +1 TN per category
Anti-materiel Rifle1 over 120’ (Max Fully Automatic +15 TN
Box Mag: +2 TN for every (10th-11th category)
450’) 2 Round Burst +20 TN
round over 3 (Max 10)
3 Round Burst +25 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Anti-materiel Rifles. If the character does
this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 210: Gunsmithing - Anti-materiel Rifle

Sporting Shotguns
Sporting shotguns are shotguns that are used for hunting, or have a ton of accessories to help the user hit their mark, including
other shooting related sports, such as clay pigeons. As such, recoil reducing stocks, and sights. Ranges vary, but most are
they may have low capacities, and are either pump action or between 45 to 55 feet. All sporting shotguns are crafted with a
semi-automatic. They generally come with stocks, and usually fixed stock.

Type Magazine Caliber Range Barrel


Slug +3 TN
+1 TN per every 5’ over 15’ Removable Choke +2 TN
Single Shot Internal: 1 1st category
(Max 60’) Choked Free
Straight Free
Slug +3 TN
+1 TN per every 5’ over 15’ Removable Choke +2 TN
SxS Double Shot Internal: 2 1st category
(Max 60’) Choked Free
Straight Free
Slug +3 TN
+1 TN per every 5’ over 15’ Removable Choke +2 TN
OxU Double Shot Internal: 2 1st category
(Max 60’) Choked Free
Straight Free
Internal: +1 TN for every Slug +3 TN
round over 3 (Max 7) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Bolt Action1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 8) Straight Free
Internal: +1 TN for every Slug +3 TN
round over 4 (Max 7) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Lever Action1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 10) Straight Free
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
Internal: +1 TN for every Slug +3 TN
round over 4 (Max 9) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Self Loading1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 20) Straight Free
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Sporting Shotgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 211: Gunsmithing - Sporting Shotgun


208

Combat Shotguns
Combat shotguns are almost exclusively in 12 Gauge, and are are somewhat shorter, ranging from 45 to 50 feet. All combat
equipped with high capacity tubes. They will have straight barrels, shotguns are crafted with a straight barrel and a fixed stock.
and take advantage of combat sights and study stocks. Ranges

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
over 3 (Max 9) +1 TN per every 5’ over 15’ (Max
Pump Action1 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 10)
Internal: +1 TN for every round
over 4 (Max 9) +1 TN per every 5’ over 15’ (Max
Self Loading1 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 20)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Combat Shotguns. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 212: Gunsmithing - Combat Shotgun

Light Machine Guns


Light machine guns are machine guns that fire an intermediate use, they rarely have a semi-automatic rate of fire. Their ranges
rifle cartridge, usually from a belt or a high capacity magazine. can vary, but are generally between 80-120’. When crafting a
They are almost always equipped with bipods and stocks, to help weapon with automatic fire, the creator can choose what rate of
steady the firearm in its automatic fire. Because of their intended fire the automatic fires at.

Type Magazine Caliber Range Firing Modes


Linked: +5 TN Semi-automatic +10 TN
Box Mag: +1 TN for every +2 TN per category +3 TN per every 5’ over Fully Automatic Free
LMG1
5 rounds over 25 (Max (7th-9th category) 85’ (Max 150’) 2 Round Burst +11 TN
100) 3 Round Burst +12 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting rifles. If the character does this, they do not have
to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and firearm
uses. A character can also choose to have a Light Machine Gun accept magazines as well as linked ammunition. This increases the TN by 10.

Table 213: Gunsmithing - Light Machine Gun


209

General Purpose Machine Guns


General purpose machine guns are machine guns that fire either automatic rate of fire. Their ranges can vary, but are generally
an intermediate or full powered rifle cartridge, usually from a belt between 100 to 150 feet. When crafting a weapon with automatic
or a high capacity magazine. They are almost always equipped fire, the creator can choose what rate of fire the automatic fires
with bipods and stocks, to help steady the firearm in its automatic at.
fire. Because of their intended use, they rarely have a semi-

Type Magazine Caliber Range Firing Modes


Linked: +4 TN Semi-automatic +13 TN
Box Mag: +2 TN for every +2 TN per category +3 TN per every 5’ over Fully Automatic Free
GPMG1
5 rounds over 25 (Max (7th-9th category) 85’ (Max 150’) 2 Round Burst +14 TN
100) 3 Round Burst +15 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting rifles. If the character does this, they do not
have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and
firearm uses. A character can also choose to have a General Purpose Machine Gun accept magazines as well as linked ammunition. This increases
the TN by 14.

Table 214: Gunsmithing - General Purpose Machine Gun

Underbarrel Grenade Launcher


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

Table 215: Gunsmithing - Underbarrel Grenade Launcher

Standalone Grenade Launcher


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

Table 216: Gunsmithing - Standalone Grenade Launcher


210

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


Weapon Craft TN Mat. Cost Time rifles to exist, with tons of accessories made for it. Because of
Matchlock Pistol 9 8 2 days its design, it is very easy to switch out large parts, and design a
Double Barrel Matchlock 10 9 2 days customized, personal rifle.
Pistol An AR is comprised of two major parts; an upper receiver, which
Matchlock Carbine 14 10 2 days includes the barrel and chamber, bolt, gas system, tactical rails,
Matchlock Musket 17 10 2 days optics and optics mount. Because this part has the actual barrel
Flintlock Pistol 10 10 2 days and chamber, this is the part that actually determines the rifle’s
Double Barrel Flintlock Pistol 10 11 2 days caliber, and a lower receiver, which encompasses the magazine
Flintlock Pistol, Rifled 12 10 2 days well, the frame, the stock, and the trigger group.
Double Barrel Flintlock Pistol, 12 11 2 days
Rifled Lower Receiver Types
Blunderbuss Pistol 9 10 1 day
Flintlock Carbine 12 10 2 days
Pistol A pistol lower receiver is a stripped down receiver,
Flintlock Carbine, Rifled 13 12 2 days
containing the bare necessities for a fully functioning firearm,
Flintlock Musket 13 12 2 days
but not much else. Pistol lowers are equipped with a pistol grip,
Flintlock Musket, Rifled 19 15 2 days
and do not have any way of mounting a stock to the frame.
Blunderbuss 11 12 1 day These lowers are generally marketed at the civilian market, and
usually come in semi-automatic only. Pistol lower receivers are
Table 217: Craft (Mechanical), Matchlocks & Flintlocks
considered SMGs for the purpose of feats, upgrades, and combat.
Categories These are the categories of ammunition, for crafting
a firearm. Carbine A carbine rifle lower receiver is a receiver that has
a synthetic stock for weight, while still providing some support.
1st 5th .308 Winchester These are the most common AR lowers, as they can be swapped
.410 Bore
8mm Lebel out for a different stock, or used bare with a carbine length upper
.44 Special 7x57mm Mauser
20 Gauge
5.7x28mm 7.62x54mmR receiver. These lowers are the lowers found on the M4A1 and
16 Gauge
12 Gauge
7.63mm Mannlicher .303 British M4, and can be purchased with 3 round burst or fully automatic
.38-40 Winchester .30-40 Krag
10 Gauge 4.6x30mm firing modes (but not both), in addition to semi-automatic, or semi-
7.7x58mm Arisaka
.32-20 Winchester 7.92x57mm Mauser automatic only. Carbine lower receivers are considered carbine
2nd .44-40 Winchester
.357 SIG .30-06 Springfield rifles for the purpose of feats, upgrades, and combat.
.41 Rimfire 10mm Auto
.22 Short .44 Magnum
.25 ACP .44 AMP 9th Assault Rifle An assault rifle lower receiver is a receiver with
.22 Long Rifle 7.62x25mm Tokarev
.17 HMR .45 Winchester Magnum the standard fixed stock. They are balanced for accuracy, but
.32 ACP .50 GI .56-56 Spencer lack a bit on the weight aspect. These lowers are the lowers found
.32 Rimfire .45-70 Government
.380 ACP
.475 Wildey Magnum
.50-70 Government on the M16 series of rifles, and can be purchased with 3 round
9x17mm Kurz .458 SOCOM burst or fully automatic firing modes (but not both), in addition
8x22mm Nambu 6th .300 Winchester Magnum
.22 WMR to semi-automatic, or semi-automatic only. Assault rifle lower
.17 Remington
.460 Rowland
.338 Lapua Magnum receivers are considered assault rifles for the purpose of feats,
.44 Henry .30 Carbine upgrades, and combat.
.454 Casull
10th
3rd .50 Action Express

.38 Long Colt


.500 S&W Special
7.92x94mm
Designated Marksman Rifle A designated marksman rifle
7.65 Longue .50 BMG lower receiver is a receiver that has been optimized for long range
.38/200 7th
.38 S&W 13.9x99mmB shooting, including a precision upgrade and either a synthetic
.38 Special
9x23mm Steyr stock, or a fixed stock. Because of their nature and intended
9x18mm PM
.40 S&W
5.45x39mm
11th purpose, they are usually semi-automatic only.Designated
5.8x42mm
9x19mm
6.5x50mm Arisaka marksman rifle lower receivers are considered DMRs for the
.38 ACP
5.56x45mm NATO 12.7x108mm purpose of feats, upgrades, and combat.
.38 Super .223 Remington 14.5x114mm
7.92x33mm Kurz 20x102mm
4th .243 Winchester
20x105mm
.500 Wyoming Express
.44 American 20x125mm
.500 S&W Magnum
9mm Japanese Revolver
.22 TCM Upper Receiver Types
.44 Russian 8th 12th
.476 Enfield Pistol A pistol upper receiver is a receiver intended to be paired
7.62x38mmR
.45 Schofield
9x39mm
35x32mm SR
with a pistol lower. They typically have barrels about 6-7’’ long,
6mm Lee Navy
.327 Federal Magnum
.300 AAC Blackout
40x46mm which limits the gun’s ability to be effectively engage in any long
.41 Long Colt
.45 Long Colt
.30-30 Winchester 40mm Caseless range fights. These are also mated with carbine rifle lowers, for
6.5x52 Carcano
.455 Webley
6.5mm Grendel
those who need stabilized, high firepower, in a small configuration,
.45 ACP
.45 GAP
7.62x39mm 13th and accuracy at longer ranges is not an issue. Because of its
7.5x55mm Swiss
.357 Magnum
7.5x54mm French
length, it skirts the penalties that are associated with using a rifle
7.63x25mm Mauser 7.62x51mm NATO 25x40mm adjacently to someone.
211

Lower Size Upg RoF Sz. Wt Cost Restr Included Upgrades


Pistol F Semi M 32 10 L Permanent pistol grip
Carbine F Semi L 40 13 L Synthetic stock
Carbine F Semi/3RB L 40 26 M&P Synthetic stock
Carbine F Semi/Auto(F) L 40 28 M&P Synthetic stock
Assault Rifle F Semi L 48 12 L Fixed stock
Assault Rifle F Semi/3RB L 48 25 M&P Fixed stock
Assault Rifle F Semi/Auto(F) L 48 27 M&P Fixed stock
Designated Marksman Rifle F Semi L 52 30 L Precision upgrade, Fixed stock
Designated Marksman Rifle F Semi/3RB L 52 45 M&P Precision upgrade, Fixed stock

Table 218: AR15 Lower Receivers

CQB Rifle This upper has a barrel length between 10-12’’, with carbine rifle lowers and assault rifle lowers, but have also
primarily used by special operations forces in urban, indoor, or been paired with designated marksman rifle lowers.
other tight quarter locations. They have a good balance between All Upper Receivers do not come with any magazines.
maneuverability and range, but are still easily outclassed by the The X Products Can-Cannon uses 5.56 blanks to fire 12 oz soda
shortest of carbines. They go well with carbine lowers, to make a cans. This weapon can also be used to launch thrown Smoke,
light, effective rifle with good firepower. Because of its length, it
Tear gas, Stun and Sting Grenades. This weapon must be used
skirts the penalties that are associated with using a rifle adjacently
with blanks only. Using any other rounds in the Can-Cannon
to someone. destroys the weapon. This weapon must be loaded with a new
can or grenade after each shot, which takes 3 Combat Points.
Carbine This upper has a barrel length between 14-16’’, and The Can-Cannon can not take advantage of any magnified optic.
is the general size for soldiers who don’t need a full sized rifle, The Noveske Diplomat and SPR uppers come with the Heavy
such as those in vehicles. It is a good compromise between range Barrel and Match Barrel upgrades.
and maneuverability, being the largest upper that doesn’t receive
penalties for fighting adjacent to an enemy. They are normally
paired with carbine lowers, or less often, assault rifle uppers.
11.10.1 Performing Upgrades
Assault Rifle At 18-20’’, this upper has good range, at the loss A character may perform their own upgrades for their weapons,
of weight and maneuverability. These rifles are very common saving on the cost of sending the weapons out for service and
and popular with hunters, action shooter sport enthusiasts, and in the case of more illegal upgrades, attracting the attention of
multiple law enforcement agencies. The are commonly paired police.
212

Weapon Caliber Magazine Upg Rng Upper Sz Wt Cost Err Restr


Alexander Arms 6.5mm Box:10|15:2/25:3 BO 70’ Assault L 72 40 0% L
Incursion Grendel
Alexander Arms 6.5mm Box:10|15:2/25:3 BO 90’ Assault L 90 46 0% L
Overwatch A3 Grendel
Del-Ton AR-15 Flat 5.56x45mm M4/M16 BO 75’ Assault L 100 13 10% L
Top .223 Rem Box:5|10|20|30:1/100:8
Del-Ton AR-15 5.56x45mm M4/M16 B 75’ Assault L 100 11 10% L
Mil-Spec A2 .223 Rem Box:5|10|20|30:1/100:8
Del-Ton 16’’ Rifle Kit 5.56x45mm M4/M16 BO 60’ Carbine L 72 11 10% L
.223 Rem Box:5|10|20|30:1/100:8
DPMS .22 LR .22 LR AR .22LR BO 45’ Assault L 100 16 5% L
Assembly Box:26:1/50:4
DPMS Oracle 5.56 Kit 5.56x45mm M4/M16 BO 75’ Assault L 100 18 0% L
.223 Rem Box:5|10|20|30:1/100:8
Noveske Diplomat 6.8 AR 6.8 B O 4T 60’ Pistol L 40 80 0% L
Remington Box:10|20:2/30:4
SPC
Noveske Light GPR 5.56x45mm M4/M16 B O 4T 70’ CQB L 62 68 0% R
.223 Rem Box:5|10|20|30:1/100:8
Noveske Light Recce 5.56x45mm M4/M16 B O 4T 85’ Carbine L 72 70 0% R
.223 Rem Box:5|10|20|30:1/100:8
Noveske Light Recce .300 BLK M4/M16 BO 75’ Carbine L 72 35 0% R
Box:5|10|20|30:1/100:8
Noveske Recon 6.8 AR 6.8 B O 4T 90’ Carbine L 72 75 0% L
Remington Box:10|20:2/30:4
SPC
Noveske Rogue .300 BLK M4/M16 B O 4T 80’ Assault L 72 65 0% R
Hunter Box:5|10|20|30:1/100:8
Noveske SPR 6.8 AR 6.8 B O 4T 120’ Assault L 100 140 0% L
Remington Box:10|20:2/30:4
SPC
Olympic Arms 10mm 10mm Auto Box:18:2 B 65’ Carbine L 72 32 0% L
Olympic Arms .40 .40 S&W Box:20:2 B 60’ Carbine L 72 32 0% L
S&W
Olympic Arms .45 .45 ACP Box:18:2 B 65’ Carbine L 72 32 0% L
ACP
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 B O 60’ CQB L 62 30 0% R
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 B O 80’ Carbine L 72 30 0% R
RRA .458 SOCOM .458 SOCOM M4/M16 Box:10:1 B O 75’ Carbine L 72 45 0% L
RRA CAR-47 A4 7.62x39mm AK-47 B O 75’ Carbine L 72 50 0% L
Box:10|20|30:1/40:2/75:5
RA CAR-6.8 SPC A2 6.8 AR 6.8 B 65’ Carbine L 72 42 0% L
Remington Box:10|20:2/30:4
SPC
RRA CAR-6.8 SPC A2 6.8 AR 6.8 BO 65’ Carbine L 72 42 0% L
Remington Box:10|20:2/30:4
SPC
RRA CAR-6.8 SPC A2 6.8 AR 6.8 B 85’ Assault L 100 45 0% L
Remington Box:10|20:2/30:4
SPC
RRA LAR-6.8 SPC A2 6.8 AR 6.8 BO 85’ Assault L 100 45 0% L
Remington Box:10|20:2/30:4
SPC
RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 40’ Pistol M 40 31 0% R

Table 219: AR15 Upper Receivers


213

Weapon Caliber Magazine Upg Rng Upper Sz Wt Cost Err Restr


RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 40’ Pistol M 40 31 0% R
RRA Pistol-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 40’ Pistol M 40 32 0% L
RRA CAR-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 55’ Carbine L 72 25 0% L
RRA CAR-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 55’ Carbine L 72 27 0% L
RRA Mid Length-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 70’ Assault L 100 28 0% L
RRA Mid Length-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 70’ Assault L 100 31 0% L
RRA Pistol-15 A2 5.56x45mm M4/M16 B 50’ Pistol M 40 30 0% R
.223 Rem Box:5|10|20|30:1/100:8
RRA Pistol-15 A4 5.56x45mm M4/M16 BO 50’ Pistol M 40 30 0% R
.223 Rem Box:5|10|20|30:1/100:8
S&W M&P15PSX 5.56x45mm M4/M16 B O 4T 80’ Carbine L 72 38 0% L
.223 Rem Box:5|10|20|30:1/100:8
S&W M&P15R 5.45x39mm Box:30:2 B O 4T 75’ Carbine L 72 45 0% L
Taclite T1 .50 BMG Int:1 B O 4T 190’ Assault L 192 75 0% L
Taclite T1 .338 Lapua Int:1 B O 4T 120’ Assault L 192 75 0% L
Taclite T2 .50 BMG AW50 Box:5:12 B O 4T 190’ Assault L 240 125 0% L
T14 .410 Bore Box:10:2 B 45’ Carbine L 72 30 0% L
X Products 2d6 M4/M16 O 45’ Carbine L 70 16 0% L
Can-Cannon Bludgoning Box:5|10|20|30:1/100:8

Table 220: AR15 Upper Receivers(Cont.)

Classification Upgrade Cost Time Craft TN


15 + 5 per barrel upgrade
Barrel Upgrades 50% 100% already performed on the
firearm
Optics Upgrades 80% 100% 10
13 + 5 per frame upgrade
Ergonomics and Aesthetics
50% 80% already performed on the
Upgrades
firearm
17 + 10 per firing mode upgrade
Firing Mode Upgrades 30% 100% already performed on the
firearm
40 for Precision Upgrade and
Clockwork action
Internal Upgrades 60% 100%
15 for Sawed-Off and Tighten
Drawstring
Tactical Upgrades 50% 100% 15

Table 221: Gunsmithing - Performing Upgrades


214

11.11 Non-ballistic Ranged Weapons of flame that deals 3d3 points of fire damage to all creatures
and objects in its path. No attack roll is necessary. Any creature
Ranged weapons that are not firearms include such diverse
caught in the line of flame can make a Reflex Saving Throw [TN15]
objects as crossbows, tasers, and pepper spray. The feat that
to take half damage. Creatures with cover get a bonus on their
provides proficiency with these weapons varies from weapon to
Reflex Saving Throw.
weapon.
Any creature or flammable object that takes damage from a
flamethrower catches on fire, taking 1d6 points of fire damage
11.11.1 Bows and Crossbows each subsequent round until the flames are extinguished. A fire
Bows are split into two categories: Recurve Bows and engulfing a single creature or object can be doused or smothered
Compound Bows. Both bows and crossbows do piercing damage. for 12 Combat Points. A flamethrower can shoot 20 times and
Bows and crossbows require the Archaic Weapons Proficiency a flamer can shoot 8 times before the fuel supply is depleted
(Bow) feat in order to be used without a −4 attack penalty. Bows and cannot double-tap, double fire, or perform any other special
are also classified by the amount of strength it takes to pull one firing modes. The Exotic Firearms Proficiency (Flamethrowers)
back. Bows have a minimum STR modifier in order to be used feat is required to use flamethrower or flamer.
properly. Bows and crossbows have the ability to accept up
to 4 Frame upgrades. Arrows and bolts can be embedded. A
character adds their POW bonus to all damage rolls when using 11.11.3 Chemical Irritants
a bow.
A chemical irritant is a spray or fog that can temporarily blind
Recurve Bow A bow that has tips that curve away from the and incapacitate target. It comes in various forms such as pepper
archer when the bow is strung. By definition, the difference spray and bear fogger. To use pepper spray, make a ranged
between recurve and other bows is that the string touches a touch attack against the target. The target must make a Fortitude
section of the limb when the bow is strung. A recurve bow Saving Throw [TN15] or be blinded for 1d4 rounds. Pepper spray
stores more energy and delivers energy more efficiently than is limited to 5 range increments. To use bear fogger, the user
an equivalent straight-limbed bow, giving a greater amount of selects a 10’×10’ area within the range increment, that lasts for
energy and hence speed to the arrow. If the character does not 1d4 rounds. Any targets caught in the fog must make a Fortitude
have the required modifier for a recurve bow, they can only Saving Throw [TN9], or be blinded for 2d4 rounds. Bear fogger
make light pull attacks with that bow. is limited to 1 range increment. A gas mask renders the target
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
hunting, olympic archery, and general target practice. If the
character does not have the required modifier for a compound 11.11.4 Spear Gun
bow, they can not use this bow at all.
A spear gun is a gun that uses rubber tubing to fire a thin
metal 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
changed in hundreds of years. A crossbow has an an internal
magazine of 1, and loading a crossbow costs 4 Combat Points
and provokes AoO. 11.11.5 Taser

A taser is a weapon that uses springs or compressed air to


fire a pair of darts at a target. On impact, the darts release a
powerful electrical current. On a successful hit, the darts deal
11.11.2 Flamethrower and Flamer
electricity damage and the target must make a Fortitude Saving
A flamethrower consists of a pressurized backpack containing Throw [TN15] or be paralyzed for 1d6 rounds. Reloading a taser
fuel, which is connected to a tube with a nozzle. It shoots a 5-foot cost 3 Combat Points that provokes AoO. All tasers come with 3
wide, 60-foot long line of flame that deals 3d6 points of fire extra cartridges. Tasers cannot provoke a critical strike.
damage to all creatures and objects in its path. No attack roll is
necessary. Any creature caught in the line of flame can make a
Reflex Saving Throw [TN15] to take half damage. Creatures with 11.11.6 Tranquilizer Gun
cover get a bonus on their Reflex Saving Throw. A flamethrower’s
backpack has hardness 5 and 20 HP. When worn, the backpack A tranquilizer gun is an airgun that fires a hypodermic needle-
has a DEF equal to 9 + the wearer’s AGL modifier. A backpack like dart, that injects a target with one dose of tranquilizer agent.
reduced to 0 hit points ruptures and explodes, dealing 8d6 points Tranquilizer guns do no damage on their own, but rather the
of fire damage to the wearer (no saving throw allowed) and 3d6 damage is derived from the poison in the dart. A tranquilizer
points of splash damage to creatures and objects within a 10’ dart can house one dose of any ingested or injected poison. A
burst radius (Reflex Saving Throw [TN15] for half damage). tranquilizer gun comes with 10 empty darts. Tranquilizer guns
A flamer is a hand-held version of the flamethrower, putting can not provoke critical. Reloading a tranquilizer gun costs 9
the fuel in a canister. It shoots a 5-foot wide, 25-foot long line Combat Points and provokes AoO.
215

Weapon Damage Critical Rng RoF Sz Wt Cost STR Mod Restr


Light Recurve Bow 1d4+2 16-18 25’ Single L 48 4 −1 None
Light Compound Bow 1d4+2 16-18 55’ Single L 48 9 −3 None
Medium Recurve Bow 2d4+2 16-18 30’ Single L 48 7 +0 None
Medium Compound Bow 2d4+2 16-18 60’ Single L 48 13 −2 None
Heavy Recurve Bow 3d4+2 16-18 35’ Single L 48 9 +1 None
Heavy Compound Bow 3d4+2 16-18 70’ Single L 48 16 −1 None
Super Heavy Recurve Bow 4d4+3 16-18 40’ Single L 48 11 +2 None
Super-Heavy Compound Bow 4d4+3 16-18 80’ Single L 48 25 +0 None
Dreadnought Recurve Bow 5d4+4 16-18 45’ Single L 64 13 +4 None
Dreadnought Compound Bow 5d4+4 16-18 90’ Single L 64 30 +2 None
Juggernaut Recurve Bow 6d4+4 16-18 50’ Single L 80 15 +6 None
Juggernaut Compound Bow 6d4+4 16-18 100’ Single L 80 40 +3 None

Table 222: Equipment, Bows

Weapon Damage Critical Rng RoF Upg Sz Wt Cost Restr


Light 2d3 14-18 25’ Single FO M 64 10 None
Medium 3d3 15-18 35’ Single FO L 80 14 None
Heavy 5d3 15-18 50’ Single FO L 112 16 None
Super-Heavy 6d3 16-18 60’ Single FO L 128 20 None

Table 223: Equipment, Crossbows

11.11.7 Paintball Marker and provokes AoO. When it isn’t fired it functions like a combat
knife. The damage listed is for when the blade is launched. It is
A paintball marker is a marker that is used to mark targets from
limited to 2 range increments. A ballistic knife requires the Exotic
a long range. Its original use was to mark trees or wandering
Melee Weapons Proficiency feat in order to be used without a −4
cattle. They are also used for paintball games and by law
attack penalty. Ballistic knives can be embedded.
enforcement for non-lethal short range engagement. Paintball
markers require CO2 or NO2 tanks to fire, which is calculated into
the price of the paintball ammunition. Paintball marker’s damage 11.11.10 Slingshot
is determined by the ammunition it projects. A paintball marker
A slingshot is a small hand powered weapon that uses rubber
is a simple weapon and requires no proficiency to use without
bands or tubing to fling a small projectile. The classic form consists
penalty and paintball markers cannot provoke a critical strike.
of a Y-shaped frame held in the off hand, with two rubber strips
Reloading a paintball marker costs 4 Combat Points and provokes
attached to the uprights. The other ends of the strips lead back to
AoO. Unlike most non-ballistic weapons, a paintball marker can
a pocket which holds the projectile. The pocket is grasped by the
be used to make double-tap attacks at the normal Combat Point
off-hand and drawn back to the desired extent to provide power
cost for a firearm.
for the projectile. Slingshots are simple weapons and require
no feats to use. They are limited to three range increments.
11.11.8 Less Lethal Launcher Ammunition for slings usually encompasses rocks, small marbles,
A less lethal launcher is a dedicated launcher that fires lead and steel balls and any generally any Fine sized object.
cartridges primarily made to disable or mark targets. It is Slingshots can fire lead ball ammunition, as well as all paintball
primarily used by law enforcement for non-lethal medium and ammunition. The damage listed is for lead balls and rocks. When
long range engagement. Less lethal launchers require CO2 or NO2 calculating damage, a character adds 1½ times their POW modifier.
tanks to fire, which is calculated into the price of the ammunition. Slingshots must be used with two hands.
Less lethal launchers damage is determined by the ammunition it
is firing. A less lethal launchers is a simple weapon and requires 11.11.11 Bullwhip
no proficiency to use without penalty and cannot provoke a
critical strike. Reloading a less lethal launchers costs 4 Combat Treat a whip as a ranged weapon with a maximum range of
Points and provokes AoO. Unlike most non-ballistic weapons, a 15’ and no range penalties.
less lethal launcher can be used to make double-tap attacks at A character can make a trip attack with it by succeeding at a
the normal Combat Point cost for a firearm. 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
11.11.9 Ballistic Knife
being tripped.
A ballistic knife is a specialized combat knife with a detachable When using a whip, a character receives a +2 bonus on their
blade that can be expelled from the handle/frame as a projectile opposed attack roll when attempting to disarm an opponent,
by means of a spring-operated mechanism. All ballistic knives including the roll to keep from being disarmed if the character
come with two blades, and require 4 Combat Points to reload fails to disarm the opponent.
216

Weapon Damage Critical Damage Type Rng RoF Magazine Sz Wt Cost Restr
Flamer 3d3 — Fire 25’ max Semi Int:8 L 80 22 L
Flamethrower 3d6 — Fire 60’ max Semi Int:20 L 50 lb. 35 L
Chemical Irritants, Pepper Special — Special 5’ Single Int:1 T 8 1 None
Spray
Chemical Irritants, Bear Special — Special 5’ Single Int:1 S 12 4 None
Fogger
Spear Gun 1d10 16-18 Piercing 25’ Single Int:1 L 80 4 None
C2 Taser 1d4 — Electricity 5’ Single Int:1 S 18 20 None
X26 Taser 1d6 — Electricity 10’ Single Int:1 S 18 18 L
X2 Taser 1d6 — Electricity 10’ Single Int:2 S 20 25 L
X3 Taser 1d6 — Electricity 10’ Single Int:3 S 24 30 L
Tranquilizer Gun — — Special 25’ Single Int:1 S 32 12 None
Tippman 98 Custom .68PB — Special 40’ Semi Int:200 L 48 20 None
Tippman TPX .68PB — Special 20’ Semi Box:7:1 S 18 15 None
FN303 18mm LL — Special 65’ Semi Box:15:1 L 48 37 None
FN303P 18mm LL — Special 35’ Semi Box:7:1 S 18 24 None
Ballistic Knife 3d4 16-18 Piercing 20’ Single Int:1 S 32 20 None
Slingshot 1d2 16-18 Bludgeoning 25’ Single Int:1 S 16 1 None
Bullwhip 1d2 16-18 Slashing 15’ — — S 32 1 None

Table 224: Equipment, Non-Ballistic Ranged Weapons


217

11.12 Thrown Weapons 11.12.4 Javelin


These weapons are thrown by the user, dealing damage without
A light, flexible spear built for throwing that can also be used
the use of an outside power source.
in melee. Since it isn’t designed for it, characters using it in
Thrown Weapons as Melee Weapons this manner are always considered non-proficient and take a −4
penalty on their melee attack rolls. Javelins can be embedded.
It’s not uncommon for a character to need to use a thrown
weapon as a melee weapon. Use the below statistics when
using a thrown weapon in a melee role.
11.12.5 Throwing Axe
• Brick Treat as if it were a melee weapon without
any range
A throwing axe is an axe that has been balanced to be hurled
• Javelin Treat as an improvised short spear through the air at a target. Classic examples of these include
the tomahawk. Throwing axes require an Exotic Melee Weapons
• Throwing Axe Treat as an improvised hand axe Proficiency feat in order to be used without a −4 attack penalty.
Throwing axes can be embedded.
• Throwing Knives/Stars Treat as an improvised
escape knife
All weapons not listed are not able to be used as melee
weapons. 11.12.6 Throwing Knives/Stars

These sleek and fast throwing stars and knives are omnipresent
in classic martial arts movies and nearly synonymous with ninja.
11.12.1 Bolas Throwing stars and throwing knives require an Exotic Melee
Bolas are throwing weapons made of weights on the ends of Weapons Proficiency feat in order to be used without a −4 attack
interconnected cords designed to capture animals by entangling penalty. Throwing knives and stars can be embedded.
their legs. Improvised versions of this weapon would include an
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
own trip attempt when using them. A bola is an exotic weapon 11.12.7 Giant Throwing Star
and requires an Exotic Melee Weapons Proficiency feat to be used
without a −4 attack penalty. This is a scaled up version of a throwing star, multiplying the
range and damage of a thrown weapon. The Giant Throwing Star
Exotic Melee Weapons Proficiency feat in order to be used without
11.12.2 Boomerangs
a −4 attack penalty. Giant throwing stars can be embedded.
A thrown weapon, typically constructed as a flat aerofoil, that
is designed to spin about an axis perpendicular to the direction
of its flight. Boomerangs are unique in throwing weapons as
they’re able to curve around objects and still strike their target.
A boomerang can only curve in one direction when it is thrown,
and for every 5’ it curves from the original starting axis, it must
move 10’. This is likewise for throwing a boomerang at distance.
11.13 Explosives
Example: Curving a boomerang 15’ from the axis would
require 30’ of forward travel. Throwing a boomerang 40’ 11.13.1 Explosives and Splash Weapons
away would require it to curve out 20’.
These weapons explode, dealing damage to creatures or
The area for the boomerang to curve must be clear of objects within an area. Explosives can be thrown or set off in
obstructions, otherwise it will strike the first object that it hits place, depending on the type of explosive device. All explosives
and stop there. A boomerang is an exotic weapon and thus must be detonated. Some, such as grenades, include built-in
requires an Exotic Melee Weapons Proficiency feat to use without detonators. Others require timers or other devices to set them
penalty. A boomerang can be thrown out to a maximum of three off.
range increments.

11.12.3 Brick
11.13.2 Blast Radius
Any blunt improvised weapon that is fist sized and primarily
thrown. These weapons are special in that they don’t incur the The blast radius shows the range of squares that an explosive
improvised weapon penalty when thrown. Examples of this destroys. A 5’ blast radius affects a single 5’ square, while a 10’
weapon are numerous, including rocks, paperweights, actual blast radius affects every adjacent square to where the explosives
bricks, staplers, thrown bottles, or any similar object. were planted or detonated.
218

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


Bolas 1d4 16-18 Bludgeoning 10’ Single M 24 6 None
Boomerang, Light 1d6 16-18 Bludgeoning 30’ Single S 16 3 None
Boomerang, Medium 2d4 16-18 Bludgeoning 15’ Single M 18 5 None
Boomerang, Heavy 3d4 16-18 Bludgeoning 10’ Single M 24 8 None
Brick (4) 1d4 16-18 Bludgeoning 10’ Single S 16 1 None
Javelin 2d6 16-18 Piercing 30’ Single M 36 3 None
Throwing Axe 1d6+2 16-18 Slashing 10’ Single S 10 2 None
Throwing Knives/Stars 1d3+2 16-18 Piercing 10’ Single T 8 1 None
Giant Throwing Star 3d4+2 16-18 Slashing 20’ Single M 16 3 None

Table 225: Equipment, Thrown Weapons

Explosives and Extremity damage Concussion These grenades rely on their explosive power to
inflict injury. Any target caught in the blast must make a Fortitude
Unlike aimed weapons, explosives generally hit multiple Saving Throw [TN17] or be knocked prone.
areas of a character. If a character is caught in an
explosive blast, the GM rolls a d% to determine the
locations the character is hit. The d% is rolled for every Fragmentation This is the most common style of hand grenade.
damage dice that is given by the explosive. Regardless of It uses a small explosive charge to fling shards of metal in all
the rolls, the character is always hit in the chest. Do not directions. Any target caught in the blast must make a Fortitude
reroll if the character is hit in the same place more than Saving Throw [TN15] or be knocked prone.
once.
Location D% roll
Impact This grenade is a fragmentation grenade equipped with
Chest 1-10 an impact fuse. The grenade detonates on impact of any hard
Left Arm and Hand 11-32 surface. Any target caught in the blast must make a Fortitude
Right Arm and Hand 33-54 Saving Throw [TN17] or be knocked prone.
Left Leg and Foot 55-76
Right Leg and Foot 77-98
Head 99-100 Defensive These grenades are used for defensive purposes,
as they have a rather large blast radius for grenades. They are
Table 226: Explosive Extremity Damage Hit Location
more suited to making traps than they are for being thrown. Any
When calculating Extremity damage, treat the damage target caught in the blast must make a Fortitude Saving Throw
from the explosive as if it hit the determined locations of [TN15] or be knocked prone.
a character at the exact same time. The damage amount
is not multiplied by the amount of locations hit.
Smoke These hand grenades create smoke to signal or to
conceal. When thrown a smoke grenade has an effective burst
radius of 15’. On the following round it fills all squares within 20’,
Cooking off Grenades and on the third round it fills all squares within 25’. The smoke
obscures all sight, including night vision goggles. Anyone within
Grenades normally take 1 turn to detonate after they are
the area has total concealment. The smoke disperses after 10
thrown, but a character can cook off a grenade instead.
rounds. Smoke grenades are available in several colors, including
A character can spend the Combat Points it would take to
white, red, yellow, green, blue, orange, and purple.
throw a grenade to instead hold it at the ready, throwing
it at the very beginning of their next turn. Regardless of
if they throw the grenade or not, it still goes off where
Stun Also known as flashbangs, these grenades create a loud
it is. A character can not perform any other actions but
flash and bang when they are released. Any target caught in the
movement while they are cooking off a grenade.
blast must make a Will Saving Throw [TN16] or be blinded for
1d6 rounds and a Fortitude Saving Throw [TN16] to avoid being
deafened for 1d6 rounds.

11.13.3 Grenades Sting These hand grenades are based on the design of the
fragmentation grenade but instead of using a metal casing to
Grenades come in different types, usually triggered by pulling produce shrapnel, it has a hard rubber shell and small rubber
the pin and releasing the spoon, which starts the fuse. Pulling the balls. Any target caught in the blast must make a Will Saving
pin on a grenade costs no Combat Points. All grenades take a Throw [TN11] and a Fortitude Saving Throw [TN13]. If the character
full round in order to detonate unless noted otherwise. fails either saving throw, they are stunned for 1d3 rounds.
219

Tear Gas These hand grenades are used to disperse crowds Anti-Tank Mine A shaped charge with a pressure detonator
and smoke out hostage takers. When the grenade is thrown, set by default to 400 pounds. It is designed to disable armored
a tear gas grenade has a blast radius of 15’. On the following vehicles by wrecking their treads. Anti-tank mines ignore 20
round it fills all squares within 20’, and on the third round it fills hardness.
all squares within 25’. Any target caught in the cloud of tear
gas must make a fortitude saving throw every round they spend Bounding Mine An anti-personnel mine that includes a tripwire
in the tear gas [TN(15 + 1 per round staying in the gas)] or be detonator. When triggered, it springs up 4 feet in the air
blinded and stunned for 2d4 rounds. A gas mask renders the before exploding and spraying its fragmented contents over the
target immune to the effects, and a wet cloth held over the eyes, unfortunates who stumbled over it.
nose, and mouth provides a +2 to the Fortitude saving throw.
Breaching Charge A shaped charge consisting of 8 ounces
Thermite This grenade has no blasting charge or explosive
of plastic explosive and an electrical detonator in an adhesive
capability. It is used to destroy rugged equipment, often reducing
frame. It can ignore up to 10 points of hardness and has a range
it to useless slag with its intense heat. It burns in a single 5’ square.
increment of 10 feet.

White Phosphorus This grenade employs a small explosive


Directional Mine Consists of a curved steel backing plate, a
charge to disperse burning phosphorus particles in all directions.
layer of plastic explosive, and several hundred ball bearings.
They can be devastatingly effective against people with a
Its folding feet are dug into the ground or it can be stood up
gruesome tendency to cling to human flesh. Any target that takes
anywhere and when it goes off—either by remote using its electric
damage from a white phosphorus grenade is dealt an additional
blasting cap or by the included tripwire detonator—it sprays the
1d6 Fire damage in the following round and risks catching on fire.
ball bearings in one direction, leaving the anyone to its sides or
rear unscathed. It fires in a 30’ cone.
Anti-Armor This grenade employs a shaped charge in order
to defeat armor. It detonates on contact with any hard surface
and ignores up to 10 points of hardness. Fire Jar Essentially the mine version of a molotov cocktail. It is
set behind doors or set with trip wires so that when it is tipped on
its side, it bursts into flames and ignites a large area with burning
Pipe Bomb This homemade device is usually assembled with gasoline.
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]. Satchel Charge A canvas bag containing 16 ounces of plastic
explosive and a timed detonator. It has a range increment of 10
feet.
Propane Bomb This is a homemade explosive device consisting
of a widely available propane fuel bottle duct-taped to a highway
flare. Making a propane bomb is a Demolitions check [TN12]. Tannerite Jar Tannerite is a binary mixture of explosives that
explodes only upon a violent shock, such as being shot, or an
explosive going off near it. Tannerite will only explode when the
Dynamite Stick This is a stick of dynamite with a fuse stuck in
jar receives 8 points of ballistic or concussive damage in one
it. It requires a source of fire to be lit before being used, such
attack. This is a small 8 oz jar filled with premixed Tannerite, and
as a lighter or a flare. Making a dynamite stick is a Demolitions
comes in packs of 4.
check [TN10].

Molotov Cocktail This homemade explosive device is common Shockwave Taser Area denial device that works much like a
on the street and consists of a glass bottle filled with a flammable large version of a directional mine. The shockwave is set down
liquid (usually gasoline) and an oily rag for a wick. It shatters and then deployed by a remote attached to the device. When
when it hits a hard surface, spraying flaming gasoline over the fired, it fires off 12 standard taser cartridges, that strike all targets
immediate area. Anyone hit with a Molotov cocktail takes 1d6 within a 15’ cone in front of the device. Everyone caught within
slashing damage, as well as any applicable fire damage. Making firing range takes electricity damage and must make a Fortitude
Molotov cocktails is a Demolitions check [TN10]. Saving Throw [TN15] or be paralyzed for 1d6 rounds. It costs 5
Combat Points to deploy the shockwave for use and 5 Combat
Points to fire it. Reloading the shockwave cost 12 Combat Points.
Breakable Beaker A breakable beaker is a breakable glass
beaker and capped off with a rubber stopper or wood cork that
can be filled with any volatile liquid. The damage is based on Detonating (‘‘Det’’) Cord This flexible explosive consists of
what kind of liquid is put into the beaker. It shatters when it hits a PETN (pentaerythritol tetranitrate) encased in flexible ¼’’ plastic
hard surface, spraying volatile chemicals over the burst radius. cord. It is commonly used to trigger other explosives, as well as
a primary explosive to blow open doors by wrapping it around
objects or laying it down on the ground. Det cord can be used
to set off explosives. The listing for det cord is for 5 feet worth
11.13.4 Pre-made Charges of cord. Det cord can be rolled out in a straight line and ignited,
with the entire line immediately exploding when it is triggered.
Pre-made charges are complete products with a detonator and
explosive material.
220

Name Damage Damage Type Blast Radius Rng Size Wt Cost Restr
Concussion Grenade 4d6 Concussion 20’ 10’ T 16 3 M&P
Fragmentation Grenade 5d6 Slashing 15’ 10’ T 16 2 M&P
Impact Grenade 5d6 Slashing 15’ 10’ T 16 3 M&P
Defensive Grenade 3d4 Slashing 25’ 10’ T 16 1 M&P
Smoke Grenade (2) — — Special 10’ T 16 1 None
Stun Grenade — Special 25’ 10’ T 16 4 M&P
Sting Grenade 4d6 Bludgeoning 15’ 10’ T 16 3 R
Tear Gas Grenade Special Special 15’ 10’ T 16 3 M&P
Thermite Grenade 8d6 Fire — 10’ T 16 6 M&P
WP Grenade 4d6 Fire 15’ 10’ T 16 12 M&P
Anti-Armor Grenade 6d6 Concussion/Fire 5’ 10’ T 24 16 M&P
Pipe Bomb 4d8 Slashing 15’ 10’ S 32 2 I
Propane Bomb 5d4 Fire 15’ 10’ S 40 1 I
Dynamite Stick 2d12 Concussion 20’ 10’ T 4 1 R
Molotov Cocktail (4) 1d6 Fire 10’ 10’ S 16 1 I
Breakable Beaker (6) See text See text 10’ 10’ S 8 1 None

Table 227: Equipment, Grenades

Name Damage Type Blast Radius Sz Wt Cost Restr


Anti-Tank Mine 6d10 Concussion 5’ L 20 lb. 20 M&P
Bounding Mine 5d4 Slashing 5’ S 128 6 M&P
Breaching Charge 3d10 Concussion 5’ S 32 4 M&P
Directional Mine 3d12 Slashing 30’ Cone S 32 6 M&P
Fire Jar 1d6 Fire 10’ S 16 1 I
Satchel Charge 7d10 Concussion 5’ M 80 15 M&P
Tannerite(4) 3d6 Concussion 10’ T 32 1 L
Shockwave Taser 1d8 Electricity 15’ Cone M 30 38 M&P
Detonating Cord 3d4 Concussion 5’ S 32 4 M&P

Table 228: Weapons - Pre-made charges


221

11.13.5 Raw Explosive Material 11.13.6 Detonators

Raw explosives may be used to create a bomb. In Detonators are used to trigger an explosive device through
order to make a bomb, a detonator and a unit of the raw chemical, mechanical, or electrical means.
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
increases per unit used. Fuse Fuses burn at 1 round per two inches and are marked
every two inches for hasty measuring. Underwater fuses are
Example: To increase the blast radius of thermite by sheathed in plastic. The listed amount is for 5 feet of fuse.
5’ requires an additional 16 ounces (1 unit) of thermite.
To increase the blast radius an additonal 5’ from a 10’ Pressure This detonator is typically used in land mines. It is
blast radius requires an additional 32 ounces (2 units) of pre-set to detonate a non-electric blasting cap when subjected
thermite. A 15’ blast radius would cost a total of 64 ounces to a specific weight. This detonator can also be set to detonate
(4 units)and the damage would be 32d6. when the set weight is placed on it and removed.

Radio This detonator is triggered by a coded radio signal on a


ANFO (Ammonium Nitrate and Fuel Oil) The most common set frequency.
commercial explosive in use today for large-scale demolitions
work such as mining. The explosive of choice for rural terrorists Timer This detonator may be set for up to 60 hours in 1-second
due to the widespread availability of ammonium nitrate in farm increments.
fertilizer. ANFO may be mixed in solid or liquid (‘‘ANFO slurry’’)
form.
Tripwire This detonator may be attached to up to 3 taut hair-
thin wires, each of which can be up to 50’ long. It is triggered by
Black Powder The first commercial explosive. Consists of sulfur, any pressure over 2 pounds. This detonator can also be set to
charcoal, and saltpeter in a roughly 12/13/75 mixture. Also detonate when pressure coming from a set weight on the wires
includes modern gunpowders. is removed.

Dynamite Nitroglycerin absorbed into diatomaceous earth (or Movement This detonator is triggered by any movement of
other porous material such as clay or sawdust) and wrapped in the object. Once this detonator is armed, it may not be moved
a protective coating. or it risk setting off the explosive. It increases the TN to disarm
explosives by 15.
Nitroglycerin A highly shock-sensitive combination of glycerol
with nitric and sulfuric acids. The slightest bump can set it off Name Sz Wt Cost Restr
while in liquid form. Dual Mode S 8 5 M&P
Fuse T 4 1 M&P
Pressure S 8 2 M&P
Plastic Explosives A stable and flexible explosive with the
Radio T 16 4 M&P
consistency of modeling clay. Modern versions are made with
Timer T 8 2 M&P
a high-yield TNT derivative mixed with wax or other plasticizers,
Tripwire S 16 1 M&P
and is most commonly packaged in 4, 8, and 16 ounce blocks.
Movement S 2 1 M&P

Thermite A mixture of powdered iron oxide and aluminum that Table 230: Equipment, Explosive Detonators
burns at over 5,400°F. Technically, an incendiary rather than an
explosive.
12 Weapon Upgrades
Tannerite Tannerite is a binary mixture of explosive that When calculating cost as a percentage, use the weapon’s original
explodes only upon a violent shock, such as being shot, or an cost. When calculating weight as a percentage, use the weapon’s
explosive going off near it. Tannerite will only explode when original weight.
the container it is in receives 8 points of ballistic or concussive
damage in one attack.
12.1 Melee Weapon Upgrades
TNT (Trinitrotoluene) One of the first stable military explosives. There are 2 locations where an upgrade may be place. The
Commonly packaged in 4, 8, and 16 ounce blocks. handle and the contact. Each melee weapon can accept up to two
upgrades per location. Certain upgrades can only be performed
on certain types of weapons.
222

Name Damage TN Type Blast Radius Sz Wt Cost Restr


ANFO 5d6 18 Concussion 20’ H 50 lb. 2 I
Black Powder 1d8 12 Concussion 5’ S 8 1 None
Dynamite 4d12 10 Concussion 10’ S 8 3 R
Nitroglycerin 6d6 10 Concussion 5’ S 4 3 I
Plastic Explosives 3d10 15 Concussion 10’ S 4 1 M&P
Thermite 8d6 13 Fire 5’ S 16 12 M&P
Tannerite 3d6 19 Concussion 15’ S 64 1 L
TNT 3d6 15 Concussion 5’ S 4 3 R

Table 229: Equipment, Raw Explosive Material

Composite (Contact/Handle) The weapon is upgraded with Retractable (Contact) This upgrade allows the weapon to be
non-ferrous materials, which allow a character to slip it through folded down to one size category smaller than standard. Folding
metal detecting devices. It grants a +10 bonus on the Stealth check or unfolding the weapon requires 1 Combat Point.
against metal detectors, but only for the part upgraded.
Weighted (Contact) This upgrade adds weight to the contact
of a blunt weapon, increasing its lethality, but making it unwieldy.
Custom Handle (Handle) The weapon’s hilt or handle is fitted
It grants a −2 attack penalty, +1 damage die, and increases the
to a mold of the purchaser’s hand, granting them a +1 bonus
weapon’s weight by 50%. Only weapons that deal bludgeoning
with all attack rolls made with the weapon. The purchaser can
damage may be weighted.
also have the weapon’s grip enlarged or reduced, making the
weapon one size larger or smaller when using, but not concealing.
Anyone else who tries to use the weapon suffers a −2 penalty to Jagged (Contact) This upgrade adds ridges and serrations to
their attack rolls. the knife or sword, that rip and tear as they move through an
object. When hit with a weapon with the jagged upgrade, the
creature is immediately considered bleeding (as if they had taken
Concealed (Contact) This upgrade disguises the weapon as an 3 damage) as long as they are not wearing protective armor.
everyday, inconspicuous object, granting a +10 bonus to Stealth
to hide the weapon. Only swords or knives of Medium or smaller Reinforced (Handle) This upgrade reinforces the handle of any
size may use this upgrade. staff or spear, making it more durable and heavier by inserting
a steel rod into the center. It grants a +2 damage bonus for all
Detailing (Contact/Handle) Gives the weapon an engraved or bludgeoning attacks, and increases the weapon’s weight by 10%.
precious metal inlay, granting its wielder a +2 equipment bonus Only staffs or spears may be reinforced.
with Presence checks while the target has line of sight to it. This
upgrade also increases the weapon’s worth by 75%. The weapon
loses this quality if it suffers any damage, though it may be
restored with a successful Craft (Structural) repair check. 12.2 Ranged Weapon Upgrades
Ranged weapons can be customized with plenty of upgrades,
Practice Weapon (Contact) The weapon’s contact is replaced whether for form, or fashion. There are 4 locations where an
with a wooden, softened, or blunted version that inflicts non-lethal upgrade may be placed. The Optic mount, the Tactical mount, the
damage equal to the weapon’s standard damage. 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
Personalized Weapon (See Text) This upgrade completely ranged weapon upgrades, if they are proficient in the ranged
rebuilds the weapon from the ground up, personalizing it to a weapon the upgrade is performed on.
specific person. The upgrade costs 5x the cost of the weapon
plus 2 WP per Craft (Structural) TN the weapon cost to make. Optic Mount The optic mount is a mount that can accept lasers,
The weapon has a +4 attack bonus, a +1 damage bonus, and the flashlights, and optics. A ranged weapon can have no more than
Combat Point cost for any action involving the weapon is reduced one upgrade per optic point.
by 1 for the intended user. Anyone who uses the weapon who
it is not intended for, does not receive any of these upgrades.
Tactical Mount The tactical mount is a system of rails that can
The user must be proficient in the weapon in order to benefits of
accept lasers, flashlights, bipods, and secondary weapons such as
the upgrades. Any upgrades performed on the weapon before
under-barrel shotguns or grenade launchers. A ranged weapon
it undergoes this upgrade will have to be re-performed, as it
can have no more than one upgrade per tactical point.
removes all upgrades performed on the weapon.
Barrel The barrel can be modified to accept suppressors,
Razor Sharp (Contact) The weapon’s blade is made as sharp muzzle brakes, bayonet lugs, or be upgraded itself. A ranged
as possible, granting a +3 damage bonus. This upgrade may only weapon can have no more than three upgrades per barrel at one
be performed on weapons with blades or points. time.
223

Upgrade Available for Loc Cost Time Wt Restr


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

Table 231: Melee Weapon Upgrades

Frame Ranged weapons typically are built around a frame. This all non-match ammo and a +2 attack bonus when using match
frame may be built or modified to accept extra rails, different grips or supermatch grade ammunition. Only rifles, handguns, SMGs,
and stocks, attach slings, or permit modified internal workings. It machine pistols, and machine guns 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.
Straight Barrel (Barrel) This replacement barrel is the standard
smooth barrel for a shotgun. When using the straight barrel, a
None Upgrades with no requirements don’t take up any of the shotgun’s range penalty applies to both its attack and damage,
four slots, and don’t require any slots to use this upgrade. but it does not take the ranged attack penalty when attacking an
adjacent opponent. Only shotguns may use this upgrade.
12.2.1 Barrel Upgrades
Extended Barrel (Barrel) This longer replacement barrel Slug Barrel (Barrel) This replacement barrel is machined with
increases accuracy but adds weight and makes the weapon rifling made specifically for slug ammunition in shotguns. The
more noticeable. The firearm’s range increment increases by 10’ firearm gains a +2 attack bonus when using slugs or saboted
but the Perception TN to detect it decreases by 2. This upgrade slugs but takes a −4 attack penalty when using any other type of
also increases the weapon’s weight by 5%, (rounded up to the ammunition. Also, when using the slug barrel with slug or saboted
nearest 2 ounces). slug ammunition the range increments for the shotgun only affect
the attack roll, not the damage roll. Only shotguns may use this
Heavy Barrel (Barrel) This replacement barrel increases a upgrade.
rifle’s range increment by 20%, rounded to the nearest 5’, and
increases its weight by 15% (rounded up to the nearest ounce). Choked Barrel (Barrel) This replacement barrel is choked,
Only rifles and machine guns may use this upgrade. allowing for better spread patterns. The firearm gains a +2
attack bonus when using birdshot or buckshot ammunition. Only
Ported Barrel (Barrel) This replacement barrel has large shotguns may use this upgrade.
grooves or holes in the upper side of its tip, through which the
muzzle blast is vented. A ported barrel reduces the Caliber Recoil
Penalty by 1. If a barrel is threaded, it cannot be ported. Threaded Straight Barrel (Barrel) This replacement barrel is
a straight barrel that has been threaded on the end, granting the
firearm a threaded barrel. A threaded barrel may accept only
Threaded Barrel (Barrel) This replacement barrel is machined one accessory at a time. Only shotguns may use this upgrade.
with screw threads on its tip, granting the firearm a threaded
barrel. A threaded barrel may accept only one accessory at a
time. If a barrel is ported, it cannot be threaded. Only rifles, Shortened Barrel (Barrel) This replacement barrel is a
handguns, machine guns, and SMGs may use this upgrade shortened version of the original barrel made for a handgun.
The firearm gains a +2 Stealth bonus to conceal, but decreases
Match Barrel (Barrel) This replacement barrel is machined the handgun’s range increment by 40%, rounded to the nearest
to tight specifications and tolerance for the best accuracy. A 5’. The weapon is also unable to take any other barrel upgrades
match barrel provides a +3 attack bonus when used with match and all other barrel upgrades are removed. Only handguns may
grade and a +5 attack bonus when used with supermatch grade use this upgrade.
ammunition. Only Rifles, Handguns, Machine Pistols, SMGs, and
Machine Guns may use this upgrade. Short Barrel Rifle (Barrel) This upgrade turns a target rifle,
assault rifle, or battle rifle into an SBR. An SBR loses 15% of its
Precision Barrel (Barrel) This barrel is machined to specifica- range increment, rounded to the nearest 5’, but can be used
tions to provide a benefit when using standard ammunition or against an adjacent opponent with any stock for no penalty. Only
match ammunition. It provides a +1 attack bonus when using target, battle, and assault rifles can use this upgrade.
224

Bayonet Lug (Barrel) This upgrade installs a bayonet mount Insert (Barrel) An insert is a piece of rifled metal, usually steel,
which can be used to attach a bayonet. Attaching or removing that allows the use of smaller caliber ammunition in a firearm
the bayonet requires 10 Combat Points. Only rifles and shotguns chambered for larger ammunition. They come in various calibers
may use this upgrade. in both reduction and original calibers. Below are the listings for
the original calibers, and their available reductions. Only single
Muzzle Brake (Barrel) This accessory attaches to the tip of a shot weapons, shotguns with 2 or more barrels, and cylinder
firearm’s barrel, reducing the Caliber Recoil Penalty by 3. The firearm may use this upgrade.
barrel must be threaded in order to use the muzzle brake. It may
10 Gauge .22 Long Rifle / .22 Short
be removed for 10 Combat Points.
20 Gauge 20 Gauge
.45 ACP .45 ACP
Suppressor (Barrel) A suppressor is a device attached to or .44 Magnum / .44 Special .410 Bore
9x19mm
part of the barrel of a firearm to reduce the amount of noise 12 Gauge
.44 Magnum / .44 Special
and flash generated by firing the weapon. The barrel must be .357 Magnum / .38 Special
20 Gauge
9x19mm
threaded in order to use the suppressor. When the suppressor is 16 Gauge
.45 ACP .22 Long Rifle / .22 Short
attached, each Perception check made to hear this weapon firing .410 Bore
.410 Bore
suffers a −10 penalty. This penalty increases to −15 if subsonic .44 Magnum / .44 Special .22 Long Rifle / .22 Short
ammunition is used. Suppressors are rated by how many damage .357 Magnum / .38 Special 37mm
dice a caliber has, and by any modifications that the ammunition 9x19mm 12 Gauge
makes to those dice damage. A suppressor’s level must meet
or exceed the amount of damage dice it is rated for in order to
suppress the firearm successfully.
12.2.2 Optics and Sights Upgrades
Example: A level 2 suppressor can suppress 9x19mm,
Optic Mount (Frame) The firearm or crossbow gains an optic
which uses 2d6, and .22 LR, which uses 1d4.
upgrade location if it doesn’t have one. A firearm or crossbow
may only have one optic mount.

Compensator (Barrel) A compensator is a weighted Advanced Combat Sight (Optics) This accessory combines the
attachment that helps offset the recoil when firing multiple shots. It
benefits of a red dot sight and telescopic sight of 1.5-3×, or 3.1-6×
reduces the Caliber Recoil Penalty by 2, but gives a −2 to all Stealth
magnification. When using this sight, a character does not suffer
checks made to hide the firearm. If a firearm has a compensator,the −4 penalty for the first range increment, as would be on the
it may not be threaded or ported. Only handguns and machine normal telescopic sight, and they must spend 3 Combat Points
pistols may use this upgrade. to acquire their target. Shotguns, grenade launchers, machine-
pistols, bows, crossbows, and handguns do not gain the benefit
Removable Choke Barrel (Barrel) This replacement barrel is of using any telescopic sight stronger than 3×.
threaded for different types of chokes, allowing a character to
change the type of spread by changing out the choke tubes. The Day/Night Sight (Optics) This accessory combines the benefits
barrel comes with 5 types of choke tubes, as listed below. of a night vision sight and a telescopic sight. Switching between
• Extra Full Choke Increases a shotgun’s range by 35’ when nighttime and daytime modes costs 12 Combat Points.
using birdshot or buckshot.
Red Dot Sight (Optics) This accessory projects an illuminated
• Full Choke Grants a +3 to attack rolls and increases a red dot onto a piece of glass or plastic, superimposing it over
shotgun’s range by 20’ when using birdshot or buckshot. 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
• Modified Choke Grants a +2 attack bonus and increases a
projected downrange. A red dot sight grants a +1 attack bonus to
shotgun’s range by 10’ when using birdshot or buckshot.
all attack rolls made within the weapon’s first 5 range increments.
• Improved Cylinder Choke Grants a +1 attack bonus when
using birdshot or buckshot. Telescopic Sight (Optics) A telescopic sight is a sighting device
that makes it easier to hit targets at long range. However, although
• Cylinder Choke Retains all the bonuses, penalties and a scope magnifies the image of the target it has a very limited field
features of a Straight Barrel. of view, making it difficult to use at close range. The telescopic
• Breaching Choke Retains all the bonuses, penalties and sight increases the range increment for a ranged weapon. To use
features of a Straight Barrel, reduces a shotgun’s range by a scope a character must spend 6 Combat Points acquiring their
15’, and gives the shotgun’s rifle butt attack an additional target. If the character changes targets or otherwise loses sight
damage dice of slashing damage. of the target, they must reacquire the target to gain the benefit
of the scope. Any character attempting to attack a target within
If the shotgun is fired without a choke the barrel is completely the weapon’s first range increment suffers a −4 attack penalty.
destroyed and the user takes 2d8 slashing damage. Only cylinder Shotguns, grenade launchers, machine-pistols, bows, crossbows,
chokes and breaching chokes may fire anything other than and handguns do not gain the benefit of using any telescopic
buckshot or birdshot. Changing a choke cost 8 Combat Points. sight stronger than 3×, SMGs and Rocket Launchers do not gain
Only shotguns may use this upgrade. the benefit of using any telescopic sight stronger than 6×, and
225

Upgrade Available for Loc Cost Time Wt Restr


Extended Barrel Any firearm B 15 1 hour See text None
Heavy Barrel Any rifle or machine gun B 8 1 hour See text None
Ported Barrel Any firearm B 3 2 hours — None
Threaded Barrel Any rifle, handgun, machine B 10 1 hour — None
pistol, machine gun, or SMG
Match Barrel Any rifle, handgun, machine B 20 1 day — None
pistol, machine gun, or SMG
Precision Barrel Any rifle, handgun, machine B 15 1 day — None
pistol, machine gun, or SMG
Straight Barrel Any shotgun B 4 30 min. — None
Slug Barrel Any shotgun B 5 30 min. — None
Choked Barrel Any shotgun B 5 30 min. — None
Threaded Straight Barrel Any shotgun B 6 30 min. — None
Shortened Barrel Any handgun or machine pistol B 3 15 min. — None
Short Barrel Rifle Any target, battle, or assault rifle B 26 1 week — R
Bayonet Lug Any rifle or shotgun B 1 2 hours — None
Muzzle Brake Any firearm B 12 12 CP 16 None
Suppressor Any rifle, SMG, machine pistol, B 7/Lv 12 CP 16 R
machine gun, shotgun, or
non-cylinder handgun
Compensator Any handgun or machine pistol B 9 4 hours 10 None
Removable Choke Barrel Any shotgun B 11 30 min. — None
Inserts Single shot weapons, shotguns B 1 ea. 13 CP — None
with 2 or more barrels and
cylinder firearms

Table 232: Barrel Upgrades

carbine rifles do not gain the benefit from using any telescopic Night Vision Sight (Optics) Night vision optics amplify existing
sight stronger than 9×. low levels of visible and near-infrared light and convert them
All ranges are rounded up to the nearest 5’ to a monochrome visual image. In twilight or brighter lighting
• 1.5×-3× Multiply range increment by 1.25 conditions, a night vision sight is useless as the electronics shut
down to prevent damage. So long as at least Dim light is available,
• 3.1×-6× Multiply range increment by 1.5 this accessory negates the vision penalties applied by low ambient
• 6.1×-9× Multiply range increment by 1.75 light. The accessory can be purchased with magnification and
operates like an equivalent telescopic sight.
• 9.1×-12× Multiply range increment by 2
• 12.1×-15× Multiply range increment by 2.25
• 15.1×-18× Multiply range increment by 2.5 Standard Laser Sight (Optics/Tactical) This accessory
projects a visible-frequency laser beam, usually red, parallel
• 18.1×-21× Multiply range increment by 2.75 to the weapon’s barrel. It grants a +1 attack bonus to all single
• 21.1×+ Multiply range increment by 3 shot attack rolls and a +2 attack bonus to all potshot attack rolls
made against any target within 40’. A laser sight can also be
Adjustable Telescopic Sight (Optics) This accessory is an purchased in blue, green, or purple, but these cost 3 more than
adjustable telescopic sight, allowing for multiple magnification the original WP cost.
levels in a single sight. It can be purchased in a variety of different
magnifications. Switching between magnification levels costs 12
Combat Points. Infrared Laser Sight (Optics/Tactical) This accessory oper-
ates like a standard laser sight but projects an infrared dot, visible
Thermal Sight (Optics) This accessory literally sees heat. It only with night-vision equipment. It grants a +1 attack bonus to
negates all vision penalties for darkness and smoke with regard all single shot and potshot attack rolls made against any target
to people, creatures, and objects warmer than the surrounding within 120’.
scenery, but only when looking at sources of heat—ambient
or otherwise—between 60-120°F (outside this range, everything
appears cold blue or white hot). Further, a thermal sight cannot
register warmth through heat-shielded scenery or through any Multi-Mode Laser Sight (Optics/Tactical) This accessory
scenery over 2 inches thick. If the accessory is purchased with combines a standard laser sight and an IR laser sight in one
magnification it operates like an equivalent telescopic sight. housing. Switching between modes requires 2 Combat Points.
226

Ghost Ring Sight (Optics) This accessory is a 1-2 inch long Finish (None) This upgrade changes the finish to either blued (a
tube, with the post mounted at the inside end of the tube, or a dark finish), chrome (a shiny, light finish), camouflage (woodland,
ring on the optics mount that still utilizes the standard end sight. desert, or winter), or rainbow (any color not black, chrome or a
It reduces the range increment of the weapon by 25%, rounded camo pattern). To change the finish of the gun to a camouflage
to the nearest 5’, but grants a +2 attack bonus to all attack rolls color, it costs 6 more than the original WP cost. When used in the
made within the weapon’s first 4 range increments. appropriate setting, camouflage gives a +10 to all Stealth checks
for all Large and larger firearms. This upgrade does not take up
any upgrade slots.
High Visibility Sights (None) These are sights with a built-in
glowing insert, usually tritium, that allow sight acquisition even in
zero light. This upgrade reduces all concealment due to darkness
by ½. This upgrade does not take up any upgrade slots. Bipod (Tactical/Frame) A bipod gives a weapon additional
stability and improves aim under the right circumstances. To use
a bipod, a character must be able to place it on a solid surface at
Adjustable Iron Sights(Frame) These are sights that can be roughly shoulder height. The most common method of using a
adjusted to fire at a longer range, while still maintaining the bipod is to fire from the prone position, so that the user’s shoulder,
combat effectiveness and sleek design of combat styled sights. like the weapon and the bipod, is close to the ground. However,
This upgrade grants a +2 attack bonus on the weapon’s 2nd range a weapon with a bipod can be used from a crouched or even
increment. standing position if the bipod is set on a suitable surface. Only
medium or larger weapons can benefit from a bipod. A bipod
used with a medium or larger weapon grants the user a +3 attack
Canted Sights (Tactical) These are sights that are at a 45°
bonus. Any Huge or larger weapon must be used with a bipod or
cant, allowing for a weapon with a telescopic sight to be used
other type of mount. Most bipods can be folded up for ease of
with its iron sights. When using these sights, the weapon can
transport. Deploying a folded bipod costs 1 Combat Point.
use 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.
Ergonomic Stock (Frame) This upgrade is usually seen on
sniper rifles and competition shotguns. It requires precise
Killflash (None) This is an adapter for telescopic sights that measurements of the intended wielder’s upper body (which takes
makes them more difficult to detect due to the reflection from the 1d4 days to acquire) to ensure that the gun perfectly matches
glass in any telescopic sight. When installed, it grants a +2 bonus his shooting posture. It grants the intended wielder a +3 attack
to all Stealth checks to hide any weapon with a telescopic sight. bonus on all single shot attack rolls made using the firearm and
This upgrade is installed on any telescopic sight. This upgrade decreases the Combat Point cost to perform a single shot attack
does not take up any upgrade slots. by 1. Anyone else who tries to use the weapon suffers a −4 attack
penalty. When a medium or smaller weapon is upgraded with a
stock its size rating increases to large. A weapon can only have
one stock upgrade at a time. Only rifles, SMGs, machine pistols,
shotguns, and machine guns may use this upgrade.
12.2.3 Ergonomics and Aesthetic Upgrades

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 Fixed Stock (Frame) This upgrade gives the weapon a fixed
rolls made with the weapon. The purchaser can also have the stock that increases accuracy and while allowing the stock to
weapon’s grip enlarged or reduced, making the weapon one size be used as a secondary weapon. It reduces the Caliber Recoil
larger or smaller when using, but not concealing. Anyone else Penalty by 2 and decreases the Combat Point cost to perform
who tries to use the weapon suffers a −2 attack penalty. Only a single shot attack by 1. When a Medium or smaller weapon
handguns may use this upgrade. is upgraded with a stock its size rating increases to Large. A
weapon can only have one stock upgrade at a time. Only rifles,
SMGs, machine pistols, shotguns, stand alone grenade launchers,
Grip Sight (Frame) This upgrade is a laser sight built into the and machine guns may use this upgrade.
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 attack rolls made against any target within 40’. A grip sight
Pistol Grip (Frame) This upgrade removes the stock and gives
can also be purchased in blue, green, or purple, but these cost
the weapon a pistol like grip that allows the weapon to be more
6 more than the original WP cost. Only handguns may use this
concealable, but at a loss of accuracy. It grants a +3 to Stealth
upgrade.
checks to hide the weapon, imparts a −3 attack penalty, decreases
the Combat Point cost to perform all multi-shot attacks by 1, and
Detailing (Frame) This upgrade gives the weapon an engraved removes penalties when fighting an adjacent enemy. When a
or a precious metal inlay, granting its wielder a +5 bonus to all Large or larger weapon is upgraded with a pistol grip, its size
Presence checks while the target has line of sight to it. This rating decreases by one size category. A pistol grip may not be
upgrade also increases the weapon’s worth by 75%. The weapon used to rifle butt. This upgrade is considered a stock upgrade,
loses this quality if it suffers any damage. Though it may be and a weapon can only have one stock upgrade at a time. Only
restored by repairing it with a successful Craft (Mechanical) check. rifles, SMGs, shotguns, and machine guns may use this upgrade.
227

Upgrade Available for Loc Cost Time Wt Restr


Optic Mount Any firearm or F 2 30 min. — None
crossbow
Advanced Combat Sight, 1.5-3× Any ranged weapon O 50 30 min. 24 None
Advanced Combat Sight, 3.1-6× Any ranged weapon O 80 30 min. 24 None
Adjustable Telescopic Sight Any ranged weapon O 10 per category 30 min. 32 None
Day/Night Sight, 1.5-3× Any ranged weapon O 150 30 min. 32 None
Day/Night Sight, 3.1-6× Any ranged weapon O 200 30 min. 32 None
Day/Night Sight, 6.1-9× Any ranged weapon O 250 30 min. 32 None
Red Dot Sight Any ranged weapon O 12 30 min. 14 None
Telescopic Sight, 1.5-3× Any ranged weapon O 4 30 min. 14 None
Telescopic Sight, 3.1-6× Any ranged weapon O 8 30 min. 16 None
Telescopic Sight, 6.1-9× Any ranged weapon O 12 30 min. 18 None
Telescopic Sight, 9.1-12× Any ranged weapon O 16 30 min. 20 None
Telescopic Sight, 12.1-15× Any ranged weapon O 20 30 min. 22 None
Telescopic Sight, 15.5-18× Any ranged weapon O 24 30 min. 24 None
Telescopic Sight, 18.5-21× Any ranged weapon O 28 30 min. 26 None
Telescopic Sight, 21.1×+ Any ranged weapon O 32 30 min. 28 None
Thermal Sight, no magnification Any ranged weapon O 240 30 min. 48 None
Thermal Sight, 1.5-3× Any ranged weapon O 320 30 min. 64 None
Night Vision Sight, no magnification Any ranged weapon O 100 30 min. 32 None
Night Vision Sight, 1.5-3× Any ranged weapon O 150 30 min. 34 None
Night Vision Sight, 3.1-6× Any ranged weapon O 200 30 min. 36 None
Standard Laser Sight Any ranged weapon OT 3 30 min. 2 None
Infrared Laser Sight Any ranged weapon OT 28 30 min. 8 None
Multi-Mode Laser Sight Any ranged weapon OT 32 30 min. 10 None
Ghost Ring Sight Any ranged weapon O 4 20 min. 3 None
High Visibility Sights Any ranged weapon — 14 4 hours — None
Adjustable Iron Sights Any ranged weapon F 12 4 hours — None
Canted Sights Any rifle, shotgun, T 10 5 min. — None
SMG, machine pistol,
or machine gun
Killflash Any weapon with a — 4 1 min. — None
telescopic sight

Table 233: Optics Upgrades

Folding Stock (Frame) This upgrade gives the weapon a one stock upgrade at a time. Only rifles, SMGs, machine pistols,
collapsible stock that increases accuracy while allowing the stock shotguns, stand alone grenade launchers, and machine guns may
to be folded up for quick carry. When the stock is extended, it use this upgrade.
reduces the Caliber Recoil Penalty by 2 and decreases the Combat
Point cost to perform a single shot attack by 1. A folding stock
Buffer Stock (Frame) This upgrade gives the weapon a stock
may not be used to rifle butt. When it is folded, it imparts a
with a recoil tube spring, which allows for greatly reduced recoil
−3 attack penalty, decreases the Combat Point cost to perform
when firing multiple rounds. It reduces the Caliber Recoil Penalty
all multi-shot attacks by 1 and removes penalties when fighting
by 5. A buffer stock may not be used to rifle butt. When a
an adjacent enemy. When folded, the weapon’s size rating is
medium or smaller weapon is upgraded with a stock its size
reduced to medium, or goes back to it’s original size rating as if
rating increases to large. A weapon can only have one stock
it did not have the stock attached, whichever size is smaller. A
upgrade at a time. Only rifles, SMGs, machine pistols, shotguns,
weapon can only have one stock upgrade at a time. Only rifles,
and machine guns may use this upgrade.
SMGs, machine pistols, shotguns, stand alone grenade launchers,
and machine guns may use this upgrade.
Bumpfire Stock (Frame) This upgrade gives the weapon a
stock that recesses back as the user fires which allows for more
Synthetic Stock (Frame) This upgrade gives the weapon a control while bumpfiring. It grants a +4 attack bonus to all
synthetic stock that increases accuracy while saving on weight. It bumpfire attack rolls but a −2 attack penalty to all single shot
increases the Caliber Recoil Penalty by 2, decreases the Combat and double tap attack rolls. A bumpfire stock may not be used to
Point cost to perform a single shot attack by 2, and decreases a rifle butt. When a Medium or smaller weapon is upgraded with a
weapon’s weight by 30%. A synthetic stock may not be used to stock its size rating increases to Large. A weapon can only have
rifle butt. When a medium or smaller weapon is upgraded with a one stock upgrade at a time. Only rifles, machine pistols, and
stock its size rating increases to large. A weapon can only have shotguns may use this upgrade.
228

Detachable Stock (Frame) This upgrade gives the weapon stress of automatic fire.This upgrade lets the person performing
a stock that may be removed from weapon. When attached it the upgrade choose their rate of fire, either slow, medium, or fast.
reduces the Caliber Recoil Penalty by 2 and decreases the Combat This upgrade can also change the rate of fire of a weapon that is
Point cost to perform a single shot attack by 1. When attached already fully automatic. This upgrade is also highly illegal without
to a weapon a detachable stock always increases the size rating proper licenses and may cause an investigation if the police hear
of the weapon to Medium. A detachable stock may not be used of the weapon’s conversion.
to rifle butt. Attaching or removing a detachable stock cost 6
Combat Points. A weapon can only have one stock upgrade at a
Burst Fire Upgrade (Frame) This upgrade allows the weapon
time. Only handguns and machine pistols may use this upgrade.
to fire in three or two round burst fire mode, fitting it with parts
designed to take the stress of automatic fire. This upgrade is
Integral Stock (Frame) This upgrade gives the weapon a stock also highly illegal without proper licenses and may cause an
built into the weapon, minimizing the space it takes up, but still investigation if the police hear of the weapon’s conversion.
allowing for a balancing stock to be pulled out if needed. When
the stock is extended, it reduces the Caliber Recoil Penalty by 1
and decreases the Combat Point cost to perform a single shot Slamfire Modification (Frame) This upgrade removes the
attack by 1. An integral stock may not be used to rifle butt. A trigger disconnect of a pump action firearm, allowing the weapon
weapon can only have one stock upgrade at one time. Only to fire in slamfire mode. This upgrade increases the weapon’s
handguns, and machine pistols may use this upgrade. error range by 15%.

Speedfeed Stock (Frame) This upgrade gives the weapon a Single Action Modification (Frame) This upgrade turns a
stock with built in shell holders. It reduces the Caliber Recoil double action revolver into a SAO revolver, granting a +1 attack
Penalty by 2, decreases the Combat Point cost to perform a single bonus to all fanning attacks, but removing the ability to perform
shot attack by 1, and stores 4 shotgun shells for use without double tap attacks.
needing to reach into a pack to retrieve ammunition. A speedfeed
stock may not be used to rifle butt. When a medium or smaller
weapon is upgraded with a stock, its size rating increases to large.
A weapon can only have one stock upgrade at one time. Only
12.2.5 Internal Upgrades
shotguns may use this upgrade.
Precision Upgrade (None) These upgrades improve the
Stock Mag Pouch (None) This upgrade adds a small pouch on weapon’s accuracy by competitive degrees. Each upgrade has
the stock that may be used to hold one magazine that holds 40 the following effects. This upgrade does not take up any upgrade
rounds or less. Using a stock mag pouch negates the necessity slots.
to reach into a pack to retrieve ammunition. A stock mag pouch
can only be attached to a stock and if the stock is removed, the • If the weapon has an error range from manufacturing or
mag pouch is as well. A stock can only have one pouch at a time. modification, it becomes mastercraft +1 firearm.
This upgrade does not take up any upgrade slots. This upgrade
• If the weapon doesn’t have an error range from
can not be used with the Pistol Grip stock.
manufacturing or modification, it becomes a mastercraft +2
firearm.
Stock Cartridge Holder (None) This upgrade adds small pouch
on the stock that may be used to hold 12 cartridges. Using a • If the weapon is considered to be mastercraft +1 or +2, it
stock cartridge holder negates the necessity to reach into a pack becomes a grandmastercraft +3 firearm.
to retrieve ammunition. A stock cartridge holder can only be
attached to a stock and if the stock is removed, the mag pouch is
as well. A stock can only have one pouch at a time. This upgrade Clockwork Action (Frame) This upgrade completely tears
does not take up any upgrade slots. This upgrade can not be down and examines the gun’s inner workings, reconditioning
used with the Pistol Grip stock. and replacing any parts as necessary, and treating the weapon
for durability and resilience. The weapon’s error range due to
the manufacture or modification of the weapon is removed. This
Buttpad (None) This upgrade adds a soft padding to the butt
upgrade takes no frame upgrades.
of a stock of a weapon to give increased recoil control. This
upgrade gives a +1 attack bonus when double tapping, slamfiring,
or burst firing. A buttpad can only be attached to a stock and if Sawed-Off (Frame and Barrel) A shotgun may be cut down
the stock is removed, the buttpad is as well. This upgrade does to one of the following 4 lengths
not take up any upgrade slots.This upgrade can not be used with
the Pistol Grip stock. • Combat Cut (13-20’’) The weapon’s range increment
decreases by 5’ and it does not take the ranged attack
penalty when fighting an adjacent opponent.

• Coach Gun (6-12’’) The weapon’s range increment


12.2.4 Firing Mode Upgrades
decreases by 10’ and gains a +2 bonus to Stealth checks
Full Auto Upgrade (Frame) This upgrade allows the weapon to hide it. It does not take the ranged attack penalty when
to fire in full auto mode, fitting it with parts designed to take the fighting an adjacent opponent.
229

Upgrade Available for Loc Cost Time Wt Restr


Custom Grip Any handgun F 12 8 hours — None
Grip Sight Any handgun F 10 20 min. — None
Detailing Any ranged weapon F 70% 1 week — None
Finish Any ranged weapon F 5 4 hours — None
Bipod Any Medium or larger ranged F 6 25 min. 32 None
weapon
Ergonomic Stock Any rifle, shotgun, SMG, or F 50 3 days — None
machine gun
Fixed Stock Any rifle, shotgun, SMG, machine F 3 30 min. 32 None
pistol, stand alone grenade
launcher, or machine gun
Pistol Grip Any rifle, shotgun, SMG, or F 1 30 min. 8 None
machine gun
Folding Stock Any rifle, shotgun, SMG, machine F 6 30 min. 32 None
pistol, stand alone grenade
launcher, or machine gun
Synthetic Stock Any rifle, shotgun, SMG, machine F 13 30 min. 16 None
pistol, stand alone grenade
launcher, or machine gun
Buffer Stock Any rifle, shotgun, SMG, machine F 20 30 min. 32 None
pistol, or machine gun
Bumpfire Stock Any rifle, shotgun, or machine F 17 30 min. 32 None
pistol
Detachable Stock Any handgun or machine pistol F 5 1 day 18 R
Integral Stock Any handgun or machine pistol F 6 2 hours 16 None
Speedfeed Stock Any shotgun F 5 30 min. 28 None
Stock Mag Pouch Any weapon with a stock — 2 5 min. — None
Stock Cartridge Holder Any weapon with a stock — 1 5 min. — None
Buttpad Any weapon with a stock — 3 5 min. — None

Table 234: Ergonomics and Aesthetics Upgrades

Upgrade Available for Loc Cost Time Wt Restr


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

Table 235: Firing Mode Upgrades

• Down to the Nub (6’’ standard minimum) The weapon’s removing the magazine from the firearm, using stripper clips.
range increment decreases by half (rounded down, Only self loading rifles may take this upgrade.
minimum 10’), its size becomes Medium, and its weight
decreases by 40%. If a shotgun is a semi-automatic
or pump action with an internal magazine, its capacity Tightened Drawstring (Frame) This upgrade makes the
decreases by 50%. Only semi-automatic, pump action, drawstring of a bow or crossbow stronger, giving it more power.
single- or double-fire shotguns may use this upgrade. It When calculating the bonus to damage from POW for bows, use
does not take the ranged attack penalty when fighting an POW×2. When calculating damage for the upgraded crossbow,
adjacent opponent. the crossbow gains a +1 damage bonus per damage dice. Only
bows and crossbows may accept this upgrade.
• Nebraska (less than 6’’ of barrel and a pistol grip) The
weapon’s range increment decreases to 5’, its size becomes
small and its weight decreases by 60%. Only shotguns
with single or doublefire may use this upgrade. It does not
take the ranged attack penalty when fighting an adjacent
12.2.6 Tactical Upgrades
opponent.
Extra Rail (Frame) The firearm, bow or crossbow gains 1
Stripper Clip Guide(Frame) This upgrade gives a self loading additional tactical rail upgrade location. No firearm may possess
rifle with a box magazine the ability to load it’s magazine without more than 4 tactical rail locations.
230

Upgrade Available for Loc Cost Time Wt Restr


Precision Upgrade Any ranged weapon — 25 2 weeks — None
Clockwork Action Any firearm F 10 2 days — None
Sawed-off Shotguns (see text) F/B — 5 min. — R
Stripper Clip guide Self Loading Rifles F 15 1 day 4 None
Tightened Drawstring Bows and Crossbows F 4 5 min. — None

Table 236: Internal Upgrades

Taser Mount (Tactical) This accessory is an M26 Taser that Patrol Sling (None) This item allows the wielder to hang a
attaches to the bottom rail of a rifle’s tactical rail, much like a weapon from his shoulder, allowing him the use of his hands
grenade launcher, and is used similarly to one. It may be attached having to set it down. The weapon is considered holstered when
or removed with 12 Combat Points. Only rifles and SMGs may hanging off of the wielder’s shoulder. Only shotguns, rifles, SMGs,
use this upgrade. machine guns, and crossbows may use this upgrade. This upgrade
does not take up any upgrade slots.

KAC Masterkey (Tactical) This accessory is a shortened Shotgun Sling (None) This item works just as a patrol sling, but
Remington 870 Express shotgun that attaches to the bottom rail also holds 15 shotgun shells, which are considered ready. Only
of a rifle’s tactical rail, much like a grenade launcher. It may shotguns may use this upgrade. Using a shotgun sling negates
be attached or removed with 12 Combat Points. The masterkey the necessity to reach into a pack to retrieve ammunition. This
has an internal magazine of 3, a range increment of 20’, uses 12 upgrade does not take up any upgrade slots.
gauge shells, and does not gain error range due to ammunition.
Only rifles and SMGs may use this upgrade.
Tactical Sling (None) This item holds a firearm or crossbow
across the wearer’s body, keeping its grip within a foot of his
M26 Modular Accessory Shotgun System (Tactical) This normal hand position. The wielder is always considered armed
accessory is a standalone bolt action shotgun, that attaches to the with the weapon, but it cannot be concealed. Only shotguns, rifles,
bottom rail of a rifle’s tactical rail, much like a grenade launcher. SMGs, machine guns, and crossbows may use this upgrade. This
It may be attached, or removed with 12 Combat Points. The M26 upgrade does not take up any upgrade slots.
has a box magazine of either 3 or 5 rounds, a range increment
of 20’, uses 12 gauge shells and does not gain error range due Shotshell Holder (Frame/Tactical) This accessory mounts on
to ammunition. Only rifles and SMGs may use this upgrade. the frame or tactical mount of a shotgun to hold shells for quick
use. It can hold up to 6 shells of its caliber. Using a shotshell
holder negates the necessity to reach into a pack to retrieve
SIX12 Mounted (Tactical) This accessory is a standalone semi ammunition.
automatic shotgun, that attaches to the bottom rail of a rifle’s
tactical rail, much like a grenade launcher. It may be attached, Secure-Clip (Frame) A secure-clip is a metal clip mounted on
or removed with 12 Combat Points. The SIX12 has a removable the frame of a handgun, allowing for Waistband carry without a
cylinder that holds 6 rounds, a range increment of 25’, uses 12 chance of the firearm falling out from rough movement. While
gauge shells and does not gain error range due to ammunition. using a secure-clip a character does not have to roll a Reflex
This weapon is made from the SIX12 kit, which must be purchased Saving Throw to catch their firearm while Waistband carrying it.
in order to build this upgrade. Only rifles and SMGs may use this Only Small or smaller firearms may use this upgrade.
upgrade.
Cartridge Holder (Frame/Tactical) This accessory mounts on
the frame or tactical mount of a rifle, carbine, or SMG to hold
Flamer Mounted (Tactical) This accessory is a standalone
cartridges for quick use. It can hold up to 10 cartridges of its
miniature flamethrower, that attaches to the bottom rail of a
caliber. Using a cartridge holder negates the necessity to reach
rifle’s or shotgun’s tactical rail, much like a grenade launcher. It
into a pack to retrieve ammunition.
may be attached, or removed with 12 Combat Points. The flamer
has a fuel cylinder that holds 5 shots. It shoots a 5-foot wide,
15-foot long line of flame or a 10’ cone of flame that deals 2d3 Mounted Quiver (Frame) This accessory mounts a quiver onto
points of fire damage to all creatures and objects in its path. No the crossbow or bow to hold crossbow bolts or arrows for quick
attack roll is necessary. Any creature caught in the line of flame use. It can hold up to 5 crossbow bolts or arrows. Using a
can make a Reflex Saving Throw [TN15] to take half damage. Any mounted quiver negates the necessity to reach into a pack to
creature or flammable object that takes damage from a flamer retrieve ammunition.
catches on fire, taking 1d6 points of fire damage each subsequent
round until the flames are extinguished. A flamer can shoot 5 Tactical Flashlight (Tactical/Optics/Frame) This accessory
times before the fuel supply is depleted and the fuel canister must projects light out to 20 feet in front of the firearm. Switching
be replaced for 4 Combat Points.. The Exotic Firearms Proficiency the light on or off costs 1 Combat Point. It can also be purchased
(Flamethrowers) feat is required to use this weapon. Only rifles, with infrared or ultraviolet modes increasing the WP cost by 5
shotguns, and SMGs may use this upgrade. per extra mode.
231

Vertical Foregrip (Frame/Tactical) This accessory offers a pistols may use this upgrade. This upgrade does not take up any
shooter more leverage than a standard foregrip. It reduces the upgrade slots.
Caliber Recoil Penalty by 1. Only rifles, shotguns, SMGs, machine
pistols, and machine guns may use this upgrade. Handgun Mount (Frame|Handgun/Tactical|Rifle) This acces-
sory is a mount for a handgun to mount it on one of the tactical
rails of a rifle. It allows for doublefire attacks. Mounting a handgun
Vertical Grippod (Frame/Tactical) This accessory offers a on the mount cost 12 Combat Points. Only rifles may use this
shooter more leverage than a standard foregrip, with the added upgrade, and only handguns may be mounted.
bonus of a portable bipod. It reduces the Caliber Recoil Penalty
by 1, and grants a +1 attack bonus when the bipod is deployed
and used. When deployed, this upgrade uses the same rules Pistol Bayonet (Tactical) This accessory is an escape knife
and requirements that a standard bipod has. It cost 4 Combat attached to the tactical rail of a handgun. It may be removed or
Points to deploy or retract the bipod. Only rifles, shotguns, SMGs, attached for 2 Combat Points, or used while still attached to the
machine pistols, and machine guns may use this upgrade. gun. Only handguns may use this upgrade.

Magazine Foregrip (Tactical) This accessory fits the tactical


Lanyard (None) This accessory is a coiled lanyard for rail with a clip that may be slipped on and off, allowing the shooter
handguns, that allows a character to always keep their handgun to use a handgun magazine as a vertical foregrip, giving a shooter
within reach if it is dropped. The lanyard can stretch a maximum more leverage. Attaching a magazine from or to the grip cost
of 5’ from the person or object its attached to and can be used 7 Combat Points. When a magazine is attached, it reduces the
to retrieve or pull back the pistol if it is dropped without dropping Caliber Recoil Penalty by 1. Only handguns and machine pistols
to kneeling or prone to pick it up. Only handguns and machine may use this upgrade.

Upgrade Available for Loc Cost Time Wt Restr


Extra Rail Any firearm, bow, or crossbow F 2 2 hours — None
Taser Mount Any rifle or SMG T 18 12 CP 14 R
KAC Masterkey Any rifle or SMG T 15 12 CP 50 R
M26 MASS Any rifle or SMG T 22 12 CP 43 R
SIX12 Mounted Any rifle or SMG T — 12 CP 55 R
Flamer Any rifle, shotgun or SMG T 16 12 CP 30 L
Patrol Sling Any rifle, shotgun, SMG, machine — 1 5 min. 5 None
gun, or crossbow
Shotgun Sling Any shotgun — 3 5 min. 10 None
Secure-Clip Any Small or smaller firearm F 2 25 min. 1 None
Tactical Sling Any rifle, shotgun, SMG, machine — 4 5 min. 8 None
gun, or crossbow
Shotshell Holder Any shotgun F 4 10 min. 3 None
Cartridge Holder Any rifle F 4 10 min. 3 None
Mounted Quiver Crossbows and bows F 2 10 CP 12 None
Tactical Flashlight Any ranged weapon O 1 5 min. 9 None
Vertical Foregrip Any Medium or larger firearm F 5 5 min. 8 None
Vertical Grippod Any rifle, shotguns, machine F 9 5 min. 13 None
pistol, machine gun, or SMG
Lanyard Any handgun or machine pistol — 1 10 min. 2 None
Handgun Mount See text See text 20 10 min. 4 None
Pistol Bayonet Any handgun T 10 12 CP 8 None
Magazine Foregrip Any handgun or machine pistol T 8 5 min. — None

Table 237: Tactical Upgrades


232

13 Ammunition 13.2 18mm Less Lethal


Ammunition consists of the items required for ranged 18mm Less Lethal ammunition is used in the FN 303 series Less
weapons to function. Lethal Launchers. Ammunition cost includes the propellant that
Less Lethal Launchers use.
Type Cost
Speargun Spears (5) 1 OC This ammunition is 18mm capsules filled with OC chemical
CO2 Cartridges (40) 1 irritant. When hit, the target must make a Fortitude Saving Throw
Taser Cartridge 2 [TN19] or be blinded for 4d2 rounds. A gas mask renders the
Flamer Fuel Cartridge(2) 1 target immune to the effects and a wet cloth held over the eyes,
nose, and mouth provides a +2 to the Fortitude Saving Throw.
Table 238: Equipment, Ammunition If a character is already blinded due to an effect that would
be ineffective due to a gas mask, the original blinding effect is
removed, and the new effect immediately takes place.
13.1 .68 Paintball Ammunition
Paintball ammunition is used in paintball markers. Ammunition Marker This ammunition is 18mm capsules capsules filled with
cost includes the propellant that paintball markers use. a high visible, non-toxic food grade coloring with. It leaves a
splotch of paint on whatever it it fires at. Marker ammunition is
Pepperball This ammunition is paintball capsules filled with OC available in various colors.
chemical irritant. When hit, the target must make a Fortitude
Saving Throw [TN15] or be blinded for 1d4 rounds. A gas mask Impact This ammunition is 18mm capsules filled with an inert
renders the target immune to the effects and a wet cloth held powder. It does 2d8 Non-lethal damage.
over the eyes, nose, and mouth provides a +2 to the Fortitude
Saving Throw. If a character is already blinded due to an effect Type Cost #/box Restr
that would be ineffective due to a gas mask, the original blinding OC 3 25 None
effect is removed, and the new effect immediately takes place. Marker 3 25 None
Impact 3 25 None
Pava Round This ammunition is paintball capsules filled with
extra strength Pava chemical irritant. When hit, the target must Table 240: Equipment, 18mm Less Lethal Ammunition
make a Fortitude Saving Throw [TN20] or be blinded for 2d3
rounds. If a character is already blinded due to an effect that 13.3 Crossbow Bolt Heads and Arrowheads
would be ineffective due to a gas mask, the original blinding effect
is removed, and the new effect immediately takes place. Crossbow bolts and arrowheads are used with bows and
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 it fires at. 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, giving a +1 attack bonus against any armored target.
Self Defense This ammunition is a hard rubber ball used
primarily as a self defense weapon. It does 1d3 non-lethal damage.
The rounds are reusable, if collected. Broadhead These heads are wide and sharpened for maximum
damage upon impact. They add +1 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 241: Equipment, Bolt & Arrowheads
Pava Round 1 10 R
Marker 1 500 None
Glass Breaker 1 100 None
Self Defense 1 50 None
Practice 1 100 None

Table 239: Equipment, .68 Paintball Ammunition


233

13.4 Cased Ammunition Type Cost #/box Restr


Heavy Rimmed Handgun
Cased ammunition is ammunition that uses a metal case to
FMJ/Lead 1 50 None
hold all of the components of the ammunition together, normally
Surplus 1 100 None
made of brass, steel, or aluminum. All calibers within a category
JHP 1 20 None
have the same cost for the type of rounds listed.
Ratshot 1 10 None
Frangible 1 20 None
Type Cost #/box Restr
Armor Piercing 1 5 M&P
Rimfire Tracer 1 10 None
FMJ/Lead 1 500 None Blank 1 100 None
JHP 1 400 None SJHP 1 20 None
Explosive 1 20 None SJSP 1 20 None
Match Grade 1 50 None Wadcutter 1 50 None
Tracer 1 100 None Semi-Wadcutter 1 50 None
Frangible 1 50 None Solid 1 5 None
Blank 1 200 None Light Rifle
Light Rimless Handgun FMJ/Lead 1 40 None
FMJ/Lead 1 50 None Surplus 1 160 None
Surplus 1 200 None JHP 1 20 None
JHP 1 50 None Tracer 1 20 None
Frangible 1 10 None Blank 1 100 None
Match Grade 1 25 None Armor Piercing 1 10 M&P
Blank 1 50 None Match Grade 1 20 None
Intermediate Rimless Handgun Intermediate Rifle
FMJ/Lead 1 100 None FMJ/Lead 1 40 None
Surplus 1 400 None Surplus 1 160 None
JHP 1 50 None JHP 1 20 None
Ratshot 1 10 None Solid 1 10 None
Frangible 1 25 None Frangible 1 20 None
Armor Piercing 1 5 M&P Incendiary 1 5 M&P
Non-lethal 1 20 None Armor Piercing 1 10 M&P
Match Grade 1 25 None Match Grade 1 20 None
Tracer 1 10 None Tracer 1 20 None
Blank 1 200 None Blank 1 100 None
Heavy Rimless Handgun SJSP 1 20 None
FMJ/Lead 1 50 None Heavy Rifle
Surplus 1 200 None FMJ/Lead 1 20 None
JHP 1 25 None Surplus 1 100 None
Ratshot 1 10 None JHP 1 20 None
Frangible 1 25 None Frangible 1 20 None
Armor Piercing 1 5 M&P Match Grade 1 10 None
Non-lethal 1 20 None Incendiary 1 10 M&P
Match Grade 1 25 None Armor Piercing 1 10 M&P
Tracer 1 10 None Tracer 1 30 None
Blank 1 200 None Blank 1 100 None
Semi-Wadcutter 1 50 None SJSP 1 20 None
Solid 1 5 None SJHP 1 20 None
Light Rimmed Handgun Explosive 1 5 M&P
FMJ/Lead 1 50 None Solid 1 5 None
Surplus 1 100 None Super Heavy Rifle
JHP 1 30 None FMJ/Lead 1 10 None
Ratshot 1 10 None Surplus 1 40 None
Frangible 1 30 None JHP 1 10 None
Armor Piercing 1 5 M&P Frangible 1 10 None
Tracer 1 10 None Match Grade 1 5 None
Blank 1 100 None Incendiary 1 5 M&P
SJHP 1 30 None Armor Piercing 1 5 M&P
SJSP 1 30 None Blank 1 20 None
Wadcutter 1 50 None Explosive 1 1 M&P
Semi-Wadcutter 1 50 None Solid 1 5 None
234

13.4.1 Cased Ammunition Categories Caliber Damage Recoil Craft Category


Mod
Rimfire Ammunition
.45 ACP 3d4+2 -4 4th
A box of rimfire ammunition weighs 6 oz per 50 rounds.
.45 GAP 3d4+2 -4 4th
Caliber Damage Recoil Craft Category 10mm Auto 2d6+4 -4 5th
Mod .44 AMP 3d6 -4 5th
.45 3d6+1 -4 5th
.41 Rimfire 1 +0 2nd
Winchester
.22 Short 1d2 +0 2nd
Magnum
.22 Long Rifle 1d4 +0 2nd
.50 GI 6d3+2 -7 5th
.32 Rimfire 2d3 +0 2nd
.475 Wildey 3d6+5 -6 5th
.17 HMR 1d4+2 -1 2nd
Magnum
.22 WMR 2d4+2 -2 2nd
.460 4d4+2 -5 6th
.44 Henry 2d6+1 -2 2nd Rowland
.50 Action 3d6+2 -5 6th
Table 242: Rimfire Ammunition
Express

Light Rimless Ammunition Table 245: Heavy Rimless Ammunition


A box of light rimless ammunition weighs 8 oz per 50 rounds.

Caliber Damage Recoil Craft Category


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

Table 243: Light Rimless Ammunition

Intermediate Rimless Ammunition


A box of intermediate rimless ammunition weighs 10 oz per 50
rounds. Light Rimmed Ammunition
A box of light rimmed ammunition weighs 10 oz per 50 rounds.
Caliber Damage Recoil Craft Category
Mod
.380 2d4 -1 2nd
ACP/9x17mm
Kurz
8x22mm 2d4 -1 2nd
Nambu
9x18mm PM 2d4+1 -1 3rd
9x19mm 2d6 -2 3rd
.40 S&W 3d4 -3 3rd Caliber Damage Recoil Craft Category
.38 ACP 2d6+1 -2 3rd Mod
.38 Super 3d4+4 -5 3rd .38 Long Colt 1d4 +0 3rd
7.63x25mm 2d8 -3 4th .38/200 1d4+3 -1 3rd
Mauser .38 S&W 1d4+3 -1 3rd
.22 TCM 2d3+3 -1 4th .38 Special 2d4+1 -1 3rd
7.63mm 1d6+4 -3 5th .476 Enfield 1d4 +0 4th
Mannlicher 9mm 1d6+2 -2 4th
.357 SIG 2d6+2 -3 5th Japanese
7.62x25mm 2d8+2 -4 5th Revolver
Tokarev 7.62x38mmR 1d8+2 -3 4th
9x23mm 2d6+3 -3 7th
Steyr Table 246: Light Rimmed Ammunition

Table 244: Intermediate Rimless Ammunition

Heavy Rimless Ammunition


A box of heavy rimless ammunition weighs 15 oz per 50 rounds.
235

Heavy Rimmed Ammunition Heavy Rifle Ammunition


A box of heavy rimmed ammunition weighs 16 oz per 50 rounds. A box of heavy rifle ammunition weighs 12 oz per 20 rounds.

Caliber Damage Recoil Craft Category


Mod
.44 American 1d6+3 -2 4th Caliber Damage Recoil Craft
.44 Russian 1d6+3 -2 4th Mod Category
.45 Schofield 2d4+3 -2 4th 6.5x50mm Arisaka 4d6 -5 7th
.327 Federal 2d6+1 -2 4th 7.92x33mm Kurz 3d8 -5 7th
Magnum .243 Winchester 4d6+2 -6 7th
.45 Long Colt 2d6+1 -2 4th .300 AAC Blackout 4d6 -5 8th
.41 Long Colt 3d4+1 -3 4th .30-30 Winchester 4d6+1 -5 8th
.455 Webley 3d4+1 -3 4th 6.5mm Grendel 4d6+1 -5 8th
.357 3d4+3 -4 4th 6.5×52mm Carcano 4d6+2 -6 8th
Magnum 7.62x39mm 4d6+2 -6 8th
.32-20 1d10 -3 5th 7.5x54mm French 4d6+4 -7 8th
Winchester 7.62x51mm NATO 5d6 -6 8th
.44 Special 1d6+4 -3 5th 8mm Lebel 5d6+1 -6 8th
.38-40 1d6+5 -3 5th 7x57mm Mauser 5d6+2 -7 8th
Winchester 7.62x54mmR 5d6+2 -7 8th
.44-40 1d10+5 -5 5th .303 British 5d6+3 -7 8th
Winchester .30-40 Krag 5d6+4 -8 8th
.44 Magnum 3d6 -4 5th 7.7x58mm Arisaka 5d6+4 -8 8th
.454 Casull 3d6+2 -5 6th 7.5x55mm Swiss 5d6+4 -8 8th
.500 S&W 5d6+4 -8 6th 7.92x57mm Mauser 5d6+5 -8 8th
Special .30-06 Springfield 6d6 -8 8th
.500 4d6+2 -6 7th .56-56 Spencer 2d10+5 -6 9th
Wyoming .45-70 Government 3d10 -6 9th
Express .50-70 Government 3d10+5 -8 9th
.500 S&W 7d6 -9 7th .458 SOCOM 3d12 -7 9th
Magnum
Table 250: Heavy Rifle Ammunition
Table 247: Heavy Rimmed Ammunition

Light Rifle Ammunition


A box of light rifle ammunition weighs 4 oz per 20 rounds.
Superheavy Rifle Ammunition
Caliber Damage Recoil Craft Category A box of super heavy rifle ammunition weighs 30 oz per 20
Mod rounds.
.17 2d6 -2 2nd
Remington
4.6x30mm 3d4−1 -3 5th
Caliber Damage Recoil Craft Category
5.7x28mm 3d4−1 -3 5th
Mod
Table 248: Light Rifle Ammunition .300 7d6 -9 9th
Winchester
Intermediate Rifle Ammunition Magnum
A box of intermediate rifle ammunition weighs 8 oz per 20 rounds. .338 Lapua 7d8 -10 9th
Magnum
7.92x94mm 7d8 -10 10th
Caliber Damage Recoil Craft Category .50 BMG 10d8 -16 10th
Mod 12.7x108mm 10d8 -16 10th
.30 Carbine 3d6+1 -4 6th 13.9x99mmB 12d8 -19 11th
5.45x39mm 4d4 -4 7th 14.5x114mm 10d10 -17 11th
5.8x42mm 5d4 -5 7th 20x102mm 12d10 -20 11th
5.56x45mm NATO 5d4 -5 7th 20x105mm 12d10 -20 11th
9x39mm 4d4+4 -6 8th 20x125mm 12d10 -20 11th
6mm Lee Navy 5d4+2 -6 8th
6.8mm Remington SPC 5d4+3 -6 9th Table 251: Superheavy Rifle Ammunition

Table 249: Intermediate Rifle Ammunition


236

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

Surplus Ammunition This ammunition consists of plain lead


bullet that lacks the quality of modern manufacturing. Quantity
has a quality all it’s own. It provides +20% error range.

Jacketed Hollow Point (JHP) This ammunition contains a Wadcutter This ammunition is a special-purpose flat-nosed
conical cavity in the nose that ‘‘mushrooms’’ inside a target, bullet specially designed for shooting paper targets, usually at
transferring greater kinetic energy. It provides a +2 damage close range and at subsonic velocities. It provides a +4 damage
bonus plus +1 damage bonus per damage dice over 3, against plus +2 damage bonus per damage dice within the first range
unarmored targets. increment to unarmored targets and a +30% error range.

Semi Jacketed Hollow Point (SJHP) This ammunition contains


a conical cavity in the nose that ‘‘mushrooms’’ in a target,
transferring greater kinetic energy, but the metal jacket extends
about halfway up the bullet, exposing the bare lead underneath.
It provides a +1 damage bonus per damage dice and +10% error
range. Semi-wadcutter This ammunition is a compromise between the
wadcutter and FMJ/Lead ammunition, featuring the sharp edges
Semi Jacketed Soft Point (SJSP) This ammunition is a bullet of a wadcutter, with the slightly tapered nose of a FMJ/Lead bullet.
that has the metal jacket that extends about halfway up the bullet, It provides a +2 damage per damage dice to unarmored targets
exposing the bare lead underneath. It provides a +2 damage within the first two range increments and a +10% error range.
bonus per damage dice and +10% error range.

Armor Piercing This ammunition is specifically constructed to


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

Frangible This ammunition is designed not to pierce solid


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

Match Grade This ammunition is of high quality, used for


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

Tracer This ammunition leaves a string of light when fired, Rat Shot This ammunition is a bullet with a plastic cap filled with
allowing for correcting when firing multiple shots. It provides a +1 birdshot, turning any firearm loaded with it into an impromptu
attack bonus for all multi-shot attack rolls as long as 50% of the shotgun. It grants a −8 damage penalty and a +2 attack bonus,
fired rounds are tracers. but is only effective for 50’.
237

13.5 Shell Ammunition Type Cost #/box Restr


Heavy Shotshell
00 Buckshot 1 25 None
Shell ammunition is ammunition that uses a plastic, brass or #4 Buckshot 1 30 None
paper shell to hold all of the components of the ammunition #9 Birdshot 1 100 None
together. All calibers within a category have the same cost for #6 Birdshot 1 50 None
the type of rounds listed. #3 Birdshot 1 25 None
Slug 1 20 None
Magnum 00 Buckshot 1 10 None
Magnum #4 Buckshot 1 10 None
Magnum #9 Birdshot 1 50 None
Magnum #6 Birdshot 1 25 None
Type Cost #/box Restr
Magnum #3 Birdshot 1 15 None
Light Shotshell Magnum Slug 1 5 None
00 Buckshot 1 25 None
#4 Buckshot 1 25 None
#6 Birdshot 1 40 None
#3 Birdshot 1 20 None
13.5.1 Shell Ammunition Categories
Non-lethal, rock salt 1 50 None
Slug 1 10 None
Frangible 00 Buckshot 1 10 None Light Shotshell Ammunition
Frangible #3 Birdshot 1 20 None A box of light shotshells weighs 6 oz per 25 rounds.
Saboted Slug 1 25 None
Wax Slug 1 20 None
Blank Shell 1 20 None Caliber Damage Caliber Craft Category
Marker 1 25 None Recoil
Intermediate Shotshell Mod
00 Buckshot 1 25 None .410 Bore 3d4+1 -3 1st
#4 Buckshot 1 30 None
#9 Birdshot 1 100 None Table 252: Light Shotshell Ammunition
#6 Birdshot 1 100 None
#3 Birdshot 1 100 None
Non-lethal, beanbag 1 5 None
Non-lethal, rubber ball 1 20 None Intermediate Shotshell Ammunition
Non-lethal, rock salt 1 200 None A box of intermediate shotshells weighs 12 oz per 25 rounds.
Slug 1 20 None
OC Shell 1 10 R
Saboted Slug 1 10 None Caliber Damage Caliber Craft Category
Blank Shell 1 20 None Recoil
Tracer 1 10 None Mod
Taser 1 5 R 20 Gauge 4d6 -5 1st
Frangible 00 Buckshot 1 5 None 16 Gauge 4d6+3 -6 1st
Frangible #6 Birdshot 1 10 None 12 Gauge 5d6 -6 1st
Frangible #3 Birdshot 1 10 None
Breaching 1 5 None Table 253: Intermediate Shotshell Ammunition
Explosive 4 1 M&P
Flamethrower 2 3 None
Flare 1 3 None
Stun 1 2 R Heavy Shotshell Ammunition
Strung Buck 1 4 None A box of heavy shotshells weighs 12 oz per 25 rounds.
Magnum 00 Buckshot 1 10 None
Magnum #4 Buckshot 1 10 None
Magnum #9 Birdshot 1 50 None Caliber Damage Caliber Craft Category
Magnum #6 Birdshot 1 25 None Recoil
Magnum #3 Birdshot 1 15 None Mod
Magnum Slug 1 5 None
10 Gauge 7d6 -9 1st
Mini 00 Buckshot 1 25 None
Mini Slug 1 25 None Table 254: Heavy Shotshell Ammunition
Wax Slug 1 25 None
Marker 1 25 None
238

13.5.2 Shell Ammunition Types when using it with any shotguns with an internal magazine above
3, they gain 1 round of capacity per 3 when using mini ammunition.
00 Buckshot This ammunition consists of .33 caliber heavy 00 Buckshot Provides a −5 damage penalty, reduces the
lead balls fired simultaneously from a single shell. It has no Recoil Penalty by 2 and provides a 25% error range.
special rules. Slug Provides a +1 damage dice, a −2 attack penalty, reduces
the Recoil Penalty by 3, and provides a 25% error range.
#4 Buckshot This ammunition consists of .24 caliber heavy
lead balls fired simultaneously from a single shell. It is weaker Non-lethal This ammunition deals non-lethal damage only and
than buckshot, but still an effective defensive load. It grants a +2 provides a 20% error range increase.
attack bonus within the first 2 range increments and a −4 damage Rubber Ball This shot consists of eight rubber balls and has
penalty. no special rules.
Beanbag Provides a −2 attack penalty and +2 damage dice.
Birdshot This ammunition is similar in design to buckshot, Rock salt Provides a +1 attack bonus and −3 damage dice.
except that the pellets are much smaller and more numerous.
Different sizes of shot provide different bonuses and penalties. Stun Ammunition This ammunition is a shotgun-launchable
#9 Birdshot Provides a +6 attack bonus and −3 damage flashbang shell, that works exactly like its thrown counterpart. It
dice. has a maximum range of 45’ and a blast radius of 15’. Any target
#6 Birdshot Provides a +4 attack bonus and −2 damage caught in the blast must make a Will Saving Throw [TN16] or be
dice. blinded for 1d4 rounds, and a Fortitude Saving Throw [TN16] to
#3 Birdshot Provides a +2 attack bonus and −1 damage die. avoid being deafened for 1d4 rounds. It grants +55% error range.

Slug This ammunition consists of a single massive cylinder of Frangible This ammunition is designed not to pierce solid
lead. It provides a −2 attack penalty and +2 damage dice. surfaces, such as schoolhouse walls or aircraft bulkheads. It
provides a +20% error range, regardless of the type of shot. Any
object with a hardness of 2 or greater immediately defeats this
Wax Slug This ammunition consists of birdshot that has been ammunition. It comes in various shot configurations
solidified in wax. It grants +1 damage die. It cannot take the #6 Birdshot Provides a +4 attack bonus, a −12 damage
benefits of a slug barrel. penalty to armored targets, and a +1 damage bonus to unarmored
targets.
Saboted Slug This ammunition increases a shotgun’s range. #3 Birdshot Provides a +2 attack bonus, a −9 damage
This ammunition multiples a shotgun’s range increment by 1.5 penalty to armored targets, and a +3 damage bonus to unarmored
rounded up to the nearest 5’, and provides +1 damage die. targets.
00 Buckshot Provides a −6 damage penalty to armored
targets and a +6 damage bonus to unarmored targets.
Magnum This ammunition is comprised of larger shells that
allow for more powder and shot. Different sizes of shot provide
different bonuses and penalties, but still retain any non bonus or Blank This ammunition lacks any projectile, simply creating a
penalty benefits and properties that come with the ammunition. loud bang and a muzzle flash. It does no damage and provides
All modern-day shotguns with internal magazines can chamber a 40% error range. If blank ammunition makes up more than
magnum shells, but when using it with any shotguns with an one-fifth of the rounds fired, the firearm 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 a -2 Recoil Penalty. disperses on contact. When fired at an object it ignores 10 points
#4 Buckshot Provides a +2 attack bonus, and a -2 Recoil of hardness, provides −2 damage dice, and +30% error range.
Penalty. They have a maximum range of 20 feet.
#9 Birdshot Provides a −3 damage dice, a +6 attack bonus,
a +2 damage bonus, and increase the Recoil Penalty by 2. Flechette This ammunition is a bundle of flechette darts packed
#6 Birdshot Provides a −2 damage dice, a +4 attack bonus, into a shell. When fired, the flechettes rip and shred their target.
a +3 damage bonus, and increase the Recoil Penalty by 2. It does piercing damage instead of ballistic.
#3 Birdshot Provides a −1 damage die, a +2 attack bonus, a
+4 damage bonus, and increase the Recoil Penalty by 2. Tracer This ammunition leaves a string of light when fired,
Slug Provides a +2 damage dice, a −2 attack penalty, a +6 allowing for corrections when firing multiple shots. It provides a
damage bonus, and increase the Recoil Penalty by 3. +1 attack bonus for all multi-shot attack rolls as long as 50% of
the fired rounds are tracers.
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 Marker This ammunition is a homemade round, replacing the
powder and shot. Different sizes of shot provide different bonuses shot with a highly visible, non- toxic, light refracting powder, that
and penalties, but still retain any non bonus or penalty benefits allows targets to be marked for future identification. It does no
and properties that come with the ammunition. All modern-day damage, and is limited to 1 range increment. It provides a +60%
shotguns with internal magazines can chamber mini shells, but error range.
239

Explosive This ammunition is a small shotgun grenade that in the blast must make a Fortitude Saving Throw [TN14] or be
works like a small grenade launcher grenade. When fired at an knocked prone
object it ignores 6 points of hardness. It provides a −1 attack
penalty and −1 damage die, but all damage dealt is concussion
13.6.4 Tear Gas
and fire damage with a 5’ blast radius.
These grenades are used to disperse crowds and smoke out
OC Shell A shell that consists of tightly packed irritant powder. hostage takers. When the grenade is launched, a tear gas grenade
It shoots a 5-foot wide, 20-foot long line of OC powder that causes fills all squares within 10’ with tear gas and on the second round
all those caught in the blast to make a Fortitude Saving Throw it fills all squares within 15’ with tear gas. Any target caught in the
[TN15] or be blinded for 1d4 rounds. No attack roll is necessary. cloud of tear gas must make a Fortitude Saving Throw [TN15] or
A gas mask renders the target immune to the effects and a wet be blinded and stunned for 2d4 rounds. A gas mask renders the
cloth held over the eyes, nose, and mouth provides a +2 bonus target immune to this effect, and a wet cloth held over the eyes,
to the Fortitude Saving Throw. It provides a +50% error range. nose, and mouth provides a +2 to the Fortitude Saving Throw.

Flamethrower A shell that consists of tightly packed magnesium 13.6.5 Smoke


powder. It shoots a 5-foot wide, 20-foot long line of flame that
deals 2d6 points of fire damage to all creatures and objects in These grenades create smoke to serve as signals or concealment.
its path. No attack roll is necessary. Any creature caught in the When the grenade strikes a hard surface, it bursts and fills all
line of flame can make a Reflex Saving Throw [TN15] to take half squares within 15’ with smoke. On the following round it fills all
damage. It provides a +50% error range. squares within 20’ and on the third round it fills all squares within
25’. The smoke obscures all sight, including night vision goggles.
Anyone within the area has total concealment. It disperses after 10
Flare A flare that illuminates a 30’ radius as if it were lit by rounds. Smoke grenades are available in several colors including
daylight for 7 rounds. When used as a signal, a flare round may white, red, yellow, green, blue, orange, and purple.
be spotted at a distance of 3 miles with a successful Perception
check, [TN20] during the day or [TN15] at night. A flare may also
be used as a weapon, with a maximum range of 30’ and the 13.6.6 Beehive
potential to do 2d4 Fire damage. Anyone shot with a flare round
These grenades fire a bundle of flechette darts that rip and shred
must make a Reflex Saving Throw [TN18] or be caught on fire.
their target. Beehive grenades have a −2 damage penalty for
A flare shell can also ignite flammable material and fluids. This
every range increment. This grenade must be used against a
ammunition provides a +45% error range.
specific target, and does not gain the Bludgeoning damage or
incur the attack penalty from normally firing a grenade at a
Taser A miniaturized taser unit packed into a shell that releases target.
a powerful electrical current on impact. On a successful hit the
shell deals 1d3 electricity damage and 1 non-lethal damage die.
The target must make a Fortitude Saving Throw [TN15] or be 13.6.7 Foam Slug
paralyzed for 1d6 rounds. These grenades consists of a large foam slug, used when non-
lethal force is necessary. This grenade must be used against a
Strung Buck This ammunition consists of two heavy lead balls specific target and does not gain the bludgeoning damage or
connected with a steel cable. It provides a +8 damage bonus and incur the attack penalty from normally firing a grenade at a
a −4 attack penalty. target.

13.6 Grenade Ammunition Types 13.6.8 Buckshot


13.6.1 Fragmentation These grenades fire a bundle of buckshot rounds that penetrate
The most common type of launched grenade. Uses a small the target, turning the grenade launcher into a large shotgun. Has
explosive charge to fling shards of metal in all directions. Any the same damage penalty for range as shotguns. This grenade
target caught in the blast must make a Fortitude Saving Throw must be used against a specific target, and does not gain the
[TN18] or be knocked prone bludgeoning damage or incur the attack penalty from normally
firing a grenade at a target.

13.6.2 High Explosive (HE)


13.6.9 Flare
These grenades are packed with a shaped charge that detonates
on impact, intended for use against armored targets and buildings. These grenades illuminates t77a 60’ radius as if it were lit by
An HE grenade ignores 15 points of hardness. daylight for 10 rounds. When used as a signal, a flare round may
be spotted at a distance of 5 miles with a successful Perception
check, [TN20] during the day or [TN15] at night. Anyone shot
13.6.3 High Explosive Dual Purpose (HEDP)
with a flare round must make a Reflex Saving Throw [TN18] or be
These grenades combine high explosive and fragmentation caught on fire. A flare round can also ignite flammable material
grenades and are suitable for use on armored or soft targets. An and fluids. Does not gain the bludgeoning damage or incur the
HEDP grenade ignores 10 points of hardness. Any target caught attack penalty from normally firing a grenade at a specific target.
240

13.6.10 Hornet’s Nest 13.7.4 Thermobaric

An insert that holds 10 .22 LR rounds that all get fired at once, These rockets are a fuel-air explosive, that use the surrounding
working somewhat like a more lethal buckshot grenade. Can be air in order to keep the fire and explosion running. Anything
refilled and reused. Only usable with 40x46mm launchers. caught in the burst fire radius of the explosion is immediately set
on fire.

13.6.11 Taser

These are an upscaled version of taser shells capable of 13.8 Mortar Ammunition Types
being fired from a standalone or underbarrel grenade launcher.
Designed for military use, they easily outrange the standard 13.8.1 High Explosive (HE)
taser offerings allowing for a long distance takedown. On a These shells are packed with a shaped charge, that when
successful hit, the darts deal electricity damage and the target impacted, destroy armored targets and buildings. An HE shell
must make a Fortitude Saving Throw [TN20] or be paralyzed for ignores 35 points of Hardness.
2d4 rounds. Only usable with 40x46mm launchers. This grenade
must be used against a specific target and does not gain the
13.8.2 Smoke
bludgeoning damage or incur the attack penalty from normally
firing a grenade at a target. These shells create smoke to serve as signals or concealment.
When the mortar strikes a hard surface, it bursts and fills all
squares within 20’ with smoke. On the following round it fills all
13.6.12 Airburst squares within 25’, and on the third round it fills all squares within
30’. The smoke obscures all sight, including night vision goggles.
These grenades are fused to explode before they hit the ground,
Anyone within the area has total concealment. It disperses after
thereby causing the maximum amount of damage to soft targets.
10 rounds. Smoke shells are available in several colors, including
white, red, yellow, green, blue, orange, and purple.
13.6.13 Thermobaric
13.8.3 Airburst
These grenades are a fuel-air explosive, that use the surrounding
air in order to keep the fire and explosion running. Anything These mortars are fused to explode before they hit the ground,
caught in the burst radius of the explosion is immediately set on thereby causing the maximum amount of damage to soft targets.
fire.

13.6.14 Grapnel 13.9 Ammunition Upgrades and Reloading


These grenades come with 120’ of paracord, and a hook built Linked This ammunition upgrade links ammunition to be fired
into the grenade. These grenades can fire 80’ straight up, or 120’ by weapons that used linked ammunition. Any cased ammo may
at a specific target or square. be linked. The price listed is for 100 rounds of any ammunition.

Overpressure This ammunition upgrade loads the ammunition


to a higher internal pressure than standard for the ammunition of
its caliber. It provides a +6 damage bonus and +20% error
13.7 Rocket Launcher Ammunition Types range to ammunition, but if a firearm jams while using this
ammo, it explodes, causing 1d6 slashing damage and completely
13.7.1 High Explosive Anti Tank (HEAT) destroying the firearm. This affects all firearms unless otherwise
noted that it will not explode due to overpressure ammunition.
These rockets are packed with a shaped charge, that when Any cased ammunition may be overpressured.
impacted, destroy armored targets and buildings. A HEAT rocket
ignores 20 points of Hardness.
Subsonic This ammunition upgrade loads the ammunition with
a reduced propellant charge so that the bullets do not exceed the
13.7.2 High Explosive Dual Purpose (HEDP) speed of sound. It provides a −5 damage penalty, a −15 penalty
to the Perception check to hear the weapon when used with a
These rockets are packed with a shaped charge as well as suppressor, and +25% error range to ammunition. Any cased
fragmentation shrapnel, allowing them a dual purpose use against ammunition may be subsonic.
both armor and personnel. A HEDP rocket ignores 15 points of
Hardness.

13.9.1 Reloading
13.7.3 Fragmentation
Reloading is the act of creating complete ammunition from
These rockets are packed with fragmentation shrapnel, primarily components. A single round of ammunition has four parts: the
focused around eliminating personnel. casing, the primer, the powder, and the payload.
241

Grenade Type Damage Damage Type Blast Radius Rng. Sz. Wt. Cost Restr.
Fragmentation 5d6 Slashing 20’ — T 16 6 M&P
High Explosive 10d6 Concussion 15’ — T 16 10 M&P
HEDP 7d6 Slashing/Fire 20’ — T 16 8 M&P
Tear Gas Special Special Special — T 16 5 M&P
Smoke — — Special — T 12 2 L
Beehive 8d6 Slashing — 20’ T 16 8 M&P
Foam Slug 4d6 Non-lethal Bludgeoning — — T 8 9 M&P
Buckshot 3d10 Ballistic — 25’ T 15 4 M&P
Flare 2d4 Fire — 60’ Max T 16 1 L
Hornet’s Nest 6d4 Ballistic — 10’ T 20 25 M&P
Taser Grenade 2d6 Electric — — T 20 34 M&P
Airburst 6d8 Slashing 25’ — T 16 14 M&P
Thermobaric 4d6 Concussion/Fire 30’ — T 16 10 M&P
Grapnel — — — — T 45 15 R

Table 255: Equipment, Grenade Ammunition

Rocket Type Damage Damage Type Blast Radius Sz Wt Cost Restr


HEAT 19d12 Concussion 10’ M 91 23 M&P
HEDP 22d12 Concussion/Slashing 15’ M 115 34 M&P
Fragmentation 10d12 Slashing 20’ M 64 18 M&P
Thermobaric 13d12 Fire 25’ M 158 30 M&P

Table 256: Equipment, Rocket Ammunition

Mortar Type Damage Damage Type Blast Radius Sz Wt Cost Restr


High Explosive 20d6 Concussion/Fire 30’ S 32 100 M&P
Smoke — — Special S 32 80 M&P
Airburst 18d6 Concussion/Slashing 45’ S 32 120 M&P

Table 257: Equipment, Mortar Ammunition

Type Cost Time Restr


Linked 2 30 minutes None
Overpressure 1 for 4 rounds 10 minutes None
per round
Subsonic 1 for 10 rounds 10 minutes None
per round

Table 258: Equipment, Ammunition Upgrades


242

Casing The casing is the part of the ammunition that holds all • Crew The standard number of crew. In most cases, only one
of the components together. This is the piece that is ejected person is needed to drive the vehicle; other crew members
after it is fired, and can be used again, if it is undamaged. The serve as gunners or copilots.
casing for cased ammunition is usually composed of brass, or
less frequently, aluminum or steel. • Passengers The number of passengers (in addition to the
crew) the vehicle is designed to carry. Vehicles that carry
passengers can use that space to carry additional cargo
Primer The primer is a small metal cup containing the primary when passengers aren’t present. Each unused passenger
explosive for the round of ammunition. When the firing pin strikes slot allows the vehicle to carry an additional 100 pounds of
the primer, it ignites the explosive, which in turn ignites the powder cargo.
and sends the payload on its way. Primers are a one-time use
object, but are generally inexpensive. There are certain types of • Cargo Capacity The amount of cargo the vehicle is
ammunition where the primer is actually embedded in the casing. designed to carry. Many vehicles can carry extra
These types of ammo are unreloadable, as they require massive, passengers instead of cargo, but doing so is usually a
complex manufacturing equipment. cramped, uncomfortable, and unsafe experience for those
passengers. As a rule of thumb, one additional passenger
can be carried for every 200 pounds of unused cargo
Powder The powder is the main explosive for ammunition, and
capacity.
is the explosive that propels the bullet down the barrel of a
firearm. Powder spans from the archaic black powder, still in • Initiative The modifier added to the driver’s or pilot’s
use by some handloaders, to modern smokeless powder which initiative check when operating the vehicle.
is used in nearly all modern ammunition. Since the powder is
burnt up when the ammunition is fired, it is impossible to reuse • Maneuver(Man) The modifier added to any Drive or Pilot
(as there isn’t any to reuse). One pound of powder is enough to checks attempted with the vehicle.
create a single batch of ammunition. • Top Speed The highest speed category the vehicle can
reach.
Payload
• Defense The vehicle’s Defense.
The payload is the object fired from the firearm, which can range
• Hardness The vehicle’s hardness. Subtract this number
from plain lead bullets to rubber buckshot. The payload is almost
from any damage dealt to the vehicle.
always destroyed or deformed too much to be reusable, if it can
even be found. • Hit Points The vehicle’s full normal hit points.
Creating a batch of ammunition requires a full batch of each
• Size Vehicle size categories are defined differently from
component, and the amount created in every batch is dependent
the size categories for weapons and other objects.
on the type of ammunition created. It takes about 4 hours to
create a batch of ammunition. If a character fails the Craft check • Cost This is the Wealth point cost to acquire the vehicle.
the ammunition is still made, but for every point below the Craft This number reflects the base price and doesn’t include any
TN 10% of the ammunition is unusable and unrecoverable and modifiers for purchasing the vehicle on the black market.
should be thrown out. If any of this ammunition is used, the
firearm will explode, dealing the caliber’s damage to the user • Restriction The restriction rating for the vehicle, if any.
and destroying the firearm in the process.
Reloading can not be done without a reloading kit and any 14.1 Standard Car Classifications
attempt to reload without one will result in a failure, ruining all of
the components in the process. Most new standard cars include such standard features as air
conditioning, air bags, anti-lock brakes, cruise control, keyless
entry, and an AM/FM radio with CD player. Luxury vehicles
Ammunition Category Craft TN Rounds/Batch
often also include extras such as heated side mirrors, power
Tiny Pistol 15 500 seats, leather upholstery, and sunroofs. In general, these luxury
Small Pistol 20 400 amenities can be added to a non-luxury car with an increase of
Large Pistol 23 300 10% to the Wealth Point cost. It takes 4 Combat Points to enter or
Tiny Rifle 18 300 exit a car.
Small Rifle 20 250 Unless otherwise noted, civilian cars provide three-quarters
Medium Rifle 20 200 cover for their occupants (although passengers who lean out of
Large Rifle 20 100 windows or sunroofs, perhaps to fire weapons, may be reduced
Huge Rifle 25 50 to one-half or even one-quarter cover).
Shotgun Shell 13 300
14.1.1 Toy Car
Table 259: Craft (Mechanical), Ammunition Reloading
A toy car is any kind of single passenger recreational vehicle,
meant for private roads such as road tracks. It lacks any covering
14 Vehicles at all and does not provide cover of any type for its occupant.
Examples include go-karts of various makes and models. Toy
Vehicles are described by a number of statistics cars are a single 5’ square.
243

14.1.2 Microcar 14.2.2 Supercar


A micro car is a tiny car, built to hold two passengers, used Supercars are even more expensive versions of Grand Tourers.
mostly in crowded cities. They have very little cargo space, but They are usually marketed as limited production, elite vehicles,
can fit in spaces that would be otherwise impossible for other or are vehicles that are custom built for power and performance.
cars. Examples include the Ford Fiesta and the Smart TwoFor. Examples include the Bugatti Veyron and the Lamborghini
Microcars are 10 ft long and 10 ft wide. Reventon. Supercars are 20ft long and 10 ft wide.

14.1.3 Compact Car 14.2.3 Muscle Cars


A compact car is a car that is not as small as a microcar, but not Muscle cars are the American version of a Grand Tourer, but
as big as a mid-sized car. These cars make up a large majority of instead of being built for performance and long distance, these
vehicles on the road, hailed for their adequate passenger space, cars are built for torque and drag racing, with high horsepower
cargo room, and fuel efficiency. Examples include the Ford Focus, engines. Examples include the Dodge Challenger and Charger,
Honda Civic, and the Toyota Corolla. Compact cars are 15’ long, the Pontiac GTO, and the Chevrolet Camaro. Muscle cars are 20
and 10’ wide. ft long and 10 ft wide.

14.1.4 Mid-sized Car 14.3 Standard Van Classifications


Mid-sized cars are larger than compact cars, usually boasting Vans include transport and cargo vans of all types. They are
roomy interior, advanced features such as moon roof and encapsulated all around, and unlike pickup trucks, give cover to
enlarged cargo space over a compact car. Examples include their cargo as well. They also have the same standard features
the Chevrolet Malibu, and the Ford Fusion. Mid-sized cars are 15’ that cars have, such as anti-lock brakes, air bags, and AM/FM
long and 10 ft wide. radio with CD player. Unless otherwise noted, vans provide three-
quarters cover to their occupants.
14.1.5 Entry Level Luxury Car
Entry level luxury cars are cars that are the size of a mid-sized 14.3.1 Multi Purpose Vehicle
car, but have luxurious additions, such as heated seats and power
A Multi-purpose vehicle is a van designed for personal use,
seating. They also tend to have a slightly more powerful engine.
usually transporting passengers. Examples include the Ford C-
Examples include the BMW 3, the Audi A4, and the Mercedes-Benz
Max, Chevrolet Orlando, Chrysler Town and Country, the Ford
C-Class. Entry level luxury cars are 15’ long and 10’ wide.
Galaxy, and the Volkswagen Touran. Multi-purpose vehicles are
20 ft long and 10 ft wide.
14.1.6 Full Size Car
Full size cars are cars with a wide body, a very large, 14.3.2 Cargo Van
comfortable interior, with lots of cargo space. For this purpose,
they are often used as police cars. Examples include the Chevrolet Cargo Vans are large vans that have a large opening in the rear
Impala, Ford Taurus, and the Ford Crown Victoria. Full sized cars for transporting cargo. In addition to the single side door, they
are 20 ft long and 10 ft wide. usually have two rear doors that can be opened. Any cargo or
passengers that are in the cargo area have full cover. Examples
include the Chevrolet Express 150, Ford e350 van, and the GMC
14.1.7 Full Size Luxury Car
Vandura. Cargo Vans are 20 ft long and 10 ft wide.
These are roomy, comfortable towncars, often driven by car
services and people wanting to make a statement. Examples of 14.3.3 Passenger Van
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 vans are vans used to transport large amounts of
wide. people, usually upwards of 12 to 15, with little room for cargo.
Examples include Chevrolet Express 1500 and the Ford E350
Wagon. Passenger vans are 25 ft long and 10 ft wide.
14.2 Sports Car Classifications
Sports cars are cars made for the sole purpose of racing; they 14.4 Standard Truck Classifications
are fast, agile, and powerful. They also have the same amenities
as luxury cars such as heated side mirrors, power seats, and Trucks include pickups of all types. They generally have the
leather upholstery. same features as cars. Like cars, trucks generally provide three-
quarters cover to their occupants. The rear bed of a pickup truck,
14.2.1 Grand Tourer Car however, provides only ½ cover.

A Grand Tourer is a luxury vehicle, capable of both long


14.4.1 Mini Pickup Truck
distance and high speed driving. They are usually expensive,
finely tuned machines that can be driven as a normal car, A Mini pickup truck is a compact pickup truck, usually used
or driven on a racetrack. Examples include the Maserati for light duty. Examples include the Toyota Hilux, the Chevrolet
GranTurismo, The Porsche 911 GT, the Nissan Skyline and GT-R, Montana and the Volkswagen Saveiro. Mini pickup trucks are 15
and the Ford GT. Grand Tourer cars are 20 ft. long and 10 ft wide. ft long and 10 ft wide.
244

14.4.2 Mid-sized Pickup Truck but they provide no cover to their occupants. All motorcycles are
10 ft long and 5ft wide.
A Mid-sized pickup truck is a pickup truck with a larger cab
than a mini pickup truck, but still has the same bed. Examples
include the Ford Ranger, the Chevrolet Colorado, and the Nissan 14.6.1 Standard Motorcycle
Navara. Midsized pickup trucks are 15 ft long and 10 ft wide.
A standard bike is a general use motorcycle, with a natural
14.4.3 Full Sized Pickup Truck posture and are often used as general purpose street bikes. They
have good speed and good handling. Examples include the Suzuki
Full sized pickup trucks are trucks that have a large bed and GS500E and a Honda Hornet 599.
a roomy cabin, most often used for hauling large amounts of
material. Examples include the Dodge Ram, the Ford F150, and
the Toyota Tundra. Full sized pickup trucks are 20 ft long and 10 14.6.2 Cruiser Motorcycle
ft wide.
These bikes are styled after american machines from the 1930s
to the 1960s, with a relaxed posture, extended handle bars, and
14.4.4 Heavy Duty Pickup Truck lots of torque and power. Examples include various Harley-
Heavy duty trucks are large trucks made for hauling the Davidsons, Indians and Excelsior-Hendersons.
heaviest of cargo. Examples include the Chevrolet Silverado,
the Dodge Ram Heavy Duty, and the Ford Superduty. Heavy Duty
14.6.3 Sport Bikes
Pickup Trucks are 20 ft long and 10 ft wide.
These bikes emphasize speed, acceleration, braking and
14.5 Standard SUV Classifications cornering on paved roads, made for racing and flash. Examples
include the Kawaski Ninja and the Suzuki GSX.
Sport Utility vehicles are vehicles that are made for both on
road and off-road work, usually possessing 4x4 Drive to tackle
tough terrain. Like trucks, they usually have the same amenities 14.6.4 Touring Bikes
as cars. Unless otherwise noted, they provide their passengers
with three-fourths cover. Touring bikes are bikes designed for long distance riding, offer
good weather and wind protection, as well as large capacity
fuel tanks and expansive luggage. Examples include the BMW
14.5.1 Mini SUV
R1200RT and K1600GL, and the Honda Gold Wing.
A mini SUV is a small, but powerful SUV, built for compactness.
It sacrifices cargo space for comfort. Examples include the Jeep
Wrangler, and the ford EcoSport. Mini SUVs are 15 ft long and 10 14.6.5 Dual Sport
ft wide.
Dual sport bikes are dirtbikes that have street legal tires, mirrors,
lights and signals, horn, muffler, and fairings. These bikes are
14.5.2 Compact SUV built for dual purpose and have the ability to drive off road, as
A compact SUV is a small SUV, larger than a Mini-suv that well as on road with no issues. Examples include the Honda XRV
incorporates some cargo space. Examples include the Ford series, the Yamaha XT series, and the Kawasaki KLR series.
Escape, the Jeep Compass, and the Chevrolet Equinox. Compact
SUVs are 15 ft. long and 10 ft wide. 14.6.6 Dirtbikes

14.5.3 Mid-sized SUV Dirtbikes are off-road motorcycles used primarily for
recreation, and not usually ridden on roads. They lack the
A midsized SUV is a large SUV, complete with good cargo space necessary fairings, mirrors, or lights to be driven safely on roads,
and ample room for passengers. Examples include the Ford Edge, and the tires are usually knobby and built for dirt. Dirtbikes come
the Jeep Grand Cherokee, and the Volkswagen Touareg. Midsized equipped with All Terrain Tires. Examples include the Yamaha
SUVs are 15 ft long and 10 ft wide. YZ250F and Kawasaki KDX220.

14.5.4 Full Sized SUV


14.6.7 ATV
A full sized SUV is the largest of SUVs, usually including a large
amount of cargo room and passenger space. Examples include All terrain vehicles, or ATVs are off-road vehicles used primarily
the Cadillac Escalade, Chevrolet Suburban and the Ford Explorer: for recreation, and not usually ridden on roads. They have four
Full Sized SUVs are 20 ft long and 10 ft wide. wheels instead of two, making them more stable at slower speeds.
They lack the necessary fairings, mirrors, or lights to be driven
safely on roads, and the tires are usually knobby and built for
14.6 Standard Motorcycle Classifications
dirt, but their wider size gives them the ability to carry cargo at
Unlike getting into a vehicle, mounting a motorcycle cost the cost of speed. ATVs come equipped with All Terrain Tires.
3 Combat Points. Motorcycles tend to perform better than Examples include the Yamaha YZ450R and Kawasaki Brute Force
automobiles in the terms of acceleration and maneuverability, 300.
245

14.6.8 Scooter 14.8.4 Military Jet Aircraft

Scooters are two wheeled vehicles with a step through frame, These aircraft are jet aircraft built for military specifications.
usually with an engine size smaller than a motorcycle. They are They are equipped with a single heavy machine gun and have 6
ridden in a sitting posture. While not being as fast as a motorcycle, external and 2 internal hardpoints for rockets, missiles or guns.
they are more economic, usually ridden around town for light Examples include the F/A-18, the F-16, and the F-15.
travel. Examples include the Vespa PX and Yamaha Vino.
14.9 Other Vehicles
14.7 Standard Rotary Aircraft A few types of vehicles don’t fit neatly into the categories
covered above. Many of these (such as the armored truck and
A rotary-wing aircraft is a heavier-than-air flying machine that the limousine) are usually custom built, so the model name isn’t
uses lift generated by wings, called rotary wings or rotor blades, specified as it is with most other vehicles in this section. The
that revolve around a mast. They are called helicopters. description and stats reflect a typical model.

14.7.1 Utility Helicopter 14.9.1 Moving Truck


This is a general all purpose helicopter, that has an average This is a large cargo truck used to move furniture or deliver
range, decent maneuverability, which can fulfill a various set of freight. Trucks of this sort are often available as rentals. It
roles. Examples include the Bell JetRanger. It is 40 ft long and 15 provides three-quarters cover for occupants in the cab and full
ft wide. cover for any in the back. It Is 25 ft long and 10 ft wide.

14.7.2 Gunship Helicopter 14.9.2 Bus


This is a large vehicle for transporting large amounts of people.
This is a helicopter that has a primary role of engaging ground
It has a door at the front and a second door about halfway
targets. It is equipped with a 30mm autocannon, and has 4
down the right-hand side or a door at the rear. It provides three-
external hardpoints that can mount rockets, missiles or guns. It is
quarters cover for crew and passengers. It is 60 ft long and 10 ft
60 ft long and 15 ft wide.
wide.

14.7.3 Transport Helicopter 14.9.3 Armored Truck


This is a large helicopter who’s sole purpose is to transport Used to transport money between businesses and financial
a large amount of troops, cargo, or supplies from one area to institutions, armored trucks are designed to deter would-be
another. It is 65 ft long and 15 ft wide. thieves. The truck has three doors and firing ports that allow the
crew to use their firearms without leaving the vehicle. It provides
nine-tenths cover for its occupants. It is equipped with Run-flat
14.8 Standard Fixed Wing Aircraft tires. It Is 20 ft long and 10 ft wide.
A fixed-wing aircraft is an aircraft capable of flight using wings
that generate lift caused by the vehicle’s forward airspeed and 14.9.4 Tow Truck
the shape of the wings. This is a vehicle specifically made to hook up, and transport
vehicles either with or without the owner’s consent. It can tow any
14.8.1 Standard Prop Aircraft vehicle of the same size or smaller, but when towing a vehicle it
gains a −5 to maneuverability. It provides three-quarters cover
This is a standard aircraft that is powered by a single propeller. for crew and passengers. It is 40 ft long and 10 ft wide.
It makes up the bulk of all civilian aircraft. Examples include the
Cessna 172. 14.9.5 Golf Cart
This electrical vehicle is primarily used for light transport work,
14.8.2 Military Prop Aircraft such as moving around on a golf course, or through paved areas
such as shopping plazas. It provides no cover for crew and
This is an aircraft built for military specifications. It is equipped
passengers. It is 10 ft long and 10 ft wide.
with two .50 BMG machine guns and has 5 external hardpoints
that can accept rockets, missiles, or guns. Examples include the
A-29 Super Tucano and the P51 Mustang. 14.9.6 Semi Trailer Truck
Used to transport all sorts of cargo long distances, this truck
14.8.3 Standard Jet Aircraft includes both the cab and an attached full sized trailer. All
occupants in the trailer have full cover, while those in the cab
These aircraft are similar in size to prop aircraft, but instead have three-quarters cover. The cab can hold 1,000 lbs of cargo,
have a jet engine, allowing them increased speed, often used for while the trailer can hold 80,000 lbs of cargo. It Is 80 ft long and
transportation. 15 ft wide.
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14.9.7 RV machine gun, it has one less passenger, and one more additional
crew. It is equipped with Run flat tires. A MUV is 20 ft long and
Recreational Vehicles, or RVs, are motor vehicles equipped
10 ft wide.
with living space and amenities. They are often used for long
distance travel, long term vacations, and for comfortable living
in remote areas. RVs contain a bathroom, two bedrooms, and a 14.11 Other Transportation
small kitchenette. All occupants in the RV have full cover, while
those in the driving and passengers seat have three-quarters 14.11.1 Horses
cover. It Is 50 ft long and 10 ft wide.
A horse is a hooved, quadrupedal mammal that has been
domesticated for work and riding. There are many different
14.10 Military and Police Vehicles breeds of horses, the one listed representing the average work
horse. The cost listed includes two saddle bags, and a saddle.
Several military and police vehicles are covered here. In
Unlike other vehicles, horses die if their hit points reach −10, and
addition, a number of the standard vehicles covered above are
are disabled like characters if their hitpoints reach 0. They can be
commonly seen in military and police service.
healed using the first aid skill. Mounting a horse costs 3 Combat
Points.
14.10.1 Armored Personnel Carriers
Armored Personnel Carriers are vehicles designed to carry 14.11.2 Tripod
troops into various conflicts and protect them from small arms
fire. Some are equipped with a full turret mounted General A tripod is a stationary mounted pintle, that is used for mounting
Purpose Machine gun, while others are unarmed, usually those in weapons. It is not a vehicle in the tradational sene. All tripods have
police roles. APCs provide full cover for all of the occupants and the Weapon Pintle upgrade built in. Tripods must be constructed.
the driver, and three-quarters cover for the gunner, if applicable. When they are in their deconstructed form, they are considered
It takes 12 Combat Points to enter the driver or gunner seat of an a Huge object. Tripods take 10 minutes to construct. When they
APC and another 12 Combat Points to start it moving. It takes 4 are constructed, they can be used in any direction, but the user
Combat Points to Enter the passenger seat of an APC. Examples must be standing on the opposite direction of the tripod when
include the M113, BMP-2, Lenco Bearcat, and Cougar. APCs are using the mounted weapon. Tripods can not accept any vehicle
20 ft long and 10 ft wide. APCs do not lose speed due to terrain. upgrades.

14.10.2 Infantry Fighting Vehicle


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

14.10.3 Main Battle Tank • Drivetrain The transmission and the suspension.
A main battle tank is a tank that fills the heavy direct fire role Unless otherwise noted, a vehicle can have as many upgrades
and the secondary infantry and IFV support. Examples include of each type as the owner can afford.
the M1 Abrams and T90. Main battle tanks have a Tank Gun, a
General Purpose Machine gun mounted on the same axis as the
Tank Gun, and a secondary machine gun of its choice. MBTs are 14.12.1 Paint Job (Body)
40 ft long and 15 ft wide. MBTs do not lose speed due to terrain.
This upgrade gives the vehicle a brand new color, tint and hue.
The car can be painted any color the character wishes.
14.10.4 Multi-use Vehicle
A multi-use vehicle is a vehicle that is used when armored 14.12.2 Convertible (Body)
transport is not necessary, or would cause too much attraction.
This version can be configured in a variety of ways, including This upgrade gives the vehicle either a hard top or soft top
a two-door pickup, a four-door pickup with a short bed, and a convertible, allowing the top to retract or extend at the push of a
completely enclosed, SUV-like body with a hatchback and four button. It takes 1 round for the top to retract or extend. When the
doors, and a Heavy Machine Gun mount on the top. This position top is retracted, all characters in the vehicle have one-half cover.
provides one-half cover. When the MUV is configured with the Only cars, trucks, SUVs and vans may take this upgrade.
247

14.12.3 Service Kit (Body) taken a maximum of six times. Because of its internal nature, it is
impossible to detect when not in use. When taking this upgrade,
This upgrade is used for Fire, EMS, and auxiliary vehicles to
a firing arc must be selected.
change their looks to be more visible. This upgrade gives the
vehicle lights, sirens, and markings for the selected use. Cars
receive space for a standard sized equipment kit, and trucks, vans 14.12.10 External Hardpoint Upgrade (Body)
and SUVs receive space for a deluxe sized equipment kit. This upgrade fits the vehicle with external hardpoints, that can
accept a single missile, a rocket pod bay, or a large or larger
14.12.4 Police 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 gives the vehicle lights and sirens, markings (if a location and add one crew location to the vehicle, and increase
marked unit), a professional radio, and a spotlight. Cars, trucks, the cost by 20 WP. This upgrade may be taken a maximum of six
SUVs, and vans also receive two long-gun mounts, capable of times. When taking this upgrade, a firing arc must be selected.
securely storing two large firearms in a lock (Handcuff Lock).
APCs, IFVs and MBTs that take this kit have all of their weapons
removed. 14.12.11 Standard Tires (Wheel)
This upgrade is the standard, general use tires. They grant no
14.12.5 Racing Kit (Body) bonuses or penalties.
This upgrade adds a spoiler, and removes all non-essential
parts in the car for racing, such as the rear seats, radio and CD 14.12.12 Racing Tires (Wheel)
player, and the AC and heat. This upgrade reduces the passenger This upgrade changes the standard tires for high performance
rating to 1, and reduces the weight of the vehicle by 20%. The racing tires, that grant a +4 bonus to Maneuvering while on any
racing kit also reduces damage given to occupants, due to rolling paved roads, but grants a -3 penalty when driving on any other
or collisions, by half. kind of surface, and when driving on wilderness, the car becomes
stuck immediately and can not move.
14.12.6 Light Armor Kit (Body)
This upgrade fits the car with bullet resistant windows, and 14.12.13 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 maneuvering 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.
14.12.7 Heavy Armor Kit (Body)
This upgrade fits the vehicle with heavy plating and thick, 14.12.14 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.

14.12.8 Weapon Pintle Upgrade (Body) 14.12.15 Run-flat Upgrade (Wheel)


This upgrade fits the vehicle with a mount that allows for a This upgrade will upgrade any set of tires to their run-flat
large or larger weapon to mount onto a vehicle. When mounted, variant. Any attack or action that would cause the tires to be
the weapon gets a +6 attack bonus to all multifire attacks. Only destroyed, and the penalties incurred from that is negated for
trucks and vans can use this upgrade. When used on trucks this 45 minutes. After 45 minutes, the tires are damaged as normal,
upgrade puts the mount in the bed of the truck, and the pintle and any skill checks or saving throws are then completed, if
has full range of motion. When this upgrade is placed on vans, necessary.
the mount is put either at the rear doors or on the side doors, if
the vehicle has one, and gains only the firing arc of the opening
14.12.16 Racing Brakes (Wheel)
doors. A vehicle can only have one Weapon Pintle Mount.
This upgrade replaces the standard brakes with a set of high
14.12.9 Internal Hardpoint Upgrade (Body) performance racing brakes. The vehicle can reduce its speed by
two levels every round.
This upgrade fits the vehicle with an internal hardpoint that can
accept a single missile, a rocket pod bay, or a large or larger
14.12.17 Turbocharger Kit (Powertrain)
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 fits the vehicle with a turbocharger and an
location and add one crew location to the vehicle, and increase intercooler, which work together to increase the overall output of
the cost by 25 WP. Only cars, trucks, vans, SUVs, and military and a vehicle’s engine. It increases the maximum speed category of
police vehicles may take this upgrade, and this upgrade may be a vehicle by 1.
248

14.12.18 Nitrous Oxide Kit (Powertrain) Upgrade Time Cost


Paint Job 2 hours 20
This upgrade fits the vehicle with a single nitrous oxide tank, Convertible 4 hours 50
used by racers to gain a sudden boost of speed. A driver activates Service Kit 4 hours 20
the tank for 2 Combat Points, and the vehicle immediately gains Police Kit 3 hours 25
two speed categories. Each tank can be activated only once Racing Kit 4 hours 30
before it must be refilled, spare nitrous costing 4 WP per refill. Light Armor Kit 6 hours 45
The vehicle must not be stationary in order to gain this benefit.
Heavy Armor Kit 8 hours 65
This upgrade can be taken up to three times, each time giving an
Weapon Pintle 2 hours 10
additional tank.
Internal Hardpoint 8 hours 22
External Hardpoint 3 hours 10
Standard Tires 20 min. 10
14.12.19 Standard Transmission (Drivetrain) Racing Tires 20 min. 30
Snow and Ice Tires 20 min. 12
This transmission is the standard transmission installed in
All Terrain Tires 20 min. 15
vehicles. It grans no bonuses or penalties.
Run-flat Upgrade 20 min. 5
Racing Brakes 10 min. 15
Nitrous Oxide Kit 1 hour 8
14.12.20 Sprint Transmission (Drivetrain)
Turbocharger Kit 2 hours 18
Standard Transmission 1 day 100
This transmission reduces the overall speed of a vehicle, but
helps it get off the line faster. When using this upgrade, a vehicle Sprint Transmission 1 day 150
can immediately go from stationary to avenue speed, but has a Long Distance Transmission 1 day 150
maximum speed of street speed. Racing Transmission 1 day 300
All Wheel Drive Transmission 1 day 180
Improved Suspension 1 day 50
14.12.21 Long Distance Transmission (Drivetrain) Table 263: Equipment, Vehicle Upgrades
This transmission reduces the acceleration of a vehicle, but
increases the gear ratio to help increase its overall speed. When
using this upgrade, it takes two rounds to increase to the next 15 Lifestyle and Services
speed, but the maximum speed is increased by 3.

15.1 Housing
14.12.22 Racing Transmission (Drivetrain)
A number of types of homes are mentioned on Table: Lifestyle.
The WP cost covers the down payment and financing, not the
This transmission is a customizable transmission, allowing for
total cost of the home. A character buying a home does not have
variable gear ratios. It can be set to either Sprint, Standard or Long
to worry about mortgage payments.
Distance, and uses the same rules as the selected transmission.
The Small apartment is a one- or two bedroom apartment
complete with a small kitchen, and out-front parking. The large
apartments are three to four bedrooms, and generally include
14.12.23 All Wheel Drive Transmission (Drivetrain)
a parking lot. The small house and condo are one- or two-
This transmission ties all of the wheels together to increase its bedroom homes, probably with curbside parking. The large
traction and reduce loss of speed on loose and rough terrain. condo and medium house are three-bedroom homes with garage
When driving on wilderness or semi-paved roads, the vehicle’s or carport parking for one or two cars. The large house is a
speed loss due to terrain is reduced by 1 category. four-bedroom home with a two-car garage, while the mansion is
a five- or six-bedroom home with an extra den, spacious rooms
throughout, and a three-car garage. All of these homes are of
typical construction; luxury appointments with high art design is
14.12.24 Improved Suspension (Drivetrain) available with a 25% increase to the wealth point cost, rounded
up.
This upgrade increases the effectiveness of the suspension,
making the vehicle easier to handle. It grants a +2 to maneuver. A house grants certain luxuries like the ability to store deluxe-
sized kits and have them on call for use, as well as giving the
character a place to rest without paying for temporary lodging.
Location dramatically affects a home’s value. The given Wealth
Point cost assumes a typical suburban location. An undesirable
location, such as a bad neighborhood or a remote rural site,
reduces the Wealth point cost by 10%, rounded up. A particularly
good location in an upscale neighborhood or city center increases
the wealth point cost by 15%, rounded up.
249

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 Size 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 1,200 lb. −1 −1 Highway 8 5 38 L 220
Mized-sized Pickup Truck 1 2 1,600 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 2,500 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 Bike 1 1 100 lb. +2 +2 Highway 10 2 25 M 500
Cruiser Bike 1 1 150 lb. +1 +1 Highway 9 2 45 M 700
Sport Bike 1 1 0 lb. +3 +3 All Out 10 2 26 M 725
Touring Bike 1 1 300 lb. +1 +2 Highway 8 2 28 M 800
Dual Sport 1 1 50 lb. +1 +2 Highway 10 2 25 M 650
Dirt Bike 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 150,000
Military Jet Aircraft 2 0 0 lb. −5 −2 All Out 2 18 60 C 300,000
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 100,000
MUV, 2-Door Pickup 1 1 1,800 lb. −2 −2 Street 7 10 55 H 5,000
MUV, 4-Door Pickup 1 3 1,000 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/o Gun 1 4 250 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/ Gun 2 3 100 lb. −2 −2 Street 7 10 55 H 5,000

Table 260: Equipment, Vehicles


250

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 Crusing 12 0 25 L 250
Tripod 1 0 0 lb. +1 N/a N/a 0 0 10 L 60

Table 261: Equipment, Vehicles (cont.)

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

Table 262: Equipment, Vehicle Weapons

Renting Lifestyle Cost


Housing, Small Apartment 150
A character (or group of characters) can always decide Housing, Large Apartment 250
to rent instead of purchasing their own house, albeit at a Housing, Small Condo 560
monthly cost. It costs 10% of the price of the domicile to Housing, Large Condo 650
rent it for a month. Housing, Small House 620
Housing, Medium House 740
Housing, Large House 800
Housing, Mansion 1000
Entertainment, Movie Ticket 1
Entertainment, Theater Ticket 2
Entertainment, Sporting Event Ticket 2
Entertainment, Target Practice 2
15.2 Entertainment Meals, Fast Food 1
Meals, Family Restaurant 2
Meals, Upscale Restaurant 4
Costs are given for several entertainment options. They Meals, Fancy Restaurant 6
represent the purchase of a single ticket or session.
Transportation, Airfare, Domestic, Coach 6
Transportation, Airfare, Domestic, First Class 12
Transportation, Airfare, Int’l, Coach 15
Transportation, Airfare, Int’l, First Class 30
Transportation, Car Rental, Economy Car 4
Transportation, Car Rental, Mid-size Car or Truck 6
15.3 Transportation Transportation, Car Rental, Luxury Car 10
Lodging, Budget Motel 2
Lodging, Average Motel 4
Airfare tickets are for a single passenger round trip. One-way
Lodging, Upscale Hotel 10
tickets are available, but only reduce WP costs by 30%, rounded
up. Car rentals and lodging rates are per day.
251

Table 264: Lifestyle 15.5.5 Death Crime


Someone died as a result of the crime.
15.4 Auto Repair
Having a car repaired can be expensive; the level of expense 15.6 Medical Services
depends on the amount of damage the vehicle has suffered. The
A character’s medical insurance is built into their salary;
WP cost for damage repair assumes that the vehicle has not
the cost represents the ancillary expenses not covered or only
actually been disabled; if it has, increase the WP cost by 50%,
partly covered by insurance. Medical services must be paid for
rounded up. Repair generally takes 1 day for every 10 HP of
in full regardless of whether they are successful. See the Treat
damage dealt and results in the vehicle being returned to full HP.
Injury skill for more information on the medical services described
below. In a hospital setting the necessary Treat Injury checks are
15.5 Bail Bonds and Legal Services always successful. The Wealth Point cost is per check.
Characters jailed for crimes can seek bail. Bail is a monetary
guarantee that the suspect will show up for his trial. The bail 15.6.1 Long-Term Care
amount is set by a judge or magistrate, sometimes immediately The cost represents treatment for regaining HP or ability score
following arrest (for minor crimes) and sometimes days later (for points more quickly than normal on a given day.
serious crimes). If bail is granted, a character can arrange for a
bail bond, a loan that covers bail. The costs represent the fees
15.6.2 Restore Hit Points
associated with the loan; the bond itself is paid back to the bond
agency when the character shows up for trial. If the character The cost represents treatment for HP damage from wounds or
fails to show up, the agency loses the bail loan and may send injuries on a given day.
bounty hunters or other thugs after the character.
Bail amounts vary dramatically, depending on the 15.6.3 Surgery
seriousness of the crime, the suspect’s criminal history, their role
in society, their family life, and other factors the judge believes The cost represents a single surgical procedure.
indicate that the character will or will not flee (or commit other
crimes) before the trial. An upstanding citizen with a good job 15.6.4 Treat Poison/Disease
and a family who has never before been charged with a crime
gets minimal bail; a career criminal with nothing to lose receives Represents one application of treatment for a poison or disease.
maximum bail or may not be granted bail at all. The WP cost The cost is 10 + cost of Antidote.
shown assumes the suspect is viewed positively by the court. If Service Cost
not, increase the cost by as much as 25%, rounded up. Whatever
Auto Repair, 1-10 HP Damage 10
the base cost, a successful Presence check [TN15] by the suspect
reduces the purchase price by 10%, rounded up. Auto Repair, 11-20 HP Damage 15
Auto Repair, 21-30 HP Damage 20
Auto Repair, 30+ HP Damage 35
15.5.1 Legal Services
Auto Repair, Towing 5
The cost of legal services is 15 + the lawyer’s Knowledge (Civics) Bail Bonds, Civil Crime 15
rank. Bail Bonds, Property Crime 25
Bail Bonds, Assault Crime 120
15.5.2 Civil Crime Bail Bonds, Death Crime 250
Bribery, Bouncer 2
This crime involved civil matters, no one was threatened or Bribery, Bureaucrat 25
hurt physically as a part of the crime. Bribery, Informant 5
Bribery, Police Officer 10
15.5.3 Property Crime Legal Services See text
The crime involved only the destruction of property; no one Medical Services, Long-Term Care 10
was attacked or seriously hurt as part of the crime. Medical Services, Restore HP 12
Medical Services, Surgery 15
Medical Services, Treat Poison/Disease See text
15.5.4 Assault Crime
The crime involved an attack intended to capture, kill, or Table 265: Services
seriously injure the victim.
252

Chapter VIII 2.1.3 Children

Game Mastering
Children (newborns to age 11) are handled differently from
1 The Role of the Game Master other characters. They do not have levels. They begin with the
same ability score package as ordinaries, but their ability scores
The Game Master is a storyteller and a referee, creator of are reduced as follows: −3 STR, −1 DEX, −3 CON, −1 INT, −1 WIS, −1
terrible threats against humanity, secret master of the villainous, CHA.
criminal and insane, and hidden protector of the brave. The GM’s
responsibilities include three important tasks. Children have 1d4 CHP plus their CON modifier (minimum 1
CHP). They have no skills, feats, or occupations. Their BAB is +0,
and they have a +0 modifier on all saving throws (plus any ability
1.1 Craft a Story score modifiers). Children have a +0 modifier to Defense and 10
First and foremost, a game session is a story. It should make Combat Points. Children have no effective attacks and should be
sense and hang together, complete with a beginning middle and treated as noncombatants.
an ending. After you set the adventure in motion, the players
help provide what happens in the middle and how the conclusion When a child turns 12, they are considered a young adult and
plays out. takes their first level. At that point, the character becomes an
ordinary (or character, in some cases).

1.2 Create the world


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

1.3 Adjudicate the Game 2.1.4 Battle Value

Finally, the GM decides to add a few enemies to keep the


characters in danger and actually referees the use of the rules
contained in this book. The players must be able to count on you An ordinary character has a BV based on their Encounter Level.
to run the game fairly and in everyone’s interest.
Children have a BV of 0 and characters receive no experience
points for murdering them.
2 NPCs
2.1 Ordinaries
‘‘Ordinaries’’ are supporting characters and extras. Or-
dinaries are built using the standard character creation rules 1 Aloof 25 Even Tempered
and have occupations, skills, and feats. As they gain levels, 2 Bad breath 26 Exacting
ordinaries increase their skill points, BAB, and saving throw 3 Bald 27 Eyeglasses
modifiers. However, ordinaries differ from characters in three 4 Bookish 28 Eye patch
ways. An ordinary character has 5 Braces or dentures 29 Fanatical
6 Brave 30 Fast talker
• The standard starting ability score package 7 Capricious 31 Fidgets nervously
8 Careless 32 Foppish
• No ability focuses 9 Clean 33 Forgiving
10 Collector 34 Forging
• No COP to spend on any upgrades. 11 Condescending
35 Foul-mouthed
12 Cowardly
36 Hacking cough
13 Unusually Straight Teeth
2.1.1 Starting Ability Scores 37 Hard of hearing
14 Crooked Teeth
15 Cruel 38 Helpful
Ordinaries do not roll their ability scores. They start with the 39 Hot tempered
standard score package: 15, 14, 13, 12, 10, 8. The GM can assign 16 Cryptic, evasive, or secretive
17 Dirty and unkempt 40 Hyperactive
the scores as they see fit. At 3rd level and 6th character level, an 41 Impeccably dressed
18 Distinctive jewelry
ordinary adds 1 point to one ability score. 42 Inquisitive
19 Distinctive nose
20 Distinctive scar 43 Jealous
2.1.2 Hit Points 21 Doesn’t like to be touched 44 Jokester
22 Drunkard 45 Jumpy
Ordinaries receive the standard set hit points as if they did not 23 Easy going 46 Lazy
purchase any using COP. 24 Enunciates very clearly 47 Loquacious
253

48 Melancholy 75 Sexist, Racist, etc. 3.4 Blue Collar


49 Missing tooth 76 Promiscuous
50 Missing finger 77 Shaky hands Blue collar character’s equipment can vary wildly based on the
51 Moody 78 Sings or hums a lot job they perform.
52 Multiple piercings 79 Talks a lot
53 Nasal voice 80 Stooped back
54 Nervous twitch 81 Strong body odor
55 Neurotic 82 Stutters lisps or slurs 3.5 Celebrity
56 Never shuts up 83 Suave
57 No sense of humor 84 Suspicious A celebrity always has a smartphone, a camera, and any other
58 Not very observant 85 Sweaty indulgences they prefer, as well as any instruments they may
59 Obsequious 86 Theatrical need to perform.
60 Obese 87 Unfeeling
61 Opinionated 88 Unusual hair style or color
62 Optimistic 89 Uses big words
63 Overbearing 90 Uses expressive hand gestures 3.6 Creative
64 Particularly high voice 91 Very short
65 Particularly long hair 92 Very tall Creative characters always have their medium of choice nearby
66 Particularly low voice 93 Visible birthmark
whether that’s paper, pens and pencils, a laptop, or a good DSLR
67 Passionate artist or hobbyist 94 Visible tattoo
camera.
68 Perfect teeth 95 Walks with a limp
69 Pessimistic or cynical 96 Wears flamboyant or outlandish
70 Pleasant-smelling attire
71 Preachy 97 Wears toupee or wig 3.7 Criminal
72 Reclusive 98 Well read
73 Self destructive 99 Well mannered
Criminals such as bank robbers, crime family soldiers, gang
74 Self glorifying 100 Whistles
members, and drug dealers usually carry their weapon of choice,
which is usually cheap, concealable, and powerful, as well as a
kit that suits their job, such as a lockpicking kit for burglars and
3 Occupational Equipment thieves, or a forgery kit for con artists. Pirates, regardless of the
locale, are often armed with heavy automatic weapons.
Character occupations can determine the personality,
background, and even the preferred equipment of the character. Hitmen usually keep .22 LR, .32 ACP or .25 ACP Pistols on hand,
Below are notes on equipment, based on the occupation of the equipped with a threaded barrel and a suppressor, as well as
character. This is usually in addition to the normal equipment sub-sonic ammunition.
nearly all people carry, such as writing utensils, wallets and
identification, and currency.
3.8 Doctor
3.1 Academic
Doctors of all types on call will always have plenty of medical
Academics of all types are often nearby computers, and usually supplies; however, when out of the office, their supplies will be
have various writing materials and text on hand. Academics with limited to a small First Aid Kit.
specific focuses will have small to standard kits available at their Pharmacists would have access to a deluxe chemistry kit while
disposal, for instructional purposes. at their main place of work.

3.2 Adventurer
3.9 Emergency Services
Adventurers such as daredevils and extreme sports enthusiasts
have some type of equipment that suits their thrill of choice, such
Rescue workers, firefighters, paramedics, hazardous material
as a motorcycle, sports equipment, or parachute.
handlers and emergency medical technicians all fall under this
Big game hunters will always have a high powered assault category.
rifle, battle rifle, or sniper rifle for hunting, usually in 5.56x45mm
NATO, 7.62x39mm, 7.62x51mm NATO, .30-06 Springfield, or .243 Firefighters and rescue workers are issued a turnout coat as
Winchester. standard issue, while paramedics and EMS workers are issued a
standard first aid kit, which comes in the form of a large red bag.
Explorers and field scientists will always have camping
equipment, as well as adequate equipment to do calculations Emergency medical technicians are issued a laptop in order to
and equations in the field. Small kits are usually brought with complete their job.
them.

3.3 Athlete 3.10 Entrepreneur


Athletes, regardless of type, are always nearby their athletic Entrepreneurs always have some form of computer on their
equipment of choice. person at one time, whether it be a smartphone or a laptop.
254

3.11 Investigative buckshot and non-lethal rounds. The armory also has X26 tasers,
taser cartridges, and extendable batons (light club) for issue.
Federal agents and police detectives are issued the badge
S.W.A.T. team members have access to much heavier weapons,
of their respective departments, a backup or full sized semi-
including sub-machine guns such as the H&K MP5A4 and MP5A5,
automatic handgun in either 9x19mm, .38 Special, .357 Magnum,
UMP9, UMP40, UMP45, and FN P90, assault rifles such as the
.40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair
FN SCAR-L and SCAR-H, carbines such as the Colt M4A1, and
of steel handcuffs and a tactical holster. They may take the
M4, shotguns such as the Benelli M1, M2, M1014, Mossberg JIT
wealth points given to them, and add their own money to
and 590A1, Remington 870 Express Tactical and Remington 1100
purchase a more expensive firearm, as long as it meets the caliber
Tactical, and sniper rifles such as the Remington 700 and the
requirements. The WP allocated for the issued firearm is for the
Accuracy International AWM. They also have grenades, such as
firearm only, and does not cover any upgrades. Ammunition is
tear gas, stun, sting, and concussion.
provided for this firearm by the department, either FMJ/Lead or
A concealable vest is issue for all police officers, state troopers,
JHP (GM choice). Federal agents or police detectives will only be
deputy sheriffs, and S.W.A.T. members while on duty and is turned
issued a handgun if they take the Personal Firearm Proficiency
in when off duty.
feat. The issued weapon does come with a condition however; that
Military police are issued a uniform, a badge, and a sidearm
they act and perform in the role becoming of a proper agent or
based on their country and only possess this sidearm while on
officer. A serious break to this code could result in consequences
active duty.
such as the weapon and position being revoked, the character
being demoted in position, or in the most severe cases, the firing
of the agent or officer. United States Sig-Sauer P320 Full Size with three 17 round
Federal agents and police detectives have the Military and magazines.
Police license for free, but any purchases using it must be
approved by their superior officer (the GM). United Kingdom Glock 17 with three 17 round magazines.
Private investigators also carry firearms, usually sticking to
either a backup or full sized handgun.
Photojournalist and investigative reporters always have a Canada Browning Hi-Power with three 13 round magazines.
camera of some type, such as a DSLR camera for photojournalists
or a camcorder for investigative reporters. Israel Jericho 941 with three 16 round magazines.
Espionage agents are a special case. Because of the nature of
their work most of the weapons they carry are procured during
assignment, making any weapon a potential weapon. Espionage China Norinco QSZ-92 with three 15 round magazines.
agents prefer smaller, more easily concealed weapons as a Law enforcement personnel have the Military and Police license
general rule. for free, but any purchases that require this license must be
approved by their superior officer (the GM).
3.12 Law Enforcement
Police officers, state troopers, deputy sheriffs, and S.W.A.T. 3.13 Military
members are issued the badge and uniform of their respective
Military personnel are issued fatigues of their branch, as well
departments, a backup or full sized semi-automatic handgun
as a dress uniform, regardless of whether they are on or off duty.
in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45
If a character is on active duty in a combat area or on assignment,
ACP that costs 25 Wealth Points or less, a pair of steel handcuffs
the equipment for a character in the military profession is based
and a tactical holster. They may take the wealth points given to
on what branch, type of classification, and country they belong to.
them, and add their own money, and purchase a more expensive
While on active duty in a combat area or on assignment military
firearm, as long as it meets the caliber requirements. The wealth
personnel have the Military and Police license for free.
points allocated for the issued firearm are for the firearm and
extra magazines or speedloaders only, and does not cover
any upgrades. Ammunition is provided for this firearm by the 3.14 Religious
department, either FMJ/Lead or JHP (GM choice). Police officers,
state troopers, deputy sheriffs, or S.W.A.T. members will only be Ordained clergymen own traditional garb and text of their
issued a handgun if they take the Personal Firearm Proficiency religion, while scholars and experts would be equipped just as
feat. The issued weapon does come with a condition however; academics would be.
that they perform in the role becoming to an officer. A serious
break to this code could have the weapon and position revoked, 3.15 Rural
a demoted position, or in the most severe cases, the firing of the
agent or officer. Farm workers, hunters, and others who make a living in rural
In addition to the service handgun officers are issued, police communities fall under this category.
officers have access to the police armory, which will normally Farm workers favor target and heavy handguns, lever action
include ArmaLite AR-15s and Remington 700 rifles, Remington 870 rifles, and shotguns of various gauges and types.
Express Tactical shotguns, and Mossberg 590A1 and JIT model The preference of a hunter depends on what he is hunting. For
shotguns, as well as a well stocked ammunition depot, with boxes small to medium game, a pistol caliber carbine or a .22 caliber
of 9x19mm, .38 Special, .357 Magnum, .40 S&W, .45 ACP, and rifle is more than sufficient. For medium to large game, a larger
5.56x45mm FMJ/Lead and JHP rounds, and boxes of 12 gauge 00 caliber rifle or a shotgun would be more suited.
255

3.16 Student tracking and moving without being tracked, deep survival, and
most importantly, patience, are heavily trained and have strict
Students will always have a computer of some type, their text
requirements that must be passed in training before a soldier can
of study, and a backpack to carry it all around in.
be called a sniper.

3.17 Security Military snipers are required work with others. A military sniper
often attached to a unit, with a spotter. In addition to their rifle,
Security personnel usually have at least a flashlight and radio
they carry any other military equipment that would aid them in
to accompany their gear, and, if they deal with threats on a
completing their mission. Most also carry a sidearm.
constant basis, a firearm. They also have handcuffs, to keep
suspects secured so they do not attack innocents or them. Lesser
security personnel will keep non-lethal weapons such as chemical
irritants or tasers.

3.18 Technician
A technician’s equipment depends on what kind of technician
they are. A chemical engineer would have access to a deluxe Police Snipers Police snipers are a much newer breed of sniper,
chemistry kit on site, and a small chemical kit at their home. A compared to military. Instead of the focus on snipercraft, they
mechanical engineer would have access to a deluxe mechanics kit instead focus on intelligence, and high risk engagements. They
on site, and a small mechanics kit at home. An electrical engineer are usually covered by other officers when they are engaging
would have access to a deluxe electronics kit on site, and a small a target, which negates the necessity for a lot of aspects that
electronics kit at home. A programmer or computer technician military snipers focus on. What they do focus on is marksmanship,
would have a laptop. A civil engineer would have his sketching and neutralizing a target in high risk situations. Another aspect
and surveying equipment. that is unique to police snipers are that they are often patrol
officers, who perform all of the duties expected of a patrol officer,
in addition their S.W.A.T. and sniper duties when they are called
3.19 Unemployed on.
An unemployed character doesn’t have any other resource
besides free time, the library computer, and the local want ads. Police snipers, when on duty, often carry their policing
equipment, with their S.W.A.T. gear in the trunk of their patrol car.
3.20 White collar
White collar workers would always have access to a computer,
as well as any text that may be relevant to their job, as well as a
company car.

4 Snipers 4.2 Sniper Basics


These rules are instructions and hints involved with playing
a sniper, that includes focus and duties, types of snipers and
the applicable gear they should and do use, and the aspects of A sniper is no good without tools. The first and foremost
snipers in games from both a player and GM standpoint. important tool in a sniper’s arsenal is his rifle. The rifle is rarely
an off-the-shelf model, instead tuned and customized to that
4.1 What is a Sniper? particular sniper’s requirements and taste. It will have at least a
3× telescopic sight. It can be bolt action or semi-automatic, with
A sniper is a highly trained marksman who operates alone, semi-automatic becoming more popular. It is also chambered in
in a pair, or with a sniper team to maintain close visual contact a common, high-powered cartridge, such as the .308 Winchester,
with the enemy and engage targets from concealed positions or 5.56x45mm NATO, .338 Lapua Magnum, or .300 Winchester
distances exceeding the detection capabilities of enemy personnel. Magnum. Snipers should also invest in upgrades that increase
These sniper teams operate independently, with little combat asset the range and accuracy of their rifle, such as the heavy barrel
support from their parent units. upgrade, match barrel upgrade, and ergonomic stock upgrade.
Snipers come in two forms: Military Snipers and Police Snipers.
Snipers should also invest in a good sidearm, since the main
Military Snipers Military snipers are the generators of the firearm is a long distance rife that performs poorly at close
definition of sniper. Military snipers are marked with high ranges. A good handgun or compact machine-pistol makes a
discipline, teamwork, and expert knowledge in snipercraft. proper sidearm.
Marksmanship is important, but their job usually entails being
out in the field, watching and giving intelligence back to the A sniper should place themselves and strive to have a majority
main base and other squads, as well as providing overwatch of the engagement area to be within their 2nd range increment,
and cover. Snipercraft, such as stealth, camouflage, movement, to maximize their effectiveness.
256

4.3 Playing a Sniper and GMing for a Sniper might have a BV of two to three times lower than the characters.
In addition to indicating challenge level, the BV is also used to
Playing a sniper is vastly different from any other style of play. determine the amount of experience characters get for succeeding
Snipers should only play their role when there is at least some in those encounters.
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 6.2 Determining Encounter Levels
location, from that distance. Any shots taken by the sniper will be
calculated from that spot, adding the distance the sniper is away Determining the level of an encounter involves four steps:
from that point to the total range. determining the amount of opponents or hazards; calculating
Snipers and spotters are also not apart of the standard initiative. the overall Battle Value from those individual BVs; considering
Instead of rolling for initiative, Snipers and their spotters can the threat level of the encounter; and considering the encounter
choose to either be placed at the top of the initiative, or the circumstances.
bottom, acting either before everyone else, or after everyone
has.
Game Masters should be encouraged to give snipers plenty to
do; spotting, relaying information about enemy location, taking Character Enemy
out hard to reach or difficult targets. Sniping and spotting can Modifier BV Worth
be a boring but important job and it’s the job of the GM to make Character level 1×Level
sniping interesting and fun. Character is armed with. . .
A Simple Melee Weapon +1
An Archaic Melee Weapon +2
5 Setting Prices An Exotic Melee Weapon +4
An Improvised Weapon +2
Ops & Tactics uses a wealth system called Wealth Points, A Single Shot Firearm +1
where 1 WP is equal to about 20 USD. This makes the setting of A Semi-automatic Firearm1 +2
prices very easy. If a character wishes to purchase something A Firearm with Burst fire1 +3
that isn’t in the book, you can set the price for it, based on wealth
A Fully Automatic Firearm1 +4
points. If it falls somewhere in the middle, always round up for
A Bow or Crossbow +3
the price. If the cost of the item is less than half a single wealth
A taser or chemical irritant +1
point, then the character can purchase multiples of the object, for
A Ranged Thrown Weapon +2
a single wealth point.
An Explosive +3
Character is wearing. . .
5.1 Salary Light armor +2
Medium armor +3
Every character has a a profession, and that profession
Heavy armor +4
provides them with a salary. Every two weeks in game time
or when the GM thinks it’s applicable, the players get to roll their Environments
salary. This is added to their total wealth point pool. It is assumed Slightly Hostile Total BV×1.10
that when the characters are not adventuring, the are off doing Moderately Hostile Total BV×1.25
their respective jobs, in the background. Severely Hostile Total BV×1.50
Extremely Hostile Total BV×2.00
Actions
6 Encounter Goals Performing a heroic action in combat +1-15
Completing an objective in combat +1-10
Players receive experience points for overcoming obstacles
that stand in the way of achieving the goals of the adventure.
Feel free, however, to adjust the experience awards depending 1 These bonuses stack for multiple firing modes for a firearm
on how easily the players achieve an encounter goal.
Table 266: Encounter Level
6.1 Battle Value
Every encounter is rated with a Battle Value (BV), that indicates
how challenging the encounter is expected to be. In general, an 6.3 Heroic Actions and Objectives
encounter with a Battle Value around the same as the characters
is moderately challenging; difficult or dangerous enough to make Heroic actions come in many forms, but generally they
the characters pay attention, but probably not life threatening encompass a character putting themselves in danger for a noble
if they’re reasonably careful. A Battle Value of two to three cause, whether that is retrieving an important piece of equipment
times higher than the characters is a much more dangerous. or dragging a disabled comrade out of the line of fire. The GM can
On the other hand, minor encounters throughout the adventure gauge the amount of risk and grant the Battle Value appropriately.
257

6.4 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 environment 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.

6.5 Calculating XP Gain


There are two forms of experience points: party experience and
personal experience. Party experience is given to all characters
who participated in the battle, and is what they learn from being
in combat. Personal experience is given atop party experience to
each character for their individual acts in the combat.
• Party (Total Enemy BV)d2×75xp

• Personal Defeated enemy’s BV×50xp


• Actions Action BV×150xp

Assisting

Often players will work together and assist one another


with defeating enemies, using healing aids on one another,
and even pulling a friend out of the fire or executing
combos. When two or more characters assist one another
in an action that would gain them XP, they both receive
the personal XP in its entirety.
258

7 Firearms Manufacturers 7.7 Barrett Firearms Manufacturing

Below listed is a list of manufacturers of firearms, and the


Barrett Firearms Manufacturing is an American manufacturer
histories behind the company.
of firearms and ammunition. It was founded in 1982 by
Ronnie Barrett for the single purpose of building semi-automatic
rifles chambered for the powerful 12.7×99mm NATO (.50 BMG)
7.1 Accu-Tek
ammunition, originally developed for and used in M2 Browning
Accu-Tek firearms are manufactured by Excell Industries, machine guns. Barrett began his work in the early 1980s and the
specializing in small .380 ACP backup handguns. Their firearms first working rifles were available in 1982, hence the designation
are generally low cost—perfect for those on a tight budget. M82. Barrett designed every single part of the weapon personally
and then went on to market the weapon and mass produce it
out of his own pocket. He continued to develop his rifle through
7.2 Accuracy International the 1980s, and developed the improved M82A1 rifle by 1986.
Their most recognizable rifles are the Barrett M82 and the M95
Accuracy International is a specialist British firearms manufac- anti-materiel rifles, firing the .50 BMG round. They also have
turer, best known for their Arctic Warfare series of sniper rifles, produced assault rifles and machine guns.
which are some of the most highly prized precision rifles around.
The Arctic Warfare Super Magnum currently holds the record for
the longest confirmed kill.

7.3 American Derringer


American Derringer Corp is a Texas company, reviving the 7.8 Benelli Arms
old style Remington .41 over under rimfire derringers and putting
them into modern calibers, such as .38 Special and .357 Magnum. Benelli Arms is an Italian firearm manufacturer founded in 1967,
The derringers are highly prized by collectors as each one is located in Urbino, Italy, best known for high quality shotguns used
crafted by hand. 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
7.4 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
often clones of existing firearms. Plagued by quality and reliability best shotguns made.
problems, the company went bankrupt and the assets and
trademark were acquired by IAI (Irwindale Arms Incorporated).

7.5 ArmaLite
ArmaLite is the name of a small arms engineering facility 7.9 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
7.6 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.
259

7.10 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 7.15 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
7.11 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 LR and .25 ACP up to .410 Bore and .45 Long 7.16 Cobray
Colt. The Cobray Company was a manufacturer of sub-machine
guns and semi-automatic carbines, handguns and shotguns as
7.12 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. 7.17 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
7.13 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 the M16 rifle production, as well as of many derivative firearms. 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 7.18 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
7.14 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.
260

7.19 Daewoo HK has a history of innovation in firearms, such as the use of


polymers in weapon designs and the use of an integral rail for
S&T Daewoo (formerly Daewoo Precision Industries) is a South
flashlights on handguns. HK also developed modern polygonal
Korean firearms and auto parts manufacturer founded in 1981. Its
rifling, noted for its high accuracy, increased muzzle velocity, and
firearms equip most frontline units of the Republic of Korea Armed
barrel life. Not all of its technologically ambitious designs have
Forces. They produce licensed copies of the M1911 handgun, the
translated into commercially successful products (for instance,
USAS-12 automatic shotgun, and the K1, 2, and 3 series of rifles.
the advanced but now abandoned G11 assault rifle, which fired
caseless high-velocity ammunition). HK produces a whole range
7.20 FN of small arms, from pistols to grenade launchers and machine
guns. In its extensive product range, HK has used most of the
Fabrique Nationale d’Herstal—self identified as FN Herstal and
operating systems for small arms: blowback operation, short-
often referred to as Fabrique Nationale or simply FN—is a firearms
recoil, roller-delayed blowback, gas-delayed blowback, and gas
manufacturer located in Herstal, Belgium. FN is a subsidiary
operation.
of the Belgian Herstal Group, which also owns U.S. Repeating
Arms Company (Winchester) and Browning Arms Company. FN
Herstal is the parent company of two United States entities:
FN Manufacturing and FNH USA. FN Manufacturing, located in
Columbia, South Carolina, is the manufacturing branch of FN 7.24 Hämmerli
Herstal in the United States, producing firearms such as the M249
and M240 machine guns and M16 rifle, among others. FNH Hämmerli is a Swiss manufacturer of firearms aimed mostly at
USA, located in McLean, Virginia, is the sales and marketing sport shooting. Their firearms are praised for their accuracy and
branch of FN Herstal in the United States. Firearms designed ergonomics, but these come at a high price.
and/or manufactured by FN include the Browning Hi-Power, Five-
seveN, FAL, FNC, F2000, P90, M2 Browning, MAG, and Minimi.
FN Herstal’s firearms are used by the armed forces of over 100
countries.
7.25 Henry Repeating Arms
7.21 Franchi Henry Repeating Arms is a firearms manufacturing company
Luigi Franchi S.p.A. is an Italian manufacturer of firearms, most that leads in the manufacture of lever action firearms. Henry
notably various shotguns. Notable Franchi products include the Repeating Arms takes its name from Benjamin Tyler Henry, the
military SPAS-12 and SPAS-15 and the sporting-type long-recoil inventor who patented the first repeating rifle in 1860. The
action AL-48. Franchi are renowned for their semi-automatic company also produces bolt action and pump-action rimfire
shotguns and are a division of Benelli. Franchi remained a rifles as well as a new generation of the AR-7 takedown rifle,
family business since its founding until 1987, when it was acquired now known as the Henry US Survival rifle, which was originally
by the industrial conglomerate Socimi, based in Milan; with the designed for the United States Air Force. The Henry Golden Boy
bankruptcy of Socimi in 1993, Franchi was acquired by the Beretta is the company’s signature model, featuring a Brasslight receiver
Holdings which is the current owner. and octagonal barrel. A larger caliber centerfire version is known
as the Henry Big Boy.

7.22 Glock
Glock Ges.m.b.H. (trademarked as GLOCK) is a weapons
manufacturer headquartered in Deutsch-Wagram, Austria, named 7.26 Hi-Point
after its founder, Gaston Glock. While the company is best known
for its line of striker-fired polymer-framed pistols, it also produces Hi-Point Firearms is a firearms manufacturer based in Mansfield,
field knives, entrenching tools, and apparel. Ohio. They manufacture low-cost pistols and carbines, in 9x19mm,
Glock handguns are used by armed forces and law enforcement .380 ACP, .40 S&W and .45 ACP. The semi-automatic pistols are
organizations worldwide, including a majority of US law polymer-framed and generally regarded as simple, inexpensive
enforcement agencies. Glock handguns are also very popular handguns, which trade-off aesthetics for lower manufacturing
with civilians for personal protection and practical shooting, and cost, and ruggedness.
the company sponsors a competitive shooting team which travels
worldwide. Glock produces more than two dozen models of
handguns in seven different calibers.

7.23 HK 7.27 Israel Military Industries

Heckler & Koch (HK) is a German defense manufacturing Israel Military Industries Ltd. (IMI) is an Israeli weapons
company that produces various small arms. Some of their manufacturer. It manufactures firearms, ammunition and military
products include the SA80, MP5, G3, G36, HK 416, MP7, the technology mainly for Israeli security forces (especially the IDF),
USP series of handguns, and the high-precision PSG1. All firearms although its small arms are very popular throughout the world.
made by HK are named by a prefix and the official designation, Popular firearms include the world famous Desert Eagle family of
with suffixes used for variants. handguns, Uzi, Negev LMG, and the Galil and Tavor assault rifles.
261

7.28 Intratec manufacturing facility is located in Worcester, Massachusetts.


The Kahr K9 is a popular backup weapon with the New York
Intratec was a firearms company based in Miami, Florida. The
City police officers, even to this day. Popular firearms include
company’s most famous product was the TEC-9. Intratec began as
the aforementioned Kahr K9 and K40, as well as their various
Interdynamic USA, an offshoot of Swedish firearms manufacturer
polymer versions of their handguns, the PM Series.
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
sell variants of the KG-9 which was renamed to TEC-9. It went out 7.34 Kel-Tec
of business in 2001 under pressure of lawsuits and the anti-gun
movement. Kel-Tec is a US manufacturer of firearms based in Cocoa,
Florida, the company has manufactures semi-automatic pistols,
rifles and shotguns, touted as the third largest manufacturer of
7.29 Ithaca Gun Company handguns in all of the United States. Notable firearms include the
The Ithaca Gun Company is a firearms manufacturer of rifles P-11, the Sub-2000, and the SU-16 Series of rifles, as well as the
and shotguns based in Ithaca, New York. Ithaca became famous PLR-16, a long range rifle based on the SU 16, and the PMR30
for building firearms based on expired Remington patents, as well handgun, the RFB rifle and the KSG Shotgun.
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
standard and are still in use today by some departments. Popular 7.35 Korth
firearms include the various versions of the Ithaca 37 pump action
shotgun and the M3 Grease Gun. Korth is a manufacturer of high end revolvers, and autoloading
handguns, made by renowned German gunmaker Willie Korth.
These handguns are very limited and are high end, custom,
7.30 IZHMASH usually one of a kind pieces of work.
The Izhevsk Machine building Plant is a Russian weapons
manufacturer based in Izhevsk, founded in 1807 at the decree of
Tsar Alexander I, and is now one of the largest corporations in 7.36 Marlin Firearms
its field. It manufactures the famous Kalashnikov series of assault
rifle, along with a host of other Russian arms, including medium Marlin Firearms Co. formerly of North Haven, Connecticut, was
cannons, missiles, and guided shell. They have manufactured a manufacturer of high power, center fire, lever action, and .22
such iconic arms as the Mosin-Nagant, SKS-45, SVT-40, the Saiga caliber rimfire rifles. In the past, the company made shotguns,
series of rifles and shotguns, and the entire series of AK rifles, derringers and revolvers. Marlin owned the firearm manufacturer
including the AK-47, AKM, AK-101, AK-103, and AK-12. H & R Firearms, and was owned by Remington Arms, part of the
Freedom Group.
Marlin Firearms was issued a patent for their specialty
7.31 IZHMEKH
MicroGroove rifling, which has multiple, small rifling grooves
The Izhevsk Mechanical Plant is a major russian firearms instead of the standard ballard or cut rifling. This has lead to their
manufacturer founded in Izhevsk in 1942 for manufacturing small increased accuracy with factory ammunition, but on the downside,
arms. After the end of World War II it continued producing firearms, makes them less accurate with handloaded ammunition, because
both for military and hunting applications, and later high-tech of the bullet diameter. Popular firearms include the Marlin Model
weapons and civilian machinery. Notable and popular firearms 20 bolt action rifle, the Marlin 1879 and the Marlin Model 336
include the ‘‘Baikal’’ shotguns and the Makarov pistol. lever action rifles.

7.32 Jimenez Arms, Bryco Arms, Jennings


Firearms 7.37 O.F. Mossberg & Sons
Jimenez Arms, also known as ‘‘J.A.’’, is an American firearms O.F. Mossberg & Sons (commonly known as Mossberg) is
manufacturer based in Henderson, Nevada. The company was an American firearms manufacturer, specializing in shotguns,
started in August 2004 using the molds and machinery from rifles, scopes and firearm accessories. From the 1940s through
bankrupt Bryco Arms and currently makes five models of firearm, the 1960s, it also produced a line of .22 caliber target and
the J.A.-NINE a, J.A.-380, J.A.-22, J.A.-32 ,and the J.A.-25, which sporting rifles. Mossberg also soon produced gun racks, golf
are all low cost, affordable firearms. clubs, campers and sailboats, while maintaining the core sporting
firearms business. The company has remained a family-owned
business to this day, and is the oldest family-owned firearms
7.33 Kahr Arms
manufacturer in America. Popular firearms include their flagship
Kahr Arms is an American small arms manufacturer specializing products, the Mossberg 500 and 590 pump action shotguns, the
in compact and mid-size semi-automatic pistols chambered for both being used currently by the U.S. Marine Corp and the U.S.
popular cartridges, including .380 ACP, 9x19mm, .40 S&W, and .45 Army, and the Mossberg 930 semi-auto shotgun.
ACP. Kahr pistols feature polymer or stainless steel frames, single- Mossberg also owns a subsidiary called Maverick Arms, aimed
stack magazines, and double-action-only striker firing actions. at a selling fordable, budget-level shotguns, the most popular of
Company headquarters is in Blauvelt, New York and the Kahr these being the Maverick 88 pump action shotgun.
262

7.38 Norinco quality components for small arms in addition to heavy weapon
production.
Norinco (China North Industries Corporation) is a multi-market Popular weapons include the MG3 machine gun and the 120mm
manufacturer, based in Beijing, China. Norinco manufactures M1 Abrams main gun.
vehicles (trucks, cars, and motorcycles), machinery, optical-
electronic products, oil field equipment, chemicals, light industrial
products, explosives and blast materials, civil and military firearms 7.43 Royal Small Arms Factory Enfield
and ammunition, known for producing copies of popular firearms.
Popular firearms include their copies of the 1911A1, Sig P226 and The Royal Small Arms Factory (RSAF) was a UK government-
P220, AK-47 and AKM, M14, Cz75, as well as their own production owned rifle factory in the London Borough of Enfield in an area
firearms, the QBZ series of assault rifles, made for the People’s generally known as the Lea Valley. The factory produced British
Liberation Army. military rifles, muskets, and swords from 1816. It closed in 1988,
but some of its work was transferred to other sites. Popular and
famous firearms include the FAL battle rifle, L85 assault rifle, Sten
7.39 North American Arms sub-machine gun, and the Lee-Enfield bolt action rifle.
North American Arms is a US company, headquartered in Provo,
Utah, that manufactures small pistols and mini-revolvers. They 7.44 Sturm, Ruger & Co., Inc.
specialize in pocket pistols that are barely three to four inches in
length. Popular firearms include the NAA mini revolver, and the Sturm, Ruger & Company was founded by William B. Ruger and
NAA Guardian. Alexander McCormick Sturm in 1949 in a small rented machine
shop in Southport, Connecticut. Just prior to their partnership, Bill
Ruger had successfully duplicated two Baby Nambu pistols in his
7.40 Para-Ordnance garage, from a captured Nambu that he acquired from a returning
Para-Ordnance is a Canadian firearms manufacturer founded US Marine, at the close of World War II. When it came to designing
in Toronto in 1985 by two childhood friends. Para-Ordnance their first auto pistol, Ruger decided to incorporate the looks of
has a factory in Scarborough, Ontario, Canada. The company the German 9mm Luger and the American Colt Woodsman into
originally started out manufacturing sub-machine gun paintball their first commercially produced .22 caliber pistol, which became
guns, but soon transitioned to the manufacturing of handguns. so successful that it launched the entire company.
Para-Ordnance is the originator of the high magazine capacity Ruger has been under fire with the firearms community for
M1911-style pistol. Para-Ordnance offers a wide range of products his personal beliefs when it came to firearms, stating that ‘‘No
for the law enforcement, military, and civilian markets. The honest man needs more than ten rounds’’ and would not sell
company has created a true double-stack 1911 pistol, in addition high capacity magazines to civilians. Despite this, Ruger firearms
to single- and double-stack pistols in .45 ACP, .40 S&W, 9mm, are still some of the most prized firearms to this day. Popular
and .38 super calibers. Para pistols have found a variety of uses, firearms include the Ruger Mark II and III, SP101, 10/22, and the
including competition, law enforcement, concealed carry, and famous Mini-14.
general target shooting. Popular firearms include the P14-45, the
P18-9, and the P16-40 handguns.
7.45 Smith & Wesson
Smith & Wesson a manufacturer of handguns and rifles in
7.41 Remington Arms the United States. The corporate headquarters is in Springfield,
Remington Arms Company, Inc. was founded in 1816 by Massachusetts. Founded in 1852, Smith & Wesson’s pistols and
Eliphalet Remington in Ilion, New York, as E. Remington and revolvers have become standard issue to police and armed forces
Sons. It is the oldest company in the United States which still throughout the world. They are also used by sport shooters and
makes its original product, and is the oldest continuously operating have been featured in numerous Hollywood movies. Smith &
manufacturer in North America. It is the only U.S. company which Wesson has been known for the many types of ammunition it
produces both firearms and ammunition domestically, and is the has introduced over the years, and many cartridges bear the
largest U.S. producer of shotguns and rifles. company’s name.
Remington has produced a number of iconic firearms, such Popular firearms are numerous, including the Model 10, Model
as the Model 870 series of pump action shotguns, popular with 36, the Sigma and M&P, as well as the first, second, and third
various law enforcement agencies, the Model 700 bolt action rifle, series of autoloading S&W handguns, such as the 59, 669, and
the basis for the M24 SWS, used by the United States Army as their the 5906.
standard sniper rifle, and the Model 1100 series of Semi-automatic
Shotguns.
7.46 SIG Sauer

7.42 Rheinmetall AG SIG Sauer GmbH is the German representative of Switzerland-


based manufacturing firm Swiss Arms AG, which was spun off
Rheinmetall AG is a German automotive and defense company from Schweizerische Industrie Gesellschaft (SIG) in 2000. SIG
with factories in Düsseldorf, Kassel and Unterlüß. The company Sauer Inc. was established in 1985 with the name Sigarms to
has a long tradition of making guns and artillery pieces. The import and distribute SIG firearms into the United States, although
company is also involved in a variety of advanced metal-working it now also has some manufacturing capabilities. Since 2000 it
and milling technologies, allowing it to provide special high- has been a separate entity.
263

7.47 Springfield Armory, Inc.


Springfield Armory, Inc. is a firearms manufacturer and
importer based in Geneseo, Illinois, founded in 1974. It is one
of the largest firearms marketers of imported firearms in the
United States. They import the HS2000, which they market as
the XD series of handguns, and produce semi-automatic copies
of the M14 rifle, named the M1A, as well as copies of the M1911A1
handgun, in various calibers.

7.48 Stoeger Industries


Stoeger Industries is a manufacturer and importer of firearms
into the United States, specializing in shotguns. Stoeger Industries’
headquarters are in Accokeek, Maryland, United States. Stoeger
is a wholly owned subsidiary of Benelli, which in turn is owned by
Italian firearms manufacturer Beretta. Popular firearms include
the Stoeger Cougar, a licensed copy of the Beretta 8000, and
the M2000, a semi-automatic shotgun.

7.49 Steyr Mannlicher


Steyr Mannlicher is a firearms manufacturer based in the city
of Steyr, Austria. Originally a part of the Steyr-Daimler-Puch
manufacturing conglomerate, it became independent when the
conglomerate was broken in 1990.
Steyr has produced the AUG for the Austrian army, and is quite
famous for its short overall size while still having a full length
barrel.

7.50 Taurus
Forjas Taurus is a manufacturing conglomerate based in
Porto Alegre, Brazil. Beginning as a tool and die manufacturer,
the company now consists of divisions focusing on firearms,
metals manufacturing, plastics, body armor, helmets, and civil
construction.
Taurus produces a number of variants on popular manufac-
turers, including Beretta, Colt, and Smith and Wesson. They
are known in the firearms industry for pushing the envelope on
designs, producing a 5 shot revolver that fires .410 bore shotgun
shells, and the first revolver with a polymer frame, as well as
various revolvers chambered for rounds traditionally thought of
as autoloader rounds, such as 9x19mm, .40 S&W, .45 ACP, and
even some rifle rounds, such as the .30 Carbine.
Popular firearms include their variant on the 1911, the PT92,
a Beretta 92F copy with a frame mounted safety, and the 24/7
series of handguns, as well as their revolver that fires both .410
bore shotgun shells and .45 LC rounds, the Taurus Judge.

7.51 Walther Arms


Carl Walther GmbH Sportwaffen or Walther is a German arms
manufacturer. Walther has made major breakthroughs in the
development of pistols.
Popular firearms include the PPK and the P99—both pistols
carried by the fictional character James Bond—and the P38, the
standard-issue sidearm of the German military in World War II.
264

8 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
followed throughout the years, as well as trends that generally .45 APC, and the XD in .40 S&W and .45 ACP, and the Beretta
follow for the armed citizen. In most campaigns, players should 92FS in 9x19mm and the Px4 in 9x19mm, .40 S&W and .45 ACP.
be free to choose the weapons for their characters; however, if In addition to their sidearm, they often carry an expendable or
they don’t know what to choose, this section can provide some fixed baton, pepper spray or for more well funded departments,
useful advice depending on what kind of campaign or setting is a Taser, at least two reloads for their sidearm, a multitool or
being played. The information in this chapter, and more broadly, pocket knife, a small flashlight, a pair of handcuffs, and a radio.
this book, focuses on the United States and its firearm laws. For They are also issued a ballistic vest, or receive a stipend to pay
other countries, similar firearms should be used, but they might for one. Detectives and investigators will generally carry the
not be as common for some types of characters. For instance, same firearms issued to the officers, though older detectives
in the UK, a bartender might have a bat over a shotgun, but an grandfathered in before the widespread use of automatics will
armored car guard will probably be armed along the same lines carry their .38 Special and .357 Magnum revolvers, such as the
as their US counterpart. Colt Detective Special and the Smith and Wesson Model 36, as
This chapter also covers what kinds of ammunition and well as a pair of handcuffs. Higher officers, such as the captains,
reserve weapons various organizations would have on hand, if majors and chiefs, pull double duty and are out on the street just
need called for them. as much as they are in the office, carrying what suits them.
The SWAT team is usually comprised of various officers who
8.1 Local and State Law Enforcement work their normal duty work until their services are needed.
Unlike the standard officers, SWAT team members generally
Local and State Law Enforcement encompasses the major carry personalized handguns, that have been fitted to their
uniformed officers who deal with local and state crime, specific needs. The SWAT team, when on a mission is equipped
investigating everything from petty thief and indecency calls, with shotguns such as the Mossberg 590A1 and Remington 870
all the way to statewide drug rings and murder sprees. They Police, sub-machine guns such as the HK MP5A4 and MP5A5,
generally do not contact federal agencies (or are contacted by UMP9, UMP40, and UMP 45, and Bolt action rifles such as the
federal agencies), unless the case becomes a federal case, that Remington 700P, as well as a single entry shield. A SWAT team
is, crosses state lines. They will often call in federal agencies for in a department of this size will also have tear gas and smoke
guidance and assistance on things that are out of their scope, grenades.
such as profiling. The armory will have 10-15 extra boxes of JHP ammunition for
regular duty work, 8-10 boxes of FMJ/Lead for target practice,
8.1.1 Small Police Station or Sheriff’s Department 10-20 boxes of 12 Gauge 00 buckshot ammo, and 5-8 boxes of
12 Gauge nonlethal beanbag and rubber ball ammo. The armory
A small police station is a station that has less than 20 sworn in will also have between 5-25 spare handguns that have not been
officers or deputies. Because of this, service handgun restrictions issued or are spares, with extra magazines for these handguns,
are generally lax, usually consisting of caliber requirement for as well as 6-10 12 Gauge pump action shotguns, usually of an
the selected handgun(From 9x19mm up to .45 ACP), and the unformed nature, the most common being the Mossberg 500 and
requirement that the officer or deputy be able to qualify and the Remington 870 Express.
display proper use and maintenance of their weapon. Because of Examples of these police stations and sheriff’s departments
their size, officers and deputies are heavily stressed to carry include a state patrol, large town police force or campus police
a backup weapon. Police stations and sheriffs departments at a large university.
of this size generally do not have their own SWAT team, and
usually have to ask a larger, nearby department, for assistance.
Service handgun habits for departments of this size span the 8.1.3 Large Police Station or Sheriff’s Department
entire department, from the rookie patrol officer or deputy, all
the way up to the chief or sheriff. A large police station is a station that has over 100 sworn in
The armory may include between 1-5 extra boxes of JHP officers or deputies. These stations or departments are generally
ammunition for duty work, 6-8 boxes of 12 Gauge 00 Buckshot stringent on their specific firearms, sticking to strictly issued
ammunition, and 3-5 12 Gauge pump action shotguns of assorted firearms for its personnel. They follow the same trends a
manufacturer. medium sized police station would in choice of firearms and issued
Examples of these police stations and sheriff’s departments equipment, though the requirement that the officer or deputy be
include small town sheriff’s department or campus police at a able to qualify and display proper use and maintenance of their
small college. weapon still applies. Detectives and investigators will generally
carry the same firearms issued to the officers. Higher officers,
such as the captains, majors and chiefs, are usually confined to
8.1.2 Medium Police Station or Sheriff’s Department
clerical and managerial work, and as such, do not make it a habit
A medium police station is a station that has between 21- to carry a weapon while on duty.
100 sworn in officers or deputies. They generally issue specific The SWAT team in a large station is comprised of dedicated
firearms, though the requirement that the officer or deputy be officers who are solely on the SWAT team and do not do patrol
able to qualify and display proper use and maintenance of their work. Because of their area of coverage, they are mostly active
weapon still applies. Popular firearms for police stations and answering calls where their forces are needed, and when not
sheriff’s departments for their officers and deputies include the doing so, are undergoing training to keep their skills sharp
265

until their services are needed. SWAT team members generally The current issued sidearm for special agents is the Glock 22
are relaxed from the strict requirements that other officers are or Glock 23 if they pass their first qualification. If they fail their
imposed about their sidearms, allowing to choose a sidearm to first qualification, they will be issued either a Glock 17 or Glock
fit their specific needs. The SWAT team would have the same 19 to aid in their next qualification. The Glock 26, Glock 23, and
equipment as a medium-sized department, just more of it, but Glock 27 are authorized as backup weapons. Special agents are
would also possess shotguns such as the Mossberg 930 Tactical, authorized to purchase and qualify with the Glock 21 for duty
Remington 1100, and Benelli M1014, carbine rifles such as the carry.
Colt M4, H&K G36K, designated marksman rifles such as the H&K Special agents of the FBI Hostage Rescue Team and FBI SWAT
PSG1 and M14 SWS, and even grenade launchers such as the teams are issued the Springfield Armory 1911A1 Loaded Operator
H&K M320, as well as multiple entry shields and riot shields. A in .45 ACP.
SWAT team in a department of this size will also have tear gas, The HRT and SWAT team maintains a stock of H&K MP5/10A3
smoke, sting, stun and even concussion grenades. Departments and MP5SD6 SMGs that have been outfitted with laser sights,
such as these also have weapons dedicated for purely non-lethal tactical flashlights, red dot sights, and a vertical foregrip, as well
engagement, and will have multiple .68 Cal. Paint-ball markers as Colt M16A2, M4 and M4A1, M14, and M40A1 rifles. They also
and 18mm LTL for subduing a subject without firearms. have access to Barret M82A1 Anti-materiel rifles, M79 grenade
The armory for a large police department will have hundreds launcher, Tasers, and stun grenades when needed.
of boxes of various types of ammunition, though a bulk of their
ammunition will be JHP issued for duty. The armory will also
8.2.2 Bureau of Alcohol, Tobacco, Firearms, and Explo-
not only have a multitude of spare firearms and magazines, but
sives
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 Department of Justice. Its responsibilities include the investigation
City Police Department, the Los Angeles Police Department, the and prevention of federal offenses involving the unlawful use,
Chiciago Police Department, the Atlanta Police Department, and manufacture, and possession of firearms and explosives; acts of
the Los 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,
8.1.4 Park Rangers and transportation of firearms, ammunition, and explosives in
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
the parks which can be as simple as weather forecast and giving 8.2.3 United States Marshals Service
directions, to complex as giving full guided tours that talk about
the park’s ecology, history, and demonstrations. They are also The United States Marshals Service (USMS) is a United
charged with watching for forest fires and answering emergency States federal law enforcement agency within the United States
calls and dispatching help to those in need. Department of Justice. The Marshals Service is part of the
Because of their somewhat remote nature, Most park rangers executive branch of government, and is the enforcement arm of
carry weapons that would be considered heavy or excessive in the United States federal courts. The U.S. Marshals are responsible
a civilian setting, with revolvers chambered in .44 Magnum or for the protection of court officers and buildings and the effective
.454 Casull, or autoloaders chambered in .45 ACP or 10mm Auto, operation of the judiciary. The service also assists with court
to stop large animals such as bears and mountain lions. They security and prisoner transport, serves arrest warrants, and seeks
also generally have a shotgun or rifle in their vehicle, as well as fugitives.
a complete medical kit, a map of the area, a compass, flashlight, The current issued sidearm for Marshals is the Glock 22 or
blankets, water and food rations. Glock 23, chambered in .40 S&W, but a Marshal may choose to
carry any 9x19mm, .40 S&W, .45 ACP or .357 Magnum backup
or full sized handgun, providing they pay the full cost and qualify
8.2 Federal Agencies with it.
Federal agencies are agencies that investigate crimes that are While on assignment, Marshals will also carry ArmaLite AR-15
either attempted against the entire United States of America or that and Colt M4A1 rifles, and Mossberg 500 and Remington 870
involve multiple states. They generally do not bother themselves Police shotguns.
with local petty crime, but will get involved with larger crimes, The Special Operations Group (SOG) is issued the Springfield
as well as lend assistance, manpower, and firepower to local Armory 1911A1 Loaded Operator in .45 ACP.
agencies who need it.
8.2.4 Federal Air Marshal Service
8.2.1 Federal Bureau of Investigation
The Federal Air Marshal Service (FAMS) is a United States
The Federal Bureau of Investigation (FBI) is a governmental federal law enforcement agency under the supervision of the
agency belonging to the United States Department of Justice Transportation Security Administration (TSA) of the United States
that serves as both a federal criminal investigative body and an Department of Homeland Security (DHS). The Air Marshal Service
internal intelligence agency (counterintelligence). is meant to promote confidence in civil aviation by effectively
266

deploying federal air marshals (FAMs) to detect, deter, and defeat 5.7x28mm FN. Agents are also trained on the H&K MP5K, MP5K-
hostile acts targeting the United States. PDW, MP5A4 and MP5A5 Sub-machine gun, the Remington 870
The current issued sidearm for Air Marshals is the SIG P229, Police shotgun, and the FN P90 Sub-machine gun.
chambered in .357 SIG.
8.2.8 United States Postal Inspection Service
8.2.5 Drug Enforcement Agency
The United States Postal Inspection Service (USPIS) is the law
The Drug Enforcement Administration (DEA) is a federal law enforcement arm of the United States Postal Service. Its jurisdiction
enforcement agency under the United States Department of is defined as "crimes that may adversely affect or fraudulently
Justice, tasked with combating drug smuggling and use within use the U.S. Mail, the postal system or postal employees." The
the United States. Not only is the DEA the lead agency for mission of the U.S. Postal Inspection Service is to support and
domestic enforcement of the Controlled Substances Act, sharing protect the U.S. Postal Service, its employees, infrastructure, and
concurrent jurisdiction with the Federal Bureau of Investigation customers by enforcing the laws that defend the nation’s mail
(FBI) and Immigration and Customs Enforcement (ICE), it also system from illegal or dangerous use.
has sole responsibility for coordinating and pursuing U.S. drug Postal Inspectors are issued the SIG P229, chambered in .40
investigations abroad. S&W as a primary sidearm. Unique to the Postal Inspection Service,
The current issued sidearm for Special Agents is the Glock 22 Postal Inspectors are issued a Remington 870 Police Shotgun along
or Glock 23, chambered in .40 S&W, but they can qualify with with their service sidearm.
the S&W M&P chambered in .40 S&W as well. The Glock 23, and
Glock 27 in .40 S&W are authorized as backup weapons. The
8.3 The Underworld
H&K UMP40 is the standard SMG, and the Remington 870 Police
is the standard shotgun. Agents also have begun to use the RRA The underworld encompasses the world of crime that exist as
CAR A4 Tactical, that has been upgraded to fire fully automatic a whole, spanning everything from petty drug dealers to crime
as well. Special Agents can also use their personal firearms, but lords, mafia bosses, and set leaders, who control and run the
all must be approved by the DEA firearms office before use. lower soldiers and gang members.

8.2.6 Immigration and Customs Enforcement 8.3.1 Petty Criminals


U.S. Immigration and Customs Enforcement (ICE) is a federal This group encompasses singular criminals, petty thieves, con-
law enforcement agency under the United States Department of men, and singular drug dealers. These criminals have their
Homeland Security (DHS), responsible for identifying, investigating, fingers directly in the crime, though most of their crime is either
and dismantling vulnerabilities regarding the nation’s border, opportunistic, or for profit.
economic, transportation, and infrastructure security. The largest Low level criminals don’t have a specific group of firearms:
components within ICE are Homeland Security Investigations (HSI) they can quite literally be caught with anything from a single shot
and Enforcement & Removal Operations (ERO). pistol from World War 2 to a Fully automatic assault rifle. As a
ICE HSI Special Agents and ERO Officers and Agents are issued general rule, these criminals generally use melee weapons for
the SIG P229 pistol, chambered in .40 S&W, as their primary their ease of acquisition, lack of restriction, simplicity in use, and
sidearm. They also may be assigned the Remington Model 870 sometimes their added benefit of plausible deniability. When they
Police shotgun, the Steyr AUG rifle, or the Colt M4 carbine. Agents do carry firearms, they prefer any gun that can be concealed,
and officers assigned to a Special Response Team (SRT) are and is available. Because of their criminal records, they can not
specifically assigned the Colt M4 Carbine while some operators go and purchase a firearm from a legal dealer, instead opting for
may also carry the H&K MP5A4 or MP5A5 sub-machine gun, illegal street deals, or stealing a firearm. Poor quality firearms
although these are being replaced by the H&K UMP40 chambered are common.
in .40 S&W.
8.3.2 Street Gangs
8.2.7 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 activity they cause is merely a byproduct. They usually wear
of responsibility; Treasury roles, covering missions such as identifying colors or pieces of clothing, such as certain colors, or
prevention and investigation of counterfeiting of U.S. currency even leather jackets or vest with the club’s insignia.
and U.S. treasury securities, and investigation of major fraud, Outlaw motorcycle gangs are atypical of this behavior, as the
and protective roles, ensuring the safety of current and former chaos and criminalistic behavior are the desired ways of life, and
national leaders and their families, such as the President, past the criminal enterprise is a means to live, in order to continue the
Presidents, Vice Presidents, presidential candidates, and foreign life of chaos.
embassies. Smaller street gangs are generally equipped with concealable
Secret Service Special Agents are issued the SIG P229, handguns and pump-action shotguns, as these are the cheapest
chambered in .357 SIG, or the FN Five-seveN chambered in to acquire, use, and replace, while the larger gangs may possess
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heavier firepower such as automatic weapons such as assault 8.3.7 Insurgents and Terrorists
rifles, and even anti-materiel rifles.
Insurgents and terrorist armament depends completely on their
funding, and their supporters. Underfunded insurgents will use
8.3.3 Gang Leaders and Crime Bosses crude, homemade firearms, while well funded and equipped
insurgents will use everything from fully automatic rifles to rocket
Gang leaders generally prefer to keep their hands clean of launchers. Because of their nature, any weapon is viable for a
any actual violence or drugs, preferring to delegate those task to terrorist or insurgent.
lower ranking gang members, but will generally carry a smaller
concealable handgun of decent to high quality, such as the Kahr
handgun series, the Walther PP Series, the SIG P290 and P238
8.4 Civilian Forces
,and the Glock 26, 27, and 28. These are usually tucked away Civilian forces encompass regular people who have a mind to
inside briefcases, bags, and under suit jackets. carry a firearm for protection, specifically those who have to do
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
8.3.4 Drug Cartels hands.
A drug cartel is a criminal organization developed with the
primary purpose of promoting and controlling drug trafficking 8.4.1 Armored Car Drivers
operations. They can range from an agreement between two
Armored cars are popular target for professional bank thieves,
street gangs to work together, all the way up to interstate and
and as such, their drivers are armed. Armored car drivers are
even international, multi billion dollar formal industries.
generally equipped with a ballistic vest, a uniform, and a handgun,
While they have a similar structure to a common street gang,
that they must purchase themselves, but do receive a stipend for
their size, funding and training rivals legitimate governmental
it. Popular firearms span far and wide, but they most often keep
agencies. Most soldiers in a drug cartel are trained in the
full sized handguns in a tactical holster, with a pump action or
various arts of asymmetrical warfare, close-quarters combat,
automatic shotgun in the truck.
weapons handling and maintenance, and some have even
received explosives handing and training. Most of this training
comes form legitimate state training, which the knowledge is then 8.4.2 Bartenders
passed down if an officer dissents. 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 Barret 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
with less rowdy, but still problematic, patrons.
8.3.5 Assassins and Hitmen
Assassins are people who commit a targeted murder. Hitmen 8.4.3 Shopkeepers
are assassins for hire.
Assassins and hitmen’s method of killing can range from Shopkeepers generally follow the same rules as bartenders,
poisoning to blowing up an entire car, but when firearms are but their weapons are more used for people attempting a quick
involved, they prefer to either fire from a long distance, using a stickup job. The level of armament of the shop is completely
high powered rifle with a scope and possibly a suppressor, or dependent on the shopkeeper’s views, as well as what they sell.
close range with a suppressed handgun, or machine pistol. They A gun store is guaranteed to have an armed shopkeeper, while
also use a melee weapon, a knife usually, for truly quiet kills. a fine china store in a wealthy neighborhood may go without
firearms, electing to call the authorities instead.

8.3.6 Gunrunners and Arms Traffickers 8.4.4 Mercenaries


Gunrunners and arms traffickers are people who smuggle A mercenary is a person who takes part in an armed conflict,
contraband weapons and ammunition for a profit. They sell who is not a national or a party to the conflict, and is ‘‘motivated
their arms, acquired legally or otherwise, to anyone who has the to take part in the hostilities essentially by the desire for private
cash and need. Arms traffickers and gunrunners should not be gain and, in fact, is promised, by or on behalf of a party to the
confused with people who sell firearms for legal commerce, such conflict, material compensation substantially in excess of that
as a legally operating gun store. promised or paid to combatants of similar ranks and functions in
Because of their nature of business, they have the best selection the armed forces of that party’’. Most mercenaries in the modern
and quantity of weapons: it’s their business to have as such. age are employees of private security firms such as Blackwater,
Gunrunners are generally heavily armed, either by choice or Xe Services, Triple Canopy, Armour Group, PBE, and Dyncorp.
simply by having stock, usually with a few handguns and an Mercenaries are generally armed the same, or more usually,
assault rifle or two, as well as grenades, explosives, magazines, better than their soldier counterparts, equipped with the best
ammunition, and anything else their customers would like to body armor, weapons, vehicles, and ammunition, provided by
sample. They also have a tendency to wear body armor, in order the company they work for. This equipment is generally on loan
to avoid getting killed by their own merchandise. from the company while they perform their services, though it
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isn’t uncommon for a mercenary to carry their own personal are few and far in-between, often given to special forces groups.
sidearm. The type of handgun a mercenary carries is completely The Criminal Investigations divisions such as CID and NCIS are
dependant on their personal preference but .45 ACP, .40 S&W, issued Sig-Sauer P228 handguns in 9x19mm, while military police
and .357 Magnum are the most popular calibers. are issued M9s or M17s. Mossberg 590A1 and Remington 870
shotguns are often used both by military police for response, and
8.4.5 Bodyguards by infantry for breaching. The M1014 is also issued for breaching,
but this is primarily used by the USMC. Various types of grenades
Bodyguards are equipped just as mercenaries, though because are used by all branches, with fragmentation, smoke and stun
of their dealings in the states, they will bypass fully automatic grenades being the most common. Survival knives are issued as
weapons in lieu of semi-automatic rifles and carbines, as well as well.
concealed handguns.
8.5.2 Canadian Armed Forces
8.4.6 Hunters
The armed forces of Canada issue M4A1s and M16A4s with iron
The weapon a hunter carries depends on the personal sights, red dot sights, or 1.5x telescopic sights depending on the
preference of the hunter, and what they are hunting. For birds, soldier’s duties. Specialty units and soldiers are issued FN Minimi
or small animals, a light birdshot is generally preferred in a light machine guns, M320 and M203 grenade launchers, M110
shotgun, modified with a choked barrel. Varmint hunters will SASS designated marksman rifles, M40A3 and M24A3 Sniper
choose something with a smaller caliber, such as .22 LR or .17 HMR. rifles, M82 Anti material rifles, AT4 and Javelin rocket launchers,
Hunters of larger game will prefer high powered rifles chambered MP5 sub-machine guns. Soldiers are also issued Browning Hi-
in calibers such as .308 Winchester or .30-06 Springfield, or power handguns. Various types of grenades are used by the
shotguns with slug barrels, loaded with slugs. A hunter may also Canadian Armed Forces, with fragmentation, smoke and stun
choose to carry a crossbow, or bow and arrow, for a silent kill. grenades being the most common. Survival knives are issued as
well.
8.4.7 Security Guards
Security guards are charged with over-watching an area, 8.5.3 United States Coast Guard
usually an office building or dock. They are generally not given The United States Coast Guard issues M4A1s with various optics
firearms, rather to observe and report, and call the authorities if and Remington 870s for boarding action, as well as Sig-Sauer
anything does happen. They are usually given a flashlight and P229 handguns chambered in .40 S&W. Flare guns and flotation
possibly a can of pepper-spray. vests are also standard issue due to their work in and around the
water.
8.4.8 Militia Members
Local militia members are armed depending on their funding, 8.5.4 People’s Liberation Army Ground Forces
and location. Militia groups in the United States will normally be The PLA Ground forces issues the Norinco QBZ Type 25 rifle
armed with self loading rifles such as the Ruger Mini 14, and Mini and the Norinco QBU Type 95 rifle, with Norinco QBB Type 95
30, while well funded militias will have AR-15s and FALs. Because LSW is used as a squad automatic weapon. They also issue the
of their semi-organized nature, firearms will rarely be universal Norinco QSZ 92 handgun, but these handguns are primarily for
across the members, many using what they can afford or even officers.
get their hands on.
8.5.5 Israeli Defense Force
8.5 Militaries Around the World
The Israeli Defense Force primarily issues the IMI Tavor series
This section covers the basic issued equipment for the various of rifles for a multitude of tasks, but still will issue the M16A4 for
armies listed. In addition to the equipment listed, militaries often various secondary roles such as security duty and conscription
issue a host of other support equipment, such as MREs, MOLLE duty. They also issue the M24A3 to snipers, and have the IMI
gear, and tools to achieve their missions. Negev as their squad automatic weapon. Galils are also common
in both secondary roles and primary roles. Jericho 941 handguns
8.5.1 United States Marine Corps, United States Army, are also issued to select personnel. Various types of grenades are
United States Airforce and the United States Navy used by the IDF, with fragmentation, smoke and stun grenades
being the most common. Survival knives are issued as well.
The armed forces of the United States all issue M4A1s and
M16A4s with iron sights, red dot sights, or 1.5x telescopic sights
8.5.6 British Army and the Special Air Service
depending on the soldier’s duties. Specialty units and soldiers
are issued M249 light machine guns, M320 and M203 grenade The British Army and the SAS are both issued the L85A2 rifle, as
launchers, M110 SASS designated marksman rifles, M40A3 and well as the FN Minimi squad automatic weapon, and the L86 LSW.
M24A3 sniper rifles, M82 anti material rifles, AT4 and Javelin Specialist roles will receive the Accuracy International AWP rifle.
rocket launchers, and MP5 sub-machine guns. Soldiers are also Their issued handgun is the Browning Hi-power, usually given to
issued M9 handguns, which are functionally identical to Beretta officers. AT4 Anti-tank weapons and M320 grenade launchers
92FS handguns, but they are being phased out for the newer are also common. Various types of grenades are used by both
M17 handguns, which are Sig-Sauer P320 full size handguns in the British Army and the SAS, with fragmentation, smoke and stun
9x19mm. The USMC also has a store of M1911 and Glock 19 grenades being the most common. Survival knives are issued as
handguns that are used by select groups, but these weapons well.
269

Chapter IX Skills Occupations have 1 skill by default. This can be any skill.
Wealth Occupations have 4d4 WP as their Starting Wealth points.
Variant Rules The Bi-weekly wealth point is half of this.

Cost Benefit
1 Ultra Lethality 2 OOP +1 Feat
This variant rule changes how Extended Hit Points are 2 OOP +1 Skill
accumulated by characters, making the game much more lethal 1 OOP +4d4 Wealth
and dangerous at all levels.
Table 267: Ocupational Option Points
Game Masters should be heavily cautioned when using this
variant rule, as it greatly increase the lethality of combat, since
Extended HP is not increased, giving the characters less of a buffer
against attacks.
4 Gridless Combat
Game Masters should re-evaluate Battle Value for monsters
Tactical affairs such as movement are best handled on a grid,
and enemies, putting characters against enemies with 3-10 less
but for players who prefer the wargame type of movement, or
Battle Value than their current battle value.
who do not want to be tied to a grid-like movement, this variant
For 1st level, a character is created as normal, following the
rule gives them options.
standard rules. Every level after 1st level, a character no longer
The primary advantage of this variant is that it eliminates the
gains any Extended HP, can not purchase Extended HP points with
grid and the issues that come with it, such as moving diagonally,
Character Option Points, and the Character’s pool of character
and complicated aiming and throwing distances. It also makes
option points is reduced by 2, giving the character 4 Character
creating organic scenes using props much easier. All distance is
Option Points per level after 1st level. All other effects, features,
measured in a straight line.
and rules of leveling a character still apply.
5 feet in game is equivalent to 1 inch, and the recommended
Any other method of increasing Extended Hit Points, such as
miniatures sizes is 22mm. It is highly recommended that a tape
through feats, or temporary Hit Points, still applies.
measure is on hand, and string and circular cutouts with 1 inch
notations. All ranges are rounded up to the nearest inch, when
1.1 Uses for this rule needed.
Grenades, explosives, and any weapons with blast radius
This rule can be used if you want to add a more simulation
work as normal. The blast radius is calculated as a diameter (a
type of play, where players will need to be very mindful of armor,
5 ft blast radius will be a circle 1 inch across, a 10 ft radius will
cover, concealment, reacting and danger in general.
have a circle 2 inches across, etc). The diameter of the explosive
must only touch the miniature in order for it to be affected. For
2 Fast Damage the purpose of this variant rule, wounding radius is removed.
All creatures sized medium and less should be able to fit
This variant rule Created by Twixman. Thank him for it! into a 1 inch diameter circle, Large creatures will fit into a 2 inch
Fast damage simplifies the damage rules of Ops and Tactics diameter circle, Huge creatures will fit into a 3 inch diameter
by limiting the amount of dice rolled for damages. When circle, Gargantuan creatures will fit into a 4 inch diameter circle,
calculating the damage for weapons, the amount of dice rolled is and Colossal creatures will fit into a 5 inch or larger circle.
instead multiplied by the roll, instead of all of the dice are rolled,
with the bonuses applied after the roll.
5 Overpenetration and Missed Shots
Example: .45 ACP has a damage of 3d4+2. Using the Fast
damage rules, you would roll 1d4, multiply it by 3, and On a base level, Ops and Tactics ignores the aftereffects of
then add 2 to the calculated number. using improper ammunition when in combat, or when one misses
their shot. This variant rule adds the notion of missing or shooting
through your target.
Fast damage can make the game faster, but at the cost of
unbalancing some weapons and damages. GMs are encouraged
to weigh the options when using this variant rule. 5.1 Missing the intended target
If an attack roll results in a missed attack by a ranged weapon,
3 Custom Occupations the projectile does not simply disappear. The projectile continues
on for 5 range increments in the direction it was fired until it
Custom occupations replaces the standard occupations of loses momentum force and lands on the ground or collides with
Ops and Tactics, allowing players and GMs to build their own another object.
occupation instead of using the prebuilt occupations. If an object or target is within the line of fire of the projectile,
Occupations have three values, Feats, Skills, and Wealth. A the original attack roll is used to see if it collides with that target,
character has 6 Occupational Option points that they can spend but the target is considered flat-footed, as they are unaware that
on any of these three values. the attack is even coming for them. If the roll succeeds, then it is
Feats Occupations have 0 feats by default. A character can considered a hit and damage is rolled as it would be if it were a
choose any feat that does not have any prerequisites. normal attack.
270

5.2 Overpenetrating a target Caliber Damage Half Damage


.380 2d4 4
If the ammunition does more than half of the total possible
ACP/9x17mm
damage to the target using the base damage, the round has shot
Kurz
though the target and has the possibility to hit someone else. This
8x22mm 2d4 4
only happens with the following kinds of ammunition:
Nambu
• Cased Rounds 9x18mm PM 2d4+1 4
9x19mm 2d6 6
– FMJ .40 S&W 3d4 6
.38 ACP 2d6+1 6
– Surplus .38 Super 3d4+4 8
– Wadcutter 7.63x25mm 2d8 8
Mauser
– Semi-Wadcutter .22 TCM 2d3+3 4
– Solid 7.63mm 1d6+4 5
Mannlicher
– Match Grade .357 SIG 2d6+2 7
– Super Match Grade 7.62x25mm 2d8+2 9
Tokarev
• Shell Rounds 9x23mm 2d6+3 7
Steyr
– Slug
Table 270: Intermediate Rimless Ammunition
– Magnum Slug

• Caseless Rounds

– FMJ
Caliber Damage Half Damage
– Match Grade .45 ACP 3d4+2 7
.45 GAP 3d4+2 7
• Black Powder 10mm Auto 2d6+4 8
.44 AMP 3d6 9
– All rounds
.45 3d6+1 9
Winchester
Refer to the rules for missing a target to handle what target was
Magnum
hit. If a secondary target is hit, that target takes half the damage
.50 GI 6d3+2 10
the original target received. If the target is wearing armor that
.475 Wildey 3d6+5 11
provides DR to the attack, the rounds do not over-penetrate.
Magnum
When using Armor Piercing ammunition or Saboted Slug
.460 4d4+2 9
ammunition, the ammunition always ovepenetrates the first target,
Rowland
without exception.
.50 Action 3d6+2 10
Express
Caliber Damage Half Damage
.41 Rimfire 1 0 Table 271: Heavy Rimless Ammunition
.22 Short 1d2 1
.22 Long Rifle 1d4 2
.32 Rimfire 2d3 3
.17 HMR 1d4+2 3
.22 WMR 2d4+2 5 Caliber Damage Half Damage
.44 Henry 2d6+1 6 .38 Long Colt 1d4 2
.38/200 1d4+3 3
Table 268: Rimfire Ammunition
.38 S&W 1d4+3 3
.38 Special 2d4+1 4
Caliber Damage Half Damage .476 Enfield 1d4 2
.25 ACP 1d3 1 9mm 1d6+2 4
.32 ACP 1d6 3 Japanese
7.65mm 1d4+2 3 Revolver
Longue 7.62x38mmR 1d8+2 5

Table 269: Light Rimless Ammunition Table 272: Light Rimmed Ammunition
271

Caliber Damage Half Damage Caliber Damage Half Damage


.44 American 1d6+3 4 6.5x50mm Arisaka 4d6 11
.44 Russian 1d6+3 4 7.92x33mm Kurz 3d8 12
.45 Schofield 2d4+3 5 .243 Winchester 4d6+2 12
.327 Federal 2d6+1 6 .300 AAC Blackout 4d6 12
Magnum .30-30 Winchester 4d6+1 12
.45 Long Colt 2d6+1 6 6.5mm Grendel 4d6+1 12
.41 Long Colt 3d4+1 6 7.62x39mm 4d6+2 13
.455 Webley 3d4+1 6 7.5x54mm French 4d6+4 14
.357 3d4+3 7 7.62x51mm NATO 5d6 15
Magnum 8mm Lebel 5d6+1 15
.32-20 1d10 5 7x57mm Mauser 5d6+2 16
Winchester 7.62x54mmR 5d6+2 16
.44 Special 1d6+4 5 .303 British 5d6+3 16
.38-40 1d6+5 5 .30-40 Krag 5d6+4 17
Winchester 7.7x58mm Arisaka 5d6+4 17
.44-40 1d10+5 7 7.5x55mm Swiss 5d6+4 17
Winchester 7.92x57mm Mauser 5d6+5 17
.44 Magnum 3d6 9 .30-06 Springfield 6d6 18
.454 Casull 3d6+2 10 .56-56 Spencer 2d10+5 12
.500 S&W 5d6+4 17 .45-70 Government 3d10 15
Special .50-70 Government 3d10+5 17
.500 4d6+2 13 .458 SOCOM 3d12 18
Wyoming
Express Table 276: Heavy Rifle Ammunition
.500 S&W 7d6 21
Magnum Caliber Damage Half Damage
.300 7d6 21
Table 273: Heavy Rimmed Ammunition Winchester
Magnum
.338 Lapua 7d8 28
Magnum
7.92x94mm 7d8 28
.50 BMG 10d8 40
12.7x108mm 10d8 40
13.9x99mmB 12d8 48
Caliber Damage Half Damage 14.5x114mm 10d10 50
.17 2d6 6 20x102mm 12d10 60
Remington 20x105mm 12d10 60
4.6x30mm 3d4−1 5 20x125mm 12d10 60
5.7x28mm 3d4−1 5
Caliber Damage Half Damage
Table 274: Light Rifle Ammunition
.410 Bore 3d4+1 6

Table 277: Light Shotshell Ammunition

Caliber Damage Half Damage


20 Gauge 4d6 12
16 Gauge 4d6+3 13
12 Gauge 5d6 15
Caliber Damage Half Damage
.30 Carbine 3d6+1 9 Table 278: Intermediate Shotshell Ammunition
5.45x39mm 4d4 8
5.8x42mm 5d4 10 Caliber Damage Half Damage
5.56x45mm NATO 5d4 10 10 Gauge 7d6 21
9x39mm 4d4+4 10
6mm Lee Navy 5d4+2 11 5.3 Uses for this rule
6.8mm Remington SPC 5d4+3 11
This rule can be used if you want to add a more simulation
Table 275: Intermediate Rifle Ammunition type of play, where players will need to watch their crossfire and
272

be mindful of what’s behind their target, as well as not act as Lever Action The firearm has a lever that must be worked
recklessly with the wrong kinds of ammunition, and gives more after each shot. Attacks cost +3 Combat Points when firing from
incentive for anti-personnel ammunition purchases. a prone position, but −2 Combat Points when performing potshot
attacks.

6 Generic Firearms Pump Action The firearm has a pump on the forearm that is
worked back and forth to cycle a new round.
Firearm The name and model of the firearm.

Slam A subset of pump action. Firearms with this have no


Damage(Dam) and Recoil Penalty(RP) The Amount of disconnecter and will discharge if pumped while the trigger is
damage the firearm causes, and the Recoil Penalty of the Firearm. held down.

Magazine Size, Cost, and Type The size of all available Bolt Action The firearm has a bolt that must be worked after
magazines for the firearm and what type of device the firearm each shot, expending the empty shell and reloading a new round.
uses. All single shot attacks have a +1 attack bonus, but cost +1 Combat
Point.
Upgrade Points (Upg) The type of upgrades the firearm can
accept. Self Loading(SL) Each pull of the trigger reloads the firearm. It
F Frame / B Barrel / O Optics / T Tactical is synonymous with Semi-automatic, and Self Loading firearms
are considered semi-automatic firearms.
Range Increment (Rng) The range increment for the firearm.
All Shotgun range increments affects both their damage and Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
range. All benefits from upgrades have been already calculated variants. 2RB Stands for 2 round burst, which allows the firearm
in the weapon’s range increment. to perform 2 round burst fire attacks, and 3RB stands for 3 round
burst, which allows the firearm to perform 3 round burst fire
attacks.
Rate of Fire (RoF) The rate of fire for the firearm or the
action of the firearm.
Auto Stands for fully automatic where the firearm will continue
to fire as long as the trigger is pressed down. The firearm can
SA Single Action requires the hammer to be pulled back before perform autofire, suppressive fire, sweepfire, sprayfire or five
firing again. Single action firearms that take box magazines or round burst fire attacks.
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 Single The firearm can only hold a single round and must be
Combat Point when performing a single shot attack. reloaded after every shot.

DA/SA Double Action/Single Action where the first shot is a Double The firearm has two triggers that can be depressed at
heavy double action pull and the second is a crisp single action the same time, to perform a double-fire attack, or one at a time
pull. DA/SA firearms are considered semi-automatic firearms. to perform two single attacks.
All single shot and potshot attacks after the first gain a +1 attack
bonus. The first shot has no bonus or penalty, but the hammer Size (Sz) The size of the firearm. The smaller size denotes
may be cocked back for 1 Combat Point, giving a +1 attack bonus how large the weapon is when it is folded up, while the larger size
for the first shot. denotes how large the weapon is fully extended, or assembled.
A small or smaller weapon is considered a light weapon and is
DA Double Action is similar to DA/SA but every shot is a heavy easier to use in a character’s off-hand.
double action pull. Double Action firearms are considered semi-
automatic firearms. The hammer is exposed and can be cocked Weight (Wt) How much the firearm weighs with all of the
back for 1 Combat Point, gaining a +1 attack bonus on single shot accessories it comes standard with.
and potshot attacks.
Wealth Point Cost The cost of the firearm to purchase, not
DAO Double Action Only is similar to DA but the hammer can including the license.
not be cocked back. Double Action Only firearms are considered
semi-automatic firearms.
Standard Equipment What you receive when you purchase
the firearm, fully assembled. If the firearm has a permanent piece
PA Preset Action, the action is at half-cock giving a light trigger of equipment, that equipment cannot be removed or modified.
pull. Preset Action firearms are considered semi-automatic All firearms and magazines are unloaded and empty when
firearms. All single shot attacks have a +1 attack bonus. purchased.
273

6.0.1 Simple Firearms and Ammo police officers and other LE agencies, often as a Police Cruiser
gun.
When your players don’t know or don’t care about the
All Shotguns come standard with a fixed stock and have Straight
differences between a Beretta 92FS and a Glock 19 and want
Barrels. Any firearm that uses magazines comes with 1 magazine.
to simply jump into the action without worrying about the finer
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. Eample 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 Both the Assault Rifle, Battle Rifle and Semi Hunting rifle come
Heavy Revolver 4 WP per 50 standard 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 maneuverable, but fire weaker rounds and don’t punch through
Revolver, Service Revolver and Heavy Revolver. Light handguns cover as well. Heavy Machine Guns are unwieldy, but sturdy and
are pocket handguns, with a small magazine or cylinder size powerful, useful for heavy cover.
and a small punch, but good for hiding away. Standard and Both Machine Guns come standard with one empty ammo box,
service handguns are service weapons used by various law a bipod, and a fixed stock.
enforcement agencies, as well as your common thugs, at times.
Heavy Handguns are pistols and revolvers chambered in large, Sniper Rifles Sniper Rifles are split into two different types:
wide caliber handguns, 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
agazine. 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
Standard Pistol ammo, and are bulkier, but pack more of a punch.
Non-automatic/burst versions of these rifles can be purchased
for −3 WP cost, and a licensed restriction. 7 Race Construction
The Light SMG comes standard with one magazine and a folding
stock. This variant rule adds the ability for players and GMs to build
The Heavy SMG comes standard with two magazines and a their own races.
fixed stock.
7.1 Race Building
Shotguns Shotguns are split into two different types: Hunting
Shotgun and Tactical Shotgun. While both shotguns use the same This is a template for a GM and players to build their own races
type of ammunition, the application is vastly different. Hunting for games. All races are sentient beings, capable of some form
shotguns are long barreled, small capacity weapons that are of independent thought and have some way to manipulate tools
primarily used for hunting game. Tactical Shotguns are used by and weapons.
274

Weapon Dam/RP Mag Upg Rng RoF Sz Wt Cost Restr


and
Cost
Light Pistols
Light Pistol, DAO 1d6/-1 Box:7:1 FB 15’ DAO T 12 8 L
Light Pistol, Striker 1d6/-1 Box:6:1 FB 15’ PA T 12 8 L
Standard Pistol
Standard Pistol, DA/SA 2d6/-2 Box:17:1 F B 1T 30’ DA/SA S 22 15 L
Standard Pistol, Striker 2d6/-2 Box:15:1 F B 1T 30’ PA S 18 13 L
Service Pistols
Service Pistol, DA/SA 2d6+2/-3 Box:14:2 F B 1T 30’ DA/SA S 22 16 L
Service Pistol, Striker 2d6+2/-3 Box:11:2 F B 1T 30’ PA S 22 14 L
Heavy Pistols
Heavy Pistol, DA/SA 3d6/-4 Box:9:2 FB 35’ DA/SA M 34 18 L
Heavy Pistol, SA 3d6/-4 Box:8:2 FB 35’ SA M 34 20 L
Backup Revolvers
Backup Revolver, DAO 1d6+1/-1 Cyl:5 FB 20’ DAO S 16 8 L
Backup Revolver, DA 1d6+1/-1 Cyl:5 FB 20’ DA S 16 10 L
Service Revolver
Service Revolver, DA 2d6+4/-4 Cyl:6 FB 35’ DA M 40 13 L
Service Revolver, DAO 2d6+4/-4 Cyl:6 FB 35’ DAO M 40 14 L
Heavy Revolvers
Heavy Revolver, SA 3d6+3/-5 Cyl:6 FB 35’ SA M 40 19 L
Heavy Revolver, DA 3d6+3/-5 Cyl:6 FB 35’ SA M 40 22 L
Machine Pistols
Light Machine Pistol 1d6/-1 Box:25:1 F B 1T 25’ SL/Auto S 28 11 M&P
Heavy Machine Pistol 2d6/-2 Box:32:2 F B 1T 35’ SL/Auto M 32 18 M&P
SMGs
Light SMG 1d6/-1 Box:20:1 F B 1T 30’ SL/2RB/Auto S/L 72 14 M&P
Heavy SMG 2d6/-2 Box:30:2 F B 1T 40’ SL/3RB/Auto L 88 30 M&P
Shotguns
Hunting Shotgun, Pump Action 5d6/-6 Int:3 FB 45’ Pump L 70 8 L
Hunting Shotgun, Double Barrel 5d6/-6 Int:2 F 2B 45’ Single/Double L 64 12 L
Tactical Shotgun, Pump Action 5d6/-6 Int:6 F B 1T 25’ Pump L 88 20 L
Tactical Shotgun, Self Loading 5d6/-6 Int:4 F B 1T 25’ SL L 90 26 L
Rifles
Assault Rifle 4d6+3/-6 Box:30:1 F B O 4T 65’ SL/Auto L 112 30 M&P
Battle Rifle 6d6/-8 Box:20:2 FBO 80’ SL/Auto L 185 35 M&P
Hunting Rifle, Lever Action 6d6/-8 Box:7:2 FBO 70’ Lever L 172 20 L
Hunting Rifle, Bolt Action 6d6/-8 Box:5:3 FBO 95’ Bolt L 106 18 L
Hunting Rifle, Self Loading 6d6/-8 Box:10:5 FBO 65’ SL L 170 29 L
Machine Guns
Light Machine Gun 4d6+3/-6 Linked F B O 2T 55’ Auto L 240 54 M&P
Box:75
Medium Machine Gun 6d6/-8 Linked F B O 1T 70’ Auto L 400 65 M&P
Box:100
Sniper Rifles
Light Sniper Rifle 4d6+3/-6 Int:5 FBO 160’ Bolt L 160 60 L
Heavy Sniper Rifle 6d6/-8 Int:5 FBO 180’ Bolt L 200 70 L
Explosive Weapons
Grenade Launcher 6d6 20’ Blast Int:1 — 45’ Single L 236 30 M&P
Rocket Launcher 30d6 30’ Blast Int:1 — 200’ Single L 80 38 M&P

Table 279: Firearms


275

When designing a race, be sure to think of how they look as Any 1 Feat This ability grants the race the ability to select any
well. What do the males and females look like (If there are males one feat at character generation.
and females)?, What are their cultural norms? What languages do
they speak? What places are they from and what is the geometry
of their homelands? Do they generally prefer one form of combat No Encumbrance Penalty to CP This ability allows the race to
or area of study over another? These are just a few questions ignore all Combat Point reductions due to being encumbered.
you can ask yourself, and your players in order to flesh out the
created races.
Extra Effort Doesn’t Flatfoot/AoO This ability allows the race
7.1.1 Dominant and Recessive Traits to not become flatfooted or provoke AoO when using the Extra
Effort action.
A race’s Dominant Traits are its Combat Point Score and Core
Hit Point Formula, and its Recessive Traits can be selected from
its Abilities. A race can have up to 3 racial ability points worth of −1 Size Category with Melee Weapons This ability allows the
Racial Abilities, and can have as many handicaps as they wish. race to treat all Melee weapons as one size smaller when using
them. This applies only to using, not concealing.
7.1.2 Base Racial Values
Medium Sized Races −1 Size Category with Ranged Weapons This ability allows
This race is of medium size, being the standard size. the race to treat all Ranged weapons as one size smaller when
• The race has a base Combat Point score of 12. using them. This applies only to using, not concealing.

• The race has a base CHP formula of CON−1.


1.5× Multiplier on one Saving Throw This ability gives the race
• The race receives two feats.
a new formula for a single saving throw, which is: (Base Selected
• The race receives 9 racial ability points, which they can Saving Throw Score×1.5)+Ability Modifier+Misc. Modifiers. This
spend on abilities. Each ability can only be taken once, ability may be taken a maximum of 3 times, each time applying
unless otherwise specified. to a different Saving Throw.
Small Sized Races
This race is of a smaller statue, being harder to hit but having Racial Recoil Bonus This ability grants a +1 to the Recoil Modifier
less health and having more difficulty using larger weapons. Formula. It can be taken a maximum of 6 times.
• The race gains a +1 Size bonus to Defense, for their size.
• The race gains a −1 Size bonus to Attacks, for their size. Blindsight Ability This ability grants the race the ability to use
non-visual senses, such as sensitivity to vibrations, scent, acute
• The race has a base Combat Point Score of 14.
hearing, or echolocation, the race maneuvers and fights as well
• The race has a base CHP Formula of CON−2. as a sighted creature. Invisibility and darkness are irrelevant. This
ability has a 35’ range.
• The race has the Small Frame Handicap but does not receive
the bonus points from the handicap.
• The race is not allowed to take the Large Frame Handicap. Constrict Ability This ability gives the race the ability to crush
their opponents after making a successful grapple check, dealing
• The race receives two feats. 1d8+POW damage, and will continue to deal 1d8+POW damage
for every round the grapple lasts.
• The race receives 9 racial ability points, which they can
spend on abilities. Each ability can only be taken once,
unless otherwise specified. Darkvision Ability This ability grants the race the ability to see
in total darkness, out to 50 feet. Darkvision is black-and-white
7.1.3 Racial Abilities only, but is otherwise like normal light.
+1 CHP This ability grants a +1 to the CHP formula. It can be
taken a maximum of 5 times.
Fast Healing Ability This ability grants the race the ability to
regenerate 1 CHP per round. Fast healing stops working when
+1 Combat Point This ability grants a +1 to the Combat Point the race is reduced to −10 HP or fewer. Fast healing also doesn’t
score. It can be taken a maximum of 5 times. restore HP lost to starvation, thirst, or suffocation, and it doesn’t
allow a creature to regrow or reattach severed body parts.
+10 Mental Limit This ability grants a +10 bonus to the Mental
Limit Formula. It can be taken a maximum of 3 times.
Low-Light Vision Ability This ability grants the race the ability
1 Specific Feat This ability grants the race a single preselected to see twice as far as normal in poor lightning conditions. The
feat. This feat must have no prerequisites in order to be taken. creature can still distinguish colors, even in dim lighting.
276

Poison Ability This ability grants the race the ability to Swim Ability This ability grants the race the ability to move
produce poison through glands. By default, the race injects the through water as normal without making an Athletic check. It
poison through a non-lethal, non damaging bite which must be gains a +8 bonus on any swim check to perform some special
accomplished after a successful grapple attack or spits it which action or avoid a hazard. The race always can choose to take
is a ranged attack that cost 3 Combat Points with a total range 10, even if distracted or endangered when swimming.
of 10’. A race with natural weapons can, on a successful attack,
poison the target. Natural Melee Weapons This ability grants the race a natural
melee weapon that has a damage of 1d6+POW, that does either
Poison Damage piercing, slashing, or bludgeoning damage, and has a critical
Neurotoxin 1d4 CON / 1d8 CON range of 16-18. This weapon is considered a small simple melee
Dendrotoxin 1d4 DEX / 1d8 DEX weapon, that the race is proficient in using. This ability can be
Cardiotoxin 1d4 STR / 1d8 STR taken a maximum of 3 times, each time choosing a different kind
Hemotoxin 1d6 CHP / 2d6 CHP of damage. A race with the poison ability can also use this attack
to poison a target.
Table 280: Poison Ability
Natural Ranged Weapons This ability grants the race a natural
Poison attacks deal initial damage to the opponent on a failed
ranged weapon that has a damage of 1d6, that does either
Fortitude Saving Throw. Unless otherwise noted, another saving
piercing, slashing, or bludgeoning damage, has a range of 30
throw is required 1 minute later (regardless of the first save’s
feet and has a critical range of 16-18. This weapon cost 5 Combat
result) to avoid secondary damage. Select one kind of poison.
Points to use. The race is proficient in using this weapon. This
The race’s poison provides this initial and secondary damage. A
ability can be taken a maximum of 3 times, each time choosing a
race is immune to its own poison, and can not poison itself, even
different kind of damage. A race with the poison ability can also
purposely.
use this attack to poison a target.
The Fortitude Saving Throw against poison is TN(10 + poisoning
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
due to cybernetics.
Regeneration Ability This ability grants the race the ability
to regrow and reattach severed body parts, allows extremity
damage to be healed as normal, and stop bleeding at the rate Combat Point Reduction With Any Type of Magic This ability
of 1 bleed damage per 5 rounds. Severed parts that aren’t grants the race a permanent −1 Combat Point cost when the race
reattached wither and die normally. Regeneration doesn’t restore releases a spell, recites an incantation, or uses psionics.
hit points lost to starvation, thirst, or suffocation. Regeneration
stops working when the race is reduced to -10 hp or fewer. Non-Verbal Complete Communication This ability grants the
race the ability to complete completely without any kind of
overt verbal communication. Such communications can take
Scent Ability This ability allows the race to detect approaching
the form of anything as small as facial twitches to as overt as
enemies, sniff out hidden foes, and track by sense of smell. Races
dances. This communication is complete, in the fact that all forms
with the scent ability can identify familiar odors. The creature
of communication (literal words, tone, context, etc) are passed
can detect any object or creature that has an odor within 150
through it, requiring no verbal clarification. This functions as a
feet by sense of smell. If the object or creature is upwind, the
second, spoken-only language, that the race receives at creation.
range increases to 300 feet; if downwind, it drops to 75 feet.
Strong odors can be detected at twice the ranges noted above.
Overpowering odors can be detected at triple normal range. Environment Immunity This ability grants the race immunity
When an odor is detected, the exact location is not to a single environment, as listed below, as well as the benefits
revealed—only its presence somewhere within range. If the listed with that environment.
detector moves within 30 feet of the source, the creature can • Cold Do not have to make a saving throw against cold
pinpoint that source. environments.
This ability can also be used to follow tracks by smell, making
a WIS check to find or follow a track. The TN for a fresh trail • Hot Do not have to make a saving throw against hot
is 10 (no matter what kind of surface holds the scent). This TN environments.
increases or decreases depending on the strength of the odor,
• Wet Do not have to make a saving throw against Diseases.
the number of objects or creatures being tracked, and the age of
the trail. For each hour that the trail is cold, the TN increases by 2. • Dry Do not require additional water beyond the normal
Every additional object or creature reduces the TN by 1. Strong amount in hot or very hot climates.
odors decrease the TN by half rounded down, and overpowering
odors decrease the TN to a third rounded down. Preferred Racial Damage This ability grants a race a bonus
to all attacks equal to their character level of a selected damage,
Water Breathing Ability This ability grants the race the ability with any weapon, spell, psionics, or incantation that they are
to breathe underwater, as if they were on land. The race can not proficient in. The available damages for this ability are Cold, Fire,
drown in water, and does not have to make CON checks in order Electricity, Concussion, or Acid. This ability may be taken multiple
to hold their breath in water. times, each time selecting a different damage.
277

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, concuss, 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
atmospheric pressure, light, or dark.
Receptive Healing Ability This Ability grants the race the ability
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
1 +10 ML (+30 max) of equipment is free at creation, and must cost 3 WP or less to
2 1 specific feat replace if lost or broken. The racial creator may choose what
3 any 1 feat effects happen if the key gear is not possessed.
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
2 −1 size category with ranged weapons of contact, if they come in physical contact with the substance.
2 1.5× on one saving throw The amount of points gained from this handicap depends on the
1 +1 Natural Recoil Bonus(Maximum increase of +6) rarity of the substance.
3 Blindsight
2 Constrict • Very Common (+5) Water, sunlight, dirt/earth, any plant or
2 Darkvision animal matter, any metal.
2 Fast Healing fortitude
1 Low-Light Vision • Common (+4) Precious metals, or wood.
4 Poison
2 Regeneration • Uncommon (+3) Specific metals or materials.
2 Scent
2 Water Breathing • Rare (+2) Specific precious metals.
2 Swim
2 Natural Melee Weapons • Very Rare (+1) Specific radioactive materials, a singular
3 Natural Ranged Weapons rare specimen of tree.
2 ML Cybernetic Exclusion
2 1 CP reduction with all Magic types
Environment Vulnerability This handicap makes the race
2 Non-verbal complete communication weak to a specific environment. Whenever the race is in that
2 Environment Immunity environment, they take the listed penalties as long as they are
3 Racial Damage Preference in that environment. A race can not be vulnerable to the same
3 Natural Energy Resistance environment they are immune to.
1 Receptive Healing Ability
• Cold The Fortitude saving throw to resist cold environments
Table 281: Racial Abilities is doubled.

7.1.4 Racial Handicaps • Hot The Fortitude saving throw to resist hot environments
is doubled.
Handicaps are negative restrictions that can offset a race’s
positive benefits, allowing them to gain more abilities. Handicaps • Wet The Fortitude saving throw to resist diseases is doubled.
grant racial ability points equal to their value. A race can only
gain +5 points worth of racial ability points from handicaps. • Dry Requires double the normal water intake in dry
environments.
Small Frame This handicap disallows the race to use
Gargantuan sized weapons, requires that Huge weapons be used
Damage Vulnerability This handicap makes the race weak
only while prone, grants a −2 attack penalty to all Large weapons,
to a specific kind of damage. Whenever the race receives the
and grants a −1 attack penalty to all Medium weapons.
selected damage from any weapon, spell, incantation or power,
they take 1.5× the damage, rounded up. The available damages
Large Frame This handicap disallows the race to use Fine, for this handicap are Cold, Fire, Electricity, Concussion, or Acid.
Diminutive, or Tiny sized weapons and grants a −2 attack penalty This handicap may be taken multiple times, each time selecting a
to all Small weapons. different damage.
278

Specific Diet This handicap limits what the race can eat for medicines, drugs, and pharmaceuticals cost twice as much and
substance. The bonus given to racial ability points is determined when crafting pharmaceuticals for the race, the TN is increased
by how restrictive the diet is. Consuming food out of diet will by +6
sustain the race, but it makes them sick, and the character is
considered sickened until they eat food from their selected diet. Light Blindness This handicap makes the creature blind in any
Below are listed diets and their point values. bright light, or direct sunlight, causing them to become blind unless
• Herbivore or Carnivore (+1) Any kind of plants, or any they are wearing some kind of dimming glasses, or goggles.
kinds of flesh/animals.
Racial Recoil Penalty This ability grants a −1 to the Recoil
• Light Monophagous Herbivore or Carnivore (+2) Specific
Modifier Formula. It can be taken a maximum of 6 times.
subset of plants, such as any kinds of leaves or fruits, or
specific subset of animals, such as any kind of fish or birds.
• Heavy Monophagous Herbivore or Carnivore (+3) Point Gain Benefit
Specific plant, such as the eucalyptus plant or a specific +1 Small Frame
animal, such as the rainbow trout. +1 Large Frame
+1 Environment Bound
• Scavenger (+4) Carnivore, but the meat must be dead for
+1 ML Reduction
more than 24 hours.
+3 Key Gear
+1-5 Substance Vulnerability
Verbal Non-Communication This handicap disallows a race to +2 Environment Vulnerability
communicate through verbal means. All communication must be +1 Damage Vulnerability
written, or communication must occur through a different mean. +1-4 Specific Diet
+2 Verbal Non-Communication
Slow Healing This handicap slows the rate at which a race +2 Slow Hearing
heals. A race takes twice as much time to heal wounds. The race +4 Alternate Biochemistry
can not take this handicap and have the fast healing ability. +2 Light Blindness
+1 -1 Natural Recoil Penalty(Maximum decrease of -6)
Alternate Biochemistry This handicap changes how a race’s
biochemistry is, for the purposes of medicines. This race gets no Table 282: Racial Handicaps
benefit from using standard medicines and pharmaceuticals, and
instead must have specific pharmaceuticals made for them. All

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