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arms

&
equipment

Banking & currency


Packing & storage
Clothing
Electronics
Cellular phones
Satellite communications
Computers
Radio communications
Military radios
Amateur radio
Security
Electronic surveillance
Electronic warfare
Tools
Generators & appliances
Musical instruments & audio
Investigation tools
Optics
Provisions & consumables
Survival gear
Disaster relief
Nuclear, biological & chemical defense
Explosive Ordnance Disposal
Personal marine gear
Trained canines
Medical services
Medical kits
Medical supplies & equipment
Pharmaceuticals
Lifestyle (Housing, transport)
Services
Licensing
Shipping & Freight
Narcotics & counterfeit
Fuel
Civilian cars
Motorcycles

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Civilian trucks
Civilian commercial vehicles
Civilian aircraft
Watercraft
Military ground vehicles
Military aircraft
Wheeled vehicle gear and mods
Wheeled vehicle security options
Maritime systems
Aircraft Systems
Homesteading
Farm machinery
Construction supply
Civil engineering
Trade goods
Livestock
Melee Weapons
Ammunition
Handguns
Submachineguns
Assault & Battle Rifles
Automatic rifles and machineguns
Sniper rifles
Shotguns
Heavy machineguns & antiaircraft guns
Rockets
Guided missiles
Grenade launchers & rifle grenades
Mortars and artillery
MANPADS & Surface to Air missiles
Weapon accesories and optics
Explosive & Splash weapons
Grenades & Explosives
Military explosives & mines
Splash weapons
Body Armor

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Currency

US Dollar
Euro
Renminbi
Gold
Silver
Platinum

1 Dollar
1
0.54
RMB 3.59
0.00112 oz
0.0369 oz
0.00074 oz

1 Euro
$1.85
1
RMB 6.65
0.00207 oz
0.06826 oz
0.001369 oz

Exchange rates
1 RMB
1 oz AU
$0.27
$885.70
0.85
478.28
1
RMB 3,179.66
0.0003 oz
1
0.0099 oz
32.68 oz
0.00019 oz
0.655 oz

Finance
Credit card: $50. Your credit
line and interest rate depends
on your credit history. Many
services accept only credit
cards: car
rental,
hotel
lodging, etc. $5 fee for cash
advance up to $1000 per ATM
machine. May require PIN,
RFID or other biometric
verification.
Paypal:
The
primary
mechanism for consumer ecommerce payments, online
auctions
and
donations.
Funds (electronic check, debit,
credit) must be wired to an email address. Amounts over $500 must be sent via a verified
member, in which the destination account must be associated
with a live checking or savings account.
Western Union: Wired funds have to be made to a person who
can show ID, or into a bank account. US banks will report fund
transfers of $10,000 or more to the federal government. Payees
must present photo ID.

Transaction amount
Under $1000
$1,000 to $10,000.
+$10,000

Fee
$5
$10
$15 + 0.1%

Owning property: In parts of the US, owning debt and equity


securities as well as land, property and vehicles have to be
registered and insured if in areas prone to natural disasters. Local
zoning restrictions may apply to what the land can be used for
and what structures can be built. Vehicle owners require
inspections and drivers must purchase liability insurance. The
purchase of vehicles often involves reporting sales tax and a
transfer of title between the parties that are recorded to state tax
and motor vehicle agencies. The license plate and drivers license
are the two methods of identifying stolen vehicles and persons
with outstanding warrants during police vehicle stops. In other
words, having a criminal record or simply choosing to stay off the
grid like how some radical privacy advocates live often precludes
someone from passing the background checks necessary for
many economic activities in modern society.

Financial instruments

1 oz AG
$27.03
14.59
RMB 97.04
0.032 oz
1
0.02 oz

1 oz Pt
$1,340.40
723.82
RMB 4812.04
1.5012 oz
49.46 oz
1

Checking account: Minimum $500 balance.


Off-shore banking account: Minimum $50,000. 3.5% of
transactions. Not federally insured. Territories with loose banking
laws offer shelters to assist persons and companies with evading
taxes and wash large sums of illicit funds.
Precious metals account: Minimum $5000. 1% of transaction.
Not federally insured. Occassionally, gold, silver and platinum
clearing houses are taken over by rogue finanical institutions and
disappear.
Escrow account: Minimum $2,000. An account held by a 3rd
party, often a law firm in large business transactions.
Transactions can be made according to conditions set by the
signers of the agreement.
Bearer bonds: Transferable debt securities that do not require
registration to legally own.

Energy
Crude oil
Natural gas

1/2/2025 3:05 PM ET
124.90
-0.12
23.35
+0.08

Agriculture
Corn
Soybeans
Wheat

1/2/2025 2:31 PM ET
216.25
-1.25
600.60
-5.75
323.50
+4.75

Metals
Aluminum
Copper

1/2/2025 1:29 PM ET
0.87
-0.01
1.62
-0.03

Precious Metals
Gold
Silver
Platinum

1/2/2025 1:40 PM ET
885.70
+1.70
27.03
-0.09
1,340.40
+4.50

US Treasuries
Time
1 month
3 month
6 month
2 year
5 year
10 year
30 year

Close 1/2/2025
Yield
9.30
9.74
10.92
11.17
12.49
12.80
13.09

Change
-0.02
-0.05
-0.04
-0.02
-0.01
-0.03
-0.02

Secured credit card: $50 service charge plus cash deposit in the
amount of the cards credit limit. Often this is the only type of card
people with poor or no credit can get.

Gold coins: $892.00 (1 oz), $447.00 (1/2 oz), $224 (1/4 oz), $90
(1/10 oz). Choice of American Eagle, South African Kruggerand,
Canadian Maple or Chinese Panda. Accepted at precious metals
dealers. (Uneven amounts account for dealer mark-ups).

Debit card: $15. Savings or checking account required. Includes


PIN number and/or biometric ID system.

400 troy oz gold bullion bar: $354,280. Federal Reserve-issue


gold bullion is individually stamped and private possession illegal.

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pounds and provides a +2 STR bonus for the purpose of


determining carrying capacity.

PRICES AND EQUIPMENT


Price: This price reflects the base price and doesnt include any
modifier for purchasing the item used, on the black market or
during price fluctuations. The following prices are average across
the nation. Some types of durable goods and foodstuffs are
available for lower prices close to the source of production. Prices
become higher closer to the area of conflict and some services
simply arent available because of the unstable political situation
or lack of utilities or reliable transportion. The Pacific Northwest
has one of the highest standards of living in the world and
therefore prices can be several times higher than listed here.
(Usually x 5). Some merchants may have no provision for
electronic fund transfer or other financial instruments and
therefore accept only cash and even then, only a particularly
stable currency. On the other hand, some services like car rentals
and business services do not accept cash at all for security
reasons and only accept corporate credit, electronically certifiable
checks and other forms of electronic bank transfer and may
require additional insurance or background checks.
Restriction: The restriction rating for the object. (Licensed,
restricted, military or illegal.) Some specialized equipment are
available only for specific government agencies.

TRAVEL AND STORAGE


Notes: Containers that are under pressure and subjected to high
temperatures or low pressure like in aircraft cargo holds may fail
and explode. Electronics are always subject to damage from heat,
humidity, excessive dust and corrosive atmospheres, especially
on the high seas.
Gear bag: $50. A reinforced duffel bag with compartments for
body armor and equipment. Designed to hold all the tactical
equipment a traveling field officer needs in a SWAT situation.
Shooting bag: $50, Oversized, $150. A soft carrying case for
several handguns or an SMG with compartments for ammunition
and other gear. The oversize bag holds up to 2 disassembled
rifles and ammunition.
Rifle case: 7 lbs, $200. A hard carrying case with foam inserts for
up to 2 disassembled rifles and ammunition. Designed to
preserve a precisely mounted telescopic sights zero. (Disable
Device DC 20; break DC 15).
Mobile office organizer: 4 lbs, $200. A briefcase sized case
folds out to fit in the passenger seat a vehicle. Popular with
truckers, traveling salespeople and surveillance agents who need
easy access to files, storage for a laptop computer, travel mug,
small printer/copier/fax, pens, staplers, etc. It holds 10 pounds
worth of equipment and has an average lock (Disable Device DC
25; break DC 15). Can be folded up carried like a large briefcase.
Camelbak water carrier backpack: 5 lbs full, $80. Small
backpack comfortably holds 100oz and can be carried alone or
tucked inside any backpack. Drinking tube is compatible with
gasmasks and HAZMAT suits. Extremely popular with
backpackers.
Kelty Hikers Backpack: $70. This is a good-sized backpack,
made of tough water-resistant material. It has one or two central
sections, as well as several exterior pockets and straps for
attaching tents, bedrolls, or other gear. It can carry up to 60
pounds of gear. A backpack gives a character a +1 equipment
bonus to Strength for determining carrying capacity. Brightly
colored and makes one look like tourist than a vagrant.
ALICE set (frame pack and combat webbing) 10 lbs, $100.
NATO, Warsaw Pact and US Army surplus includes two
magazine pouches (holds three M-16 clips and 2 grenades each),
2 plastic canteens with covers, a first aid kit pouch, a compass
pouch and bayonet scabbard. Backpack can hold up to 60

MOLLE set (pack and load bearing gear) 7 lbs, $300. Armyissue Modular Lightweight Load-carrying Equipment can be
configured by adding and removing sections. In minimal Fighting
Load mode, it can carry 40 lbs of gear, 80 lbs. in Approach March
mode and up to 150 pounds in Sustainment mode. Provides a +3
STR bonus for the purpose of determining carrying capacity.
Tuff bin: $70. Rugged plastic 37 x 21 x 20 waterproof container
holds 9 cu.ft of gear and resistant to most chemicals and
corrosives. (Hardness 5). Two small wheels and carrying handles.
Aluminum Travel Case 10 lbs, capacity: 5lb, $75. 40lb, cap:
10lb, $250. 75lb. cap: 15lb, $500. A reinforced metal box with
foam inserts with combination or key lock. (Disable Device DC 20;
break DC 13).
Briefcase: 2 lbs, $100. 5 lb. capacity. Cheap lock. (Disable
Device DC 20; break DC 10).
Field Office Bag: $50. 10 lb capacity. A combination shoulder
tool bag and laptop case with pockets for tools, pens, notepads,
etc.
Timberland Day Pack: $50. This is a small backpack, the sort
often used by students to carry their books around, or by outdoor
enthusiasts on short hikes. It holds 10 pounds of gear and fits
comfortably over one or both shoulders.
Heritage Safe Co. Gun Safe: 500 lbs, $600. STR 40 safe
holds up to 8 rifles.

CLOTHING
The items described here
represent special clothing
types, or unusual outfits that
a character might need to
purchase. For the most part,
clothing choice is based on
character concept.
Its
generally assumed that a
hero owns a reasonable
wardrobe of the sorts of
clothes that fit his or her
lifestyle.
Sometimes,
however, a character might
need something out of the
ordinary. When thats the
case, he or she will have to
purchase it like any other
piece of gear. Clothes have two effects on game mechanics: one
on Disguise checks, and one on Sleight of Hand checks. First,
clothing is part of a disguise. See the Disguise skill description for
more on how appropriate dress affects Disguise checks. Clothes
also help to hide firearms, body armor, and small objects. Tightly
tailored clothing imposes a penalty on an attempt to conceal an
object; clothing purposely tailored to conceal objects provides a
bonus. An outfit of clothing represents everything a character
needs to dress a part: pants or skirt, shirt, undergarments,
appropriate shoes or boots, socks or stockings, and any
necessary belt or suspenders. The clothes a character wears
does not count against the weight limit for encumbrance.

General
Brooks Brothers set: $1000. High-end 3-piece suit with 3
white dress shirts, socks, matching leather belt and shoes and a
handkerchief. Cotton for summer, wool for winter. Requires dry
cleaning and ironing to maintain sharp appearance.

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London Fog Overcoat: $250. A loose raincoat worn over a


suit jacket. Can conceal medium weapons.
Salvation Army clothes: Free at most homeless shelters.
Ragged tee shirt, hooded sweatshirt, sweat pants, jacket,
baseball cap, sneakers. Food stains, frayed threads and a few
holes included.
Casual clothes: $100. Not quite in fashion but enough to blend
in.

Ghillie Suit: 5 lbs, $175. The ultimate in camouflage, a ghillie suit


is a loose mesh overgarment covered in strips of burlap in
woodland colors, to which other camouflaging elements can
easily be added. A figure lying motionless in vegetation under a
ghillie suit is nearly impossible to discern. Wearing a ghillie suit
with appropriate coloration gains a +10 bonus on Hide checks.
(The suits coloration can be changed in 30 seconds. However,
the bulky suit imposes a penalty of 4 on all Dexterity skill checks
and melee attack rolls.

Gap Navy Pea Coat: $100. Wool coat in the common style of
the 2020s. Conceals small weapons.

Rain poncho: $30. Rip-stop nylon and camouflage pattern with


snap-on liner to double as blanket. Fits over body armor, helmet
and large backpack.

Columbia Parka: $200. This winter coat grants the wearer a


+2 FORT saves in cold weather but a 2 penalty on Move Silently
checks.

Safari Vest: $100. Numerous external and internal pockets. Used


by fisherman and photographers to carry and keep organized
many small items.

LL Bean Windbreaker: $30. This is a lightweight jacket can be


rolled up to fit in a large pocket and used when youre suddenly
caught in cooler temperatures. +1 FORT saves in cold weather
but a 2 penalty on Move Silently checks.

M-65 Field Jacket: $75. A lightweight outer garment with


removable liner. A favorite of vets the world over.

Uniform: $50. ($300 formal). Standard-issue for repairmen,


customer service, doormen, waiters, security guards, etc. Formal
uniforms include those for doormen, chauffeurs and waiters in
high-end restaurants and require some maintenance (dry
cleaning, polishing and ironing.) Soldiers, police officers and
firefighters are issued a dress uniform.
Designer high fashion ensemble: +$2000. Silk shirt, pants,
mock turtleneck, thick framed glasses, tailored shoes. Black and
grey only.
Tag Heuer
timepiece.

Pilots

Chronograph:

$350.

High-fashion

SAS Parka: $300. Very light and breathable rain and cold
weather protection. Popular with unconventional warfare units incountry.

ELECTRONICS
Batteries: Many of the objects in this section are battery-operated
and comes with them. As a general rule, Referees may ignore
battery life, assuming that everyone is smart enough to recharge
or replace their batteries between adventures, and that the
batteries last as long as needed during adventures. If battery life
is important in the game, roll 1d20 every time a battery-operated
item is used and no one knows they were changed. On a result of
1, the batteries are dead and the object is useless until recharged
or new batteries are installed. Batteries can be changed as a
move action.

Utility
Work clothes: $150. Denim coveralls, steel-toe boots, lowerback safety harness, work gloves, helmet with spotlight, dust
mask, protective goggles, earplugs.

Storage: Electronics are always subject to damage from heat,


humidity, excessive dust and corrosive atmospheres, especially
on the high seas.

HAZMAT suit (25 pack): 30 lbs, $200. XL only. Disposable


coveralls with hood, gloves and boots commonly issued to
biohazard crews, chemical plant workers and decontamination
personnel. Tearing and holes appear after long-term use. DC
decreases 1 per day of use or 2 for strenuous activity.

Start-up time: Battery powered electronics that handle data


generally need more time to start up, load Operating System, find
a satellite signal, etc. A CB radio powers on much more quickly
than say, a switched off cell phone or notebook computer. The
GM should take this into account when PCs have to deploy a
complex piece of electronic equipment in the middle of combat.

Tool Belt: $25. Carries about 15 pounds of gear.


Gargoyles eye protection: $80. Sleek wrap-around design
and laminate material protects against small projectiles and laser
radiation.
Kevlar gloves: $50. Rugged hand protection prevents punctures
from needles, glass shards, rope burn and hot weapons. Velcro
strap and index finger is removable for keeping hand dexterity.
Nomex hood: $25. Improved flame resistance for firefighting,
armored vehicles and racing. +2 FORT saves against fire hazards
to the head.

For the field


Fatigues: $250. Battle dress uniforms (or BDUs) are rugged,
comfortable, and have lots of pockets. Includes jacket, trousers,
field jacket, cap, leather boots, towel, work gloves,
undergarments, several pairs of socks and a rain poncho. Printed
in camouflage patterns: woodland, desert, winter, urban, or black.
When worn in an appropriate setting, fatigues grant a +2 bonus
on Hide checks.
Extreme cold weather gear: 10 lbs, $100. This heavy layer of
thermal undergarments are required for survival in extreme cold.

NiMH batteries: $15. A set of AAA, AA, C or D-cell batteries.


Small solar recharger: $70. 12 x 6 solar panel attaches to
backpack and charges a cellphone in 3 hours.

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Medium solar panel/recharger: $150, 15 lbs. 20 x 20 highefficiency zinc-oxide solar panel the size of a satellite TV dish
charges a dozen batteries in 4 hours of direct sunlight or powers a
notebook computer.
Grundig shortwave radio: $50. Rugged, pocket-sized radio
has speaker and jack for wire antennae up to 70 feet. Shortwave
performance improves considerably at night, though the listener
must occasionally fine-tune the dial to compensate for frequency
drift.
Apple M-pod: $250. Pocket-sized mp3 player with fold-out
screen doubles as 200 GB hard drive, game console, mini-DVD
player, and AM/FM/TV/WX radio. Very popular with children in the
industrialized world.
Magellan GPS Receiver: $150. Global positioning system
receivers use signals from GPS satellites to determine the
receivers location to within a few dozen feet. A GPS receiver
grants its user a +4 equipment bonus on Navigate checks, but
because the receiver must be able to pick up satellite signals, it
only works outdoors.
Navman GPS vehicle receiver: 5 lbs, $1500. Integrated with
topographic, nautical and street mapping software and used for
ground, air and maritime navigation.
Garmin GPS watch: $200. Tracks waypoints, speed and
elevation.
Suunto compass
barometer, altimeter.

watch:

$250.

Electronic

compass,

Voice-memo Recorder: $75. About the size of a matchbox, it


can record up to 8 hours of audio and can be connected to a
computer to download the digital recording. Digital audio
recorders dont have extremely sensitive microphones; they only
pick up sounds within 10 feet.
Coby portable television: $25. Poor reception, shaking picture,
scratchy sound.
Philips 30 HDTV: $300. Basic home flatscreen/PC monitor.
Home theater system: $5000. Sharp 72 LCD flatscreen,
Internet TV terminal, TiVo recorder, Samsung DVD player,
Harman A/V receiver and full-size 5.1 surround-sound JBL
speakers.
Panasonic VHS-C Camcorder: 4 lbs, $100. Inexpensive
portable video camera using VHS-C tapes.

JVC GR-H1 Semipro Camcorder: 7 lbs, $3,500. Professional


high-definition recorder with advanced image stabilization, white
balance, filtering, microphone, multiple video and audio inputs
and tons of editing features.
Minolta professional lens kit: $1500. A set of 10 snap on
lenses for various shooting conditions. Includes UV, color and
polarity filters, long-range and wide-angle attachments and a
padded, hard shoulder bag.
Kodak Film: $5. 24 exposures of high-speed (ASA 800) 35mm
or 80mm film. Preferred by journalists, investigators and
professionals because film negatives are much more difficult to
be doctored than digital images.
Portable darkroom kit: 30 lbs, $500. Everything needed to set
up a photo processing lab in any dark room. Chemicals, trays,
tongs, drying racks, curtain and red lamp. Additional chemicals
and tools may be needed for more advanced processing
techniques.
Film Developing service: $6 standard, $20 - $100 for
enlargements. In most areas, drugstores and photo shops provide
1-hour service; in others, it takes 24 hours. In really remote areas,
film may have to be sent away for developing, taking a week or
longer. The price represents the cost of getting two prints of each
shot on a roll of film, or one of each and any two also blown up to
a larger size.
UP-1042 Handheld Thermal Camera: $2500, 4 lbs, T. This is a
handheld thermal camera, which provides visibility in all ambient
light conditions, including day, night, smoke, dust and haze. The
signal output of the camera is such that it can be viewed directly
by the viewer as well as being recorded on standard video
equipment. It has a focusing range of 80 feet.

CELLULAR PHONES
Wireless phones work within 1 mile of a cell tower in rural areas.
New phones purchased in a store come with AC/DC charger,
headset, belt and clip/holster.
Kyocera F-30 disposable: $30 pre-paid. Dispensed and
refillable from vending machines. Often given out to victims of
domestic abuse with 911 police access.
Nokia iX70: $100. Basic model given away free with a 1-year
contract. Blocs of minutes can be bought and sold from other
phones. GPS location can be activated by employers to track
employees in the field or by parents tracking the whereabouts of
their children.
Motorola
G300:
$400.
Advanced model with camera,
text
messaging,
call
management, GPS, email,
web,
walkie-talkie,
video,
organizer,
mp3
player,
memory-stick drive, game
console, voice memo recorder,
wireless Bluetooth headset
and
10Gb
harddrive.
Compatible with CDMA, GSM
and 3G cell networks.

Sony Mini-DVD camcorter: 2 lbs, $450. Digital video camera


uses flash memory or Mini-DVs to record. Average picture and
sound quality.
Wal-Mart Disposable: $10. A 35mm camera with film built in
can be purchased from vending machines, tourist traps,
drugstores, etc. Once the film is used, the entire camera is turned
in to have the film developed.
Canon Elph Digital: $250. Pocket-sized 5 megapixel digital
camera has decent auto-exposure, color sensitivity and antishake chip. Uses memory sticks or IR port to upload to other
devices.
Radio Shack Mini-Digital Still Camera: $20. Credit card sized
digital camera holds 40 low-resolution photos.
Pentax IST 35mm SLR: $2000. Top-of-the-line professional
model. This film camera can accept different lenses and takes the
highest-quality picture. Requires Craft (visual art) skill.

Wireless phone card: $30 per 5 hours. Available at convenience


stores and street peddlers.
International phone card: $20 per 5 hours. Scratch off access
card for code number.

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SATELLITE COMMUNICATIONS

character needs a computer to make Computer Use checks and


to make Research checks involving the Internet.
Apple Athena MacBook: $100, 3 lbs. An 8 x 11 tablet PC
designed for disadvantaged young students and required at many
schools in the industrialized world. Waterproof, impact-resistant
computer has 500 Gb hardrive, basic educational software,
encyclopedia, Wi-Fi card and 512-bit encryption.
Dell Dimension home/office desktop: 20 lbs, $1000. Basic
home/business model includes flat-panel touch-screen monitor,
keyboard, standard mouse, glove mouse, basic printer and
software bundle. When attached to a hub or wireless router, can
be linked to other machines in a LAN and share an Internet
connection.
Compaq tablet notebook: 4 lbs, $2500. Light traveler model
includes detachable flat-panel touch-screen, integrated wireless
access card, office/productivity software bundle.

Iridium 5905 satellite phone: $900. $1.25 per minute. Prepaid


card to be used within 30 days of activation. Can be used anywhere in the world, even in remote areas well beyond the extent
of cellular service. Connection can be used for voice, fax, data,
teletype and burst file transmission with RS232 connector.
Multiple SIM card module for multiple lines. 15 antenna
mountable on tripod or vehicle. 4 hour talk time, 50 hour standby.
10 hour talk time, 200 hour standby with 7 lb. dock station case.
Inmarsat Satellite broadband service: $250 per month.
FoxStar satellite television service: 20 lbs, $250 +
$50/month. Dish & receiver with 90-day subscription card. Autotracking dish and receiver box.
XM satellite radio service: $200 + $20/month. Satellite radio
receiver with 90-day subscription card.
Siemens Signal processor: 30 lb, $4000. Uploads live feeds,
footage playback and captioning features to satellite broadcasting
unit. Standard equipment on local news vehicles for on-the-scene
reporting.
Raytheon Microwave satellite uplink trailer: ton, $35,000
Allows high-definition broadcasts of television programming to
relay satellites.

Refurbished Linux box: 15 lbs, $300. Built from spare parts of


factory refurbished, these no-frills machines are used as
improvised proxy servers, routers, firewalls, honey pots, file
servers, extra processing power and disposable attack machines.
Alienware Desktop: 10 lbs, $5000. High-end video platform
optimized for gaming and graphics. Neon-lighting, sleek design
and +1 to Computer Use checks involving simulations.
Apple Powerbook: 3 lbs, $3000. Slim, lightweight, and stylish
notebook computer. Integrated wi-fi card and cellular modem.
Refurbished IBM Thinkpad notebook: 8 lbs, $200. Bulky,
worn-out notebook used to perform electronic attacks in the field
and readily disposable to avoid detection. May not include original
parts, software or cables.
Upgrades: A character can upgrade a desktop or notebook
computers processor to provide a +1 equipment bonus on
Computer Use checks. Increase the price of a desktop by 20% or
a notebook by 40% to purchase an upgrade.
IBM rack server: 20 lbs, $2500. Thin stackable computer is
designed for supporting the tasks of processing, storage, routing
and special applications in large networks. Usually mounted with
other servers on a rack, which connects all of an enterprises
workstations to the primary Internet link.
IO Mega Portable harddrive: 20 Terabyte backup storage.
Sony USB Memory Stick: $100. Tiny 3 in. USB flash drive
holds 80 Gb.

COMPUTERS

Vodacom broadband service: $150. Fiber optic high-speed


Internet access allows Computer Use and Research checks
involving the Internet to be made in half the normal time. Unlike
dial-up internet access, broadband keeps the telephone line open
while online. Includes wireless router, home network cards,
included email account, personal web page and software.
$35/month.
Cellular modem: $90. A cellular modem allows internet
connections to a notebook computer anywhere cell service is
available. However, access speed is slow, and any Computer Use
or Research check involving the Internet takes twice the normal
time 1.5).

Whether a desktop or notebook model, a computer includes a


keyboard, a mouse, a flat panel monitor, speakers, a CD writer or
DVD writer drive, a dial-up modem, and the latest processor. A

HP multi-function printer: 10 lbs, $300. This all-in-one color


inkjet printer described here is suited for creating hard copies of
text and image files from computers. Includes the ability to scan,
copy and fax.
Epson high-definition scanner: 7 lbs, $2000. This
professional-grade color flatbed scanner allows the user to

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transfer images and documents from hard copy into a computer in


digital form.

RADIO COMMUNICATIONS
The listed range of each radio assumes optimal conditions on
open terrain. Characters using radios inside buildings,
underground or in areas with high interference can expect
diminished range and clarity.

range can listen in on the characters conversations. The user can


send his GPS coordinates to everyone else on that frequency. It
has a range of 2 miles.
Uniden Hobby Scanner: 1 lb, $250. This hand-held radio
receiver monitors any of the unencrypted public service radio
frequencies including police and emergency service dispatch, air
traffic, maritime and rail control, citizens band, weather, amateur
and business frequencies. Scan feature can monitor hundreds of
pre-set frequencies simultaneously and output active
transmission. Frequency presets can be uploaded from a
computer.
Blackberry PDA: $300. Personal data assistants are handy
tools for storing data. They can be linked to a notebook or
desktop computer to move files back and forth be used for
Computer Use or Research checks with some limitations. For
example, basic information like telephone directory searches,
driving directions, restaurant reviews and city entertainment
schedules are easily found, but geo-spatial imagery, high-end
interactive web streams and desktop programs cant be run on a
PDA.
Skytel Pager: $10/ month. Receives text messages, news,
sports scores, stock prices, etc.

MILITARY RADIOS
The following radios are generally more rugged and have heavier
but longer lasting batteries. All have whisper mode, enabling use
in situations requiring stealth and have retransmit capability.

Bearcat mobile CB radio: 3 lbs, $50. Dashboard or roof


mounted radio and large external antenna. Standard equipment
on trucks and dispatch services. Range: 5 miles (open), 2 miles
(urban).
Midland handheld CB radio: 1 lb, $100. Dashboard or roof
mounted radio and large external antenna. Standard equipment
on trucks and dispatch services. Range: 2 miles (open), mile
(urban).
Motorola Talk-about: $75
per pair. Hand-held radio
transceivers communicate with any similar device operating on
the same frequency and within range. This popular FRS model
has 14 channels each with several semi-private frequencies.
Anyone else using a similar walkie-talkie within range can listen in
on the characters conversations. Includes a VOX headset,
charger and holster. Range: 2 miles (open), mile (urban).
Motorola XT3500 portable: 2 lb, $600. Similar to police and
fire hand-held radios, this high-end civilian business model allows
twenty different frequencies from thousands of channels. Range:
10 miles (open), 2 miles (urban).
Motorola HT-3000 portable: 4 lbs, $600. Police, Fire EMSissue hand-held radio. 7 channels, encrypted, 24 hour duration
with bulky, extended battery. Includes external microphone.
Range: 10 miles (open), 2 miles (urban).
QMAC HF-90 Vehicle Package: $1500. The High Frequency
Single-Side-Band radio communication system for vehicle
installation. It includes the Q-MAC HF-90 Transceiver and an TA90 Auto-tune Antenna System with bumper or roof-mount.
Highway patrol, rural fire/EMS-issue has 25-mile range.
Icom repeater station: 10 lbs, $1000. Usually mounted on a
police patrol car, the repeater re-transmits and amplifies nearby
radios, greatly extending the range of handhelds.
Garmin Rhino with GPS: 2 lbs, $250. This GMRS model has
22 channels. Anyone else using a similar walkie-talkie within

LASH II tactical headset: $150. Tiny earplug, throat microphone


and radio interface used during covert undercover operations.
The pieces transmit wirelessly to a handheld radio via a shortranged scrambled signal.
KY-57 VINSON: $600. Communications Security (COMSEC)
device encrypts SINGCARS radios. 5 Encryption Key presets and
1 Key channel for crypto-key updates.
AN/PRC-117F: 15 lbs, $2500. Man-pack SINGCARS radio, 8km
range. Includes mounting adapter, antennae, handset, cabling,
battery box, man-pack antennae, frame and shoulder straps.
AN/PRC-126: 3 lbs, $100. Platoon level radio, 500m range (3km
with 6 long antennae).
AN/PRC-148 Team Radio: 1 lb, $500. Multiband Intra/Inter Team
Radio (MBITR) is a small, multi-band squad radio with a range of
2 miles and integrated COMSEC. 30 hour battery and waterproof.
AN/PRC-112 Personal Locator Beacon/Tactical Beacon: 2 lbs,
$50. Standard-issue homing beacon and short range radio (1
mile) for air crews has 120 mile range. Battery lasts 12 hours on
homing mode and 90 minutes of talk time.
AN/PRC-137F SATCOM terminal: 18 lbs, $10,000. Man-portable
radio with folding dish allows global communication provided a
defense relay satellite is overhead and favorable atmospheric
conditions. Includes teletype pad, modem and integrated
COMSEC.
AN/CYZ-7A: $500. Calculator sized device used to locate call
signs and networks.
AM-7238 Vehicle power amplifier: $200. Runs off engine or
generator and boosts transmitter range by .

AMATEUR RADIO
Icom QRT transceiver: 5 lbs, $900. Portable backpack unit
covers major bands.
CW station: $30. For morse code operation.

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RTTY terminal: $90. Small keyboard for radio teletype


messages.
Antenna: $150. Extended 35 antennae with base stand.
Antenna wire: $50. 1000 feet of high-gain copper wire.
90 Antennae tower: $2000. Assembly required.

SECURITY

Hidden transmitter: $50 per rank in Craft: Electronics. Price


modifiers: Matchbox-sized x 1, coin-sized x 2, aspirin-sized, x 5
50 ft. pick-up range, 300 ft. transmitter range.
LoJack Tracker Bug: $2000. This is a miniaturized transponder
that allows tracking with a radio-direction finder, which detects the
signal put out by the tracker bug. It is about the size of an aspirin
tablet and has one-kilometer range and an internal battery giving
it a six-hour broadcast time on a single battery. It has a selfadhesive coating on one side for attachment to a vehicle.

Masterlock padlock or bolt: 3 lbs, $40.


Entry alarm: $100. Set of 10 wired or wireless contact sensors.
Card reader: $200. Proximity RFID reader mounted next to door
or turnstile.
Fingerprint scanner: $500.
Sony CCTV multiplexer: $2000. Advanced data-switching
control panel links up to 128 remote pan/zoom CCTV cameras,
500 access points and alarms to a server for recording.
X50 Wireless camera: $20. Cheap, low-resolution pinhole
camera beams images 30 ft. to receiver box.
Professional security camera: $1500.
resolution system in armored dome housing.

manufacturer and installer of the surveillance gear and the skill


and equipment quality of the detection team.

Pan/zoom,

high-

Sensormatic motion sensor: $50. Keypad and 30 second


arming.
Sensormatic motion sensor alarm station: $100. Silent or
audible alarm can monitor up to 16 different motion sensor units.
TiVo HDTV recorder: $800. Records up to six months from up
to 36 cameras at 1 frame per second or 2000 hours of television
programming.
Garret Metal Detector wand: $200. This handheld device
provides a +10 equipment bonus on all Search checks involving
metal objects.
Steel handcuffs: $35. These heavy-duty cuffs have a hardness
10, 10 hit points, a break DC of 30, and require a Disable Device
check (DC 25) or Escape Artist check (DC 35) to remove without
the key.
Zip-Tie prisoner restraint (25 pack): $20. These are singleuse disposable restraints similiar to heavy-duty cable ties. They
have hardness 0, 4 hit points, and a break DC of 25. They can
only be removed by cutting them off (Disable Device and Escape
Artist checks automatically fail).

ELECTRONIC SURVEILLANCE
The following equipment is available from manufacturers of
variable quality. Surveillance equipment custom-made by
intelligence professionals easily defeats any off-the-shelf
countermeasures sold at spy-shops. Some pieces of equipment
are available to civilians only as custom-made items and quality
will depend on the skill of the technician. And even then, the
character requires some knowledge of how the devices work and
how to analyze any equipment readings. There are no exact rules
in role-playing the intricacies of surveillance and countersurveillance, but in general it is a combat between the skill of the

Telephone Line Tap: $50 per Craft: Electronics skill rank of


manufacturer. Restricted. This tap can be attached to a phone
line at any point between a phone and the nearest junction box
(usually on the street nearby). Installing it requires a Repair check
(DC 15). It broadcasts all conversations on the line over a radio
frequency that can be picked up by any transceiver or scanner.
Detecting a line tap by using a tap detector requires a Computer
Use check (DC 25).
Vodacom Linemans Buttset: $300, Licensed. This device
resembles an oversized telephone handset with a numeric
keypad on the back and wire leads hanging from the bottom. It
functions as a portable, reusable telephone line tap. With a Repair
check (DC 10), a user can connect to a phone wire and hear any
conversation that crosses it. A linemans buttset is a common tool
for telephone repair personnel.
Black Box: $100, Illegal. This match-box-sized device emits
digital tones that convince some phone systems to make a longdistance connection free of charge. They also let a user bounce
a call through multiple switches, making the call harder to trace
(the DC of any Computer Use check to trace the call is increased
by 5). Works with more primitive analog-switched telephone
networks in the Third World but not with modern packet-switched
digital networks.
Caller ID Defeater: $50. When a phone line contains a caller ID
defeater, phones attempting to connect with that line show up as
anonymous or unavailable on a caller ID unit. Such a call can
still be traced as normal.
Tap Detector: $100 per rank in tap installers Repair skill. Plug
this into a telephone line between the phone and the outlet, and it
helps detect if the line is tapped. To detect a tap, make a
Computer Use check (the DC varies according to the skill of the
telephone tap manufacturer). With a success, the tap detector
indicates that a tap is present. It does not indicate the type or
location of the tap however. Also, it cant be used to detect a
linemans buttset.
Telephone Oscillograph: $500. Tiny microphone/recorder picks
up key tones dialed from telephones and cell phones in a 10 ft.
area depending on ambient noise. Particularly effective if planted
inside the phone. Data can be fed into a hidden transmitter (DC
15 Craft: Electronics).
Telephone Tap Analyzer: $1000. A cigar-box-sized device or PC
card that locates and verifies the presence of any analog taps on
any connected line out to 5 miles 70% of the time. It also attempts
to identify the location of the tap between two nodes or switches.
A recorder can be wired in and activated to record the tapped
conversations. Detecting a tap analyzer while operating a tap is a
DC 20 Computer Use task.
Telephone Line Tracer: 5 lb, $8,000. Restricted. Essentially a
modified notebook computer configured to access the publiclyswitched telephone network, a line tracer hooked to a phone line
can trace most phone calls made to that line, even if theres a
caller ID defeater hooked up at the other end. Operating a line
tracer is a full-round action requiring a Computer Use check (DC

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10). Success gains one digit of the target phone number, starting
with the first number of the area code or country code. If the call is
originating from a cellular or VOIP phone, the line tracer will only
give the cell ID or IP address. The character still needs to utilize
other resources to identify the callers location, including reverselookup databases, telephone company or internet-serviceprovider records and packet route-tracing.
EAR-200 Wall microphone: 2 lbs, $500. When placed up against
a wall, window pane or floorboard, grants user +5 bonus to Listen
for hearing conversations and sounds through the barrier.
MSM-2 Directional Microphone: 10 lbs, $1000. This "shotgun
mike" allows eavesdropping on conversations at ranges of up to
500 yards depending on ambient noise. (+3 to Listen checks).
Gibson Parabolic Microphone: 8 lbs, $3000. This device
consists of a flashlight-sized sound-gathering microphone, a dishshaped booster and earphones. The device amplifies sound to
the point that a whisper could be heard at 100 yards. The
amplifier has a dampener to prevent hearing damage from
sudden loud noises and allows the user to zero in on specific
sources and eliminates confusing background noise. (+10 to
Listen checks). The amplifier works in a 45 arc in the direction it
is pointed.
Barracuda Laser microphone: 20 lbs, $15,000, Restricted.
Tripod-mounted device projects a laser onto a window pane and
demodulates the windows vibration into an audible signal. Using
advanced beam collimation, expansion and focusing to keep the
laser beam coherent, the laser microphone can hear
conversations up to 1 mile away, provided the user as direct lineof-sight of the target.
Fiber optic camera kit: 5 lbs, $600. The in. diameter camera
is attached to the end of a 10 ft. cable and feeds the video to a
miniature TV or video recorder. Can be used for inspection of
machinery but police assault teams often use it to surrepitiosly
observe a location from under a door prior to entry.
CVS 380 discreet video system: $1000, 4 lbs. This is a videobriefcase. The complete package of miniature camera, recorder
and monitor are concealed in a normal briefcase. The unit can be
operated by adjusting the combination lock or by a manual switch
inside. The unit contains its own rechargeable power supply and
can be left to operate for several hours.
TSCM Detection Kit: 100 lbs, $50,000, Restricted.
Three armored, padded briefcase includes:

AID Non-linear junction detector to find harmonic


anomalies in solid objects

Ramsey RF filter programmed to scan the most


common channels used by wireless devices (including
hidden cameras and body wires)

HDS Feedback detector to identify areas with high


background radio noise

Sony Digital multi-meter

AV-COM PSA-65C Spectrum analyzer

DECO Ultrasonic stethoscope to detect acoustic


receiver

PK Electronics Signal vector analyzer for direction


finding and ranging of radio waves

Lorraine Time domain reflectometer


Boss Digital Sound Processor: $20,000. A more advanced
version of a professional sound engineers board, this equipment
consists of specialized motherboard, sound cards, input cards
and proprietary software.

Speech Repair/Extrapolation
(DC 20) The
synthesization of words missing in brief gaps in the
audio input.

Transtation (DC 30): Synthesizing speech as it were


spoken in another language.
Voiceprinting (DC 25) Generating a voiceprint from a
spoken sample. The more recorded words of the
originating person available, the better the voiceprint.
Switching (DC 17) Synthesizing speech in a different
person's voice.
Voice stress manipulation (DC 15): Adding or
eliminating microtremors to deceive voice stress
analysis.
Keyword Scanning (DC 15): Scans large amounts of
recordings to identify key words, similar to Echelon.
Mixing (DC 15): The DSP allows the blending of
multiple audio sources so as to appear that only one
source was used.

Wavecom Elektronik W51 GSM cellular interceptor: 6 lbs,


$72,000, Restricted. About the size of a small briefcase, a cellular
interceptor can detect and monitor a cell phone conversation
within a 5-mile area by listening in on the cellular services tower
network. Intercepting the calls of a particular cell phone requires a
Computer Use check (DC 35); if the user knows the phone
number of the phone in question, the DC drops by 10. Obviously,
the phone must be in use for someone to intercept the call. A
cellular interceptor cannot be used to intercept regular (ground
line) phone connections.
OptoElectronics Frequency Counter: $1000. Resembling a
small hand-held radio, it locks onto nearby radio or cellular
communications (500 feet) and identifies its frequency.
Dynamic Sciences DSI-202 RF Scanner/Filter: 8 lbs,
$15,000. This combination frequency-counter and TEMPEST
device is capable of picking up RF emissions across a wide band
and passing them along to other devices for processing. (DC 17
Computer Use). For example, the device could detect RF
emissions of computer monitors, allowing other monitors following
signal processing to reproduce what is displayed on the
eavesdropped monitor. The same can be done with computer
microprocessors, cordless and cellular phones, provided the user
as access to digital encryption certificates. Detecting electronic
hardware is limited to 200 yards in open terrain and 30 yards in
built areas. Detection range for radio communications is unlimited
provided the scanner picks up the signal with moderate fidelity.
Stoelting Ultrascribe Polygraph: $4000. Suitcase-sized
device used to trace cardiovascular, electrodermal, respiratory
responses on a scrolling chart when subjected to controlled PDD
questioning (Psychophysiological Detection of Deception). Used
by defense and law enforcement agencies for preemploymentbackground checks, integrity tests, interrogation and
counter-intelligence screening. Requires DC 15 Behavioral
Sciences check. If successful, grants +4 to Gather Information or
Intimidate checks.
VSA-15 Voice stress analyzer: 3 lbs, $6000. 65% accuracy.
Requires baseline reading. +3 to Sense motive checks when
analyzing recordings and +1 when used in real-time.
Verichip RFID tag: $200 per 1000 pack. One-time flash
memory allows unique signature to be programmed to 1mm x
1mm dot.
ProxMark II RFID tag programmer: $500. Handheld tag gun
loads a 200-tag spool and imprints a PC-programmable signature
onto a tag at the moment of application of the RFID on the
surface of an object.
DefendAir RF shielding paint: $70 per gallon. Blocks all radio
transmissions less than 5 Ghz from coming in or going out. One
gallon of paint will cover 200 sq. ft. surface area with one layer.

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DefendAir RF shielding window film: $65 per 30 x 25 ft. roll.


Blocks all radio transmissions less than 4 Ghz from coming in or
out of a painted surface.
Metrologic Bar code scanner: $130. Standard point-of-sale
laser price scanner. Bar codes are outputted to PC or cash
register terminal.
Magtek Magnetic stripe reader: $70. Attached to electronic
point-of-sale cash register, key card door or PC. Can read track
types 1,2 or 3 (including credit cards, security cards, bar coded
cards and some drivers licenses.

AN/VLQ-11 Shortstop artillery countermeasure: 25 lbs,


$30,000. Stand-alone, backpack-sized multi-antenna unit
prematurely detonates incoming artillery, mortar and rocket shells
with radio-fused warheads within 250 yards.
AN/TPQ-36 Firefinder weapon radar: $1,500,000, 6 tons. Trailer
or truck mounted dish array. Detects and tracks incoming mortar,
artillery and rocket artillery fire, estimating distance and direction
of their origin.
Warlock GREEN: $4000, 15 lbs. Detects and jams cellular
signals in a certain radius to defeat remote-detonated IEDS.

Tyner Magnetic stripe reader/programmer: $500. Restricted.


Reads and writes track types 1,2 and 3.

Warlock RED Shortstop: $5000, 15 lbs. Detects cellular signalactivated IEDs and transmits call code to detonate them.

ELECTRONIC WARFARE

P6A Vehicle Jamming System: $6500, 50 lbs. Commercial


variant of Warlock Green. This is an RF noise generator that
protects against radio-controlled bombs as well as TEMPESTtype data interception in a 30 meter radius. Jams cellular, trunk
and paging channels. It uses 4 external car antennas and
operates on 20/1000 Mhz bands. 64 Watts of output power.

TOOLS
The following tool sets are for large, professional-grade sets
necessary for extensive repairs and with parts, chemicals, etc.,
can easily fill up a small workshop. Smaller more portable toolkits
are available at the listed price with only the very basic tools
required for elementary repairs. Tools alone may not repair the
majority of malfunctions; replacement parts may be needed the
tools only allow the proper installation of the parts only.

AN/PAQ-3 laser designator: 100 lbs, $200,000. Tripod mounted


Modular Universal Laser Equipment (MULE) operates as highresolution night sight, rangefinder (10,000 yards), compass and
GPS receiver lases targets for guided weapons and Tac-Firecontrolled artillery. Calculates speed, elevation, target bearing,
lead and deviation within 5 miles only.
AN/PPS-5 ground surveillance radar: $10,000, 70 lbs.
Advanced sensor array tracks personnel out to 10 km and motor
vehicles out to 20 km in open terrain.
AN/GSQ-187 Remote Battlefield Sensor System (REMBASS):
$2,000, 16 lbs. Hand-emplaced sensor system. Set contains 8 IR
sensors, 8 magnetic sensors, 32 seismic sensors, 8 radio
repeaters, 3 monitor control units, (all units 4 pounds each) and 1
laptop, 6 pounds. Detects personnel out to 3 km, vehicles out to
15km and tracked vehicles out to 25km. 30-day operation.
AN/TRS-2 Platoon Early Warning System (PEWS): $1000, 20
lbs. Ten motion sensors and two control units in field pack case.
AN/PRD-11 MINI-FIX Radio Direction Finder: $5000, 25 lb
man-pack unit. Requires at least two units to get a fix.
AN/PRD-12 Radio Direction Finder: $5000, 60 lbs. Gives the
user stand-alone RDF capability in a vehicle. Three metal cases
containing processor/receiver unit, VHF/UHF antennae and HF
antenna. DC 15 Computer Use to identify direction and obtain
approximate distance using triangulation.
AN/TLQ-17A TRAFFICJAM comm jammer: $2000, 40 lbs,
vehicle mounted can interfere with preset channels for miles.
High-power antenna can also operate from generator. Limited
range of frequencies.
AN/ULQ-19 RACJAM signal jammer: $4000, 40 lbs. Vehicle or
aircraft mounted jammer (2 mile range) uses less power but has
higher range of frequencies.

Leatherman Multitool: $50. Steel fold-up pliers contains


several different screwdrivers, a knife blade or two, can opener,
bottle opener, file, short ruler, scissors, tweezers, and wire
cutters. A multipurpose tool can lessen the penalty for making
Repair, Craft (mechanical), Craft (electronic), or Craft (structural)
checks without appropriate tools to 2 instead of the normal 4.
The tool is useful for certain tasks, as determined by the GM, but
may not be useful in all situations.
Victorinox Swiss Army Knife: $30. The original, reliable tool
known to Boy Scouts for a century. Two blades, can opener, and
screwdriver.
Duct 100mph Tape: $1. Duct tape can support up to 200
pounds indefinitely, or up to 300 pounds for 1d6 rounds.
Characters bound with duct tape must make a Strength or Escape
Artist check (DC 20) to free themselves. A roll provides 70 feet of
tape, 2 inches wide.
Epoxy glue: $10, 10 oz tube. STR 10 bond. Metal, hard plastic
and wood surfaces only.
JB Weld: $20, 10 oz tube. STR 15 bond. Metal and hard plastic
surfaces only.

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Aircraft repair tools: 40 lbs, $2000. Includes wrenches, pliers,


precision calipers and a diagnostic scanner.
Dewalt Basic tool kit: 10 lbs, $250. Pliers, wrenches,
screwdrivers, etc.
Milwaukee Power hand tools: 80 lbs, $2200. A large
collection of power tools including a chainsaw, 9 rotary saw,
several power drills, nail guns and . 4 kW at 4 hours to recharge
the entire set.
Stanley Construction tools: 75 lbs, $400. Large set of
hammers, saws, chisels, hatchets, squares, levels, measuring
tapes and other woodworking tools.
Electrical repair tools: 10 lbs, $800. Specialized tools for work
on electrical appliances, wiring and power systems. Includes a
variety of pliers, drivers, cutting devices, fasteners, soldering iron,
a simple multimeter, leads and wires. It grants a +2 equipment
bonus on Repair checks for electrical systems and allows Craft
(electronic) checks without penalty.
Radio Shack Electronic repair tools: 6 lbs, $500. Specialized
tools for work on solid-state devices such as radios, radar sets,
etc. Consists of a number of specialized diagnostic and repair
tools as well as thousands of spare parts to make custom circuit
boards. It grants a +2 equipment bonus on Repair checks for
electronic devices and allows Craft (electronic) checks without
penalty.
Portable Chemical Kit: 10 lb, $150. A portable laboratory for use
with the Craft (chemical) skill, a chemical kit includes goggles,
gloves, beakers, stoppers, hoses, thermometers and components
necessary for mixing analyzing acids, bases, explosives, toxic
gases, and other chemical compounds. Does not include raw
materials for making above substances.
20-molar Acid: $100. 3.5 oz. Nitric acid melts through all but the
most toughest metals.
Balance scale: 5 lbs, $20. Precise measurement of mass in
ounces or grams.
Royal Digital currency counter machine: $200. Redundant
triple reader guarantees accurate bill count.
Excavating tools: 45 lbs, $500. Set of picks, shovels, mattocks,
etc. for digging through sand and dirt. Rocks must be broken up
by explosives before excavation.
Heavy ordnance tools: 60 lbs, $2400. Specialized tools for use
in the maintenance and repair of large caliber guns and artillery
pieces, but not in their manufacture.
Lockpick tools: $200. Picks, torsion wrenches, shims, a
stethoscope and other equipment to open most types of locks.
Allows a character to make Disable Device checks to open
mechanical locks (deadbolts, keyed entry locks, and so forth)
without penalty.
Lock Release Gun: $350. This small, pistol-like device disables
cheap and average mechanical locks operated by standard keys
(no Disable Device check necessary).
Car Opening Kit: $40. This set of odd-shaped flat metal bars can
be slipped into the window seam of a car door to trip the lock. The
DC of a Disable Device check to accomplish this varies with the
quality of the lock; see the skill description.
Portable machine shop: 2 tons, $12,000. A trailer or large truck
cab containing powered machine tools, including a bench grinder,
horizontal and vertical boring machines, a disk grinder, drill press,
rotary saws, metalworking and woodworking lathes, and
numerous other machine tools.

Brass stamper: 300 lbs, $4500. Makes shell casings for


cartridges.
Reloading press: 40 lbs, $1000. Reloading spent catridges. 40
rounds per hour.
Reloading Bullets: $10. 500 copper jacketed slugs.
Reloading Powder: 10 lbs, $100. Enough white powder
propellant for 500 shots.
Reloading Primers: $150. Enough primers for 500 shots.
Small arms repair tools: 10 lbs, $750. Specialized tools for use
in the maintenance and repair of small arms, but not in their
manufacture.
Gun cleaning kit: $50. The basic tools required for keeping
firearms functioning in the worse field conditions. Includes
cleaning rod, swabs, gun oil, lubricant and brushes.
GaragePro Wheeled vehicle tools: 60 lbs, $2500. Specialized
tools for the maintenance and repair of wheeled vehicles,
including sparkplug wrenches, torque wrenches, impact wrench,
grease gun, diagnostic scanner, jacks and small torch. This kit fills
a good-sized shop cabinet. It includes a broad variety of
specialized hand tools and a selection of high-quality power tools.
It grants a +2 equipment bonus on Repair checks for wheeled
vehicles and allows a character to make Craft (mechanical) or
Craft (structural) checks without penalty when working on
wheeled vehicles. Does not include materials like motor oil,
refrigerant, lubricant, brake fluid and auto body filler.
Tracked vehicle tools: 100 lbs, $4500. Specialized tools for the
maintenance and repair of tracked vehicles including oversized
tools designed for larger engines of combat vehicles. Same rules
for wheeled vehicle tools, but for tracked vehicles instead.
Battering ram: 30 lb, $150. +10 STR when defeating doors, +15
if used by two people.
Slide battering ram: 30 lb. +5 STR when defeating doors that
swing outwards.
Bolt Cutter: 5 lb, $30. An exceptionally heavy wire cutter, a bolt
cutter can snip through padlocks or chain-link fences. Using a bolt
cutter requires a Strength check (DC 10).
Sledgehammer: 15 lb, $20. Using a sledge hammer requires a
Strength check (DC 10). 2d4 damage (Max Hardness 8).
Crowbar: 5 lb, $10. Using a crowbar requires a Strength check
(DC 15).
Fire axe: 7 lb. A large chopping tool with a wooden handle. 1d8
damage (Max Hardness 6).
Haligan tool: 15 lb, $80. Combination crowbar, sledgehammer
and axe, coated with a non-sparking layer in firefighter orange.
Entrenchment tool: 3 lb, $30. Military shovel which folds into
three sections. Serrated edges can double as saw or axe.
Troybilt 20 Chainsaw: 25 lbs, $250. 3d6 damage. (Max
Hardness 5).
Jaws of life Extrication device: 35 lb, $1500. A modified
hydraulic jack used primarily to extract persons from collapsed
vehicle bodies but can also be used to defeat doors and spread
metal bars. Requires air compressor. STR 35 defeats 5 HP per
round.

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Airhammer Extrication device: 25 lb, $100. A modified


jackhammer used primarily to extract persons from collapsed
buildings but can also be used to defeat masonry walls. Requires
air compressor. STR 35 defeats 5 HP per round.
Bosch Demolition Jackhammer: 90 lbs, $400. 15 HP of
concrete (1) per minute. Requires air compressor.
Ingersoll-Rand Air Compressor: 800 lbs, $3000. Stand-alone
120-gallon tank and generator provides power for air-operated
tools such as jackhammers, impact drills, torque wrenches,
sandblasters and pressure washers.

Honda 1.5 kW portable: 30 lb, $500. 1 gallon per 6 hours


(gasoline) Carry handle and wheels. Very efficient and popular in
areas with rolling black-outs.
Yamaha 5 kW: gallon per hour (gallons) 130 lbs. $750. Hand
truck carriage.
Briggs & Stratton 10 kW: 500 lb, 2.5 gallons per hour (diesel)
$1,500. Common back-up generator to power computer server
facilities.
John Deere 60 kW: 2000 lb. 3 gallons per hour (diesel) $8,000.

Victor X-3 Turbo Oxyacetylene torch: $500. Oxygen and


acetylene tanks. Welds or cuts steel. 4d6 damage per round
against steel (Hardness 10, 30 HP per inch).
Aluminum welding rods (20): $10. Join together dissimilar
metals.
Arc welder, large: 200 lbs, $850. Electrical weld fuses metal
together. Strongest bond.
2-ton engine hoist: 200 lbs, $200. Piston-supported mini-crane
quickly lifts large engines in and out of vehicles.
Utility crane: $5,000. These fixed assemblages lift and move
heavy objects via electrical power. They require around 2Kw/ton
for everyday use, with peak power ranging in the 15Kw/ton range
(usually handled by batteries). They are essential for speedy
replacement of large vehicle parts (engines, turrets), or moving
immobilized vehicles around. A 10 Ton crane is good enough for
parts and engines, a 50 Ton crane for vehicles (except the
heaviest of tanks). They can also be invaluable in construction of
buildings, bridges etc.
4-post vehicle lift: 1 ton, $8000. Essentially a giant drive-on
hydraulic jack that lifts up to 27,000 lb trucks up to 6 feet for
servicing the undercarriage. Must be installed on hard surface.
Chain hoist: 50 lbs, $300. This mess of chains, pulleys and
hooks usually swinging from warehouses, allows the PC to lift up
to 2 tons.
Blacksmithing tools: 50 lbs, $200. Tongs, hammers, bending
rods and engravers. Using a basic toolkit for blacksmithing
imposes a -2 penalty.
Anvil: 150 lbs, $100. Allows basic blacksmithing fabrications.
Crucible: $100 - $5000. This holds molten metals (steel/copper),
and can be attached to a crane to move molten metal out of the
forge, and cast it into the mould in a controlled manner. The price
depends on the size and how advanced the pouring technique.
For $100 you get an insulated bucket with handles, for $5000, an
industrial 500L steel-casting bucket.
Forge: The quality of the forge is determined by it's cost, a gas
fired industrial forge from a steel foundry will run into the 10's of
thousands of dollars, and are immobile. Small experimental gas
fired forges will cost $4-5000. Primitive hand-made coal burning
forges will run $1000-$5000 depending on size. Natural gas-fired
have about twice the efficiency, and are much easier to work with.

GENERATORS AND APPLIANCES


Generators supply electrical power from gasoline, diesel or biodiesel fuel and require ventilation. Note that gasoline weighs 0.7
kg per liter and 5.85 lb per gallon. Fuel consumption assumes
steady, 50% capacity. Running at or over prime power will of
course consume fuel at much greater rates.

John Deere 100 kW: 3500 lb, 4 gallons per hour (diesel)
$15,000.
Caterpillar 500 kW: 6000 lb, 4 gallons per hour (diesel)
$25,000.
6 gallon mini-water heater: 1.5 kW, 50 lb, Surplus military
electric water heater from field base shower stalls.
80 gallon industrial water heater: 350 lb, 10 kW. Heats large
water troughs for livestock during the winter.
H-45 Space heater: 75 lbs, $1000. 45,000 BTU multi-fuel room
heater accommodates 400 square ft. area. gallon per hour.
Space Heater, Convective (SHC): 150 lbs, $2,000. Designed to
heat larger buildings, field hospitals, command post complexes,
etc. Warms 640 square ft. area and uses electrical convection
cells. The system includes blowers, fuel pumps, safety devices,
and an electrical control box. The device is effective in an outside
temperature of -40 to 60 degrees Fahrenheit. 1 gallon/hour.
Freezers and refridgerators
The following vehicle-mounted freezers and refrigerators are used
to preserve medical supplies, forensic evidence, agriculture
samples and even transplant organs during transport.
Compartments can be vacuum-sealed and padded for impact
protection.
GE Deep freezer, large: $1000. 2.5 cubic ft.
GE Deep freezer, small: $600. cubic ft.
GE Refrigerator, large: $700. 6 cubic ft.
GE Refrigerator, small: $500. 1.7 cubic ft.
Kenworth External refrigerator unit: $600. Mounted on
trailers to refrigerate cargo.

MUSICAL INSTRUMENTS AND AUDIO


Klipsch 100-watt amplifier: $200.
Podium and microphone set: $200.
US Regulation Brass Cavalry Bugle: $50.
Selmer Tenor Saxophone: $400.
Getzen Eterna 700 Trombone: $300.
S&D 200 Clarinet: $170.
Fender DG-16 acoustic guitar: $200.
Fender Toronado H-H electric guitar: $500.
Pearl Rhythm drum set: $300. 5-piece set with cymbals.
Francesco Cervini violin: $800.
Scottish Highland Bagpipes: $300.
Hohner mini-harmonica: $50.
Korg Triton keyboard: $250
Roland MC-909 Groovebox: $1,200. DJ mixer turntable and
sample workstation.

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INVESTIGATION TOOLS

OPTICS

Law enforcement agencies around the world use generally the


same tools to gather evidence. Having an evidence kit does not
grant access to a law enforcement agencys crime lab; it merely
assists in the proper gathering and storing of evidence for use by
such a lab. Without an evidence kit, a character receives a 4
penalty to use the collect evidence option of the Investigate skill.
Photographic equipment is sold in electronics.

Weapons-mounted optics and night vision are described in the


weapons accessories section.
Bushnell compact binoculars: $50. Standard binoculars
reduce the range penalty for Spot checks to 1 for every 50 feet
(instead of 1 for every 10 feet). Using binoculars for Spot checks
takes five times as long as making the check unaided.
Steiner binoculars 5 lb., $400. These rugged, high-end
binoculars reduce the range penalty for Spot checks to 2 for
every 50 feet (instead of 1 for every 10 feet). Using binoculars
for Spot checks takes five times as long as making the check
unaided.
AN/GVS-5 laser rangefinder 5 lb., $750. In addition to the
benefit of standard binoculars, rangefinding binoculars include a
digital readout that indicates the exact distance to the object on
which they are focused.

Basic Evidence Kit


6 lbs, $50. A basic evidence kit includes clean containers, plastic
bags, labels, gloves, tweezers, swabs, body outline chalk and
other items to gather bits of physical evidence and prevent them
from becoming contaminated.
Deluxe Evidence Kit
20 lbs, $900. A deluxe kit includes all the materials in a basic kit,
plus supplies for analyzing narcotic substances at the scene and
for gathering more esoteric forms of physical evidence such as
casts and molds of footprints or vehicle tracks, as well as
chemical residues and organic fluids. It also contains the
necessary dusts, sprays, brushes, adhesives, and cards to gather
fingerprints. Includes a magnifier set, UV lamp and ground
measuring tape. It grants a +2 equipment bonus on Investigate
checks under appropriate circumstances (whenever the GM rules
that the equipment in the kit can be of use in the current
situation). Using a deluxe kit to analyze a possible narcotic
substance or basic chemical requires a Craft (chemical) check
(DC 15). In this case, the +2 equipment bonus does not apply.
Zeiss Looking glass: $250. High-quality pocket glass grants
+2 bonus for appraising jewelry, analyzing photography or
fingerprints.
Disguise Kit 5 lb., $50. This kit contains everything needed to
use the Disguise skill, including makeup, brushes, mirrors, wigs,
and other accoutrements. It doesnt contain clothing or uniforms,
however.

Bushnell Sportsman scope: 4 lb, $100. A x3 magnification


standard scope for low-powered rifles increases the range
increment for a ranged weapon by one-half (multiply by 1.5). If
magnification is used, shooter must spend a move or attack
action to acquire target. If you change targets or otherwise lose
sight of the target, you must reacquire the target to gain the
benefit of the scope.
AN/PVS-7D Night vision goggles: 2 lb., $2000. Night vision
goggles use passive light gathering to improve vision in near-dark
conditions (range 120 ft.)but because of the restricted field of
view and lack of depth perception these goggles provide, they
impose a 4 penalty on all Spot and Search checks made by
someone wearing them. Night vision goggles must have at least a
little light to operate. A cloudy night provides sufficient ambient
light, but a pitch-black cave or a sealed room doesnt. For
situations of total darkness, the goggles come with an infrared
illuminator that, when switched on, operates like a standard
flashlight whose light is visible only to the wearer (or anyone else
wearing night vision goggles).
AN/PVS-14 Monocular Night Vision Device (MNVD): 1.5 lb,
$3500. As above but with X3 magnification and can be helmet
mounted or mounted on weapon.
AN/PVS-6 IR rangefinder: 5 lbs, $6000. Mini-Eyesafe Laser IR
Observation Set (MELIOS) are essentially x7 night vision
binoculars that can determine ranges up to 10,000 yards.
Includes integral elevation scale and compass.

Fake ID: $500 per rank in Forgery, Illegal. Purchasing a falsified


drivers license from a black market source can produce mixed
results, depending on the skill of the forger. Typically, a forger has
1 to 4 ranks in the Forgery skill, with a +1 ability modifier. When a
character purchases a fake ID, the GM secretly makes a Forgery
check for the forger, which serves as the DC for the opposed
check when someone inspects the fake ID.
Forgery Kit: 3 lb, $100 - $2000. This kit contains basic items
needed to use the Forgery skill to prepare forged items, like
lamination sheets, paper cutter, scalpel and adhesive. Depending
on the item to be forged, a character might need legal documents
or other items not included in the kit. Magnetic strips, holograms,
stamps and seals require a computer, card-reading terminal,
imaging software and more specialized printing equipment.
Specialized material may also be needed to reproduce the feel
of an authentic document.

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PROVISIONS & CONSUMABLES


MREs (12 pack) 1 lb each, 12 lb per case, $50. Meals Ready to
Eat come in a number of commercial options. They all provide the
necessary energy and nutrition for survival. Includes meat entree,
crackers, drink mix, coffee mix, 2 cigarettes, chewing gum, spoon,
and self-heater. Soldiers have heated the entrees by sticking
them in engine compartments of their vehicles.
A-Ration: $4.99. Military equivalent of TV dinner meal.
Powerbar: $1.50. Assorted flavors.
Instant Coffee: $10 per 1 lb can.
Gourmet coffee: $25 per 1 lb. bag. Green Mountain,
Tea: $5 per 1 lb. bag.
Canned goods: $2 per 1 lb. can. Vegetables, stew, soup, chili,
beans, fruit, SPAM, pasta, Vienna sausages, etc.
Beef jerky: $3.50 per lb.
Powdered milk: $5 per 12 pack. Each pack makes 1 quart.
Instant noodles: $2 per 12 pack.
Domestic beer: $20 per 18 pack, $100 per 5 gallon keg.
Budweiser, Coors, Michelob, Samuel Adams, McSorleys Ale.
Imported beer: $15 per 6-pack bottle, $200 per 5 gallon keg.
Heineken, Guiness, Becks, Fosters, St.Pauli Girl.
Malt liquor: 40oz with obligatory brown paper bag.
Dewars Scotch Whiskey: $25. 750 mL, 80 proof.
Dom Perignon Champagne: $150. 1.5L, 2018.
Absolut Vodka: $30. 375 mL. 80 proof.
Cigars: $90 per 10 (Macanudos, Romeo y Julietas, Don Diegos,
Gurkhas). $30 per 50 (Cigarellos, imperfect stogies)
Cigarettes: $75 per carton (12 packs of 20). Marlboros,
Newports, Camels, Lucky Strikes.
Marijuana: $50 per bag. Res.
Skoal chewing tobacco: $7 per can.

SURVIVAL GEAR

Search-and-Rescue Kit: 7 lb., $100. This waist pack contains a


first aid kit, a compass, waterproof matches, a lightweight space
blanket, a standard flashlight, 50 feet of durable nylon rope, two
smoke grenades, and one signal flare.
Military field cooker: $500. Large stove array designed for quick
set-up and preparing hot meals for large mess halls and
breadlines. gallon per hour.
Dutch oven: 8 lbs, $50. Cast iron retains heat and keeps food
warm long after the fire has gone out.
Travel coffee grinder: $70, 2 lbs. Press and percolator.
Army mess kit: $20. 1 lb. Small aluminum frying pan, plate, cup
and utensils fold together compactly.
1 quart canteen $20. Rugged, plastic bottle can be fitted with
special hose for drinking while wearing a gas mask. Includes
canteen cup and small stove stand that fits in canteens pouch.
Waterproof matches: Box of 300 strike-anywhere matches. $1.

Zippo lighter: $10. Refills with lighter fluid, gasoline or diesel.


Engravable with designs, logos and colorful phrases.
Para-cord: $5. 100 roll of all-purpose cord.
Katadyn pocket water filter: $200, 2 lbs. Hand-pump filter
processes 13,000 gallons before replacing filter. Does not make
saltwater potable. Replacement filters are $150.
Katadyn Pur 06 desalinator: $400, 3 lbs. Uses reverse
osmosis to process 6 gallons of saltwater per day.
Potable Aqua: $5. Iodine tablets treats 1 pint of water. 50 tabs.
Showerbag: $35. Holds 10 gallons and heats up in several hours
after sitting in the sun.
Tarpaulin: $20. 50 x 50 plastic sheeting. Standard FEMA issue
with printed instructions on making a basic tent.
Chemical Light Stick (5 pack): $10. When this disposable
plastic stick is bent and snapped, illuminates a 10 ft. circle for 6
hours. Once activated, it cant be turned off or reused.
Feistel DM22 Smoke Generator: $50, 1 lb. This type of
generator is used mostly for marking landing areas or indicating
wind direction or strength. It has a 4 second delay, and does not
activate until the end of the round of the character who placed it. It
creates smoke as does a smoke grenade, and it can be whatever
color the user wishes (designated when bought).
Coast Guard Dial-A-Star Mk I: $70, 1 lb. This signaling kit was
developed for combat as well as rescue use. The hand-operated
unit can fire up to eight flares of different colors in rapid
succession or a single flare by rotating the indexing cassette. A
glove must be worn when firing this item to avoid burns from the
discharge (1d4 damage). The flare device is very weatherproof
and can be submerged in seawater for up to 24 hours and still be
operational. It has a five-year storage life. The flares may be of
any colors, mixed, or all the same. It has a range of 300 ft. Each
flare lasts 6 rounds and can be seen from 2 miles away in
daylight, or 7 miles away in darkness.
Mountaineering gear: 15 lb, $300. All of the tools and equipment
needed to make climbing easier including pulleys, helmet and
pads, gloves, spikes, chocks, ascenders, descenders, carabiners,
pitons, arrester cord, hammer and a hand-ax, and a harness. It
takes 10 minutes to remove the gear from its pack and outfit it for
use. Use this gear with the Climb skill. Includes 150 feet of 11mm
nylon rope.
Rappelling gear: 10 lb, $150. All the tools needed to rappel from
structures, natural elevations and helicopters. Includes rappelling
harness, descender 8-rings, gloves, carabiners and a rope bag
designed to be thrown to the ground and uncoil the line without
tangling or knotting.
Emergency rappelling belt: $50. A tough nylon belt with a
titanium ring buckle designed to accept carabiners. Can be worn
casually, but can be used for emergency rappelling when the
proper equipment isnt available.
11mm Rope (150 ft) 4 lb, $150. Climbing rope can support up to
1,000 pounds.
Fire Extinguisher: 10 lb, $75. The typical ABC fire extinguisher
ejects enough extinguishing chemicals to put out a fire in a 10foot-by-10-foot area as a move action. It contains enough material
for two such uses. Will not put out electrical or metal fires.
Flash Goggles: $15. These eye coverings provide total
protection against blinding light.

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Penlight: $2. Small key ring light. It projects a beam of light 10


feet long and 5 feet wide at its end.
D-cell Maglite: $10. This heavy metal flashlight projects a
beam 30 feet long and 15 feet across at its end and doubles as a
club.
Coleman Floodlight: 5 lb, $200. Practically a handheld
spotlight, this item projects a bright beam 300 feet long and 100
feet across at its end.
Surefire Tactical light: $150. This high-powered flashlight has
the power of a battery flood-light in a small package. Lithium
battery lasts 45 minutes. Individuals hit with the beam in the dark
must make a Ref save to avoid being momentarily blinded.

Filter bottle (Purifies 2L water per hour)


Water carrier (5L water bag)
Wind-up radio/LED light

$5
8 lbs full, $10
$10

NUCLEAR BIOLOGICAL CHEMICAL


DEFENSE
Gas masks muffle the wearers speech and without a voice
amplification or radio system, require others around the wearer to
make a DC 10 Listen or Wisdom check to hear the speaker
clearly.
Chemical defense suits impose a 10 penalty to Move Silent
checks.

Compass: $15. A compass relies on the Earths magnetic field to


determine the direction of magnetic north. A compass grants its
user a +2 equipment bonus on Navigate checks.
Rand McNally Road Atlas: $15. Road atlases are available for
the developed world, showing all major roads and thoroughfares
in each city. They can also be purchased for most major
metropolitan areas, detailing every street in the entire region.
Tactical grid map: $40. A tactical map covers a small area
usually a few miles on a sidein exacting detail. Generally, every
building is represented, along with all roads, trails, and areas of
vegetation and their elevations. Defense Mapping Agency.
Blackhawk Tactical Load-bearing Vest: $100. This is a
lightweight vest with a series of pockets for items such as a
compass, spare ammunition magazines, pressure bandages, and
a radio, along with loops for attaching grenades, knives, or tools.
It can hold up to 40 lbs. of equipment. A mesh vest provides a +2
equipment bonus to Strength for the purpose of determining
carrying capacity.
Coleman Camp Stove: $60. This small stove works on
kerosene or white gasoline, and can easily be broken down and
carried for backpacking.
Tommy Cooker: $5. Folding pocket stove, made from simple
steel stampings and uses Hexamine heat tabs. One tab will boil a
liter of water in 15 minutes.
Sleeping Bag: 4 lb, $150. This lightweight sleeping bag rolls up
compactly. It can keep a character warm in cold weather and can
also double as a stretcher in an emergency. Artic sleeping bags
for temperatures below 30 degrees cost $400 and weigh 7 lbs.
Jungle hammock with mosquito netting:. $40. Keeps the
camper off the damp ground and insects out.
Tents: A tent keeps a character warm and dry in severe weather,
providing a +2 equipment bonus on Fortitude saves against the
effects of cold weather.

N95 Chemical/Biological mask: 5 lb, $200. This apparatus


covers the face and connects to a chemical air filter canister to
protect the lungs and eyes from toxic gases. It provides total
protection from eye and lung irritants. The filter canister lasts for
12 hours of use. Changing a filter is a move action. speech so
understanding a wearer requires a DC 5 Listen check. Wearers
with integral radios and voice speak as normal. Canister
replacement filters are $30 each.
Tyvek bio-chem suit: 5 lb, $75. Basic chemical suit for first
responders for short-term survivability and evacuation.
Hazmat Level A Responder suit: 20 lb, $600. This over-sized
hazardous materials suit completely encloses the wearer and his
breathing apparatus. Does not include respiration equipment.
Rubber chemical boots: $60.
Decontaminating pool kit: $1500.
M918 1,500 gallon decontamination system: $2000. Air
compressor, sprayer sets and carriage for towing.
Intellitec M-21 Remote Chemical Agent Alarm: 60 lbs,
$3000. Vehicle or tripod mounted. Detects chemical clouds at 3 to
5 km.

7-person cabin tent: 30 lbs, $200.


Pickup truck tent: $100.
Shelter half: 5 lb, $25.
2-person dome: 4 lb, $75
4-person dome: 7 lb, $125
8-person dome: 10 lb, $250

Environics ChemPro100 Chemical alarm: $2,500. 5 lbs.


Handheld meter designed for rescue personnel.

DISASTER RELIEF

EXPLOSIVE ORDNANCE DISPOSAL

Available at any FEMA relocation center or Red Cross distribution


location.
Particle mask & glove kit (20 pack, +2 FORT)
$5
Civil Defense blanket (heavy wool)
3 lbs, $10
Plastic cot
20 lbs, $30
Anti-bacterial soap (+2 FORT save)
$1

AN/PRS-3 Mine Detection Unit: 20 lbs, $2,000. The mine


detector wand is effective in finding metallic mines only (+10 Spot
check.) Once detected, finding the exact location requires a DC
10 Search roll and disarming, if desired, requires a DC 15 Disable
Device roll. Mines can still be detected through the old probing
method. This is done by a character crawling at up to one-third his
normal rate and probing around himself with a knife or similar

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object. It is a DC 15 Search task to do successfully; failure may


result in missing a mine. The removal of detected mines may take
anywhere from five to 30 minutes per mine, depending upon any
anti-handling devices and how well the character passes a DC 15
Disable Device check. Failure may result in the mine's detonation.
Each battery lasts for 60 hours of operation and the user can use
this unit and walk at one-half his normal rate.
AN/PRS-7A Mine Detection Unit: 35 lbs, $4,000. This rugged
unit consists of a headset, a backpack unit, and a telescoping
mine detection wand (one meter in length, fully extended). In the
hands of an experienced combat engineer, this unit is effective in
detecting all kinds of mines, both metallic and nonmetallic. Grants
+10 Spot for metallic mines and +5 for non-metallic mines. Each
battery lasts for 60 hours of operation and the user can use this
unit and walk at one-half his normal rate.
Inspection mirror: $50. Round mirror on telescopic handle
allows quick inspection of vehicle undercarriages for planted
explosives.
Bomb Suppression Blanket: $600, 28 lbs. This blanket is
intended to cover suspected bombs while waiting for examination.
Should the bomb explode the blanket would contain much of the
blast and fragments, protecting the surrounding personnel. Its
size is 4x4 ft. and when placed over an explosive, will absorb
damage with 8 Hardness and 10 HP. All leftover damage is
applied to the surrounding targets as normal.
SC-2 Safety Circle: $400, 12 lbs. The safety circle is a cylinder of
ballistic nylon cloth and is made to be used in conjunction with the
suppression blanket. The suspected bomb is placed inside the
circle and then covered with the blanket. The circle is constructed
so that the item can still be x-rayed without requiring it to be
uncovered. The blanket and circle can be removed quite easily. It
has a depth of 432mm. Its circumference is 1.83m. When a bomb
is placed inside it will absorb damage with its 10 Hardness and 10
HP. All leftover damage is applied to the surrounding targets as
normal.
Letter-bomb Suppression Pouch: $250, 13 lbs. This is a
simple, but effective pouch used when there is a threat of a letter
bomb. The suspected bomb is placed inside the pouch, which is
made of ballistic nylon and Kevlar. Typically a line is attached to
the pouch and it is dragged to a safe place to await disposal or
detonation. Should the bomb explode, the pouch should contain
all, or most of the force. It is 432x457x127mm and has a
Hardness of 8 and 9 HP.
EOD robot: $35,000, 175 lbs. Remote controlled tracked vehicle.

PERSONAL MARINE GEAR


Special note for SCUBA diving. Characters that dive to 120 feet or
more and are returning to the surface must stop every 30 feet for
at least 30 seconds for their bodies and equipment to
decompress. (DC 10 Swim check). Otherwise the nitrogen
bubbles in the body may expand and burst blood vessels (DC 15
FORT) and even cause a brain hemorrhage (Roll of natural 1).
Lifevest and survival kit: $40. Bright-orange Coast Guardregulation vest grants +10 bonus to Swim checks for staying
afloat but not for diving. Includes whistle, small compass and
signal mirror.
Waterproof gear bag: $120. Keeps 30 pounds of gear dry
underwater and floats if inflated.
Snorkel and fins: $20. Increases swim speed by x2 and grants
+3 Swim bonus.
Wetsuit: $300. Insulates down to 50 F.
SCUBA: 30 lbs, $1500. Underwater breathing gear includes
buoyancy compensator, regulator and harness. Each tank weighs
25 lbs and last 90 minutes. SCUBA systems leave a trail of
bubbles noticeable from the surface. Allows diving up to 120 feet
without decompressing on resurfacing.

Drager LAR V Rebreather: 25 lbs. $7000. This closed-circuit


system uses carbon-dioxide scrubbers and a special inhalation
bag to greatly reduce the rate of oxygen consumption in a SCUBA
tank. This extends a tanks duration to up to 4 hours.
Dive board: $200. Mounts several gauges including
chronometer, depth gauge and compass. +2 Swim bonus for
resurfacing.
Farallon Mk8 Diver Propulsion Device: 150 lbs, $2000.
Personal motorized board can carry a diver for 5000 yards at x2
swim speed on a single charge. Can tow a 250 lb load at crawl
speed.

TRAINED CANINES
Hunting dog: $2000. Retriever.
Sheepdog: $3500. Collie.
Police Search & Rescue/Cadaver dog: $2000. Usually
Labrador.
Police K-9 patrol dog: $2500. Usually German Shepard.
Military Scout/Tracker dog: $2500. German Shepard
Attack dog: $500. Japanese Akita or Rhodesian Ridgeback.
Narcotics dog: $2000. Trained to find marijuana, cocaine,
freebase. Labrador.
Ordnance dog: $2000. Explosives, gunpowder, cordite and
cleaning oil. Labrador.

MEDICAL SERVICES
Service
Cost
Intensive care
200/day
Emergency care
300 per HP below 0
Surgery
1,000-30,000 per operation
Poisoning/disease
200-10,000
Trauma stabilization and
300
ambulance transport
State healthcare x (1d6 months waiting period). In cash x .
In cash (no questions asked) x 5. Unlicensed doctor, x .
Medical services must be paid for in full regardless of whether
they are successful. See the Treat Injury skill for more information
on the medical services described below. In a hospital setting, the
necessary treat Injury checks are almost always successful.
Intensive care: $200/day. Regaining hit points or ability score
points more quickly than normal on a given day.
Emergency care: $300 per HP below 0. Treatment for hit point
damage from wounds or injuries on a given day.
Invasive surgery: $1000 to 30,000 per operation. The price
represents the cost of a single surgical procedure.
Poisoning or disease: $200 for stomach pumping to 10,000 for
HIV treatment regimen.
Blood test: $100 Diagnostic for communicable diseases such as
TB, HIV and Hepatitis.
DNA screening: Paternity testing, diseases.
Dentistry: $200 for pulled tooth to $2000 for replacement
dentures.
Detox & rehab: DC 20 FORT and WILL saves each day. $500
per +1 to roll.
Physical therapy: $500 per month. Restores ability damage.
Counseling: $300 per month. Restores WILL damage.
Cosmetic surgery: $2000. +1 Charisma.
Prosthetic limb: $2000 per DEX point restored.

MEDICAL KITS
Peronal First Aid Kit: 3 lb, $25. Available at most drugstores and
camping supply stores, this kit contains enough supplies (and
simple instructions for their use) to treat an injury before
transporting the injured person to a medical professional. A first
aid kit can be used to help a dazed, unconscious, or stunned
character when making a Treat Injury check (DC 15). A first aid kit
can be used only once. Skill checks made without a first aid kit

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incur a 4 penalty. At the very least, the kit for gunshot and stab
wounds should contain a large trauma dressing for applying hard,
direct pressure, a roll of heavy gauze to secure bandages and
splints, a triangular bandage for tying tourniquets and slings, a
pair of sterile gloves. Equivalent to GI issue M3 kit, which costs
$100 and includes an atropine auto-injector.

Pharmacology Kit: 6 lb, $500. A portable pharmacy for use with


the Craft (pharmaceutical) skill, a pharmacist kit includes
everything needed to prepare, preserve, compound, analyze, and
dispense medicinal or herbal drugs.

MEDICAL SUPPLIES AND EQUIPMENT

EMT Medical Kit: 15 lb, $800. About the size of a large tackle
box, this is commonly carried by corpsman and civilian EMTs. It
contains a wide variety of medical supplies and equipment. A
medical kit can be used to treat a dazed, unconscious, or stunned
character, to provide long-term care, to restore hit points, to treat
a diseased or poisoned character, or to stabilize a dying character
(see the Treat Injury skill). Skill checks made without a medical kit
incur a 4 penalty. Price does not include doses of specialized
medication and narcotics used by paramedics.
Surgery Kit: 5 lb, $500. About the size of a small backpack, this
kit contains the instruments needed for rudimentary emergency
field surgery: Hemostat clamps, Mayo scissors, Kelly forceps,
scalpels, scalpel blades and suture kit. A surgery kit is used when
performing surgery (see the Treat Injury skill). A character
performing surgery without a surgery kit takes a -4 penalty on the
Treat Injury check. (This penalty is in addition to the -4 penalty
that applies if the character does not have the Surgery feat.)
EMT mass casualty kit, 30 lbs, $400
1 CPR bag valve mask
1 Nasal airway kit
5 Abdominal pads (5x9)
200 Alcohol prep pads
1 Cervical collars
5 waterproof tape rolls (1)
2 Tourniquet bands
1 Stethoscope ($100)
1 Charcoal mix
1 Ammonia inhalant
1 Eye wash
Bee sting kit
5 Space blanklets
1 Pen light

1 CPR mask
50 Sterile dressings (4x4)
200 Band-aids
100 Antibiotic cream
5 Gauze rolls (4)
4 Eye pads
1 Blood pressure cuff
2 SAM splints ($12)
1 Ipecac syrup
2 Cold packs
Snake bite kit
10 Nitrile gloves
1 Obstetrical kit

US Army Combat Lifesave Bag (CLS), 15 lbs, $1000


5 X Atropine Injection, aqueous type 0.7ml syringe with needle
5 X Diazepam Injection, 5mg/ml 2ml auto-injector syringe
1 X Catheter-to-luer syringe adapter
1 roll x Adhesive tape, 3 x 10 yds
1 X Nasopharyngeal airway, 12mm
3 X Compressed bandage, 37 x 37 x 52" triangle with safety pins
1 X Elastic nonsterile bandage, 6" X 4.5 yards
2 Rolls x Gauze bandage, cotton, 4.5" x 4 yds
2 X Bandage kits
5 X Adhesive bandage. 75 x 3" Sterile Dressing
4 X IV catheter, Introcan safety 18ga x 1-1/4" large winged
1 X IV catheter-needle unit, 14ga x 3.25" luer hub & needle guard
1 X First-aid dressing, camouflaged 12" W
2 X Ccclusive dressing, adhesive 4.75 x 4"
4 X Patient examination gloves, purple
2 X Hetastarch in lactated electrolyte injection, 500ml
1 X Infusion pump administration set
1 X Surgical lubricant, 5 Gram
2 X Oral rehydration salts, 27gm foil packet, 125 each
6 X Isopropyl alcohol pad
6 X Povidone-Iodine sterile cotton
1 X Scissors bandage, 7.25" x 1.50"
1 X Universal aluminum splint, 36" x 4"
1 X Hypodermic Safety Syringe, 3ml 23ga, disposible
1 X Nonpneumatic adult tourniquet, 14x1"
1 X Combat Application one-handed tourniquet
1 X Surgical penrose drainage tube, 1"X18" rubber radiopague

Fire blanket: First aid for large burns. $150. +5 DC bonus to


Treat Injury for burn injuries.
Burn spray $50. +5 DC bonus to Treat Injury for burn injuries.
Asherman Chestseal: $10. Round bandage for pneumothorax
(sucking-chest wound). +2 DC bonus to Treat Injury.
Quikclot: $20. Hemostasis agent in 10 oz pouch. +1 Stabilization
roll. Also causes chemical burns and scarring.
TraumaDex: $30. Hemostasis agent in 5g pad. +2 Stabilization.
Emergency Israeli bandage: $5. Wraparound bandage that
can be quickly applied with one hand and holds itself in place.
Asthma inhaler: $25. Metered doses of bronchodilators
(sambutamol, procaterol, etc.) for asthma attacks.
Trauma pants: 10lbs. $700. Air compression pants used to
stabilize major lower body injuries. DC + 3 for lower body injury.
Traction splint: 10lbs. $150. 3 ft. long crutch with strap that
relieves tension on limb fractures.
SAM splint: $10. Compact roll-up aluminum splint keeps
fractures immobilized.
Cervical collar: $10. Immobilizes patients with neck injuries.
Electronic Defibrillation unit: 10 lbs. $3500 +5 Treat Injury
checks for stabilizing patients below 0 HP.
Portable EKG: $2000. +3 Treat Injury checks for monitoring vital
signs after patients are stabilized.
Field stretcher: $50. Folding plastic board allows two characters
to move a patient at normal speed.
Patient transport cot $1500. Standard ambulance and hospitalmodel gurney.
Resuscitation kit: $500. Oxygen tank, regulator and fiber-optic
laryngoscope set.

seven sixty-two vol.IV


18 of 62

Trauma medicine and anesthetics (Res: Restricted)


Cardizem
$150 240mg x 100
Betablocker
Restriction: Rx
Calcium channel
Lopressor
$40 for 100 x 100mg
blocker for blood
tablets.
pressure
Restriction: Rx
Fentanyl
$200 24 lozenges
Sedative
Restriction: Rx
Local or nerve block
$15 per 20 ml
Xylocaine
anesthesia. Lasts 15
injection bottle
(Lidocaine
minutes to 1 hour.
Restriction: Licensed
HCL)
Ketamine
$25 per 100 mg
Dissociative
Restriction: Licensed
anesthetic 2mg/kg of
body weight. Lasts 5
to 10 minutes.
Etomidate
$275 20ml injection
General anesthetic
Restriction: Licensed
1 to 2mg over 30 to
60 sec. Last 5
minutes.
Morphine
$80 per 10 x 15mg/ml General anesthetic
doses
Versed
$50 5mg/ml injection
Sedative, 10
Restriction: Licensed
injections.
Vecuronium
$10 per 10 mg/ml vial Paralysis inducer,
muscle relaxer
0.10mg/kg over 30 to
60 sec. Lasts 30
minutes.
Paralysis inducer,
Rocuronium
$350 10mg/ml x 10
muscle relaxer. 0.3
injection.
0.6 mg/kg over 30 to
Restriction: Licensed
60 sec. Lasts 30
minutes.
Succinylcholine
$3.50 20mg/ml inj.
Minor sedative.

IV catheter
IV flow-control set
Ringers Lactate
5% Dextrose
0.9% Sodium
Chloride

Intravenous equipment
$35 per 10 pack, multiple gauges
$10, valve and tubing
$2 per 1000cc, +1 Stabilization roll
$4 per 1000cc, +1 Stabilization, +1 HP
$2.50 per 1000cc, +1 Stabilization roll

Antibiotics (Res: Licensed)


Amoxil
$100 for 120 x 250mg capsules
Ampicillin
$85 for 56 x 500mg capsules
Augmentin
$75 for 30 x 375/125mg tablets
Bactrim DS
$90 for 40 x 800/160mg tablets
Doxycycline
$75 for 95 x 100mg capsules
Penicillin
$80 for 56 x 500mg capsules
Sulfonamides + TMP
$65 for 40 x 400/80mg tablets
Vaccines (Res: Licensed)
Vaccine
Price/package
Varicella
$30 per 10 dose vial
(Chickenpox)
MMR (Measles,
$30 per 10 dose vial
Mumps, Rubella)
Smallpox
$20 per 10 dose vial
Influenza
$50 per 10 dose vial
Hib (Haemophilus
$35 per 10 dose vial
Influenzae B)
Hepatitis A
$20 per 25 pack 1 dose vials
Hepatitis B
$25 per 10 dose vial
Tetanus & Diphtheria
$17 per 10 syringe packs
IPV (Polio)
$15 per 10 dose vial
Tdap (Tetanus
$40 per 10 dose vial
booster)
Pneumococcal
$25 per 50 dose vial
Anthrax vaccine
$50 per 10 dose vial

Doses
2
1
1
1
1
2
3
1
1
1

Pharmaceuticals (Res: Licensed)


Alprazolam
$100 for 90 x 1mg
Anti-anxiety agent for
(Xanax)
tablets
panic disorders
AmphetamineMS
$ 100 for 60 x
Psycho-stimulant for
(Adderall)
20mg pills
narcolepsy, obesity or
Attention Deficit
Disorder
Oxymetholone
$15 for 10 x 50mg
Anabolic steroid
(Anadrol)
tablets
Bupropion
$55 for 30 x
Antidepressant
(Wellbutrin)
150mg tablets
Citalopram
$100 for 100 x
Antidepressant
(Celexa)
20mg tablets
Clonazepam
$50 for 90 x 2mg
Anti-anxiety agent for
(Klonopin)
tablets
prevention of epileptic
seizures
Mild-painkiller
Codeine/
$50 for 20 x
Acetaminophen
30mg/500mg
tablets
Diazepim
$130 for 90 x
Anti-anxiety agent for
(Valium)
10mg tablets
panic-disorders,
muscle relaxant
$11 for 10 x 10mg
Anabolic steroid,
Nandrolone
strips
injected
phehpropionate
(Durabolin)
Fluoxetine HCL
$120 for 28 x
Anti-depressant,
(Prozac)
20mg capsules
selective serotonin
reuptake inhibitor for
obsessive compulsive
disorder
Gabapentin
$28 for 15 x
Anticonvulsant
(Neurontin)
300mg tablets
$40 for 36 x 5Painkiller, narcotic
Hydrocondone500mg tablets
Acetaminophen
(Vicodin)
Lorazepam
$60 for 80 x 2mg
Anti(Ativan)
tablets
anxiety/antidepressant
agent
Methylphenidate
$66 for 60 x 10mg
Cerebral stimulant
HCL (Ritalin)
tablets
Methandrostenolene $80 for 60 x
d-bol anabolic steroid
(Dianabol)
230mg capsules
$150 for 30 x
Opiate agonist,
Oxycodone80mg tablets
narcotic painkiller
Acetaminophen
(Percocet)
Preven (estrogen$50 for 10 x 1.5
Emergency
proesterone)
mg tablets
contraceptive pill
Mifeprex (RU-486)
$400 per 200 mg
Abortifacient
& Misoprostol
tab & 800 ug tab
Sodium thiopental
$200 per 20 mL Barbituate anesthetic
(Sodium Pentothal)
multiple dose vial
truth serum
Scopolamine
$90 per 10 x
Knock-out
1.5mg tablets
tranquilizer
$50 per 10 x
Antiviral influenza
Tamiflu
75mg capsules
inhibitor
(Oseltamivir
phosphate)
Paroxetine
$65.00 for 20 x
Antidepressant
(Paxil)
20mg
Sertraline
$52.00 for 14 x
Anti-depressant for
(Zoloft)
100mg capsules
post traumatic stress
disorder or obsessive
compulsive disorder
Sildenafil Citrate
$80.00 for 4 x
Erectile dysfunction
(Viagra)
100mg tablets
Zolpidem
$99.00 for 30 x
Hypnotic for insomnia
(Ambien)
10mg tablets

1
1
seven sixty-two vol.IV
19 of 62

*Studio apartment
*Small apartment
*Medium apartment
*Large apartment
*Loft
Mansion

LIFESTYLE

$600/month
$500/month
$1000/month
$2000/month
$3000/month
$1,000,000

*Price modifiers: Rural x1/2, Gentrifying neighborhood or


retirement community x2, Suburbs x1.5, Planned community x2,
Gated community x4, Prime real estate area x 10.

Lifestyle items include travel expenses, entertainment and meals


beyond the ordinary, and housing, for those characters interested
in buying a home rather than renting. Lifestyle items are shown on
the table below.
Utilities:
LPG Propane: $2.40 per gallon
Residential heating oil: $3.86 per gallon
Natural gas: $23.50 per mcf
Electrical service: 24.71 cents per kilowatt-hour

$5
$10
$50
+$100

Lodging
Budget motel (per night)
Average hotel (per night)
Upscale hotel (per night)

$30/night
$100/night
$500/night

Airfare
Domestic, coach
Domestic, first class
International, coach
International, first class

$200
$500
$600
$1,500

Car rental
Economy car (per week)
$150
Sedan, van or truck (per week)$250
Luxury (per week)
$500

Housing: The small house and condo are one- or two-bedroom


homes, probably with curbside parking. The large condo and
medium house are three-bedroom homes with garage or carport
parking for one or two cars. The large house is a four-bedroom
home with a two-car garage, while the mansion is a five- or sixbedroom home with an extra den, spacious rooms throughout,
and a three-car garage. All of these homes are of typical
construction; luxury appointments or avant-garde design is
available with a +50 to 300% increase to the purchase price.
Location dramatically affects a homes value. The given purchase
price assumes a typical suburban location. An undesirable
location, such as a blighted or high-crime neighborhood or a
remote rural site, may reduce the price by down to 50%. A
particularly good location in an upscale neighborhood or city
center increases the price and fees by up to 200%.
Housing
Small condo* 1BR
Room (Sublet)
Subsidized housing
Trailer park space
Roof space
*Large condo
*Small house
*Medium house
*Large house

Commuter transport
Transportation: Airfare tickets are for a single passenger round
trip. One-way tickets are available, but only reduce the price by
20%. Car rentals and lodging rates are per day.
Rail
Price
Commuter rail (<100 miles) $6
Rapid rail transit (+100 miles) $50

Entertainment
Movie ticket: $15.
Theater ticket: $75-200.
Sporting event ticket: $50 300.
Eating out
Fast food, diner
Family restaurant
Upscale restaurant
Fancy restaurant

Common amenities in luxury hotels


Airport shuttle
ATM
Bar
Coffee shop
Currency exchange
Dry cleaning
Gift shop
Gym
International telephone
Laundry
Maid service
Massage
Pool
Restaurant
Room service
Safety deposit boxes
Satellite TV
Spa
Taxi dispatch
Valet parking
Western Union

Unmodified Price
$800/month
$300/month
$500/month (Olde Angland only)
$150/month
$200/month
$1200/month
$75,000
$100,000
$300,000

Parking garage
per hour
per day
per month

$7
$25
$300

SERVICES
Auto Repair: Having a car repaired can be expensive; how
expensive depends on the amount of damage the vehicle has
suffered. The price for damage repair assume the vehicle has not
actually been disabled; if it has, increase the price by 30%. Repair
generally takes 1 day for every 10 hit points of damage dealt, and
results in the vehicle being returned to full hit points.
Bail Bonds: Individuals jailed for crimes in the United States can
seek bail. Bail is a monetary guarantee that the suspect will show
up for his trial. The bail amount is set by a judge or magistrate,
sometimes immediately following arrest (for minor crimes) and
sometimes days later (for serious crimes). If bail is granted, a
character can arrange for a bail bonda loan that covers bail.
The price represents the fees associated with the loan; the bond
itself is paid back to the bond agency when the hero shows up for
trial. If the hero fails to show up, the agency loses the bail loan,
and may send bail enforcers after the character.
Bail amounts vary dramatically, depending on the seriousness of
the crime, the suspects criminal history, his role in society, his
family life, and other factors the judge believes indicate that the

seven sixty-two vol.IV


20 of 62

character will or will not flee (or commit other crimes) before the
trial. An upstanding citizen with a good job and a family who has
never before been charged with a crime gets minimal bail; a
career criminal with nothing to lose gets maximum bail or may not
be granted bail at all. The fees shown assume the suspect is
viewed positively by the court. If not, increase the bail amount by
as much as x3. Whatever the bail, a successful Dc 15 Diplomacy
check (DC 15) by the suspect or suspects attorney reduces the
bail amount by .
Property Crime: The crime involved only the destruction of
property; no one was attacked or seriously hurt as part of the
crime.
Assault: The crime involved an attack intended to capture, kill, or
seriously injure the victim.
Homocide: Someone died as a result of the crime.

LICENSING
Long gun permit: $100 every three years. Semiautomatic rifles
and shotguns
Concealed carry license: $200 every three years. Pistols.
Armed guard license: $275 every three years. Pistols and
shotguns.
Class III FFL: $300 every three years. Automatic weapons.
Drivers License: $50. Written exam and DC 10 road test.
International Drivers License: $150. Written exam and DC 10
road test.
Commercial Drivers License, standard: $200. Written exam
and DC 12 road test.
CDL, passenger liner endorsement: $100. Written exam and
DC 12 road test.
CDL, semi-trailer endorsement: $100. Written exam and DC 15
road test.
CDL, Hazmat endorsement: $100. DC 10 written exam and DC
15 road test.
CDL, liquid fuel endorsement: $200. DC 10 written exam and
DC 15 road test.
Small motorboat license: $75.

Federal
DHL
US
United
Express
Postal
Parcel
Service
Service
Next day
$33.00
$38.50
N/A
N/A
3 day air
$21.95
$24.00
$22.25
$9.50
7 day air
$17.50
$20.00
$18.50
$8.50
Ground
$10.00
$12.50
$11.75
$7.00
OA
Yes
Yes
Yes
Yes
DRA
No
No
Yes
Yes
AZT
Yes
No
No
No
MA
No
No
Yes
No
AM
No
No
Yes
No
Prices are for packages up to 25 lbs. For each additional lb over
25, add $0.25 for ground, add $1 for 7-day, add $2 for 3-day and
add $4 for Next Day.
Rail: $2.50 per mile per car. Includes tariffs and loading charges.
Distance may be up to 20% longer due to routing and schedule
demands. Load per car: 100 tons. Companies: CSX, BSNF, CNI,
Norfolk Southern, Union Pacific, Kansas City Southern Railway.
Must be loaded or unloaded at terminal or stop equipped with rail
spur.
Ship (Opposite hemisphere): $32.17 per ton.
Ship (Same hemisphere): $22.09 per ton.
Bulk tuff bin: $500. 44 x 44 x 44 high-impact plastic container
holds equivalent of 325 gallons of bulk goods or gear.
20 x 8 x 8 ft. container: $650. 15-ton regulation capacity, 25ton max capacity. Can be loaded to and from rail and truck.
40 x 8 x 9 ft. container: $1,200. 20-ton regulation capacity, 35ton max capacity. Can be loaded to and from rail and some
trucks.
River Barge: $225 per ton.
Freight truck service $5.00 per mile from port/rail junction to
depot/warehouse. $100 or more extra for door-to-door service in
urban or remote area.
Bonded courier service: $150 per hour + fuel.

Private pilot ground school, lessons and license exam:


$25,000. DC 15 INT check, DC 15 WIS check, DC 15 DEX check,
DC 10 Pilot check ride. Required for all subsequent licenses and
endorsements.
IFR endorsement: $2,000. DC 15 INT check, DC 15 WIS check,
DC 15 DEX check, DC 15 Pilot check ride.
General aviation license: $2,000. DC 15 INT check, DC 15 WIS
check, DC 15 DEX check, DC 15 Pilot check ride.
Cargo pilots license: $2,000. DC 15 INT check, DC 15 WIS
check, DC 15 DEX check, DC 20 Pilot check ride.
Commercial airliner license: $5,000. DC 15 INT check, DC 15
WIS check, DC 15 DEX check, DC 20 Pilot check ride.
Medical license: $1,000. DC 25 INT check.
Nursing license: $800. DC 20 INT check.
Law license: $900. DC 25 INT check, DC 15 CHA check.
Incorporation: $250. Registered with tax ID#. Limited liability
corporation, holding company, trust of estate.
Small business license: $100-$10,000. Legitimate business
license depends on any administrative fees, legal requirements,
zoning fees and bribes.

SHIPPING AND FREIGHT


Terms
FOB: Free on board Responsibility and cost of shipping is on
the purchaser once the cargo is loaded.
Delivered: Responsibility and cost is on the seller until it reaches
agreed destination.
Bill of lading: Must travel with cargo, listing contents, origin,
destination and contingency instructions.
United States Domestic First Class mail is 75 cents. International
rate is $1.50. OA = Olde Angland/Elyseum, DRA = Afrikanistan,
AZT = Aztland, MA = Middle America, AM = Aryan Minor

NARCOTICS
Substance
Cocaine
Heroin
Marijuana
Ecstacy
Crack
Crystal Meth
LSD

per hit
$30
$50
$5
$20
$10
$10
$10

per kilogram
$175,000
$250,000
$20,000
N/A
$75,000
$15,000
N/A

COUNTERFEIT
North Korean supernotes
100 stack of $100 bills
$20,000
500 stack of $20 bills
$2,000
All other nations: 10% of counterfeit amount

seven sixty-two vol.IV


21 of 62

Service
Appraiser
Arbitration, private
Architect
ATM
Auto part junk yard
Auto repair
Bail bonds
Cleaning woman
Check cashing/EFT
Background check
Computer repair
Contractor
Currency exchange
Diner (24 hours)
Docking (up to 60 ft.)
Laundry, dry cleaner
Laundry, bulk
Escort
Gym/Fitness center/pool
Gunsmith
Gun dealer
Hangar (small aircraft)
Hauler
Internet cafe
Interner services
Interpreter
Jeweler
Kennel
Land survey
Laborer, day
Laborer, skilled
Laborer, union
Leatherworker
Legal services
Maid
Mailbox, private
Massage
Pawn broker
Parking garage
Photographer
Printing service
Private dancer
Private investigator
Private pilot
Safety deposit box
Satellite telephone
Shoeshine
Shooting range
Stable rental
Stock broker
Storage, warehouse
Tailor
Tattoo artist
Taxi cab
Tow truck
Trial attorney
Tutor
Voicemail

Cost
$10 per coin/stamp set, $15 per jewelry item, $20 per antique object.
$250 per case, pre-existing agreement
$2000 - $10,000 per project.
$5 per withdrawal. $500 limit.
$5 entry fee. Everything sold as is.
$500: 1 to 10 HP dmg. $1000: 11 to 20 HP dmg. $2000: 21 to 30 HP dmg.
$3000 + $100 per HP dmg over 30. (Includes parts and labor)
10% of bail amount. $500: Property crime. $1000: Assault crime. $10k to $50k:
Manslaughter. Usually near courthouses.
$8 per hour. Advertised on bulletin board. Taxifare if outside city
$5 wire transfer. $1 money order. (Western Union)
$100. Criminal, warrants, driving, credit rating, lawsuits & medical history.
$75 + parts + software (walk-in). $50 per hour for on-site repair.
$30/hr per Craft (Structural) rank + supplies. Will handle labor and supplies.
2.5% of amount exchanged. At most airports and near embassies.
$1 coffee. $10 for a full meal. Near highways, motels and truck stops.
$30 per day, $100 per week or $250 per month.
$5 per set (3 days) or $10 per set (same day)
$10 per 20 lb. load. Overnight service. Delivery extra.
$250 per hour. Available discreetly at hotels. Large tip for bellhop.
$75/month. Locker included. Personal trainer is $10 per session.
$20 per rank in Repair or Craft (Mechanical) plus parts. (1-3 day service).
$20 per firearm shipment from out-of-state sales.
$200/month for small craft. $500/month for small jet.
$100/day door-to-door. Driver/crew off-loads. $35 per trip to haul junk or free if
hauling away resellable goods. (Truck or van, no hazmat).
$3/hour, $15 per day. Printing is $0.25 per sheet.
MMORPG: $15/month, On-demand-video: $1 - $20, mp3 pod cast: $1/clip,
100Gb Email account: $10/month, Website hosting: $30 - $2000/month
$10 per transcript per 30 minute tape, $5 per translated page.
$30 per rank in Craft (Visual Art) plus materials.
$75/month. Food included.
$200 per square mile. Based on county records and USGS data.
$10/hour 14 hour max. Pick up on street.
$20-$30/hour, 12 hour max.
$50-$100/hour, 8 hour max. Collective bargaining agreement.
$75 per repair/alteration. Shoes, saddles, holsters and accessories.
$50 (Will/estate, incorporation, escrow, taxes, debt consolidation, etc.)
$50/day. Same as cleaner but also does laundry, cook and babysit.
$30/month. At private mail-drop and shipping service store.
$20/hour. Additional services negotiable with masseuse.
Charges 20% to 50% interest per week or month.
$7 per hour, $25 per day or $300/month. Not responsible for dings.
$250 per event (8 hours max). Additional prints extra.
$10 per 1000 business cards, 200 fliers or 10 books. Extra for color prints.
$75/hour. Attentiveness depends on tips.
$150/day + expenses. Marital cases, fraud, roving surveillance
$200/day + fuel. Express service to remote airfields or tours.
$30 per month. Located at most central branch banks.
$1/minute with activated card.
$5 per pair. At most commuter transport hubs.
$5/day, ($10/hour indoors). $1 eye/ear prot. rental. $1 per paper target.
$10/day + expenses + feed.
$10/trade. Can specify instructions to take when a certain price is reached.
$100/ton per month, self-serve. Forklift/crane service: $10/hour.
$25 per minor alteration for fit. Extra for radical alterations.
$20 per artists Craft skill per design.
$5/mile in city, $50: city to suburb, $10: local car service, $75 express airport.
$50 roadside assist, $100 for local tow. Longer distance is $25/mile.
Attorneys ranks in Knowledge (Civics) x $20 per hour or $2000 to $5000 flat
fee per case if favorable outcome.
$400/week. 6 hours per day for 5 days.
$10/month 300 minutes. Accessible with PIN# from any telephone.

seven sixty-two vol.IV


22 of 62

Availability
City
Call
Call
City
Any
Any
City
City
Any
Internet
Town
Call
City
Any
Marina
Town
Town
Call
Town
Town
Town
Airfield
Call
Town
City
City
City
City
Call
Town
Town
City
Town
City
City
Town
Town
Town
Major city
Town
Town
Town
Call
Town
City
Any
City
Any
Any
Major city
Any
City
Town
Call
Call
City
Call
Internet

Fuel

VEHICLES
Vehicles are described by a number of statistics, as shown on
Table: Vehicles.
Crew: The standard number of crew. In most cases, only one
person is needed to drive the vehicle; other crew members serve
as gunners or copilots.
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 when passengers
arent present. Each unused passenger slot allows the vehicle to
carry an additional 100 pounds of cargo.
Cargo Capacity: The amount of cargo the vehicle is designed to
carry. Many vehicles can carry extra passengers instead of cargo,
but doing so is usually a cramped, uncomfortable, and often
unsafe experience for those passengers. As a rule of thumb, one
additional passenger can be carried for each 250 pounds of
unused cargo capacity. Vehicles can also carry up to twice its
capacity but at speed and increased DC. This is especially
dangerous for aircraft.
Initiative: The modifier added to the drivers or pilots initiative
check when operating the vehicle.
Maneuver: The modifier added to any Drive or Pilot checks
attempted with the vehicle. Remember that normal driving at safe
speeds or Taking 10 does not usually require a Drive roll.
Top Speed: The maximum number of 5-foot squares the vehicle
can cover in 1 round at character scale (with the number of
squares at chase scale in parentheses). This is the fastest the
vehicle can move.
Fuel cap/MPG: The vehicles fuel capacity in gallons and
highway mileage. City mileage is reduced by 1/3 and wheeled
vehicles traveling on rough terrain have their mileage reduced by
50%. 87-10 Octane bio-diesel.
Defense: The vehicles Defense score. In general, vehicles with
stronger materials and offering less exposure to passengers from
the outside have higher Defense values.
Hardness: The vehicles hardness. Subtract this number from
any damage dealt to the vehicle.
Hit Points: The vehicles full normal hit points.
Size: Vehicle size categories are defined differently from the size
categories for weapons and other objects.
Price: The retail price of a current production year factory vehicle.
Pre-owned refurbished vehicles are usually 80% to 50% of factory
price. Blue-book value of heavily-used vehicles more than 5 years
old and with minor damage are 25% to 40% of factory price.
Restriction: The restriction rating for the vehicle.

(Prices as of January 1, 2025)


Bio-diesel: $7.02 per gallon
87 Octane gasoline: $9.47 per gallon
89 Octane gasoline: $9.58 per gallon
93 Octane gasoline: $9.71 per gallon
Aviation fuel, Jet A: $11.62
Aviation fuel, 100/LL: $12.00
Aviation fuel, 80/87 Avgas: $10.91
Ethanol: $1.56 per gallon
Methanol: $1.25 per gallon
Motor Oil: $30.60 per gallon
Butane: $41.03 per gallon
Propane: $62.89 per gallon
Transmission Fluid: $32.33 per gallon
Industrial lubricant: $21.90 per gallon
Hexamine heat tabs: $9.95 per 12-pack
Coal: $25 per 70 lb. bag. Deep mine, low sulfur.
Firewood: $200 per cord, cut & split. 4 x 4 x 8 ft. stacked. Cedar,
Oak, Ponderosa or Hickory.

Civilian Cars
Name
Acura 3.2 TL
(Mid-size sedan)
Aston-Martin Vanquish
(Sports coupe)
BMW M3
(Sports coupe)
Chevrolet Cavalier
(Economy coupe)
Chevrolet Corvette
(Sports coupe)
Dodge Neon
(Economy sedan)
Ford Crown Victoria
(Mid-size sedan)
Jaguar XJS
(Luxury sedan)
Lamborghini Diablo
(Sports coupe)
Mercedes E55 AMG
(Luxury sedan)
Volkswagen Jetta
(Mid-size wagon)

Crew +
Pass
(Cargo,
lbs)
1+4
(300)
1+1
(175)
1+4
(200)
1+4
(275)
1+1
(250)
1+4
(275)
1+5
(425)
1+4
(275)
1+1
(100)
1+4
(325)
1+4
(275)

Init

Man

+0

+1

+0

+1

+0

+0

Top
Speed

Fuel
cap/
MPG

265
(26)
335
(33)
275
(27)
185
(18)
310
(31)
220
(22)
185
(18)
230
(23)
360
(36)
280
(28)
230
(23)

18gal/
32
15 gal/
27
15 gal/
25
14gal/
42
15 gal/
28
17gal/
35
19gal/
32
19gal/
24
21gal/
10
19gal/
24
17gal/
32

seven sixty-two vol.IV


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Def

Hard

HP

Size

Price

Res

34

25k

Lic

34

70k

Lic

32

75k

Lic

30

18k

Lic

32

30k

Lic

30

26k

Lic

34

32k

Lic

34

100k

Lic

34

300k

Lic

34

80k

Lic

32

28k

Lic

Civilian Motorcycles
Name
Ducati 998R
(Racing bike)
Harley FLSTF
(Street bike)
Yamaha YZ250F
(Dirt bike)
Honda TRX400FW
(4-wheel ATV)

Crew +
Pass
(Cargo,
lbs)
1+0
(0)
1+1
(50)
1+1
(0)
1+0
(100)

Init

Man

+0

+3

+1

+0

+2

+1

Top
Speed

Fuel
cap/
MPG

370
(37)
275
(27)
165
(16)
95
(9)

4gal/
35
5gal/
50
3gal/
25
5gal/
25

Def

Hard

HP

Size

Price

Res

10

18

20k

Lic

22

25k

Lic

10

18

15k

Lic

22

5k

Lic

Civilian Trucks
Name
AM General Hummer
(Heavy SUV)
Chevrolet Suburban
(Medium SUV)
Dodge Caravan
(Minivan)
Ford Escape XLT
(Light SUV)
Ford F-350 XL
(Medium pickup)
Toyota Tacoma
Xtracab (Light pickup)

Crew +
Pass
1+3
(1,000)
1+8
(500)
1+4
(325)
1+4
(300)
1+2
(2,500)
1+3
(1,500)

Init

Man

Top
Speed
140
(14)
175
(17)
195
(19)
200
(20)
175
(17)
185
(18)

Fuel
cap/
MPG
25gal/
11
25gal/
15
20gal/
25
25gal/
18
30gal/
13
25gal/
22

Def

Hard

HP

Size

Price

Res

38

90k

Lic

38

38k

Lic

34

33k

Lic

32

35k

Lic

36

50k

Lic

34

40k

Lic

seven sixty-two vol.IV


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Civilian Commercial Vehicles


Name
Armored truck
Limousine
Moving truck, small
Moving truck, large
NABI Model 40LFW
(Commuter or city bus)
GMC C7000
(Short haul dump truck)
Peterbilt 376
(Long haul semi-truck)

Crew +
Pass
2+0
(3,500)
1+7
(500)
1+2
(3,000)
1+2
(33,000)
1+39
(2,000)
1+2
(40,000)
1+2
(45,000)

Init
2

Man
2

Top
Speed
175
(17)
195
(19)
150
(16)
165
(16)
120
(12)
125
(12)
175
(17)

Fuel
Cap/
MPG
45gal/
10
25gal/
22
30gal/
12
45gal/
11
40gal/
16
70gal/
9
100ga/
10

Def
8

Hard
10

HP
36

Size
H

Price
50k

Res
Res

38

80k

Lic

40

40k

Lic

44

45k

Lic

42

85k

Lic

46

60k

Lic

46

90k

Lic

Civilian Aircraft

Name
Bell Jet Ranger 206
(Light helicopter)
Bell Model 412
(Medium helicopter)
Cessna 172 Skyhawk
(Light prop plane)
Bombardier Learjet 45
(Business jet)
Cessna 206 Grand
Caravan (Floatplane)
Eurocopter A-Star 350
(Light helicopter)
Eurocopter Dauphin
(Medium helicopter)
C-37A Gulfstream V
(Military corporate jet)
Boeing MD-80
(Civilian jet)
Boeing 737-700
(Civilian jet)
Boeing 747-400
(Civilian jet)
Anatov AN-74
(Civilian jet)
Airbus A380
(Civilian jet)

Crew +
Pass
(Cargo,
lbs)
1+4
(250)
2+13
(5,000)
1+3
(500)
2+10
(1000)
1+13
(1000)
1+5
(1,200)
1+12
(3,500)
2+19
(2,500)
2+172
(100k)
2+149
(200k)
2+400
(250k)
2+68
(24,000)
2+440
(100k)

Init
1

Man
2

10

Top
Speed
280
(28)
280
(28)
320
(32)
1,100
(110)
340
(34)
360
(36)
360
(36)
1,200
(120)
1,000
(100)
1,000
(100)
1,100
(110)
480
(48)
1,100
(110)

Fuel Cap
(gal)/
Range
(nm)
90/
365
330/
402
56/
840
140/
2100
335/
900
143/
360
350/
460
800/
6,500
5,800/
1,800
6,800/
1,500
57,000/
7,200
1300/
2,500
81,000/
7,100

seven sixty-two vol.IV


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Def
8

Hard
5

HP
28

Size
G

Price
275k

Res
Lic

36

585k

Res

30

175k

Lic

44

12M

Lic

36

700k

Lic

30

1.2M

Lic

38

2.5M

Lic

55

36M

Lic

100

17M

Lic

200

35M

Lic

300

57M

Lic

76

1.5M

Lic

300

295M

Lic

Watercraft
Name
Mirrocraft 12
(Rowboat)
Ericson 27
(Sailboat)
Robalo R190 18
(Small motorboat)
PBR
(Patrol Boat, Riverine)
SAR-33
(Fast strike boat)
SAR-38
(Light recon boat)
Zodiac F470
(Inflatable assault raft)
Bayliner 1802 Capri
(Runabout)
Fairline Targa 30
(Powerboat)
Sea-Doo XP
(Jet ski)
Launch 5 52
(Harbor Patrolboat)
150 Amels
(Luxury Yacht)
Tacoma Bay-class cutter
(140 River/ice tug)
120 x 35 deck Barge
Hudong-Zhonghua 400
(Container ship)

Crew +
Pass
1+3
(250)
1+6
(1,000)
1+2
(250)
4
(250)
7
(5 tons)
12
(5 tons)
1+9
(250)
1+5
(2,000)
1+3
(2,500)
1+1
(60)
1+5
(500)
3+16
(1 ton)
5
(5 tons)
(550 tons)
30
(8000 tons)

Init
+0

Man
N/A

+0

-4

+0

+0

-2

-1

-4

-2

-4

-4

+0

+0

+1

-6

-4

-4

-4

10

15

Top
Speed
10
(1)
0-40
(4)
30
(3)
55
(5)
64
(6)
50
(5)
30
(3)
55
(5)
80
(8)
105
(10)
55
(5)
25
(2)
40
(4)
25
(2)

Patrol Boat, River: This is more of a generic category instead of an


exact boat type. The modern PBR (Patrol Boat, River) had its
genesis in the Vietnam era Mekong River patrol boats; it uses a hull
of extremely strong high-impact plastic, fiberglass, or carbon-glass
fiber, and has several weapon mounts, usually a light-machine gun,
heavy machinegun or automatic grenade launcher. They are
typically diesel-fired and quite fast and maneuverable. They are also
quiet and small, so they can slip into places that larger vessels cant,
carrying a load smaller boats cannot, and do so with some stealth.

Fuel
Cap/
Range
-

Def
8

Hard
5

HP
20

Size
L

Price
250

Res
-

24

9000

50gal/
200nm
120gal/
250nm
400gal/
650nm
450gal/
600nm
5gal/
20nm
50gal/
200nm
100gal/
400nm
10gal/
50nm
70gal/
300nm
25kgal/
4,200
600gal/
300nm
85 tons
50,000

26

2000

Lic

10

45

100k

Mil

12

65

250k

Mil

15

80

500k

Mil

18

2000

28

8000

Lic

40

200k

Lic

10

22

7000

Lic

28

350k

Res

36

30M

Lic

10

54

12M

Lic

0
0

10
30

180
900

C
C

28k
6M

Lic
Lic

Powerboat: Multiple highpowered outboard motors make this


powerboat a fast way to shuttle between short distances, often
outrunning any law enforcement watercraft.
Jet-ski: High performance recreational watercraft can support two
people.
Launch 5 Harbor Patrolboat: In use by most port cities as harbor
rescue and interdiction craft, it may be mounted with a light
machinegun.

SAR-33 Fast-strike boat: Designed for coastal and riverine


operations (counterinsurgency, waterborne raid support) where
something heavier and better armored than a patrol boat is required.
It has fore and aft 30mm autocannons.

Luxury Yacht: A floating mansion with large pool, exubrent


staterooms, ballroom and first-class amenities a wealthy globetrotting citizen of the world.

SAR-38 Light recon boat: Larger than the SAR-33 to accomodate


a landing pad for small helicopters, the SAR-38 can hold up to 20
passengers or troops in addition to the crew. It has two aft 30mm
autocannons and a 76mm gun at the bow.

Tacoma-Bay class cutter: Powerful coastal patrol boat in use by


the US Coast Guard bristling with autocannons, heavy machineguns
and a 5-inch gun. Ice-breaking equipment allows the cutter to transit
frozen lakes and rivers.

Zodiac Assault Boat: This is a military version of the standard


inflatable raft. They are made by countries all over the world, by
many countries, and are cheap and quiet. Most military versions
have rigid bottoms to increase buoyancy and load-carrying ability.
Some of the larger ones have a weapon mount in them, but this is
not standard and is not included in the basic cost of the boat. They
may be found with or without an outboard motor; the second speed,
cost, and weight ratings are for when the boat is not equipped with
an engine. They can be inflated by an air bottle in 1 minute, an air
compressor in 1 minutes, or a foot or hand pump in 1 minute per
meter of length. A rare variation of these boats are Kevlar versions;
these boats are two levels more rare than normal and 3 times more
costly (for the boat itself, not the engine too).

Deck barge: Unpowered flatbed hull can load hundreds of tons of


cargo for river or lake transport with the assistance of a river tug.
Container ship: The maritime symbol of the old global economy.
These massive ships have moved goods from cheap manufacturer
economies to the First World and returned with the surplus
foodstuffs of industrial farms. Many now sit rusting away in mothball
around the world.

seven sixty-two vol.IV


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Military Ground Vehicles


Name
BMP-2
(Tracked APC)
M1A2 Abrams
(Heavy tank)
M2A2 Bradley
(Tracked APC)
M113A1 Gavin
(Tracked APC)
HMMWV, up-armored
(Heavy SUV)
2-1/2 ton truck
(6x6 cargo truck)
5-ton truck
(4x6 cargo truck)
Cadillac Gage LAV-300
(6x6 APC)
RAM V-1
(4x4 APC)
MOWAG Piranha
(8x8 APC)
AVT Dragoon
(4x4 gun carrier)
EE-9 Cascavel
(6x6 gun carrier)
Alvis Saracen
(6x6 APC)
Alvis Saladin
(6x6 gun carrier)

Crew +
Pass
3+7
(250)
4+0
(425)
3+7
(425)
2+11
(500)
1+3
(1,000)
1+14
(5,000)
1+25
(10,000)
3+9
(500)
2+7
(500)
2+13
(1,000)
3+6
(300)
3
(250)
2+10
(600)
3
(500)

Init
2

Man
2

Top
Speed
70
(7)
80
(8)
70
(7)
62
(6)
140
(14)
100
(10)
80
(8)
130
(13)
120
(12)
130
(13)
140
(14)
130
(13)
90
(9)
90
(9)

Fuel
Cap/
MPG
120gal/
3
500gal/
0.6
175gal/
1.7
90gal/
3.3
25gal/
11
50gal/
9
70gal/
5.5
110gal/
5
40gal/
12
75gal/
6.5
85gal/
6.5
100gal/
5.5
50gal/
5
60gal/
4

Def
8

Hard
40

HP
52

Size
H

Price
250k

Res
Mil

100

64

600k

Mil

50

58

400k

Mil

45

48

120k

Mil

10

38

90k

Lic

42

75k

Lic

46

90k

Lic

20

42

120k

Lic

12

38

70k

Lic

14

44

175k

Lic

20

36

100k

Mil

18

36

130k

Mil

14

36

100k

Lic

22

40

150k

Mil

seven sixty-two vol.IV


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Military aircraft
Name
MQ-8B Fire Scout
(Unmanned helicopter)
MQ-9A Predator
(Unmanned drone)
MQ-9B Predator B
(Hunter/killer drone)
AeroVironment Raven
(Unmanned drone)
Dragoneye
(Unmanned drone)
UH-1 Iroquois
(Medium helicopter)
UH-60 Black Hawk
(Medium helicopter)
MH-6 Little Bird
(Attack helicopter)
AN-26 Curl
(Heavy cargo plane)
Mi-17
(Medium helicopter)
C-130E Hercules
(Heavy cargo plane)
AC-130 Spectre
(Gunship)
CH-47 Chinook
(Heavy helicopter)
AH-1F SuperCobra
(Attack helicopter)
AH-64 Apache
(Attack helicopter)
Rockwell Ov-10 Bronco
(Prop recon plane)
A-10 Warthog
(Attack plane)
F-5E Tiger
(Jet fighter)
F/A18F SuperHornet
(Jet fighter/bomber)
F-15E Strike Eagle
(Jet fighter/bomber)
F-16E Falcon
(Jet fighter/bomber)
IA-58 Pucara
(Prop fighter/bomber)
MiG-31M Foxhound
(Jet fighter)
Embraer 312 Tucano
(Prop fighter/bomber)
BAE AV-8B Harrier
(VTOL attack plane)
Sukhoi-37 Flanker
(Jet fighter)

Crew +
Pass

Init

Man

-6

-4

-5

-4

-6

-4

-8

-4

-10

-4

2+8

-4

-4

-4

-4

-2

-2

-4

-4

-4

-4

-4

-4

-4

-4

-4

-4

-2

-2

-2

-2

+1

+0

-2

-2

+1

+1

+0

+0

+2

+0

+0

+0

+0

+1

+1

+0

1+1

+1

+1

-1

-1

+2

+1

2+14
(9,000)
2+6*
(250)
4+40
(48,000)
3+28
(8,000)
4/92**
(38,000)
14
(500)
3+24
(10,000)

Top
Speed
100
(10)
170
(17)
170
(17)
130
(13)
130
(13)
300
(30)
325
(32)
330
(33)
750
(75)
340
(34)
750
(75)
480
(48)
340
(34)
330
(33)
300
(30)
350
(35)
900
(90)
1100
(110)
1300
(130)
1400
(140)
1400
(140)
500
(50)
1100
(110)
450
(45)
900
(90)
1400
(140)

Fuel
Cap/
Range

Def

Hard

HP

Size

Price

200nm

12

40k

450nm

10

15

1.5M

450nm

15

4M

6nm

12

2,000

6nm

16

5,000

42

750k

46

1.2M

40

3M

12

50

2M

60

3M

12

50

5M

10

40

15M

60

3.5M

12

40

4M

10

50

7M

35

600k

10

40

1.5M

10

30

8M

10

10

45

20M

10

35

25M

10

35

15M

35

750k

10

40

22M

30

850k

10

40

4.5M

10

35

17M

110gal/
300nm
800gal/
1200nm
70gal/
230nm
1400gal/
300nm
1000gal/
545nm
6000gal/
4250nm
6000gal/
2500nm
1000gal/
500nm
80gal/
125nm
350gal/
220nm
200gal/
200nm
1200gal/
540nm
1200gal/
485nm
1200gal/
665nm
3300gal/
685nm
750gal/
500nm
250gal/
350nm
1200gal/
600nm
900/
1000nm
600/
600nm
3000/
647nm

*Characters with enough intestinal fortitude may stand on the skids during certain missions. **92 passengers or 64 paratroopers

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Res
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil
Mil

WHEELED VEHICLE GEAR AND MODS


Most vehicles produced
after 2000 have ABS
braking, dual air bags and
electronic
diagnostics.
Most vehicles produced
after 2010 come with GPS
navigation,
adaptive
cornering
headlights,
fluidic all-wheel steering
and are hybrid electrics.
Most high-end vehicles
produced
after
2020
include all of the above with alcohol breath analyzer, driver alertness
sensor/alarm, rear blindspot radar, navigation AI, blackbox recorder,
and infrared HUD windshield display. Some of the following vehicle
equipment are parts that require installation and may involve
welding, engine disassembly or precision electronic tuning.
Rodguard run-flat tires: $400. Mobility damage is ignored for 20
minutes at highway speed, 60 min at alley speed.
Recovery Winch: 70 lbs. $800. 9,000 lb capacity. 100 ft. steel
cable. Must be welded to chassis.
Trailer hitch: $150. Weld onto chassis to pull trailers.
Bull bar: $150. Steel bars mounted on bumper protects headlights,
front grill and radiator from damage from ramming and frontal
impacts. ramming damage.
Push bumper: $300. Standard police car issue steel plate mounted
over bumper and welded into the chassis frame. Improves
performance when using vehicle to ram. ramming damage.
Skid Plates: $250. Skid plates protect the vehicles exposed
underside components (engine, transmission, transfer case, gas
tank, control arms) from rocks, stumps, and dirt mounds and can
allow the vehicle to slide over some rough obstacles.
Commercial light bar: $200. Orange flashing halogen lights
standard on utility trucks, semi-trucks and tow trucks.
Police light bar: $800 Restricted. Red, white and blue flashing
lights for public emergency vehicles.
Emergency Remote Trailer Uncoupling: $250. The special
pneumatically-controlled hitch can be uncoupled remotely from the
dashboard while in motion to facilitate rapid emergency evacuation.
For trucks only.
PA-5000 Police siren: $200. Multiple siren modes and doubles as
PA system and intercom. Up to 125 dB.
Turbocharger kit: $1500. A custom turbo system increases
performance, acceleration, towing capacity, horsepower and torque.
Kit includes high-flow cast alloy air ducting, a high temp exhaust
manifold, braided stainless steel oil, automatic belt tensioner,
external bypass valce and water lines and a supercharger that bolts
directly onto the engine.
NOS Nitrous Oxide system: $500. Up to 80 hp boost improves
acceleration and power. Grants +3 bonus to Dash maneuver.
(Normally DC 15).

Damping gas shocks (4) $300. Improves off-road handling and


weapon platform stability. For light trucks only. +1 to Drive when
going over rough terrain.
Hydraulic steering stabilizers $90. Increase handling at all
speeds. Reduces Turn Number by one (Character scale).
High performance carburetor $1000. x2 power off-road and when
pushing or towing.
Adjustable fuel regulator $200. Increases fuel mileage but reduces
torque and power. Acceleration speed changes take two rounds
instead of one. Off-road handling DC increases by 5.
Viper Remote
encryption.

starter/alarm

$150.

50-foot

range.

256-bit

Window tinting $50. Allows total concealment on occupants.


Liquid storage dispenser system. $100. Pump system dispenses
gasoline or diesel. 20 L per minute. Standard on tanker trucks.
Siphon pump $50. 1 gallon per minute.
Portable fuel pump: $150. Battery-powered pump, nozzle and 50 ft
hose mounts on storage tanks. Fast 10 gallons per minute flow rate.
Roadside Emergency Kit L, 10lb. $100. This toolbox contains firstaid kit, jumper cables, small fire extinguisher, 3 road flares, reflector
triangle, tire sealant.
Cargo net 12x12x12. $50. Secures cargo to racks or vehicle
surfaces.
Camouflage vehicle netting. L, 10lb, $40. 12x12x12 nets conceals
one SUV-sized vehicle high-foliage areas.
Window tinting: $50. Do-it-yourself kit.
Truck-mounted Snow plow: $1000.
Universal Rifle Mount: $100. The adjustable length mount can be
installed between the front and rear seat rows or the center of the
rear passenger compartment. 2 rifle capacity.
5 gallon gas carrier $20. Non-corrosive plastics container. 2 lbs.
empty and 30 lbs. when filled to capacity with gasoline.
Tow ropes. $50. 10,000 lb. capacity.
Spike Strip H, 22 lb., $200. This device is designed to help the
police end car chases. The strip comes rolled in a spool the size of a
suitcase and it is deployed by rolling it out across a roadway. Until
the user activates it, the spikes do not protrude and cars can pass
safely over it. Upon activation via a control unit, the spikes extend.
Each time a character fights or moves through a square containing
an activated spike strip at any rate greater than half speed, the spike
strip makes a touch attack roll (base attack bonus +0), dealing 2
points of damage, and the injury reduces foot speed to half normal
(a successful Treat Injury check, DC 15, or one days rest removes
this penalty). Wheeled vehicles passing over the strip are
automatically hitalthough vehicles equipped with punctureresistant tires are not affected.

Pneumatic leveling springs $250. Set of four. Increases control


when over-capacity. Controlled by driver. For light duty trucks and
SUVs only. +1 to Drive when going over rough terrain.
Front and rear sway bars $350. Increases turn control at high
speeds. For cars and light trucks only. Grants +2 to Hard turn and
Bootleg turn maneuvers.
seven sixty-two vol.IV
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WHEELED VEHICLE SECURITY OPTIONS

MARITIME SYSTEMS

DM51 Armored Seat Cover: 30 lbs, $1000 per seat. +5 Hardness


and +10 HP protection against fragments coming from below or from
the back.

LCX-111C High Definition Sonar: $3500. Dual-frequency (50/200


kHz) or single-frequency (200 kHz) Skimmer transducer with temp
sensor. Depth range to 3,000 feet* (915 m) at 50 kHz. 20GB hard
drive capacity for electronic charts. Two waterproof memory card
slots for mapping, recording, and upgrading. Precision 12-parallel
channel GPS+WAAS receiver. 1,000 waypoints/1,000 event
markers/100 routes/100 waypoints per route. 100 savable plot
trails/10,000 points per trail. 37 map zoom ranges from 0.054,000
miles. NavPilot 511/OB autopilot: $2500, 15 lbs. Attaches to
outboard motors and has several modes of operation: Auto
(Heading control), Advanced Auto (utilizing automatic ground
tracking control,) Auto Work for net towing and NAV mode (for
Course or Precision Cross Track control) when integrated with
navigation sensors. The system utilizes a self-learning and adaptive
software algorithm to provide course keeping capability and
dynamically adjusts for vessel speed, trim, draught, tide and wind
effects, dead band, weather, etc. Customizable display modes
include Rudder angle, Heading, Highway, Compass rose, Wind, Nav
Info, etc. Also includes FishHunter software that can make a vessel
perform Orbit or Figure Eight maneuvers around fish targets.

Spall curtains: 20 lbs, $700. 3 x 5 Kevlar sheet protects occupants


against shrapnel from vehicle hulls hit with explosives. 10 HP. +5
Defense.
Underbody/underhood fire suppression: $600. Negates 20 points
of fire damage per round for 10 rounds.
Armored Fuel Tank: $800. The fuel tank enclosure provides +10
HP against fragmentation, blast and direct fire. The armoring steel
protects the top, bottom and sides of the fuel tank. The fuel cap is
armored by a bullet resistant locking device and can only be opened
with a key. This also ensures that the fuel is not tampered with or
polluted while the vehicle is not in use.
EXPLOSAFE Fuel Tank: $300. This fuel tank is manufactured
with a flexible polyurethane foam with fully open pores that reduces
the danger of explosion caused by gunfire, lightning or electrical
ignition by 90%. Reduces tank capacity by 10%.
Self-sealing Fuel Tank: $500. Converts existing fuel tanks into a
self-sealing fuel tank with fuel-swellable rubber foam coating.
Leakage is minimized when the fuel tank is punctured or encounters
heavy impacts. Reduces tank capacity by 10%.
Underbody grenade protection: $500. +6 Hardness to underside
of vehicle against explosives.
Underfloor Armoring: $1700. 150 lbs. Model-specific plates fit
flush on vehicle floors that provide +10 Hardness and +10 HP from
explosions from mines, hand grenades and IEDs.
Red Dot Vehicle explosives detection system: $8,000, 50 lbs.
Internal/external system detects Group A explosives (TNT, TNB,
etc.), Group B explosives (Semtex H, RDX, C4, etc.) and
compounds containing inorganic nitrates that are used in improvised
explosives (ANFO). Explosives under the vehicle or inside the
vehicle are sampled and analyzed within seconds using multiple
sensors inside and outside the vehicle.
Fire Supression System: $2,000, 35 lbs. The automatic system is
based on linear heat detection and fast suppression modules that
are compatible with air and water-cooled engines that are common
on armored vehicles. Each activation initiates a 15-second blast of
Halon in the engine and dry chemical inside the passenger
compartment to suppress type A, B and C fires.
M257 Smoke-grenade launcher: $50. Fires 5 lb. red phosphorous
smoke grenade that air bursts and creates a screen 30 feet high and
100 feet wide (depending on wind conditions) lasting 1 to 3 minutes.
Fired by smoke lever wired to dashboard.
NBC defense system: $5000. 2 weeks in workshop. Air filtration
system allows up to 10 connections to breathing masks. An
overpressure feature prevents toxic agents from entering through
breaches in the vehicle body.
Up-armoring vehicles
Includes engine case, 4 side door panels, 2 rear door panels, 4 side
windows, front and rear windows, underside and roof armor.
Increases vehicle weight by 50%.
Level
Hardness
Sedan
SUV
Truck
B3
6
$10,000
$12,000
$15,000
B4
8
$15,000
$17,500
$25,000
B5
10
$20,000
$25,000
$30,000
B6
12
$25,000
$30,000
$45,000

PC/VIEW Sonar adapter: $1600. Attaches to a computer's


parallel port and an acoustic transducer (either through-hull or
transom mounted). Turns a PC or notebook computer into a
Forward Looking dual axis sonar. The PC/View provides advanced
sonar features for underwater navigation and detection. It can scan
a moving beam from side to side to help locate suspended objects,
schools of bait and fish, or can be set to scan vertically from the
surface to the bottom to show obstacles like dangerous shoals and
reefs, underwater structures and changing bottom conditions ahead.
It will also work as a high-powered color depth sounder and is
compatible with chart plotting software.
Furuno NavNet 1824C Surface Search radar: $5000. Rotating
radome antenna (30rpm in short range: 500 yards and 24rpm in
mid/long ranges: miles.) LCD screen zooms in for precision
navigation at night or in low visibility conditions.
Raymarine T52012-S Surface Navigation radar: $4,500. 10 kW
4' tall. Adjustable pulse width/PRF settings for shoreline detection at
any range out to 70 nautical miles.
Humminbird HDR-610 Depthfinder: $100. In-Hull Transducer
measures distances to ocean floor to up to 3000 feet.
Life Jacket: $30. Stearns Adult Universal Type III Personal
flotation device. This vest is for persons over 90 pounds and chest
size 30-52'. Tough 200 Denier nylon shell still allows freedom of
movement and features a large zippered front pocket with organizer
compartments and hand warmer pockets on each side. Its back
shoulder pad can be adjusted for head and neck support upon
inflation. Manual or CO2 cartridge inflation. Add $45 for auto-inflator.
9-person Liferaft: $300, 20 lbs. Inflatable, orange raft. When
stowed, it is 36 x 12 x 12 inches. Includes small case of drinking
water, food rations, ammonia inhalants, antiseptic swabs, burn
cream, signal mirror and D cell flashlight. Includes small air
compressor for rapid inflation (1 round).
Revere 25-man Liferaft: $2000, 300 lbs. Heavy-duty rubber raft
with fully enclosed canopy shelter. Standard US Navy, mariner and
off-shore platform issue. Uninflated, it is 7 x 3 x 2 ft case. Includes
small air compressor for rapid inflation (3 rounds).
PUR Power Survivor 40E water purifier: $2500, 25 lbs. This
compact 12-volt stainless watermaker delivers 1.5 gallons of potable
water per hour from 20 gallons of salt water.
25ft. Rope ladder: $50, 10 lbs. Attaches to large masts and hulls for
disembarking.

seven sixty-two vol.IV


30 of 62

Cargo netting: $50, 60 lbs. 14x14 ft.sq. Heavy duty webbed nylon
rope net.
Fire Extinguisher: $90, 2.5 lbs. Dry chemical extinguishers contain
a siliconized sodium bicarbonate based dry chemical with free
flowing and non-caking additives. Economical Class B & C
protection with lower initial cost and recharging. This chemical
smothers fires in flammable liquids and pressurized gases and is
electrically nonconductive.
Shurflo Bilge Pump: $500, 30 lbs. 12V power or generator.
Pumps out 3000 gallons per hour. Includes sensor alarm and auto
start if the ship starts taking on water from a leak.
Xantrex fume detector: $250. Chemical alarm detects
dangerous levels of fumes and CO2 from ship's engines or battery
compartment below decks.
Small anchor: $250, 35 lbs. Includes 20 lb. 16 ft. chain and
shackle. For 25 ft. boats.
DeckHand 40 (DH-40) Powerwinch: $500. 12V winch provides
500 lbs of pulling power for boats up to 25 ft. 85 ft/min retrival speed.
100 ft. of nylon rope. Includes shackle and release bracket for
anchors and mooring lines.
ACR RCL-10D nautical searchlight: $1000, 20 lbs. Interal
elevation and rotation mechanism is remotely controlled with three
wireless remotes and cable. 200,000 candela power, 12 V. Saltwater resistant aluminum housing.
Hailing horn: $500, 15 lbs. 120 dB horn activated by 12V generator
or large winding lever.

AIRCRAFT SYSTEMS
Garmin GPSMAP 396 aviation GPS receiver: $3500. This
advanced suite features XM radio Weather data, Next Generation
Radar (NEXRAD), Aviation Routine Weather Reports (METARs),
Terminal Aerodrome Forecasts (TAFs), Temporary Flight
Restrictions (TFRs), Lightning and Winds Aloft data receivers,
Traffic Information Service (TIS). Can be intefaced with GTX 330
and SL30 Nav/Comm radios used around the world. Navigation can
be linked to Jeppesen aviation chart and topographic map
databases. In terrain mode, the system combines inputs from built-in
terrain, obstacle, and electronic flight databases to give a vivid
depiction of proximity hazards.

capability to defeat multiple threats at the same time. Once the


system is turned on prior to flight, it operates continuously without
operator intervention.
BAE Systems AN/AAR-57 Common Missile Warning System:
$12,000. A suite of countermeasures to increase the survivability of
current generation combat, airlift and special operations aircraft
against the threat posed by infrared guided missiles.
MJU-49/B decoy device: $1,800. The MJU-49/B is an IR decoy,
providing aircraft survivability and protection against IR guided
threats. It was designed to increase the survivability of helicopters
and low/slow fixed wing aircraft. The MJU-49/B decoy device
consists of a cylindrical cartridge 1.4 inches in diameter and 5.8
inches in length. The IR payload produces significant amounts of
energy to decoy most IR threats.
RR-170 Navy 1x2 Chaff Countermeasure pod: $2,000. The RR170 Countermeasure is a RF passive (chaff) countermeasure that
provides aircraft survivability and protection against RF guided
threats and tracking radars. When fired, the payload of radarreflective material disrupts the radar of an incoming missile.
AN/ALQ-131 Self Protection Jammer Pod: $52,000. The AN/ALQ131 pod provides electronic countermeasures protection for combat
aircraft. It is modular in design containing various electronic
receivers, antennas, and powerful microwave transmitters designed
to disrupt the sensors of an incoming enemy missile and altering its
flight path. This system can be configured to cope with a range of
threats, spread over one to five frequency bands, by selecting
individual modules for inclusion in the pod. Both noise and
deception-jamming modes are available, and the pod can be
reprogrammed to match an unexpected threat.
AN/AAQ-28 LITENING Advanced Airborne Targeting and
Navigation Pod: $85,000. LITENING is an advanced airborne
infrared targeting and navigation pod that presents pilots with realtime, FLIR and CCD imagery. It is fully operational in adverse
weather conditions and can acquire targets altitudes of up to 40,000
feet to complete the following missions:

Detection/Recongnition/Identification/Laser Designation of
surface

targets.

Accurate delivery of Laser Guided Bombs, cluster and general


purpose bombs

Performance of low-level night flights

Laser spot detection

Identification of aerial targets from beyong visual range.

Minimum-clearance limits can be customized to receive terrain


cautions which pop up as digital thumbnail images. The unit also
toggles into automotive or marine mode with voice-prompted, turnby-turn directions and waypoint manager. Includes a 1 Gb data card
and MapSource MiniDVD for detailed maps of the world. On the
water, the system has a worldwide marine and tide database
including depth contours, inter-tidal zones, spot soundings, wrecks,
navaids, port plans, restricted areas, cable areas, and anchorages.
Automatic logbook also calculates flight time and automatically
records departure and arrival locations. 6"x 4"x 2" with waterproof
housing. GXM 30 Smart Antenna for Satellite Radio. GA 25BNC
remote antenna.
Lockheed AN/AAQ-13 LANTIRN Infrared Navigation pod:
$30,000. The AN/AAQ-13 navigation pod provides wide-angle FLIR
(Forward-Looking-Infra-Red) capability greatly enhancing pilot vision
at night and in adverse weather. The pod also contains terrainfollowing radar and a fixed infrared sensor enabling aircraft to
maintain a preselected altitude above the terrain and avoid
obstacles. This sensor enables the pilot to fly along the general
contour of the terrain at high speed, using mountains, valleys and
the cover of darkness to avoid detection.
BAE AN/ALQ-204 Matador Infrared Countermeasure System:
$500,000. The MATADOR system provides IR missile jamming
seven sixty-two vol.IV
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2) The mash is cooked over a low heat and fermented. (24 hours)
3) The mash is distilled to separate the alcohol from the mixture. (24
hours)
ton still $500: 50 lbs makes 2 gallons per day.
2 ton still $2500: 200 lbs makes 10 gallons per day.
80 ton still $200,000: 3 tons makes 500 gallons per day.

HOMESTEADING

FARM MACHINERY

John Deere agricultural vehicles


7820 Tractor: $95,000 plowing and planting
9520 Tractor: $150,000 plowing and planting
5303 Utility tractor: $25,000 front bucket
9660 Combine harvester: $165,000 pulls Hydraflex or Corn head
Note: Water weighs 1kg per liter and 8.34 lbs per gallon.
Cistern $500. Holds 5000 gallons.
Freshwater2000 Water desalination unit (small): $3,000. 6 tall,
1 diameter processes 200 gallons per hour. 300 watt.
Freshwater2000 Water desalination unit (medium): $10,000. 8
tall, 2 diameter processes 1000 gallons per hour. 2.5 kW
Freshwater2000 Water desalination unit (large): $20,000. 12
tall, 3 diameter processes 20,000 gallons per hour. 20 kW.
SFA Water purification trailer: 1 ton, $8,000. 2 kW generator
and tank processes 600 gallons per hour via reverse osmosis.
Water tank trailer $1,000. 1,000 gallon capacity.
Auger trailer: $2000. Towable carriage includes powered auger for
digging wells and emplacing pumps.
Water pump: $500. Manual lever and hose attachment. Lever can
be attached to windmill for continuous operation.
Water test kit
Wood stove: $300. Family-sized cast iron stove and oven with
chimney duct.
Razor-ribbon barbed wire: 50 lb spool, $100. 150 stretched out or
50 coiled.
Concertina barbed wire: 50 lb spool, $50. 300 stretched out 100
coiled.
Wire fencing:
Chicken wire: $1 per yard.
Horse fence:
Meat grinder: $75. Manual grinder makes ground meat.
Table mill: $60. Manual mill makes flour.
Food dehydrator: $150. Dries and preserves meat.
Food canning kit: $100. Vacuum and crimping device seals foods
in tin cans.
3 x 5 storm flag: $10. Choice of Olde Anglande Old Glory,
Unrepentant Souths Stars and Bars, Afrikanistans Star and
Crescent, the red, white and green of Alta-Aztlania, the Gadsen
Dont Tread on Me of Middle America or Knights Cross of Aryan
Minor.

Stills

Attachments
Hydraflex platform: $17,500 combine attachment harvests
soybeans and wheat
Corn head: $8,500 combine attachment harvests corn and
sunflowers
6700 Sprayer: $18,000 deploys chemical fertilizers, herbicides or
pesticides
714 Mulch tiller: $24,000 light tiller
512 Disk ripper: $2,500 heavy tiller
1590 Seed drill: $1,500 no need to plow first
1890 Seed drill: $2,500
1750 6-row planter: $6,500 must be plowed first
1760 12-row planter: $9,000 must be plowed first
856 6-row cultivator: $3,000 removes weeds from cornfields
856 12-row cultivator: $5,500 - removes weeds from cornfields
Electric pallet truck: $2500. Motorized lift loads and unloads 3,000
lb. capacity.

CONSTRUCTION SUPPLY
4x4x8 concrete redbrick: $500 per 1000. 1 tons
12x8x6 cinder block: $231 per 100. 2 tons. (Hardness 8)
Cement: $13 per 50lb. bag
x 10 ft. steel rebar: $40 per 10
6x6x12 ft. pine post: $250 per 10
4x4x12 ft. floorboard: $170 per 10 per sq ft.
1x4 ft. x 12 ft. wallboard: $130 per 10.
Concrete mix: $3.85 per 80lb. bag.
Concrete: $75 per cubic yard.
Gravel: $1 per 50 lbs.
5 x 4 x 10 ft. light steel I-beam: $55 each, 280 lb. thick at
web.
12 x 10 x 25 ft. heavy steel I-beam: $140 each. ton. thick
at web.
x 24 in. x 24 in. sheet steel: $90 per 10.
Scaffolding set: $459. 400 lbs. Includes vertical frames, cross
braces, locking wheels, boards and safety mesh. Assembled set is
30 high, 10 wide and 42 deep.

Stills burn organic matter, such as wood to produce ethanol or


methanol, which can be used for vehicle in modified engines. The
price represents the total cost of parts in the construction of the still.
Distilling alcohol requires three steps:
1) Material has to be gathered, pulverized and combined with water
to form a mash.
seven sixty-two vol.IV
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CIVIL ENGINEERING
Military surplus engineering vehicles
5 ton crane: $12,000.
25 ton crane: $30,000.
40 ton crane: $56,000.
JD410 Backhoe/loader: $50,000. 30 cubic yards of dirt per hour.
40 ton bulldozer: $130,000.
2 ton dump truck: $40,000.
5 ton dump truck: $45,000.
Pneumatic tool and compressor trailer: $3000.
Small Emplacement Excavator (SEE): $16,000. Truck-mounted
dozer and backhoe.

Brocolli 60 lbs. $110


Carrots 60 lbs. $75
Honey 1 lb. $5
Lettuce 100 lbs. $86
Oranges: 50 lbs. $67
Peppers 60 lb. $120
Potatoes 100 lb. $50
Strawberries 10 lbs. $2
Tomatoes 53 lbs. $120
Tobacco: 60 lbs. $130

Cabbage 60 lbs. $60


Cucumbers 48 lbs. $120
Eggplant 33 lbs. $40
Onions 57 lbs. $30
Peas 30 lbs $4.70
Peaches 50 lbs. $50
Spinach 20 lbs. $6
Sweet potatoes 50 lbs. $80
Watermelon 10 lb. $5 each

LIVESTOCK

M915 to M920 family of tractors


M915 tractor-trailer: $42,000.
M916 medium tractor: $65,000. Tractor/dump trailer combo
includes M172A1 trailer (25 tons).
M917 20 ton dump truck: $50,000.
M919 concrete mixer: $60,000.
M920 heavy tractor and M870 trailer (40 tons): $120,000.
Attachments
Backhoe: $2000.
Shovel: $1500.
Pile-driver: $4000.
Concrete bucket: $800.
Wrecking ball: $300.
6x4 Grader: $2000. Used for rapid ditching.
Scoop loader: $1500.

TRADE GOODS
Subject to market fluctuations.
Poultry (approx. 1-2 lbs meat)
Laying hens $7
Rooster $5
Goose $20 (5-10 lbs meat)
Duck $5
Turkey $12 (5-12 lbs meat)
Hogs (approx. 250-300 lbs meat)
CWT $34.90
Boar $125
Sow $75
Piglet $25 (10-20 lbs meat)
(x3 for purebred)
Cattle (approx. 500-600 lbs meat)
CWT $93
Heifer $750
Jersey Bull $500
Texas Longhorn $1200
Holstein $850
(x5 for purebred)
Horses
Mare $3500
Arabian, Painted: $50,000
Mule $1000
Crop, Meat & Dairy
The further it gets from the source of production, the higher the
prices due to cost of transportation.
Meats and dairy
Beef $5.50 per lb.
Poultry $2.50 per lb.
Whole milk: $14.90/cwt
Surplus cheese: $5 per 20 lb. block

Pork $3.00 per lb.


Eggs: $2/dozen
Butter: $3 per lb.

Grains
Government whole wheat bread: $10 per 20 x 1lb. loaves
Maize 56 lb. $1.82
Wheat 60 lb. $4.40
Soybean 60lb. $7.37
Barley 48 lb. $3.08
Oats 32 lb. $1.65
Rice 60 lb. 4.56
Corn 56 lb. $2.24
Fruits and vegetables
Granny apples 48 lbs. $30

Stallion $6000
Pony: $2500
(x 10 for purebred)

Sheep (approx. 20-50 lbs meat)


Ram $250
Ewe $125
Lamb $100
(x 7 for purebred)
Rabbit $5 (1 lb meat)

Goat $35 (20-30 lbs meat)

Hides and skins


Steer hide: $82
Cowhide: $80
Branded cow: 60
Crocodile hide: $200
Raccoon, Weasel pelt: $25
Muskrat, Fox pelt: $40
Mink, Opossum, Beaver pelt: $50
Wolf pelt: $250
Zebra hide: $689
Antelope hide: $35

Beans 60 lbs. $60


seven sixty-two vol.IV
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Chapter 22: Primitive Medicine

Hardtack
6 parts flour

1 part water

Knead dough until thoroughly mixed. Roll out on a floured surface


until about 1/8 inch thick. Cut into 3 x 3 squares. Pierce the hard
tack a few times with the tip of a knife, making sure the hole goes all
the way through the dough. Bake at 325 for at least an hour, turning
over the hard tack once. Take out & let cool overnight to get that real
hard & dry feeling. The finished hard tack will still look pale and soft
enough to eat after a few days. After a week, it hardens enough that
it must be soaked to be edible.

Chili for 100


25 lbs. ground hamburger
20 oz. chili seasoning
5 lbs. cooked pinto beans

1 lrg can tomato juice


2 oz. salt

Heat and stir meat and juice until completely cooked. Add seasoning
and salt and cook minutes. Cook 5 lbs. dry beans to add to this
mixture.

Venison Jerky
2-3 lbs meat (small strips)
cup Worcestershire sauce
2 tsp seasoned salt
2 tsp onion powder
1 tsp liquid smoke

cup soy sauce


2 tsp accent
1 tsp garlic salt
1 tsp black pepper
Dash of red pepper

Mix ingredients in a jar, throw in the strips and marinate overnight.


Remove and spread on a rack in a pan to catch the drippings. Put
preheated oven at 175 degrees for 1 hour. Then leave the oven door
cracked and heat for 2 to 3 more hours. Leave in oven longer if you
want the meat drier. If the jerky snaps when folded, it is done.

Beef Stew
2 pounds beef, cut in cubes
garlic clove, peeled
2 cups red wine
Stalk of celery
teaspoon dried Basil
Dash of salt

4 tbsp olive oil


Kettle with cover
Chunk of onion
tsp dried Thyme
Bay leaf
pound diced carrots

Rinse beef in cold water. Mash the garlic and fry in hot oil in the
kettle. After 3 minutes take it out, earlier if it turns golden or brown.
Discard the garlic. Add beef to the kettle. Cook gently about
minute on each side, enough to coat beef with the oil and brown it
slightly. Pour wine over the beef, then water barely to cover. Add all
seasonings. Add carrots slices. Cover and simmer gently for 1 or
2 hours. This will be the mid-point for most cuts of beef, which take 3
to 4 hours overall. Serves 6.
The Farmers Almanac, 2025

Ye Olde Neo-Medaeval Remedies


(May you never find use for these foul cures, but when the oil
runneth out, who the fuck knows?)
by Hans Berger
Colds: Put blackberry cordial in a mug and top with hot water.
Congestion: Boil vinegar and water in a pot. Remove from heat,
cover head with a cloth and inhale over pot.
Coughs: Chop two large turnip roots into small pieces, and boil in a
quart of water. Cool and strain. Add an amount of honey equal to
whatever portion is taken.
Headaches: Chamomile tea OR boil water with mint or sage, apply to
tower and place on forehead.

a. Diarrhea. Diarrhea is a common, debilitating ailment that can be


caused by almost anything. Treatment in many cases is fluids only
for 24 hours. If that does not work and no antidiarrheal medication is
available, grind chalk, charcoal, or dried bones into a powder. Mix
one handful of powder with treated water and administer every 2
hours until diarrhea has slowed or stopped. Adding an equal portion
of apple pomace or the rinds of citrus fruit to this mixture makes the
mixture more effective. Tannic acid, which is found in tea, can also
help control diarrhea. Prepare a strong solution of tea, if available,
and administer 1 cup every 2 hours until diarrhea slows or stops.
The inner bark of hardwood trees also contains tannic acid. Boil the
inner bark for 2 hours or more to release the tannic acid. The
resultant black brew has a vile taste and smell, but it will stop most
cases of diarrhea.
b. Worms and intestinal parasites. The following home remedies
appear to work or at least control the degree of infestation, but they
are not without danger. Most work on the principle of changing the
environment of the gastrointestinal tract.
(1) Salt water. Four tablespoons of salt in 1 quart of water. This
should be taken on a one time basis only.
(2) Tobacco. Eat 1 to 1 1/2 cigarettes. The nicotine in the cigarette
kills or stuns the worms long enough for them to be passed. If the
infestation is severe, the treatment can be repeated in 24 to 48
hours, but no sooner.
(3) Kerosene. Drink 2 tablespoons. Dont drink more. The treatment
can be repeated in 24 to 48 hours, but no sooner.
(4) Hot peppers. Put peppers in soups, rice, meat dishes or eat them
raw. This treatment is not effective unless peppers are made a
steady part of the diet.
c. Sore throat. Sore throats are common and usually can be taken
care of by gargling with warm salt water. If the tongue is coated,
scrape it off with a toothbrush, a clean stick, or even a clean
fingernail; then gargle with warm salt water.
d. Skin infections.
(1) Fungal infections. Keep the area clean and dry, and expose the
area to sunlight as much as possible.
(2) Heat rash. Keep the area clean, dry, powdered and cool.
(3) The rule of thumb for all skin diseases is: If it is wet, dry it, and if
it is dry, wet it.
e. Burns. Soak dressings or clean rags that have been boiled for 10
minutes in tannic acid (tea or inner bark of hardwood trees), cool,
and apply over the burns. This relieves the pain somewhat, seems
to help speed healing, and offers some protection against infection.
f. Leaches and ticks. Apply a lit cigarette or a flaning match to the
back of the leach or tick, and it will drop off. Covering it with
moistened tobacco, grease, or oil will also make it drop off. Do not
try to pull it off; part of the head may remain attached to the skin and
cause an infection.
g. Bee, wasp, and hornet stings. Inspect the wound carefully and
remove stinger if present. Apply baking soda, cold canpress, mud,
or coconut meat to the area. Spider, scorpion, and centipede bites
can be treated the same way.
h. Chiggers. Nail polish applied over the red spots will cut off the
chigger's air supply and kill it. Any variation of this, e.g., tree sap, will
work.
US Army Special Forces Medical Handbook
Poison ivy: Mix powdered lime with lard until you have a paste and
spread on the rash OR apply milk, heavily salted, to skin affected by
poison ivy. Allow to dry.
Rheumatism and arthritis: Rub the aching limb with oil of mustard.
Take a teaspoon of cider vinegar every morning before breakfast.
Drink an infusion of marigold flowers four times a day. Mix two
teaspoons of cider vinegar and two teaspoons of honey into 1/2 cup
of warm water and drink three times a day.
Upset stomach: Mint or chamomile tea. A spoonful of ashes stirred
into cider.
Cramps: Pennyroyal tea.
Fever: Hot ginger tea. Pound horseradish leaves into a pulp. Apply to
the soles of the feet to draw out fever.

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Melee Weapons
Melee weapons are used in close combat, and they are generally
among the simplest types of weapons. The feat that provides
proficiency with these weapons varies from weapon to weapon; some
are considered simple weapons (covered by the Simple Weapons
Proficiency feat); others are archaic (Archaic Weapons Proficiency)
or exotic (Exotic Melee Weapon Proficiency).
A characters Strength modifier is always added to a melee weapons
attack roll and damage roll.
Melee Weapons Table
Melee weapons are described by a number of statistics, as shown on
Table: Melee Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a
weapon deals double damage on a critical hit (roll damage twice, as if
hitting the target two times).
Damage Type: Melee weapon damage is classified according to
type: B=bludgeoning (weapons with a blunt striking surface),
E=Electricity, P=piercing (weapons with a sharp point), and
S=slashing (weapons with an edged blade). Some creatures or
characters may be resistant or immune to some forms of damage.
Weapon (Proficiency)
Brass knuckles (None)
Cleaver (Small blade)
Baseball bat (Club)
Knife (Small blade)
Metal baton (Club)
Pistol whip (Club)
Rifle butt (Club)
Sap (None)
Stun gun (None)
Tonfa (Club)
Bayonet on rifle (Polearms)
Hatchet (Long blade)
Longsword (Melee weapon)
Machete (Long blade)
Rapier (Melee weapon)
Spear (Melee weapon)
Straight razor (Small blade)
Sword cane (Long blade)
Chain (Melee weapon)
Chain saw (None)
Kama (Melee weapon)
Katana (Melee weapon)
Kukri (Melee weapon)
Nunchaku (Melee weapon)
Three-sec staff (Melee weapon)

Range Increment: Melee weapons that are designed to be thrown


can be used to make ranged attacks. As such, they have a range
increment just as other ranged weapons dobut the maximum range
for a thrown weapon is five range increments instead of ten.
Any attack at less than the given range increment is not penalized for
range. However, each full range increment causes a cumulative 2
penalty on the attack roll.
Size: Size categories for weapons and other objects are defined
differently from the size categories for creatures. The relationship
between a weapons size and that of its wielder defines whether it
can be used one-handed, if it requires two hands, and if its a light
weapon. A Medium-size or smaller weapon can be used one-handed
or two-handed. A Large weapon requires two hands. A Small or
smaller weapon is considered a light weapon. It can be used onehanded and, as a light weapon, is easier to use in a characters off
hand.
Weight: This column gives the weapons weight.
Price: This is the purchase price for the weapon assuming it is
purchased legally in a state with minimum paperwork or a private
sale.
Restriction: None of the following melee weapons have restrictions
on their purchase.

Dmg

Critical

1d4
1d6
1d6
1d4
1d6
1d4
1d6
1d61
1d3
1d4
1d4/1d6
1d6
1d8
1d6
1d6
1d8
1d4
1d6
1d6/1d6
3d6
1d6
2d6
1d4
1d6
1d10/1d10

20
1920
20
1920
1920
20
20
20
20
20
20
20
1920
1920
1820
20
1920
1820
20
20
20
1920
1820
20
20

Simple Melee Weapons


Brass Knuckles: These pieces of molded metal fit over the outside
of a characters fingers and allow him to deal lethal damage with an
unarmed strike instead of nonlethal damage. A strike with brass
knuckles is otherwise considered an unarmed attack. When used by
a character with the Brawl feat, brass knuckles increase the base
damage dealt by an unarmed strike by +1 and turn the damage into
lethal damage.
Cleaver: Heavy kitchen knives can be snatched up for use as
weapons in homes and restaurants.
Club: Almost anything can be used as a club. This entry represents
the wooden baton carried by police forces.
Knife: This category of weapon includes hunting knives, butterfly or
balisong knives, switchblades, and bayonets (when not attached to
rifles). A character can apply his DEX mod instead of STR to attack
rolls with a knife.

Dmg
Type
B
S
B
P
B
B
B
B
E
B
P
S
S
S
P
P
S
P
B
S
S
S
S
B
B

Range
Increment

10 ft.
10 ft.

10 ft.

Size
Tiny
Small
Med
Tiny
Med
Small
Large
Small
Tiny
Med
Large
Small
Med
Small
Med
Large
Tiny
Med
Large
Large
Small
Large
Small
Small
Large

Wgt
(lbs)
1
2
3
1
2

3
1
2
1
4
4
2
3
9
0.5
3
5
10
2
6
1
2
3

Price
20
20
25
30
40

10
100
30
30
60
250
30
200
20
20
75

200
100
3000
60
40
50

ASP collapsible baton: This weapon can be collapsed to reduce


its size and increase its concealability. A collapsed baton is Small
and cant be used as a weapon. Extending or collapsing the baton is
a free action.
Pistol Whip: Using a pistol as a melee weapon can deal greater
damage than attacking unarmed. No weight or purchase DC is given
for this weapon, since both vary depending on the pistol used.
Rifle Butt: The butt of a rifle can be used as an impromptu club.
Sap: This weapon, essentially a smaller version of a club, deals
nonlethal damage instead of lethal damage.
Stun Gun: A stun gun requires physical contact to affect its target.
On a successful hit, the stun gun deals 1d3 points of electricity
damage, (do not add STR bonus) and the target must make a FORT
save (DC 15) or be paralyzed for 1d6 rounds.

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35 of 62

Tonfa: This is the melee weapon carried by most police forces,


used to subdue and restrain hostile suspects. A character can deal
nonlethal damage with a tonfa without taking the usual 4 penalty.

Kama: A kama is a wooden shaft with a scythe blade extending at a


right angle out from the shaft. Kama are traditional weapons in
various styles of karate.

Bayonet (Fixed): The statistics given describe a bayonet fixed at


the end of a longarm with an appropriate lug. With the bayonet fixed,
the longarm becomes a double weapon; clublike at one end and
spearlike at the other. A character can fight with it as if fighting with
two weapons, but he also incurs all the normal attack penalties
associated with fighting with two weapons.

Katana: The katana is the traditional Japanese samurai sword.


When used with the Exotic Melee Weapon Proficiency feat, it can be
used with one hand. For a wielder without the feat, the katana must
be used with two hands, and the standard 4 non-proficiency
penalty applies.

Hatchet: This light axe is a chopping tool that deals slashing damage when employed as a weapon.
Longsword: This classic, straight blade is the weapon of
knighthood and valor.
Machete: This long-bladed tool looks much like a short, lightweight
sword.
Rapier: The rapier is a lightweight sword with a thin blade. A
character can select the Weapon Finesse feat to apply his or her
Dexterity modifier instead of Strength modifier to attack rolls with a
rapier.
Spear: This primitive device is a reach weapon. A character can
strike opponents 10 feet away with it, but cant use it against an
adjacent foe.
Straight Razor: This item can still be found in some barbershops
and shaving kits.
Sword Cane: This is a lightweight, concealed sword that hides its
blade in the shaft of a walking stick or umbrella. Because of this
special construction, a sword cane is always considered to be
concealed; it is noticed only with a Spot check (DC 18). (The walking
stick or umbrella is not concealed, only the blade within.)

Exotic Melee Weapons


Most exotic melee weapons are either atypical in form or improved
variations of other melee weapons. Because each exotic melee
weapon is unique in how it is manipulated and employed, a separate
Melee Weapon Proficiency feat is required for each one in order to
avoid the 4 nonproficient penalty.
Chain: Also called the manriki-gusari, this is a simple chain with
weighted ends. It can be whirled quickly, striking with hard blows
from the weights. One end can also be swung to entangle an
opponent. The chain can be used either as a double weapon or as a
reach weapon. A character can fight with it as if fighting with two
weapons, incurring all the normal attack penalties as if using a onehanded weapon and a light weapon. In this case, the character can
only strike at an adjacent opponent. If a character uses the chain as
a reach weapon, he can strike opponents up to 10 feet away. In
addition, unlike other weapons with reach, the character can use it
against an adjacent foe. In this case, the character can only use one
end of the chain effectively; he cant use it as a double weapon.
Because a chain can wrap around an enemys leg or other limb, a
character can make a trip attack with it by succeeding at a melee
touch attack. If the character is tripped during his own trip attempt,
the character can drop the chain to avoid being tripped. When using
a chain, the character gets a +2 equipment bonus on his opposed
attack roll when attempting to disarm an opponent (including the roll
to avoid being disarmed if the character fails to disarm the
opponent). A character can select the Weapon Finesse feat to
apply his DEX mod instead of STR mod to attack rolls with a chain.
Chain Saw: Military and police units use powered saws to cut
through fences and open doors rapidly. They are sometimes
pressed into service as weapons, often by people who watch too
many movies.

Kukri: This heavy, curved dagger has its sharp edge on the inside
of the curve.
Nunchaku: A popular martial arts weapon, the nunchaku is made of
two wooden shafts connected by a short length of rope or chain.
Three-Section Staff: Originally a farm implement for threshing
grain, this weapon is composed of three sections of wood of equal
lengths, joined at the ends by chain, leather, or rope. The threesection staff requires two hands to use. The three-section staff is a
double weapon. A character can fight with it as if fighting with two
weapons, but if he or she does, the character incurs all the normal
attack penalties associated with fighting with two weapons, as if
using a one-handed weapon and a light weapon.

Improvised Weapons
Any portable object can be used as an improvised weapon. In most
cases, an object can be wielded either as a melee weapon or a
ranged weapon. A character takes a 4 penalty on his attack roll
when wielding or throwing an improvised weapon. An improvised
weapon is not considered simple, archaic, or exotic, so weapon
proficiency feats cannot offset the 4 penalty.
Improvised Weapon Damage by Size
Examples
Ashtray, CD case, paper-weight
Fist-sized rock, mug, screwdriver,
softball, flashlight, wrench
Small
Bottle, drill, fire extinguisher, flower
pot, helmet, metal hubcap, vase
Medium
Bar stool, brick, briefcase, garbage
can lid, hockey stick, nail gun
Large
Empty garbage can, guitar, computer
monitor, office chair, tire iron
Huge
10-foot ladder, mailbox, oil barrel, park
bench, sawhorse
Gargantuan Desk, dumpster, file cabinet, large
sofa, soda machine
Colossal
Junked vehicle, stoplight, utility pole

Object Size
Diminutive
Tiny

Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
2d8

A character can effectively wield or throw an object of his size


category or smaller using one hand. A character can effectively
wield or throw an object one size category larger than himself using
two hands. An improvised thrown weapon has a range increment of
10 feet.
Damage: Improvised weapons deal lethal damage based on their
size, although the GM may adjust the damage of an object that is
especially light or heavy for its size. The wielders STR mod applies
only to damage from Tiny or larger improvised weapons. Table:
Improvised Weapon Damage by Size gives the damage for
improvised weapons of varying size. Improvised weapons threaten a
critical hit on a natural roll of 20. Unlike real weapons, improvised
weapons are not designed to absorb damage. They tend to shatter,
bend, crumple, or fall apart after a few blows. An improvised weapon
has a 50% chance of breaking each time it deals damage or, in the
case of thrown objects, strikes a surface (such as a wall) or an
object larger than itself.

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FIREARMS

The simple fact is that todays soldier has rather more than a rifle and a spade to think about. He (or she) has to
be trained in anti-tank rocket launchers, anti-aircraft missiles, rifle grenades, hand grenade, light and medium
machine guns, mortars, driving tracked vehicles...not to mention attending racial discrimination lectures, AIDS
symposiums, drugs discussions...there simply isnt time to waste on an old-fashioned thing like a rifle. Make it
light to carry, make it simple to use, make it painless to shoot, give it an expensive optical sight so he cant miss;
but dont waste time on rifle ranges. Besides, the neighbors are complaining about the noise.
Ian Hogg
Ranged Weapons Table: Ranged weapons are described by a
number of statistics, as shown on Table: Ranged Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed,
a weapon deals double damage on a critical hit (roll damage twice,
as if hitting the target two times).
Damage Type: Ranged weapon damage is classified according to
type: ballistic (all firearms), energy (of a specific type), piercing
(some simple ranged weapons), or slashing (a whip). Some
creatures or characters may be resistant or immune to some forms
of damage.
Range Increment: Any attack at less than this distance is not
penalized for range. However, each full range increment causes a
cumulative 2 penalty on the attack roll. Ranged weapons have a
maximum range of ten range increments, except for thrown
weapons, which have a maximum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of 1, which
simply means they can be employed once per round and then must
be reloaded or replaced. Firearms, which operate through many
different forms of internal mechanisms, have varying rates of fire.
The three possible rates of fire for handguns, longarms, and heavy
weapons are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the
user to manually operate the action (the mechanism that feeds and
cocks the weapon) between each shot. Pump shotguns and boltaction rifles are examples of firearms with single shot rates of fire. A
weapon with the single shot rate of fire can fire only one shot per
attack, even if the user has a feat or other ability that normally allow
more than one shot per attack.
Semiautomatic (S): Most firearms have the semiautomatic rate of
fire. These firearms feed and cock themselves with each shot. A
semiautomatic weapon fires one shot per attack (effectively acting
as a single shot weapon), but some feats allow characters armed

with semiautomatic weapons to fire shots in rapid successions,


getting in more than one shot per attack.
Automatic (A): Automatic weapons fire a burst or stream of shots
with a single squeeze of the trigger. Only weapons with the
automatic rate of fire can be set on autofire or be used with feats
that take advantage of automatic fire.
Magazine: The weapons magazine capacity and type are given in
this column. The amount of ammunition a weapon carries, and
hence how many shots it can fire before needing to be reloaded, is
determined by its magazine capacity. How the firearm is reloaded
depends upon its magazine type. The number in this entry is the
magazines capacity in shots; the word that follows the number
indicates the magazine type: box, cylinder, or internal. A fourth type,
linked, has an unlimited capacity; for this reason the entry does not
also have a number. Weapons with a dash in this column have no
magazines; they are generally thrown weapons, or weapons (such
as bows) that are loaded as part of the firing process.
Box: A box magazine is any type of magazine that can be removed
and reloaded separately from the weapon.
Cylinder: A revolver keeps its ammunition in a cylinder, which is
part of the weapon and serves as the firing chamber for each round
as well. Unlike box magazines, cylinders cant be removed, and they
must be reloaded by hand. However, most revolvers can be used
with a speed loader. Using a speed loader is much like inserting a
box magazine into a weapon. Without a speed loader, a firearm with
a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal
space, which must be loaded by hand. This is the case with most
shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are
chained together with small metal clips, forming a belt. Typically, a
belt holds 50 bullets; any number of belts can be clipped together. In
military units, as the gunner fires, an assistant clips new ammunition
belts together, keeping the weapon fed.

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Size: Size categories for weapons and other objects are defined
differently from the size categories for people. The relationship
between a weapons size and that of its wielder defines whether it
can be used one-handed, if it requires two hands, and if its a light
weapon. A Medium-size or smaller weapon can be used onehanded or two-handed. A Large weapon requires two hands. A
Huge weapon requires two hands and a bipod or other mount. A
Small or smaller weapon is considered a light weapon. It can be
used one-handed and, as a light weapon, is easier to use in your off
hand.
Weight: This column gives the weapons weight when fully loaded.
Price: This reflects the base price and doesnt include any modifier
for purchasing the weapon on the black market, on auction or
additional transaction fees.
Restriction: The restriction rating for the weapon, if any.
Reloading Firearms
Reloading a firearm with an already filled box magazine or speed
loader is a move action. Refilling a box magazine or a speed loader,
or reloading a revolver without a speed loader or any weapon with
an internal magazine, is a full-round action. Loading a belt of linked
ammunition is a full-round action. Linking two belts together is a
move action.

Ammunition
Shotgun ammunition:
12 gauge 00 Buck (2 in shell): At 3 range increments, everyone
in 5 ft. square is hit with 1d6 pellets doing 1d4 each.
12 gauge 000 Buck (2 in shell): At 3 range increments,
everyone in 5 ft. square is hit with 1d6 pellets doing 1d2 each.
12 gauge 00 Buck (3 in shell): At 3 range increments, everyone in
5 ft. square is hit with 1d8 pellets doing 1d4 each.
12 gauge 000 Buck (3 in shell): At 3 range increments, everyone in
5 ft. square is hit with 1d8 pellets doing 1d2 each.
12 gauge #4 (2 in shell): At 3 range increments, everyone in 5 ft.
square is hit with 1d8 pellets doing 1 each.
12 gauge Rifled slug (2 in shell):
Birdshot (2 in shell): At 50 yards, everyone in 5 ft. square is hit
with 1d10 pellets doing 1 each.
Rubber baton round: 1d6 bludgeoning.
Rubber beanbag: 1d6 bludgeoning.
Tactical-load (reduced propellant): -2 for each range increment,
halves penalty for 2nd and 3rd attacks.
Breaching: Disintegrating aluminum powder round disables locks.
Ignore 5 points of Hardness. Must be at point blank.
Tear gas: DC 20 FORT save within 5 ft. square.
Flare: Starshell round comes in various colors and burns for several
seconds before descending.

Type

Price*
Handgun ammunition
Federal Hydrashok 9 x 19mm
$12/ box (50), 1 lb
Parabellum FMJ or JHP
Cor-Bon .45 cal FMJ of JHP
$15/box (50), 1 lb
Remington .22 caliber
$8/box (50), 1lb
Remington .32 caliber
$11/box (50), 1lb
Remington .38 Special JHP
$7.50/box (50), 1lb
Magtech .357 Magnum JHP
$11/box (50), 1lb
.40 S&W +P JHP
$13/box (50), 1lb
Federal .44 Magnum JHP
$20/box (50), 1lb
Magnum Research .50 AE
$25/box (50), 1lb
Centerfire rifle ammunition
Surplus 5.45 x 39.5mm (AK74)
$350/case (1000), 20 lbs
Surplus 5.56mm FMJ
$250/case (1000), 20 lbs
(.223 caliber, SS109 Ball)
PMC 5.56mm soft point
$300/case (1000), 20 lbs
Surplus 5.56mm Tracer
$10/box (20), lb
Surplus 7.62 x 39mm FMJ
$325/case (1000), 30 lbs
(AK-47, Soviet M-43)
Surplus 7.62 x 39mm Tracer
$10/box (20), 1 lb
Surplus 7.62 x 51mm NATO FMJ
$275/case (1000), 30 lbs
(.308 Winchester, M-80 Ball)
Black Hills 7.62 x 51mm match
$20/box (20), 1 lb
PMC 7.62 x 51mm soft point
$250/case (1000), 30 lbs
Surplus 7.62 x 51mm Tracer
$10/box (20), 1 lb
Winchester .30-06 Springfield
$10/box (20), 1 lb
Surplus 7.62 x 54R FMJ
$225/case (1000), 30 lbs
(Soviet Light Ball)
Heavy machinegun ammunition
Surplus 12.7 x 99mm FMJ
$850/case (1000), 100 lbs
(Browning M2)
Surplus 12.7 x 99mm SLAP
$250/case (100), 15 lbs
(Sabot Light Armor Piercing)
Surplus 12.7 x 99mm API
$500/case (100), 15 lbs
(Armor Piercing Incendiary)
Surplus 12.7 x 108mm (Dshk)
$750/case (1000), 100 lbs
Surplus 14.5 x 114mm (KPV)
$800/case (1000), 150 lbs
Shotgun ammunition
Federal Power-Shok rifled-slug.
$25/box (25)
12-gauge 00 buckshot (2 )
Federal Power-Shok 12-ga
$30/box (25)
rifled-slug (3)
Federal 12 gauge baton
$20/box (25)
Delta Force Flare
$20/box (25)
Delta Force Riot Gas
$20/box (25)
Ammunition magazines and carriers
Pistol magazine clip
$12
Rifle magazine clip
$20
Machinegun belt box
$35
Heavy MG ammo can
$20
75 round drum for 7.62x39mm
$100
Beta C 100 rd. drum (5.56mm)
$200
FMJ = Full Metal Jacket, JHP = Jacketed Hollowpoint

Special small arms ammunition


Type
Armor piercing
Hollow points
Glaser Safety Slug
Tear gas
Tactical-load
(reduced propellant)

seven sixty-two vol.IV


38 of 62

Effect
+1 to hit, -1 to damage.
1 to hit, +1 to damage.
2 to hit, +2 to damage.
DC 20 FORT save.
2 for each range increment, halves
penalty for 2nd and 3rd attacks.

HANDGUNS
(requires the Small Arms Proficiency feat)

Weapon
Colt Detective Snub (.38S rev.)
Pen gun (.32 auto)
Phoenix Raven (.25 auto)
Glock 26 Mini (9mm auto)
Beretta 92F (9mm auto)
Glock 171 (9mm auto)
Sig 226 (9mm auto)
Sig 229 (.40 S&W auto)
HK USP (.45 autoloader)
HK Mk23 SOCOM (.45 auto)
Kimber M1911 (.45 auto)
Colt Python1 .357 revolver
Charter Arms Bulldog (.44 rev.)
S&W .44 Magnum revolver
Desert Eagle (.50AE auto)
TC G2 Contender (.444 Marlin)

Dmg
1d6 + 1
1d6
1d6
2d6
2d6
2d6
2d6
2d6 + 1
2d6 + 1
2d6 + 1
2d6 + 1
2d6 + 2
2d8
2d8
2d8
3d6

Critical
20
20
20
20
20
20
20
20
20
20
20
20
20
20
20
20

Range
Increment
15 ft.
10 ft.
15 ft.
25 ft.
30 ft.
30 ft.
30 ft.
30 ft.
30 ft.
40 ft.
30 ft.
40 ft.
25 ft.
30 ft.
40 ft.
50 ft.

Colt Detective Snub (.38S rev.): This is simply a shorter version of


the Colt Police Positive. It was designed specifically for plain-clothed
police detectives, and looks very similar to the 1928 "Bankers
Special." The Detective Special has every possible edge rounded
off.
Phoneix Raven (.25 auto): Originally made by Raven Industries,
the P-25 is a small .25-caliber pistol with a barrel of surprising length
considering the size of the weapon. P-25s built by Raven had no
magazine safety, but the models produced by Phoenix do.
Glock 26 Mini (9mm auto): An extremely compact 9mm hold-out
pistol using most of the same parts from full-sized Glock pistols.
Charter Arms Bulldog (.44 rev): A lightweight but powerful backup
pistol favored by many police officers. They can be found all over
the US in the hands of civilians and police officers.
Beretta 92F (9mm auto): The M-92 is the standard service pistol of
the US military, dubbed the M-9. It uses a short recoil system rather
than the straight blowback system of Berettas smaller designs; this
reduces recoil somewhat as well as making stoppages less common
than they would be if a blowback system were used with the more
powerful ammunition of the M-92. There is one manual and two
internal safeties, and a chamber loaded indicator. The action is
simple and reliable, and stripping takes very little training.
Glock 171 (9mm auto): These are modern, high-capacity pistols
built from carbon-fiber plastics. The Glock 17A became the standard
sidearm of the Austrian military, and various Glock models are
standard-issue for police and military forces worldwide. The weapon
sparked controversy when introduced due to its supposed ability to
go through X-Rays and metal detectors without being spotted. (This
is untrue, since there is easily enough metal in a Glock for that not to
happen, although the weapon is difficult to detect on X-rays when
disassembled; the barrel and part of the bolt are still made of metal.)

ROF
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S

Mag
6 cyl.
1
10 box
12 box
15 box
17 box
13 box
8 box
13 box
13 box
7 box
6 cyl.
6 cyl.
6 cyl.
8 box
1

Size
Tiny
Tiny
Tiny
Small
Small
Small
Small
Tiny
Small
Med
Small
Med
Tiny
Med
Med
Med

Wgt
(lb)
2
1
1
2
3
2
2
2
3
4
3
3
2
3
4
5

Price
$350
$200
$300
$850
$700
$1000
$1200
$1500
$1200
$2000
$1500
$600
$500
$750
$1400
$400

Res.
Lic
Res
Lic
Lic
Lic
Lic
Lic
Lic
Lic
Res
Lic
Lic
Lic
Lic
Lic
Lic

Sig-Sauer 226 (9mm auto): A high-quality Swiss-made handgun,


the P226 was a serious contender for the US Army's standard
sidearm. Even though it lost that competition, the P226 became
popular with a number of police and law enforcement agencies
worldwide. It has a polymer frame and grip, fewer parts and simpler
construction, optional SA/DA or DAO operation, and a decocking
lever with firing pin lock that eliminates the need for a manual safety.
Sig-Sauer 229 (.40 S&W auto): This is meant to be a compact
pistol with a large ammunition capacity, for those who need a lot of
firepower but also need concealment or have small hands. It is
extremely resistant to accidental firing, as well as very resistant to
stoppages due to dirt. Most of the moving parts may be
interchanged with those of the P-225 and P-226.
H&K USP (.45 autoloader): This pistol is the one upon which the
Mk 23 OHWS pistol is based. The 9mmP and .45ACP versions were
adopted by German armed forces and police. All three versions
were widely bought in the US and Europe and it is very common in
the hands of armed civilians in those countries. The weapon is
modular and the safeties, control levers, sights, and other
components may also be changed to suit a variety of needs,
including left and right hand users. The pistol uses a patented recoil
reduction system.
H&K Mk23 SOCOM (.45 auto): The OHWS (Offensive Handgun
Weapon System) replaced the Mk 22 Hush Puppy as the US armed
forces' handgun for special operations units. It is a match-grade
.45ACP weapon able to provide considerable accuracy at a
reasonable cost. When suppressed, the weapon is only as loud as a
.22 pistol. Sound can be further suppressed by operating in the
single action mode, so the slide does not cycle. The frame has a
bracket ahead of the trigger guard for attachment of a small light or
laser aiming module. (This is included in the cost of the weapon
listed below.) On top of the pistol is a mount that can take a
telescopic sight. Though initially designed at the request of US
special operations forces, the Mk 23 has gradually been adopted in
small numbers by special ops units in NATO, Israel, Australia, and
South Korea.
M1911 (.45 auto): This weapon was first invented by John Browning
back in 1905 and was the standard US military service pistol until
the M-9 came into service in 1985. Large numbers of them are still
being used by the US as well as countries all over the world; it is
perhaps the most widely-used pistol in service. The M-1911A1
model is a modified version of the M-1911; after experience in WWI,
the spur of the grip safety was lengthened, the grips shape was
widened, the trigger was shortened, and the trigger and trigger
frame were chamfered. Despite the change to the M-9 (a slightly
modified Beretta M-92FS), many soldiers were reluctant to give up

seven sixty-two vol.IV


39 of 62

their hard-hitting
operations.

"Forty-Fives,"

particularly

those

in

special

Colt Python1 .357 revolver: The Python is one of the worlds most
renowned revolvers. The most immediately noticeable feature is the
huge barrel (whether long or short), with a ventilated sighting rib. It is
a big, beefy weapon that fills the hand. The trigger pull is extremely
smooth, and the target-style sights contribute to its accuracy. The
drawback of the Python is that, even in its snub-nosed configuration,
it is not very concealable.
S&W .44 Magnum revolver: This revolver was designed in 1954 to
try to match some of the .44 Special hotloads that people were
inventing at the time. The people designing these hotloads were
finding out that their .44 Special-firing revolvers could not handle the

ammunition they were coming up with. Smith & Wesson therefore


came up with the .44 Magnum round, and then the Model 29 to take
advantage of it. The Model 29 is a huge weapon, particularly when
paired with a long barrel, and is not comfortable for the weak to
shoot, nor for those with small hands.
Desert Eagle (.50AE auto): Designed and built in Israel, the Desert
Eagle was the first commercial automatic pistol to fire the .357
magnum cartridge. The Desert Eagle is manufactured to be scopeready. It is a large pistol that uses a heavy rotating bolt operation,
unusual in a pistol. These weapons are popular among civilians,
particularly in the US, but have not found much acceptance in
military or police circles.

SUBMACHINEGUNS
(requires the Small Arms Proficiency feat)

Weapon
Uzi (9mm SMG)
Mini-Uzi (9mm SMG)
Micro-Uzi (9mm SMG)
HK MP51 (9mm SMG)
HK MP51 SD3 (9mm SMG)
HK MP5 PDW (9mm SMG)

Dmg
2d6
2d6
2d6
2d6
2d6
2d6

Critical
20
20
20
20
20
20

Range
Increment
40 ft.
30 ft.
30 ft.
50 ft.
50 ft.
40 ft.

ROF
S, A
S, A
S, A
S, A
S, A
S, A

HK UMP (.45 SMG)


HK MP7 PDW
FN P90 (5.7mm SMG)
Steyr TMP (9mm SMG)
Glock 33 (9mm SMG)
Beretta M93R (9mm SMG)
Sten Mk2 (9mm SMG)
Intratec-9 (9mm SMG)
Ingram MAC-10 (9mm SMG)

2d6+1
2d6
2d6+1
2d6
2d6
2d6
2d6
2d6
2d6

20
20
20
20
20
20
20
20
20

40 ft.
40 ft.
50 ft.
40 ft.
30 ft.
30 ft.
30 ft.
30 ft.
30 ft.

S, A
S, A
S, A
S, A
S, A
S, A
S, A
S, A
S, A

Mag
32 box
32 box
32 box
30 box
30 box
15/30
box
25 box
15 box
50 box
32 box
33 box
20 box
32 box
32 box
32 box

Size
Large
Med
Small
Large
Large
Med

Wgt
(lb)
8
6
4
7
8
5

Price
$1600
$1100
$900
$2000
$4000
$1500

Res.
Res
Res
Res
Res
Res
Res

Med
Med
Med
Med
Small
Small
Small
Small
Small

6
5
5
6
4
4
7
5
5

$2200
$1700
$3000
$1800
$2500
$1500
$1000
$1500
$1250

Res
Res
Res
Res
Res
Res
Res
Res
Res

Uzi (9mm SMG): This was one of the first designs of premier Israeli
small arms designer Uziel Gal. It is based on the telescoping bolt
design of the Czech VZ-23, but is even more compact than that
weapon. The Uzi is so well-balanced and compact that one-handed
fire is easily possible. The selector lever is above the pistol grip, and
the Uzi has a grip safety to stop the all too common problem for
weapons of that period (early 1950s) to accidentally fire when
dropped or bumped hard. Early models were equipped with a
wooden butt, but soon this idea was dropped in favor of a collapsible
metal stock. Three magazines sizes are available, and a device that
allows two magazines to be clipped together in an L-shape is also
available. It is not certain whether the Uzi or the MP-5 is the more
common submachinegun, but the Uzi had over two decades lead on
the MP-5, and almost any civilian on the streets knows what an Uzi
is.
Mini-Uzi (9mm SMG): This is a smaller version of the Uzi. It was
designed with bodyguards, police, and special operations personnel
in mind; in fact, one of the users is the Secret Service bodyguard
detail for the US President. Due to this small size, compensating
ports are cut into the upper surface of the barrel to form a muzzle
brake. It is small enough to be concealed under clothing, used with a
shoulder holster, or fired from a specially-constructed briefcase.
Micro-Uzi (9mm SMG): This is basically an Uzi submachinegun
reduced to as small a size as possible. The operation is the same as
the larger weapons, but many of the parts are of tungsten alloy to
make them heavier and stronger than they otherwise would be.
(This also keeps what would otherwise be a very light bolt from
producing a runaway rate of fire.) The stock folds sideways so that
the butt can act as a foregrip when it is folded.

HK MP51 (9mm SMG): This is one of the most widely used


submachineguns ever made; indeed, it is one of the most widelyused small arms ever built, with police, military, and government
forces in over 50 countries using it. There are variants to suit almost
any user need, from semiautomatic carbines to silenced versions to
PDWs. It is light, compact, reliable, and accurate, without being too
expensive. It can be difficult to go anywhere in the world without
encountering MP-5s. The following versions will be covered in this
section: the MP-5A2 and A3 are the same, except that the MP-5A2

seven sixty-two vol.IV


40 of 62

has a fixed stock and the MP-5A3 a folding stock; the MP-5A4 and
A5 are the same as the A2 and A3, but have a 3-round burst
mechanism in addition to the standard selector settings.
HK MP51 SD3 (9mm SMG): This is an MP-5 with an integral
silenced barrel instead of the standard barrel. The silencer is a
special model requiring no regular maintenance, and with an
extremely high wear value; only an occasional oil-free cleaning rinse
agent is required. Normal or subsonic ammunition can be fired
without undue wear; even standard 9mm Parabellum ammunition
exits the barrel at subsonic velocities when fired by an MP-5SD, and
there is only a small noise difference. Even the infrared report is
dampened. There are six versions of the MP-5SD: the MP-5SD1
has no stock, the MP-5SD2 has a fixed stock; the MP-5SD3 has a
folding stock, the MP-5SD4, 5 and 6 are versions of the SD1, 2 and
3 with 3-round burst mechanisms.
HK MP5K PDW (9mm SMG): This is an abbreviated version of the
MP-5 submachinegun, for use by police, bodyguards, special
operations, and others who need compact firepower. It is
mechanically identical to the MP-5, but much smaller. Most are
equipped with a foregrip for stability, but the stock has been
eliminated. A shoulder holster rig has been designed for the MP-5K,
as well as a briefcase from inside of which the MP-5K may be fired
(if somewhat inaccurately). The Personal Defense Weapon (PDW)
variant of the MP-5K was designed as a compact weapon for use by
vehicle crewmen, aircraft crewmen, bodyguards, and rear-echelon
troops, and is meant to not get in the way regardless of what
equipment the user is operating. The primary difference between the
standard MP-5K and the PDW version are the folding stock, selector
lever including a 3-round burst position, and MP-5-style sights. If
necessary, the stock can be removed altogether. The muzzle has a
provision for a suppresser, and various types of sights can be
mounted on top of the receiver. The normal sights are luminous for
night use.

suppresser can be easily added. A detachable (not folding) stock


may also be added.
Beretta M93R (9mm SMG): This is a highly modified M-951, turned
into a selective-fire machine pistol. It is basically an M-951R brought
up to date, with a longer barrel, heavier frame, burst fire capability,
and a muzzle brake. Italian counterterrorist units use the M93R. In
front of the trigger guard is a rudimentary foregrip that can be folded
down, and a folding stock can be added. It has high-capacity
magazines, an extended barrel for use with a silencer, and a high
rate of fire that can make the weapon difficult to control when on full
automatic.
Sten Mk2 (9mm SMG): During WWII, the British High Command
needed an automatic weapon that was simple to use, maintain, and
build by the Home Guard. The answer was the Sten submachinegun
(named for its designers and manufacturer, Shepard, Turpin, and
Enfield Firearms). It was a simple design, stamped out of any grade
of steel available. Its a cheap, nasty-looking weapon, and troops
hated it because of its sheer ugliness, but there is no doubt about
its effectiveness in its intended role. The front foregrip, indeed the
entire front stock, was deleted. The skeleton stock was replaced
with a simple steel tube with a very rudimentary thumb grip. The
magazine housing could be disengaged and rotated through 90
degrees, for stowage during parachute drops.
Intratec-9 (9mm SMG): This infamous weapon was popular
amongst the urban gangs and drug dealers that dominated the
crime scene in the 1990s. Though eventually banned by the US
government, by then thousands had been produced. The TEC-9 is
patterned after the submachinegun format, can take various
attachments, and is reportedly easy to convert to fully automatic fire.

HK UMP (.45 SMG): This weapon is sought after by security


commands worldwide, and is a favorite of personnel not required to
carry their own ammunition very far, security details, border guards,
police, and vehicle crews.
FN P90 (5.7mm SMG): It was adopted by a number of armed forces
in the mid-1990s for use by rear echelon and special operations
troops. The design is radical but well thought out. The P-90 uses
new caliber rounds specially designed for this weapon, and the
bullpup design allows a longer barrel than most SMGs. The
ammunition is carried in a clear box magazine atop the barrel (Like
the G-11), and all but the barrel and bolt are made of plastic. The
sight atop the weapon is a simple reflex sight.
Steyr TMP (9mm SMG): This weapon could equally be considered
a pistol, but its general configuration places it into the category of
"personal defense weapon." There are only 41 component parts,
and the weapon is easy to field-strip and for armorers to work on.
The weapon is compact, and fits inside the dimensions of a sheet of
A4 paper. The TMP has a foregrip under the barrel, and a sound

seven sixty-two vol.IV


41 of 62

ASSAULT AND BATTLE RIFLES


(requires the Small Arms Proficiency feat)

Weapon
AK-74 (5.45mm assault rifle)
AK-47 (7.62x39mm assault rifle)
also Chinese Type 56
Colt M16A2 (5.56mm assault
rifle)
Colt M4 (5.56mm assault rifle)
HK 36 (5.56mm assault rifle)
Steyr AUG (5.56mm assault rifle)
Tavor 21 (5.56mm assault rifle)
Galil ARM (5.56mm assault rifle)
Springfield M-1A (7.62mm rifle)
Springfield M1903 (.30-06 rifle)
M-1 Garand (.30-06 rifle)
Kar 1898 (7.92 Mauser rifle)
Simonov SKS (7.62x39mm rifle)
also Chinese SKS carbine
H&K G3 (7.62mm assault rifle)
FN FAL (7.62mm assault rifle)

Dmg
2d8
2d10

Critical
20
20

Range
Increment
70 ft.
80 ft.

ROF
S, A
S, A

Mag
30 box
30 box

Size
Large
Large

Wgt
(lb)
8
10

Price
$500
$600

Res.
Res
Res

2d8

20

80 ft.

S, A

30 box

Large

$1500

Res

2d8
2d8
2d8
2d8
2d10

20
20
20
20
20

60 ft.
70 ft.
80 ft.
80 ft.
90 ft.

S, A
S, A
S, A
S, A
S, A

Large
Large
Med
Med
Large

7
7
9
8
11

$1700
$3500
$3000
$2600
$2500

Res
Res
Res
Res
Res

2d10
2d10
2d10
2d10
2d10

20
20
20
20
20

100 ft.
100 ft.
90 ft.
90 ft.
90 ft.

S
Single
S
Single
S

30 box
30 box
30 box
30 box
30/
50 box
20 box
5i
8 clip
5i
8 clip

Large
Large
Large
Large
Large

11
8
9
10
11

$1400
$350
$500
$200
$200

Lic
Lic
Lic
Lic
Lic

2d10
2d10

20
20

90 ft.
90 ft.

S, A
S, A

20 box
20 box

Large
Large

11
11

$2500
$2600

Res
Res

AK-47 (7.62Rmm assault rifle, also Chinese Type 56): The


Mikhail Kalashnikov began adapting captured MP-44s and by 1947,
the first AK-47s were being issued to Russian troops, and it was the
first mass-issue of assault rifles to any world army. The AK series
has also spawned a large number of clones and variants and has a
well-deserved reputation for toughness, reliability, ease of
disassembly and high tolerances for manufacturing imperfections.
There is no bolt-hold-open device when the magazine empties (in
fact, if the bolt is open and the weapon is not firing, it is jammed).
AK-74 (5.45mm assault rifle): The AK-74 is basically an AKM
rechambered and rebored to fire a 5.45-mm cartridge. The AK-74
can mount a 40-mm under-barrel grenade launcher and a passive
image intensifier night sight. The AK-74 is also the basis for other
5.45-mm infantry weapons including the RPK-74 light
machinegun.
Colt M16A2 (5.56mm assault rifle): This is the standard combat
rifle of the US, as well as having been used or being used by over
50 other armies. The M-16 rivals the AK-series for widespread use.
The M-16 is an effective and popular weapon, but is a bit sensitive
to dirt. The M-16A2 is a newer version of the M16A1 with threeround burst limit, easy-adjusting sights, and stronger barrel.
Colt M4 (5.56mm assault rifle): This is a cut down version of the
M-16A2. The M-4A1 is the same weapon, but fires fully automatic
instead of 3-round bursts. The SOPMOD (Special Operations
Modification) M-4 is a further development of the M-4A1, with the
carrying handle removed and replaced by a Picatinny Rail to allow
the mounting of a wide variety of sights and visual aids. Another
Picatinny Rail may be mounted under the handguard, to allow even
more sights to be used simultaneously (such as an infrared sight on
top and an infrared pointer on the bottom); alternatively a foregrip,
grenade launcher, or modified shotgun may be used. (The type of
accessories a SOPMOD M-4 may use is so wide as to be limited
only by the imagination of armorers.
HK 36 (5.56mm assault rifle): The standard assault rifle for
German armed forces. The G-36 has a folding buttstock for use in
tight spaces. Much of the G-36 is constructed of high-impact plastic,
and the carrying handle incorporates a 3x sight and iron sights. A
red-dot collimating sight is provided above the 3x sight on German
G-36s for quick shots. The charging handle is under the carrying
handle, and the firing levers are ambidextrous (although case
ejection is always to the right). The G-36 uses an AK-74 pattern
bayonet, and can use Pact or NATO rifle grenades. Magazines

designed for the G-36 have lugs to allow up to five magazines to be


clipped together for speedy reloading. The G-36 may also use M-16
magazines.
Steyr AUG (5.56mm assault rifle): The Steyr AUG (Armee
Universal Gewehr, or Army Universal Rifle)is one of the few bullpup
military rifles used in number by world armies. The body and
magazines of the weapon are made of high-impact plastic, while the
internal workings and the barrel are made of high-quality steel. The
result is a weapon that is light, handy, yet accurate. The weapon
includes a 1.5x battle sight that further improves accuracy. Several
interchangeable barrels can be fitted to the AUG, allowing the AUG
to perform the roles of submachinegun, carbine, or heavy-barreled
automatic rifle. The AUGs trigger is two-stage: pull it back a certain
distance, and you get semi-automatic fire, and pull it back all the
way for full automatic fire. This can sometimes lead to "accidental
automatic fire."
IMI TAR-21 (5.56mm assault rifle): This feisty bullpup was
designed as a replacement for the Galil-series. The result is similar
to the South-African Vektor assault rifle series (and the Israelis and
South Africans often collaborate on arms projects). The TAR-21
(TAVOR Assault Rifle) is a 5.56N selective-fire bullpup, very
compact, yet easier to use than the British L-85 or Austrian Steyr
AUG bullpup rifles. The overall length is only 73 centimeters. The
TAR-21 has ambidextrous controls, is made of black and green
polymer, and can use a variety of night-vision devices and
telescopic sights; favorite is a sight similar to the Trilux sight of the
British L-85. The TAR-21 may use any sort of M-16 magazine, and
may be fitted with the M-203 or M-203PI, as well as use NATO- or
Israeli-pattern rifle grenades.
Galil ARM (5.56mm assault rifle): An Israeli-built assault rifle,
manufactured for domestic use and for export. The Galil is known for
its resistance to dirt even under the worst conditions (it is, after all,
based upon an AK-type weapon, the Finnish M-62); however, it is
also known to be a rather fragile weapon (especially the plastic parts
and bending barrels) that is damaged easily, and also weighs too
much. The Galil AR has an integral bipod that can also be used as a
wire cutter; the SAR has neither a carrying handle nor a bipod. The
Galil may also use M-16 magazines in addition to the magazines
designed for the weapon.
Springfield M-1A (7.62mm rifle): This is basically a civilian model
of the M-14 automatic battle rifle. It is semiautomatic only, and
comes in a variety of models with different barrel lengths. Like the

seven sixty-two vol.IV


42 of 62

M-14, they are magazine fed instead of using the clips of the M-1
Garand. Most versions of the M-1A differ only in barrel lengths,
materials, and sight mounts. The SOCOM-16 is perhaps the most
radical alteration; it has a chopped 16-inch barrel with a special
muzzle brake, an enlarged military-aperture rear sight with MOA
click adjustments for elevation and windage, a front sight with tritium
insert, and a MIL-STD-1913 rail forward of the rear sight base. The
Springfield Squad Scout is a rifle developed for military and police
use; it has an 18-inch barrel, beefy muzzle brake, and with other
modifications necessary for the new barrel length. It is equipped with
a MIL-STD-1913 rail.
M1903 (.30-06 rifle): The original M-1903 was designed for the new
M1906 bullet and was a conventional Mauser-action rifle, though a
bit shorter in the barrel than most Mauser designs of the time. It has
a standard hunting stock with no grip.
M-1 Garand (.30-06 rifle): Perhaps more than any other weapon,
the M-1 Garand is synonymous with the WWII US fighting man. In
1932, it was the first semiautomatic rifle to be adopted by any
countrys armed forces. By the time manufacture had ended in the
late 1950s, over 5.5 million had been made. They were in regular
service as late as the Vietnam War, and there are no doubt some
still floating around, even in military service. They were modified by
several countries for both military and civilian use, including the US
M-14 and the Italian BM-59 series. The Garand is simple and tough,
but by no means light. Criticisms included the small magazine
capacity (still larger than most personal weapons of the day), the
inability to top off the rifle until it is completely empty, and the loud
"clang" the weapon makes when the weapon empties and ejects the
spent clip.
Mauser kar98 (8mm Mauser rifle): This was the primary battle rifle
of the Nazi forces during World War 2. It was a Gew-98 with a far
shorter barrel and shorter stock to make it handier. The bolt handle
and bolt action were at the same time reshaped and reworked for

smoother action. As the war went on, the quality of materials of this
weapon became lower and lower, but it soldiered on. It became the
last Mauser rifle design used by the military.
Simonov SKS (7.62mm rifle) (also Chinese SKS carbine):
Though the design of the SKS dates as far back as 1943 (the M1943 7.62x39mm "Kalashnikov" cartridge was first used in the SKS),
they were not first issued to Russian troops until almost the end of
World War 2. The design might actually be considered to be much
older; the SKS is almost a vastly scaled-down PTRS antitank rifle
with better wooden fittings. The SKS is a very simple rifle to strip
and maintain, and is capable of some decent long-distance
shooting, but is otherwise an uninspired design that owes its
success to the simplicity of its manufacture. The SKS and various
modifications of it can be found in almost every country in the world,
whether it was built there, given to that country, of sold there later
on. Most of the SKSs have a permanently-mounted folding bayonet
under the barrel, but most SKS later sold to the West do not have
them.
H&K G3 (7.62mm assault rifle): The G-3 was the first Heckler &
Koch rifle to use roller-locking action that became synonymous with
the companys name. It was built from steel stampings and cheapyet-strong plastics. There are several variants of the G-3 available,
in addition to related designs such as the PSG-1 and MSG-90 sniper
rifles, HK-33 and G-41 assault rifles, and HK-11 and HK-21
machineguns. The basic G-3 uses a wooden butt and a flip rear
sight, and has no flash suppressor.
FN FAL (7.62mm assault rifle): The FAL (Fusil Automatique Leger)
was the most successful weapon Fabrique Nationale (FN) ever
produced. It was designed with automatic fire in mind, but like many
such weapons firing the 7.62mm NATO cartridge, the FAL is far too
light for accurate automatic fire.

This is the Russian contribution to the new generation of smaller caliber assault rifles. The bullet does not deform or fragment
in soft tissue but yaws early (after about 7cm of penetration). As this bullet strikes soft tissue, lead flows forward filiing the air
space inside the bullets tip. Xrays of recovered bullets show that this internal deformation produces an asymetrical bullet
which may explain the unusual curve of close to 90 degrees made by the bullet path in the latter part of its penetration.
NATO Emergency War Surgery manual
seven sixty-two vol.IV
43 of 62

AUTOMATIC RIFLES AND MACHINEGUNS*


(requires the Small Arms Proficiency feat)

Weapon
M-249 Minimi (5.56mm light MG)
Negev (5.56mm light MG)
Shrike (5.56mm light MG)
Vektor Mini-SS (5.56mm LMG)
Type 74 (7.62x39mm light MG)

Dmg
2d8
2d8
2d8
2d8
2d10

Critical
20
20
20
20
20

Range
Increment
90 ft.
90 ft.
90 ft.
90 ft.
80 ft.

ROF
A
A
A
A
S, A

RPD (7.62x39mm light MG)

2d10

20

80 ft.

S, A

RPK (7.62x39mm light MG)

2d10

20

80 ft.

S, A

RPK-74 (5.45mm light MG)

2d8

20

90 ft.

S, A

Mag
Linked
Linked
Linked
Linked
75 box
50 drum
Linked or
50 drum
75 box
50 drum
75 box
50 drum
Linked
Linked
Linked

Size
Large
Large
Large
Large
Large

Wgt
(lb)
12
9
9
12
11

Price
$2500
$2500
$3500
$2000
$1000

Res.
Mil
Mil
Mil
Mil
Mil

Large

11

$1200

Mil

Huge

15

$1500

Mil

Huge

12

$2000

Mil

Type 67 (7.62x54mm med MG)


2d10+1
20
100 ft.
A
Large
25
$1700
Mil
PK (7.62x54mm medium MG)
2d10+1
20
100 ft.
A
Huge
25
$2200
Mil
PKM (7.62x54mm medium MG)
2d10+1
20
110 ft.
A
Huge
25
$2500
Mil
or Chinese Type 80
Type 81(7.62x39mm med MG)
2d10
20
100 ft.
A
Linked
Huge
25
$3000
Mil
MG-3/MG42 (7.62 mm med MG)
2d10
20
100 ft.
A
Linked
Large
22
$3000
Mil
Sako M-60E4 (7.62mm MMG)
2d10
20
100 ft.
A
Linked
Large
22
$3500
Mil
FN M240 (medium MG)
2d10
20
100 ft.
A
Linked
Huge
26
$3200
Mil
also FN MAG, British L7
*The stats assume the machinegun is fired from a bipod or some kind of support. Tripods and vehicle mounts provide additional stability and
allows an extra autofire or burst attack each round.
M-249 Minimi (5.56mm SAW): The FN Minimi was first adopted for
service in 1982 to provide infantry squads with a support weapon
lighter than the standard M-60 LMG. The SAW can be mounted on a
NATO Light Tripod or a vehicle mount.
Negev (5.56mm LMG): Standard automatic rifle of Israel, the Negev
was developed by Taas Industries when a heavy-barreled version
of the Galil proved inadequate. The weapon has a quick-change
barrel, a bipod with wire-cutter, a bipod, and a folding stock, and is
otherwise a conventional weapon. The Negev can fire rifle
grenades, and can fire from belts or Galil magazines, or M-16
magazines with an adapter. The Assault Negev is a much smaller
version of the Negev, with a barrel 130mm shorter, no bipod (though
an M-16-style scissors bipod may be clipped on), a folding stock,
and a forward grip on the left side of the barrel shroud. It is basically
a Negev turned into a belt-fed assault rifle. The bayonet fixture is
retained, though it is used in a modified form for attachment to
vehicle or helicopter mounts. Whether the Assault Negev is a small
SAW or a large, belt-fed assault rifle is open to question.
Shrike (5.56mm LMG): This is an evolutionary development of the
Stoner 63 light machinegun and M-16, blending features of the
Stoner, the M-60 machinegun, M-249 SAW, and M-16 assault rifle. It
is a modular design that may be stripped and cleaned very easily,
without the use of tools. It is very tolerant of dirt or environmental
conditions, and may be fed by magazines or belts used with the
original Stoner 63 series, the M-16 series, or the M-249. The Shrike
has been long delayed in development, but the first production
examples appeared in late 2002. It is a modular system like newer
M-16s and M-4s, with the ability to use several barrel lengths,
different handguards and stocks, different sight mounts, Picatinny
Rails, KAC Rails, etc.
Vektor Mini-SS (5.56mm LMG): This is an SS-77 machinegun
modified with the use of parts from a kit to fire 5.56N ammunition.
The general layout is similar to the SS-77, and the Mini SS retains
the ability to be fired from a NATO Light Tripod.
Type 67 (7.62x54mm med MG): This weapon is a hybrid design of
old and new weapons such as the Maxim, Zb-26, DPM, RPD, and
SG-43. It is a strong and reliable machinegun, but perhaps a bit
heavy for its role as a GPMG. It can be used from a bipod or tripod,
and comes in the heavier 67-1 version (used at company/battalion

level) and the lighter 67-2 (used at platoon level). The Type 67 has
largely replaced the DPM and RP-46 in Chinese service.
Type 80 GPMG (7.62x54mm med MG): This weapon was designed
and built exclusively for export, and is basically a Chinese copy of
the Russian PKM machinegun. It is an improved PKM with low recoil
and light weight. It can use a tripod (PLT).
Type 81 LMG (7.62x39mm med MG): This weapon was originally
produced for export, but was adopted later by the Chinese Army. It
uses a mechanism similar to the Type 68 rifle, and is the squad
support variant of the Type 81 assault rifle. Though the Type 81
LMG normally feeds from a 75-round drum, this is not the same
drum as the Type 74 automatic rifle (above) or the RPK, and the
Type 81 LMG cannot use those drums. It can use magazines
designed for the Type 81 assault rifle, but not those made for an AKseries (or Type 56) assault rifle, nor will the 40-round extended box
magazines of an RPK fit into it. Most parts of the Type 81-1 are
interchangeable with the Type 81 assault rifle.
Type 74 (7.62x39mm LMG): This is one of the few Chinese
weapons that are not a made-over Kalashnikov; it is basically a
small version of the Russian SG-43. It replaced the Type 67
machinegun as a Squad Automatic Weapon. Despite the design, the
Type 74 can use Type 56 assault rifle or AK-47/AKM magazines, as
well as those of the RPK. It is not exported, at least not officially.
RPD Type 81 LMG (7.62x39mm med MG): It is a development of
the DP and DPM machineguns, made smaller and more compact to
fire the then new 7.62mm Kalashnikov cartridge. The major problem
with the design, never solved, was the lack of a quick-change barrel;
it even went into Russian Army drill manuals that the gunner should
never fire more than 100 rounds in one minute without allowing 10
seconds for the barrel to cool.
RPK (7.62x39mm LMG): The RPK replaced the RPD as the
standard Russian squad automatic weapon in the early 1960s. It is
basically a larger frame AKM assault rifle. The stock is similar to that
of the earlier RPD instead of an AK, and extended 40-round box
magazines and 75-round drums were devised for the RPK (which
will also fit into the AK-47 and AKM).

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RPK-74 (5.45mm LMG): The RPK-74 is the machinegun version of


the AK-74, firing the same ammunition. Instead of the prominent
muzzle brake used on the AK-74, the machinegun is longer than
that normally used with the AK-74, but the magazines are
interchangeable. The RPK-74 has a bipod and is compatible with
the front firing ports of BMPs. The RPK-74 is the standard squad
machinegun in OPFOR infantry units. It generally replaces both the
RPK and PKM 7.62-mm weapons.
PK (7.62x54mm GPMG): This standard GPMG in Russian service
fills the same role as the M-60, MAG, MG-3, and other such
weapons in other armies. As such, it can be found in the armies of
almost every country that is or was once a Russian or Soviet client
state, or did business with China. It is basically the same
Kalashnikov action of the AK series of assault rifles, turned upside
down and enlarged. This is added to the belt feed mechanism of a
VZ-59, the trigger group of the DP, and the cartridge feed and quick
change barrel of the Goryunov (though a shorter barrel). The
Kalashnikov/Goryunov action makes it a very reliable and robust
weapon, despite the light weight.

attached to the gas cylinder. Other versions include the M-60E2, for
use as a coaxial weapon on armored vehicles, and the M-60D,
which is fitted with spade grips and is used as a door gun on
helicopters. The M-60 was the standard GPMG of US forces until
very recently, and is used by about a dozen other countries.
FN MAG/M240 (GPMG): Perhaps the most ubiquitous machinegun
in the world at the moment, the MAG is used in standard or modified
form by over 60 countries at present. This is most likely due to the
MAGs reliability, ease of care, and ruggedness. The MAGs action
is basically a greatly updated and upgraded form of the Browning
Automatic Rifle, converted to belt-feed. The US variant M-240G,
despite it being a bit large for a GPMG, it has proved to be
extremely rugged and reliable and the USMC are fond of it. The US
Army variant adds a forward handguard and calls it the M-240B.

PKM (7.62x54mm GPMG): The 7.62-mm general-purpose


machinegun (PKM) is a gas-operated, belt-fed, sustained-fire
weapon. The basic PKM is bipod-mounted but can also fit in vehicle
firing ports. It is constructed partly of stamped metal and partly of
forged steel. Compared to the US M-60, the PK-series machineguns
are easier to handle during firing, easier to care for, and lighter. The
7.62x54R is a more powerful cartridge than the US with a slightly
shorter effective range.
MG-3/MG42 (7.62 mm GPMG): This standard German GPMG is an
evolved version of the WWII MG-34 and MG-42 machineguns.
Surprisingly few alternations have been made to the Nazi design;
chief of these is the change to 7.62mm NATO caliber, and
construction of lighter, stronger metals. Belt pull has been increased
to allow the use of longer belts. The cyclic rate of fire has been
dropped by use of a heavier bolt, but is still variable from 750-1300
rpm. The tripod adapter is modified to use standard NATO tripods
and pintle mounts. All in all, however, surprisingly few improvements
were left to be made to the Nazi design, and few substantial
modifications were carried out.
Sako M-60E4 (7.62mm LMG): This weapon began as an attempt to
"Americanize" the Nazi MG-42 for use by US troops. The MG-42
and FG-42 assault rifle was then blended, and lots of money and
time were spent. The original M-60 had a serious defect: the barrel
had no handle and the bipod and gas cylinder were fixed to the
barrel. This meant then when a hot barrel was changed, an
asbestos glove was required to grasp it, and there was nothing to
keep the hot gun out off the ground. This led to the M-60E1, which
has a separate gas cylinder attached to the gun and a bipod

SNIPER RIFLES
(requires the Small Arms Proficiency feat)

Weapon
Dragunov SVD (7.62Rmm rifle)
Remington 700 (7.62mm rifle)
Winchester M70 (.300 WM rifle)
Winchester 94 (.444 rifle)
SSG3000 (7.62mm rifle)
HK PSG11 (7.62mm sniper rifle)
Barrett M-82 (.50 sniper rifle)

Dmg
2d10
2d10
2d10+1
3d6
2d10
2d10
2d12

Critical
20
20
20
20
20
20
20

Range
Increment
100 ft.
100 ft.
100 ft.
100 ft.
110 ft.
110 ft.
150 ft.

Dragunov SVD (7.62Rmm rifle): The SVD is basically a highlymodified Kalashnikov, using virtually the same action, but having
modifications for sniping use such as a longer barrel, heavier
caliber, scope mount, better balance, etc. Most SVDs and SVDSs
were designed to use one of two optics: the PSO-1 telescopic sight
or the NPSU-3 infrared telescopic sight.

ROF
S
Single
S
S
Single
S
S

Mag
10 box
5 int.
5 int.
6 int.
5 int.
5 box
10 box

Size
Large
Large
Large
Large
Large
Large
Huge

Wgt
(lb)
10
8
8
11
8
16
35

Price
$800
$1000
$1500
$2000
$3000
$5000
$8500

Res.
Lic
Lic
Lic
Lic
Lic
Lic
Lic

Remington 700LTR (7.62mm rifle): The M-700 LTR (Light Tactical


Rifle) is a modified Remington 700 sporting rifle designed for
purposes of providing for accuracy superior to police or military
assault rifles, but without being a large or cumbersome weapon. It
uses the short action version of the Remington 700 action, a carbon
fiber/glass fiber stock, and a sight mount that provides a great
flexibility when choosing an optic. It is issued with one of the best
optics around, a Leopold 4.5-14x Telescopic sight coupled with a

seven sixty-two vol.IV


45 of 62

removable Generation III night vision optic that can be used to make
the telescopic sight the equivalent of an image intensifier for night
vision purposes, but with superior range. This makes the M-700 LTR
a bit expensive, but the sight can be a plus when operating in a
day/night environment. The M-700P is a version designed for police
use and to fire heavier calibers.
Winchester M70 (.300 Winchester Magnum rifle): This is another
internationally popular American-made bolt-action rifle. The Model
70 is considered a classic among sportsmen and can be found the
world over.
SSG3000 (7.62mm rifle): This is a sniper rifle built to the technical
standards of the SSG-2000, but in a smaller and lighter package.
One of the differences includes the use of a Picatinny rail for
mounting optics instead of the SSG-2000s mount and rings. The
trigger may be set for a normal pull or so that a short pull sets the
trigger, with only a small amount of further pressure being required
to fire the weapon. The stock is fully adjustable in length and in
height of the cheek piece. Normal sight provided with the SSG-3000
is a 1.5-6x sight made by Hensoldt; there are no backup iron sights.

Barrett M-82A1 (.50 sniper rifle): This is an American-made


antimateriel and heavy sniping rifle used by both civilians and
dozens of military forces throughout the world, including most of
NATO. It was first designed for EOD teams to destroy explosives
and for sharpshooters to destroy things like naval mines. It has since
then been used for many purposes, in almost every corner of the
globe. The weapon is recoil-operated, and has a massive muzzle
brake to reduce felt recoil; this, along with the M-82A1's use of recoil
to operate the mechanism, reduces felt recoil to manageable
proportions. Standard telescopic sight issued with the M-82A1 is a
10x of several different manufactures, and there are no backup iron
sights.

HK PSG11 (7.62mm sniper rifle): The PSG-1 is a semiautomatic


sniper rifle meant for use by military and police forces alike. It uses
Heckler & Kochs famous roller-locking system, and claims of
accuracy are superb. A special system provides for silent bolt
operation (though not a silenced shot). The length and height of the
stock, and the drop of the butt are all adjustable. The trigger is not
adjustable, but has a variable width. Instead of a bipod, the PSG-1
normally uses a precision miniature tripod. In many ways, the PSG-1
is a highly reworked and accurized G-3 battle rifle. The PSG-1 has
been in service for nearly as long as the G-3 itself, but is today
thought to be too heavy.

SHOTGUNS
(requires the Small Arms Proficiency feat)

Weapon
Remington 870 (12-ga. shotgun)
Sawed-off shotgun (12-ga.)
Benelli M1 (12-ga. shotgun)
Mossberg M835 (12-ga. shotgun)
Beretta Giulileo (12-ga. shotgun)
Winchester turkey gun

Dmg
2d8
2d8
2d8
2d8
2d8
2d8

Critical
20
20
20
20
20
20

Range
Increment
30 ft.
10 ft.
30 ft.
40 ft.
50 ft.
40 ft.

Remington 870 (12-ga. shotgun): Originally developed in the


1950s, the 870P has been a standard of police work since then. The
870P can have a top-folding stock, extended tubular magazine,
swing swivels, and bayonet lugs. It is a very popular weapon with
civilians (there are a number of hunting and skeet versions) as well
as with law enforcement personnel and the US Military; it is one of
the oldest weapons in US military service, having been adopted in
the early 1950s. Though there are a large amount of barrel lengths
and calibers available, virtually all 870Ps in police and military
service are 12-Gauge models with either an 18.5" or 20" barrel.
Sawed-off shotgun (12-ga.): This is a generic category of radically
cut-down shotguns (in this case, double-barreled). The barrel length
has been reduced to about half its original length, and the stock has
been cut down to a pistol grip. It is normally carried and fired as a
pistol, but recoil is severe.
Benelli M1 (12-ga. shotgun): The M-1 Tactical is a very sleek and
attractive, yet deadly combat shotgun. The M-1 Tactical uses a
synthetic stock, pistol grip, and forearm, with a light steel receiver.
Many users do not like the recoil of the M-1 Tactical it is not that
the recoil is especially heavy, its that the design of the bolt and
inertia spring mean that recoil is more concentrated, producing a
sudden, heavy thump on the shoulder. However, this design allows
for a quick action and easy follow-up shots. (A skilled user of the M1 Tactical can fire so fast that every empty shell is in the air
simultaneously!) It also means that the M-1 Tactical is less sensitive

ROF
Single
S
S
Single
S
Single

Mag
6 int.
2 int.
7 int
5 int
2 int
5 int

Size
Large
Med
Large
Large
Large
Large

Wgt
(lb)
7
4
8
8
10
8

Price
$700
$500
$900
$1000
$30k
$650

Res.
Lic
Illegal
Lic
Lic
Lic
Lic

to different quality ammunition. However, it also means that an extra


step must be taken to cock the M-1 Tactical actuation of a
cartridge drop lever. The sights are ghost ring sights with tritium
inserts.
Mossberg M-835 Ulti-Mag Flyaway Waterfowl (12-ga. shotgun):
The M-835 is a pump-action shotgun designed for up to 3.5-inch
shells. The stock has a thick recoil pad, and most of these weapons
are ported to further reduce felt recoil. Camouflage finish in Mossy
Oak or other types. The barrels are backbored; this means that they
are slightly larger inside than the chamber. This slightly reduces
recoil, makes the weapon slightly more accurate, keeps the shot
pattern from spreading as fast, and reduces wear on the bore. The
28" barrel as a sighting rib with front and rear fiberoptic sights, a
padded sling, and interchangeable chokes (Modified and Improved
Cylinder). It is otherwise identical to the 28" standard version for
game purposes.
Beretta Giubileo (12-ga. shotgun): This over-and-under shotgun is
part of Berettas Premium range of shotguns. The guns have been
hand-built and the parts made by top craftsmen. The breech block
and side plates are intricately engraved by master engravers. The
steel and the walnut stocks are made from the finest quality
materials. The bottom of the front grip has a 24-carat gold plate. The
chokes are normally fixed to order, but Mobilchoke interchangeable
chokes are also available. The locking system is similar to the Model
686, but there is absolutely no play in the parts.

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46 of 62

HEAVY MACHINEGUNS AND ANTIAIRCRAFT GUNS*


(requires the Heavy Weapons {Heavy machineguneery} Proficiency feat)

Weapon
M2HB (.50 heavy MG)
Dshk
(12.7mm heavy MG)
KPV
(14.5mm heavy MG)
GE M134
(5.56mm minigun)
GE M214
(7.62 minigun)
M75 (20mm AA gun)**

Dmg
2d12
2d12

Burst
radius
-

Critical
18-20
18-20

Range
Incr
120 ft.
120 ft.

ROF
A
A

Reload
(Crew)
2 (1)
3 (1)

Mag
Linked
Linked

Size
H
H

Wgt
(lb)
75
90

Price
$2000
$2500

Res.
Mil
Mil

4d6

17-20

150 ft.

3 (2)

Linked

200

$3500

Mil

2d8

20

90 ft.

Ax5

3 (1)

Linked

60

$6000

Mil

2d10

20

100 ft.

Ax3

4 (1)

Linked

22

$7500

Mil

60-rd
drum
Linked
(100)
Linked
(33 x 2)
Linked
(100)
Drop-in
(20 clip)
Linked
Linked

550

$5000

Mil

2.2
tons
1.5
tons
5
tons
2.5
tons
300
700

$10000

Mil

$25000

Mil

$30000

Mil

$45000

Mil

Mil
Mil

5d6

5
17-20
600 ft.
A
2 (4)
(1d6)
Rheinmetal Twin**
5d6
5
17-20
650 ft.
Ax2
5 (3)
(20mm AA autocannon)
(1d6)
Type 85**
8d6
10
16-20
800 ft.
Ax2
6 (3)
(25mm AA autocannon)
(1d6)
Breda Sentinel Twin**
10d6
10
15-20
900 ft.
Ax2
4 (4)
(30mm AA autocannon)
(1d6)
Bofors L60**
10d10
10
15-20
1500 ft.
A
5 (6)
(40mm AA autocannon)
(1d6)
20mm autocannon***
5d6
5 ft.
17-20
200 ft.
A
2 (1)
25mm autocannon***
8d6
10 ft.
16-20
250 ft.
A
3 (1)
* Heavy machineguns must be fired from a tripod or vehicle mount.
** Mounted on a towed carriage or ground mount.
*** These stats are for autocannons that are mounted on turrets of armored vehicles.

H
H
H
H
H

Reload/Crew
Reload is the number of 6-second rounds required to reload a belt,
drum or box with a full crew. Crew is the number of trained operators
required to assemble, load and maintain the weapon system.
Although only one operator is required to attack with the weapon,
tasks like clearing stoppages, swapping barrels and reloading take
much longer (one additional Reload per crewmember absent).
M2HB (.50 heavy MG): The "Ma Deuce" has been the primary
commanders machinegun on Western armored vehicles since the
early 1920s. Originally introduced as the M-1921, some
improvements were made shortly thereafter to improve life and
increase simplicity, and it became the M-2HB (Heavy Barrel). It has
gone on to become one of the most ubiquitous firearms in existence.
The M-2HB is a robust and tough design with perhaps only one
defect: the variable headspace and timing, which must be adjusted
perfectly to allow proper functioning and prevents any sort of quick
changing of the barrel.
Dshk (12.7mm heavy MG): This design was a pre-WWII
cooperative effort between Russian gun designers Degtyarev and
Shpagin. It remained the standard Soviet and Russian heavy
machinegun for almost the next 50 years before being replaced in
Russian service by the NSV series. The original DShK-38 uses a
rotating feed mechanism that reliably fed rounds, but was
considered too complex to build and maintain. A redesign was made
after WWII, resulting in the DShK-38/46 (or DShKM). Most Russiandesigned tanks in the world are still using the DShK as
antiaircraft/commanders machineguns. The DShK ground mount is
usually a wheeled carriage. But some countries have devised a
variety of tripod mounts.
KPV (14.5mm heavy MG): The KPV is most commonly found as
the primary armament of the BTR-60, BTR-70, BTR-80, and BRDM2. It is an electrically fired heavy machinegun, one of the largest in
the world. Though electrically fired, the power source is very small
and thus the KPV can be mounted on makeshift mounts in the back
of vehicles like pickup trucks. A common use for the KPV is as an
antiaircraft gun (in which case it is known as the ZPU-1). The
ammunition was originally developed for antitank rifles and thus has
good range and penetration. The KPV has achieved considerable
distribution throughout the world.

GE M214 5.56mm minigun: Also known as the Six-Pack or the


Mini-Minigun, the XM-214 is s smaller version of the M-134 Minigun
designed for use by ground or light vehicle-mounted troops to
deliver massive amounts of small-caliber fire for defensive purposes.
It is basically similar to the Minigun, except that it fires 5.56mm
NATO ammunition and have various differences in layout to adapt it
to tripod and vehicle use. The Microgun has two rates of fire, and
can actually be hip-fired (though it is unwieldy).
GE M134 7.62mm minigun: This weapon is basically an electric
Gatling gun, a six-barreled machinegun with an electric motor. The
barrels are normally parallel, but barrel clamps are available that
allow a variable convergence point. The Minigun is normally
encountered as a weapon mounted in an aircraft pod, chin turret, or
other mounting, but a pintle mount is available for helicopter door
gun use or on boats, and it can be adapted for use from a vehicular
pintle mount or a tripod. (I even have a picture of three Miniguns on
a single ground mount.) Miniguns in door gun, boat, or vehicular use
are normally the province of special operations units. The Minigun is
fed by a large ammunition box of belted ammunition, which goes
through a plastic or metal chute into the weapon. Using a special
ammunition box and chute, unlinked ammunition can also be used;
this is normally done only with aircraft armament.

seven sixty-two vol.IV


47 of 62

ROCKETS
(each requires Heavy Weapons {Rocket launcher} Proficiency feat)
The Damage column is the damage of a direct hit upon an object or vehicle. Characters caught in the burst radius take the amount of damage
in parenthesis. Weight and price for reloadable rocket launchers and missiles. First number is for the individual round. Second number is for
the launcher itself. The restriction rating for all heavy weapons is military only. Single-shot disposible requires one round to ready and arm.
Damage
Weapon
M72A3 LAW
(Anti-tank rocket)
RPG-7 (Anti-tank rocket)
also Chinese Type 69
RPG-75
(Anti-tank rocket)
Type PF-59
(Anti-tank rocket)
M136/AT-4
(Anti-tank rocket)
Panzerfaust 3
(Anti-tank rocket)
Armbrust
(Anti-tank rocket)
Carl Gustav M2
(84mm recoilless rifle)
M-12 SMAW
(Anti-tank rocket)
Type 78
(Recoilless rifle)

10d6
8d6
10d6
9d6
16d6
9d6
10d6
16d6
24d6
24d6

Burst
radius
20 ft.
(3d6)
30 ft.
(3d6)
30 ft.
(3d6)
20 ft.
(3d6)
50 ft.
(4d6)
30 ft.
(3d6)
20 ft.
(3d6)
50 ft.
(4d6)
50 ft.
(4d6)
50 ft.
(4d6)

Weight and price for reloadable rocket launchers and missiles. First
number is for the individual round. Second number is for the
launcher itself. The restriction rating for all heavy weapons is military
only.
M72 LAW (Anti-tank rocket): The LAW (Light Antiarmor Weapon)
was designed in the mid-60s and has long been obsolete. However,
the LAW is still quite common throughout the world since mountains
of them were distributed. The M-72 normally comes in a case of 15
RPG-7 (Anti-tank rocket): Also Chinese type 69-II HEAT. The
RPG-7V is a recoilless, shoulder-fired, muzzle-loaded, reloadable,
antitank grenade launcher. It fires a variety of rocket-assisted
grenades from a 40-mm smoothbore launcher tube. It is the
standard squad antitank weapon in use by the OPFOR. The RPG7V is light enough to be carried and fired by one person. However,
an assistant grenadier normally deploys to the left of the gunner to
protect him from small arms fire. The RPG-7V requires a welltrained gunner to estimate ranges and lead distances for moving
targets. Crosswinds as low as 7 miles per hour can complicate the
gunner's estimate and reduce first-round hit probability to 50% at
ranges beyond 180 meters. (also Chinese Type 69).

Range
Increment
150 ft.
(600 ft/s)
150 ft.
(900 ft/s)
150 ft.
(500 ft/s)
150 ft.
(600 ft/s)
150 ft.
(500 ft/s)
150 ft.
(900 ft/s)
150 ft.
(600 ft/s)
150 ft.
(500 ft/s)
150 ft.
(500 ft/s)
150 ft.
(900 ft/s)

Mag
(Reload)
1 shot
disposible
1
(2 rounds)
1 shot
disposible
1 shot
disposible
1 shot
disposible
1
(2 rounds)
1 shot
disposible
1
(3 rounds)
1
(2 rounds)
1
(3 rounds)

Size
Large

Wgt
(lb)
7

Price
$250

Huge

4/13

$65/$1000

Large

$600

Large

$200

Huge

13

$400

Huge

4/13

$85/$1500

Large

$850

Huge

7/40

$35/$1800

Huge

/8

$50/$2000

Huge

8/80

$200/$3000

visible backblast due to its use of the Davis Countershot Principle.


(The backblast is taken up by a mass of plastic rods that are still
dangerous to those behind the weapon.)
Armbrust (Anti-tank rocket): It is a short-range antiarmor weapon,
similar in concept to weapons like the AT-4 and M-72. The
Armbrust, however, has no firing signature, virtually no backblast, no
muzzle flash, and is quieter than a pistol shot when fired. The firer is
thus very difficult to locate if he is hidden, and the Armbrust may be
fired from enclosed spaces. The warhead is not particularly large,
but the Armbrust may be fired in both indirect fire as well as direct
fire roles. It is primarily used by troops of the Balkan States and
Middle America today.
Carl Gustav M2 (84mm recoilless rifle): The 84-mm Carl Gustaf
recoilless rifle is a one-man portable, direct-fire, single-shot, breechloading weapon. Several versions of the Carl Gustaf are produced
outside Sweden; however, the ammunition is interchangeable
among the variants. While the weapon can be operated by one
person it is better to have two one to fire the gun, and the other to
carry and load the ammunition. In addition to its antitank role, the
weapon can be used as part of an illumination plan, to provide
smoke, or for bunker busting.

RPG-75 (Anti-tank rocket): This is a Czech LAW now in service


with a number of pact armies. Each launcher comes with a pair of
earplugs in a little plastic case attached to the carrying strap. The
sights are quite crude and can be difficult to use properly.
Type PF-89 (Anti-tank rocket): The Type PF-89 is a disposable
antitank weapon designed for one-man use. The launcher is made
of fiberglass and has a pistol grip with trigger. It is found only in
Chinese service. It is basically a Chinese counterpart to the US M72 or Russian RPG-18.
M136/AT-4 (rocket launcher): The AT4 is a lightweight, preloaded,
disposable antiarmor weapon intended for firing one round, after
which the tube is discarded. All AT4 systems share the same
launcher but may contain different preloaded munitions. The variant
selected depends on the intended use. The AT4s average recoil is
comparable to the M16 rifle.
Panzerfaust 3 (Anti-tank rocket): Current heavy rocket launcher of
Germany, the PzF3 uses an overcaliber warhead like the RPG
series. The PzF3 can be fired from enclosed spaces and has little

M-12 SMAW (Anti-tank rocket): The Shoulder-Mounted Assault


Weapon (SMAW) is based partially on the Israeli B-300 and partially
on a McDonnell Douglas development for the US Marines. Like the

seven sixty-two vol.IV


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B-300, it consists of a reusable forward section with the launch tube,


sight, pistol grip, and shoulder stock. The sight on the weapon is a
3.8x telescopic sight with illuminated stadia. Another aiming device
is a 9mm spotting rifle adapted from that of the British LAW-80; the
chief difference is that the spotting rifle of the M-12 is reloadable.
The disposable round section contains 5 rounds for use with aiming.
The spotting rifle allows the gunner to have a +1 modification per
spotting rifle hit, up to a maximum of +3.

Type 78 recoilless rifle (Recoilless rifle): This Chinese weapon is


an improvement of the Russian B-10. Primary improvement in the
weapon is in the area of weight, which has been considerably
lightened. The weapon is also simpler and cheaper to produce.
Sighting is done through a 2.5x telescopic sight with illuminated
stadia for night use. In addition to China, the Type 78 is likely to be
encountered throughout Southeast Asia, South America, Central
America, Afghanistan and recently the American Southwest.

GUIDED MISSILES
(each requires Heavy Weapons {Guided Missile} Proficiency feat)

Damage
Weapon
AT-3 Sagger
(Antitank Guided Missile)
AT-4 Spigot
(Antitank Guided Missile)
AT-5 Spandrel
(Antitank Guided Missile)
M-47 Dragon
(Antitank Guided Missile)
HJ-8
(Antitank Guided Missile)
TOW II
(Antitank Guided Missile)
Javelin
(Antitank Guided Missile)
AGM-114 Hellfire
(Antitank Guided Missile)

20d6
24d6
24d6
20d6
26d6
26d6
12d6
40d6

Burst
radius
50 ft.
(4d6)
75 ft.
(4d6)
75 ft.
(4d6)
50 ft.
(4d6)
75 ft.
(4d6)
75 ft.
(4d6)
50 ft.
(4d6)
50 ft.
(4d6)

Range
Increment
300 ft.
(150 ft/s)
400 ft.
(250 ft/s)
450 ft.
(300 ft/s)
100 ft.
(50 ft/s)
400 ft.
(200 ft/s)
500 ft.
(200 ft/s)
400 ft.
(200 ft/s)
1200 ft.
(500 ft/s)

AT-3 Sagger (ATGM): This is the Western designation for the


9K11 Malyutka ATGM. It was first introduced in the early 1960s, and
over the years, there were several new versions of the missile to
cope with increasing armor threats and to increase flexibility. It is a
wire guided missile that is guided from a separate guidance unit that
may be physically separated from the launcher by up to 3 meters,
connected by wire. The missile is very difficult to guide and requires
considerable operator skill and practice, since the operator must
keep both the target and missile in his sights for the entire duration
of the flight. The AT-3 has long been out of service in most Warsaw
Pact armies as well as Russian Category 1 and 2 units, but is still
issued to lower category units and the armies of many Third World
countries.
AT-4 Spigot (ATGM): This man-portable replaced the AT-3
Sagger in most Russian units as well as those of most First World

Mag
(Reload)
1 int.
(6 rounds)
1 int.
(4 rounds)
1 int.
(4 rounds)
1 int.
(3 rounds)
1 int.
(5 rounds)
1 int.
(6 rounds)
1 int.
(5 rounds)
Hardpoint

Size
Huge

Wgt (lb)
20/35

Price
$1200/ $6000

Huge

15/12

$750/$3500

Huge

20/20

$1000/$7500

Huge

14/18

$3000/$9000

Huge

95/60

$6500/$40,000

Huge

75/40

$7500/$60,000

Huge

20/20

$9000/$75,000

Huge

110

$19,000

and Second World Soviet and Russian client states. It is a large


improvement in terms of guidance over the Sagger, and many
comparisons have been made between the AT-4 and the Milan with
regards to form factor and method of guidance. Though the AT-4s
tripod/sight unit are less bulky, they are heavier than that of the
Milan; the AT-4 also lacks the toughness of the Milans electronics
and is quite easy to put out of commission by a stray bump or being
dropped in the wrong way. Most AT-4s are sold with a clip-on night
vision system; this is IR in the case of export systems, but usually
thermal vision for Russian systems. A handicap of both of these
night vision systems is that neither has the range of the 9M111-2 or
9M111M missiles that can be fired from it (2000 meters of range for
the NOD, 2500 meters of range for the missiles mentioned). A later
thermal imaging unit increases the observation range of the viewer
to 3600 meters. Despite these shortcomings, the AT-4 has

seven sixty-two vol.IV


49 of 62

missile, although launching equipment has been lightened. TOW-1


is the basic version, and can fire only TOW-1, TOW-1A, or I-TOW
missiles; all other launchers can fire all types of missiles except the
TOW-3 (only a TOW-3 launcher may fire that missile). There is no
dedicated I-TOW ground mount launcher. The TOW-2 and TOW-3
launchers add a thermal imager as well as miniaturizing some of the
electronics.

proliferated widely throughout the world. Note that the updated


9P135M-series firing units may also fire AT-5 Spandrel missiles.
AT-5 Spandrel (ATGM): The Spandrel was designed to replace
older AT-1, 2, and 3 missiles on vehicular launchers. It was
supposed to replace all vehicular AT-1, AT-2, and AT-3 missiles,
there are still a lot of AT-3 and even in some smaller countries, AT-2
missiles in circulation. In some cases, the older missiles were in fact
replaced by AT-4 ATGM. Also, in some cases, the deployment of
the AT-5 has been leapfrogged by the newer AT-14 system. In
addition, provisions were made to allow the AT-5 to be fired from
newer iterations of the AT-4 Spigot launcher.

HJ-8 (ATGM): HJ-8 is a newer ATGM also designed to be fired from


tripods and vehicle mounts, and from helicopters. It usually replaces
AT-3 and AT-4 missiles on Chinese vehicles, and has also been
exported to several Mideast countries and to Yugoslavia. The basic
HJ-8 launcher is similar to the TOW-1 launcher. Along with the HJ8C missile, an upgraded launcher was introduced with an image
intensifier for night use. When the HJ-8E missile was introduced, a
new launcher that replaces the image intensifier with thermal
imaging was also introduced. The latest version of the launcher
came with the HJ-8L missile; it has a periscope that allows the
gunner to fire and guide the weapon from a prone position.

M-47 Dragon (ATGM): The Dragon was developed in the late


1960s to replace the 90mm recoilless rifle in US service as a MAW
(Medium Antiarmor Weapon). Early versions proved to be none too
potent against armor, though hundreds were used as bunker busters
by the US and Israelis. The Dragon PIP (Product Improvement
Program) produced the M47A2 Dragon 2, M-47A3 Dragon 2T, and
M47A4 Dragon 3, with the Dragon 2 improving penetration, the
Dragon 2T using a heavier tandem warhead, and the Dragon 3
improving range and penetration as well as adding a day/night
tracker. The Dragons missile tube and launcher are disposable, and
any Dragon tracker can fire any Dragon missile type.

Javelin (ATGM): The firing unit uses thermal imaging for night
launches, and incorporates a 9x magnifying sight. The Javelin is fireand-forget and top-attacking missile with a tandem warhead.
Hellfire (ATGM): This is a large, long-range ATGM developed for
use by helicopters against armored vehicles. Hellfire is laser-guided,
and is actually able to climb out of cover and acquire a target
illuminated by a third party. Only one phase of illumination is
required for target lock-on. The Hellfire is supersonic and travels 400
meters per second.

TOW II (ATGM): The TOW (Tube-launched, Optically-tracked, Wireguided) is the standard heavy ATGM in nearly 20 nations. It is also
used to arm dozens of APCs and tank destroyers, as well as
helicopters. The TOW system has been continually updated since its
first use in Vietnam in the early 70s; the newest versions are stateof-the-art. Differences between TOW versions are mostly in the

GRENADE LAUNCHERS AND RIFLE GRENADES


(each requires Heavy Weapons {Grenade launcher} Proficiency feat)

Weapon
M203 (40mm grenade launcher)
BG-1 (40mmS grenade launcher)
M79 (40mm grenade launcher)
H&K 69 (40mm grenade launcher)
AGS GL-17 (30mm grenade launcher)
Mk19 (40mmHV auto-GL)
MM-1 (40mm grenade launcher)

Range
Incr
50 ft.
50 ft.
50 ft.
60 ft.
70 ft.
80 ft.
50 ft.

Damage
Weapon
Type 67 (rifle grenade)
Type 76 (rifle grenade)
RAAM (rifle grenade)
RAW HEAT (rifle
grenade)
GL round

6d6
5d6
5d6
7d6/
3d6 AP

Mag
1 int.
1 int.
1 int.
1 int.
30 drum
Linked
6/12 drum

Range
Incr
80 ft.
80 ft.
90 ft.
60 ft.

ROF
1 shot
1 shot
1 shot
1 shot

3d6
3d6/5d6AP
3d6 fire
1d6+3
3d6

Burst
radius
10 ft.
5 ft.
25 ft.
50 ft.
10 ft.
Special
15 ft.

40mmHV-HE

4d6

20 ft.

40mmHV-HEDP

4d6

15 ft.

40mm HE
40mm HEDP
40mm CN/CS
40mm Smoke
40mm WP
40mm ILLUM
40mm Grapple
40mm Beanbag
30mm HE

Dmg

ROF
1
1
1
1
S, A
S, A
S

Wgt
(lb)
/55
/50
1/35
1.25/35
1/65
1/45
3
1/70
25 per 30rd
drum
55 per 50 rd
belt
50 per 50 rd
belt

seven sixty-two vol.IV


50 of 62

Size
Med
Med
Large
Med
Huge
Huge
Large

Size
Small
Small
Small
Small

Wgt
(lb)
4
3
7
4
/40
90
20
Wgt
(lb)
2
1.5
2
4

Price
$5/$400 (72 case)
$8/$500 (72 case)
$6/$250 (44 case)
$6/$250 (44 case)
$8/$500 (72 case)
$4/$150 (44 case)
$300
$6/$500 (72 case)
$50/30rd drum
$250 (50 case)
$350 (50 case)

Price
$700
$400
$500
$900
$75/$3000
$5000
$1600

Price
$50
$60
$75
$150

M203 (grenade launcher): The M-203 grenade launcher kit


consists of a base launcher rail that is attached under the barrel of
an M-16 or M-4-series assault rifle, the barrel and trigger
mechanism, a quadrant sight that is attached to the carrying handle
of the rifle, and a new handguard. The assembly is very simple and
takes less than 5 minutes to attach to the rifle. Once attached, the
M-16 or M-4 may be used normally, except that a bayonet or the
RAW rifle grenade cannot be used, and the sling attaches to the
front of the weapon slightly differently.
BG-1 (grenade launcher): The GP-30 Obuvka is a widely
proliferated, muzzle-loaded, single-shot, detachable, under-barrel
grenade launcher. The BG-15, GP-25 and the GP-30 are all
basically the same weapon. Variants can be mounted on all models
of Kalashnikov assault rifles. The rifleman can fire the launcher only
when the complete weapon is attached to the assault rifle.
Mk19 (auto GL): This automatic grenade launcher (often known as
the "autoblooper" to troops) was the first practical launcher of its
type to be fielded by military force. The original model, the Mark 19
Mod 0, was designed for use by US Navy patrol boats and SEALs in
Vietnam. It was a spectacular success, well liked by its troops, but
mechanically complex and difficult to care for.

quite effective in area coverage in the automatic mode. The 50meter increments in the range table atop the receiver indicate
accuracy against point targets. The AGS-17 is normally organized in
a platoon consisting of 6 launchers, carried in pairs in three armored
vehicles (they can also be carried in trucks, or by individuals). The
AGS-17 is capable of mounting night vision sights.
MM-1 (grenade launcher): The MM-1 is a short-barreled MGL that
comes in three calibers. The MM-1 has been in common use by
special and mercenary units. Soldiers tend to like its firepower but
dislike the weight and bulk. The MM-1 is equipped with a foregrip
and stock, and is fed by a revolving cylinder. Characters may mix
and match shells any way they choose, but an order of rounds must
be specified.
Type 67 (rifle grenade): This is one of the standard Chinese rifle
grenades, issued in large numbers to its troops and offered for
export. It is designed to be launched from unmodified AK-series
weapons or the Type 81 rifle series, and uses a ballistite cartridge. It
is a large grenade, and has good effectiveness against armor.
Type 76 (rifle grenade): This is a newer Chinese rifle grenade. It is
much lighter than the Type 67, but has similar effectiveness. It is
designed for firing from unmodified AK-series or Type 81 rifles, and
requires a ballistite cartridge.
RAAM (rifle grenade): RAAM stands for Rifle-launched Anti-Armor
Munition. It is a bullet-trap rifle grenade with a high-efficiency HEAT
warhead using advanced principles. It may be fired from any
5.56mm NATO or 5.56mm Duplex-firing rifle or carbine using an
expendable plastic adaptor. Preparing the rifle grenade for use
requires 1 phase (5 seconds). It is a rocket-boosted grenade, but the
rocket does not fire until the weapon has traveled 10 meters, and
there is no danger from backblast.

M79 (grenade launcher): A single-shot grenade launcher


introduced by the US during the Vietnam War. The M79 (known as
the thumper, blooper, thump gun, bloop tube, etc.) uses the same
grenades as the M203 and loads by breaking open the weapon like
a shotgun.

RAW HEAT (rifle grenade): The RAW (Riflemans Assault


Weapon) is a rocket-propelled, massive rifle grenade that can be
fired from any assault rifle firing 5.56mm NATO, as well as from
5.56mm NATO submachineguns (except the M231 or LaFrance
M16K). The RAW can be carried mounted on the weapon and the
weapon can be fired normally until the firer wishes to actually fire the
RAW.

H&K 69 (grenade launcher): This weapon is designed to be a light


and handy launcher for low-velocity grenades. It is meant to cover
the gap between the maximum hand grenade range and the typical
minimum mortar range. It is a single-shot break open weapon of the
same concept (but not design or appearance) as the US M-79. The
HK-69A1 is supplied with a retractable stock; the weapon may be
fired with or without the stock extended, but recoil with the stock
retracted can be a bit hard.
AGS GL-17 (30mm grenade launcher): The AGS-17 provides the
infantry with an area suppressive capability. One AGL can create a
damage zone 15 meters wide. The fire from an AGL platoon covers
a sector approximately 90 m across. Although primarily intended for
use against personnel, it has a limited capability to engage lightly
armored vehicles. The crew consists of a gunner and two riflemenassistant gunners, and may have an additional ammunition bearer.
For ground transport the AGS-17 breaks down into four parts:
launcher, sight, tripod, and magazine. When dismounted the gunner
carries the sight and launcher, the first assistant carries the tripod
and a magazine, and the second assistant carries two additional
magazines. It is very accurate in the semiautomatic mode and is

seven sixty-two vol.IV


51 of 62

MORTARS AND ARTILLERY GUNS


(each requires Heavy Weapons {Mortar} or {Artillery} Proficiency feat)

Weapon
M-19 (60mm mortar)
HE
WP
ILLUM
Smoke
Type W-87 (81mm mortar)
HE
WP
I LLUM
Smoke
M-30 (4.2 mortar)
HE
WP
ICM-DP
ILLUM
CN/CS
T 59-1 (130mm field gun)
APC
APFSDS
APHE
CN/CS
Smoke
ILLUM
CLGP
HE
HEAT
Powder charge
75mm pack howitzer
HE
Smoke
ILLUM
D-30 (122mm howitzer)
HE
HEAT
ICM
ICM-DP
CLGP
ILLUM
Smoke
CN/CS
VHF Jammer
HE-ERFB
Powder charge
155mm howitzer
BONUS
Chaff-ERFB
CN/CS RAP
FASCAM (ADAM) RAP
FASCAM (RAAM) RAP
HE
HE-ERFB
CLGP RAP
HEAT
HE-ERFB-BB
ICM DP RAP
ICM-DP ERFB-BB
ILLUM RAP
Jammer RAP
Ogre ICM-DP
SADARM RAP
WP
WP ERFB
WP ERFB-BB
Powder charge

Dmg
5d6
3d6 fire
5d6
3d6 fire
5d6
3d6 fire
4d6/7d6AP
Special
10d10
12d10
8d6
Special
6d6/10d6AP
8d6
7d6/10d6AP
5d10
5d6
5d6/8d6AP
4d6
4d6/6d6AP
4d6/8d6AP
Special
Special
5d6
5d10/5d6 AP
Special
5d6
5d10
6d6
6d6
6d6
6d6/6d10 AP
6d6
4d10/5d10AP
4d10/5d10AP
Special
5d6
5d6/6d10 AP
4d6/3d6 fire
4d6/3d6 fire
4d6/3d6 fire
-

Burst radius
(ft.)
30
25
1500 (6 rds)
75 (20 rds)
50
50
1500 (8 rds)
100 (20 rds)
75
75
75
1500 (10 rds)
200 (20 rds)
75
300 (20 rds)
100 (15 rds)
2000 (15 rds)
75
75
50
50
100 (15 rds)
1500 (10 rds)
75
75
100
100
75
2000 (20 rds)
200 (20 rds)
200 (20 rds)
3 miles
75
50
1500 (20 rds)
400 (20 rds)
120 ft. field
120 ft. field
100
100
100
100
100
200
200
3000 (20 rds)
3 miles
200 field
50
100
100
100
-

Min
range
50
50
50
50
80
80
80
80
700
700
700
700
700
400
400
400
400
400
400
400
1600
1600
1600
2700
2700
2700
2700
2700
2700
2700
2700
2700
2700
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
9600
-

Indirect
Fire Rng
3500
3500
3500
3500
4500
4500
4500
4500
6800
6800
6800
6800
6800
N/A
N/A
27000
27000
27000
27000
27000
27000
27000
9000
9000
9000
15000
15000
15000
15000
15000
15000
15000
15000
15000
21000
20000
27000
30000
38000
38000
38000
24000
30000
40000
24000
39000
38000
30000
38000
38000
28000
38000
24000
30000
39000
-

seven sixty-two vol.IV


52 of 62

Reload
(rds)
1
1
1
4
5
6
7
-

Crew
3
3
5
8
5
8
8
-

Setup
Time
30 sec
2 min
5 min
7 min
5 min
10 min
15 min
-

Wgt (lb)
45
3
5
6
5
100
9
9
10
9
500
25
28
28
25
28
6.3 tons
125
130
135
110
130
100
120
125
115
45
16
12
12
3 tons
65
60
65
65
60
60
50
50
65
65
22
13 tons
130
95
100
100
110
90
95
115
85
95
85
90
95
120
90
100
85
85
90
60

Price
($)
$3000
25
50
25
30
$4000
57
100
50
60
$7000
100
200
750
100
125
$30,000
800
1000
1200
650
500
550
8700
800
800
50
$9,000
85
85
85
$85,000
400
400
2200
2400
4000
370
310
310
4000
560
40
5000
650
500
4500
7000
450
550
4500
450
700
3800
4000
400
7000
3000
6600
700
900
1100
50

M-19 60mm mortar: $3000,


45 lbs. Carried by a threeman mortar team, it provides
indirect fire support for light
infantry units.
Type W-87 81mm Mortar:
$8000, 100 lbs (Barrel: 35
lbs, Baseplate: 35 lbs, Bipod:
22 lbs, Sight: 3 lbs).
The W-87 is an upgraded
Type 67 mortar. It has been
rebarrelled for 81mm, and
may fire all Western 81mm
ammunition.
M-30 4.2 mortar: $75,000, 500 lbs (Barrel: 200 lbs, Rotator
baseplate: 220 lbs, rotator bipod: 50 lbs, Sight: 4 lbs)
Type 59-1 field gun: $30,000, 6.3 tons. This is an upgraded version
of the Type 59 gun, which is a copy of the Russian M-46. It uses
lighter components and a smaller gun shield than the Type 59, and
does not require a limber for towing. It's lighter weight means that it is
more easily handled for large changes in deflection. This gun is in
use by the United States, China, Albania, Bangladesh, Cambodia,
Cameroon, Egypt, Iran, Iraq, North Korea, Lebanon, Oman, Pakistan,
Somalia, Sri Lanka, Sudan, Thailand, UAE, Vietnam, and the Congo.
122mm D-30 howitzer: $50,000
This is a light howitzer found on some Russian and Bloc selfpropelled howitzers, as well as those of China and some former client
states of those nations. It is also found on some field pieces.
155mm NATO L/52 howitzer:
This is a higher-pressure version of the NATO 155mm howitzer, with
a longer barrel length (52 times the 155mm caliber of the howitzer,
versus the 39 caliber length of the standard 155mm NATO howitzer).
It is used on the newest Western 155mm self-propelled howitzers,
such as the M-109A6 Paladin, Israeli Slammer, German PZH-2000,
and French Caesar. It is also found on the Chinese PLZ-45.

Explanation of artillery rounds


APC: Armor Piercing Capped, a large solid round for armor
penetrating, with a ballistic cap to improve aerodynamics and
increase speed.
APFSDS: Armor Piercing Fin Stabilized Discarding Sabot, a small,
dense penetrator propelled by a large charge. This round is
extremely fast and penetrates well.

range and in addition for round has a gas expansion ring to seal the
bore upon detonation of the propelling charge, causing the round to
be forced out of the gun at a higher speed.
FASCAM: FAmily of SCAtterable Mines, a round that distributes
mines in the burst area. There are two types: ADAM (Area DeniAL
Munition) that drops 9 antipersonnel mines, and RAAM (Remote AntiArmor Mine), that distributes 6 antitank mines. These mines to not
arm until they touch the ground.
HE: High Explosive, a round packed with explosive filler to produce a
large explosion and is the most commonly available round.
HEAT: High Explosive Anti Tank, a round with a shaped charge to
burn through fortifications with a jet of hot plasma.
ICM: Improved Conventional Munition, a hollow round filled with
grenades to saturate the burst area with fragmentation explosives.
ICM is effective only against exposed personnel and soft-skinned
vehicles.
ICM-DP: Improved Conventional Munition-Dual Purpose, a round
filled as ICM, but with grenades that can penetrate armor as well as
kill personnel and soft-skinned vehicles.
ILLUM: ILLUMination, a round where the burst radius is lit up by a
brilliant parachute flare or star shell. The area is lit as if by daylight,
and the secondary burst area is lit as if by twilight.
Jammer: A round that deposits a device to jam radio transmission in
the burst area. All those trying to transmit on enemy radio
frequencies in the area of the jamming must make a DC 20 Int roll to
successfully get a transmission through. Frequency hopping radios
may make it a DC 10 Int roll. This device burns out in one hour.
Ogre ICM-DP: This version of ICM has a higher penetration and a
larger burst area. The round contains two submunitions, and attacks
the two closest vehicles to its burst point within its burst radius. If no
vehicles are within that radius, the rounds explode like normal ICM.
RAP: Rocket Assisted Projectile, a conventional with a rocket
package to extend range.
SADARM: Sense And Destroy ARMor, a round containing smart
submunitions to attack armor from above. A SADARM round contains
2 submunitions. Each submunition attacks random vehicular targets
within the burst radius with an attack roll of +8. The submunitions
have a penetration of 10d6. Rounds that miss hit the ground as per
the scatter diagram and explode like an ICM round.
WP: White Phosphorus, a round with incendiary fragments.

APHE: Armor Piercing High Explosive, a round designed to penetrate


armor with a large explosion.
BB: Base Bleed, a round designed to bleed gas into the base of the
round during flight to fill the vacuum normally at the rear of the round
that normally produces a drag on the round. This increases range.
Chaff: A round that dispenses strips of metal that disrupt radar. All
radar use is +10 DC against targets in the burst area for 2 minutes
after the round bursts.
CHEM: CHEMical, including poison gas, irritant gas, and smoke.
CLGP: Cannon Launched Guided Projectile, a smart round guided by
laser. The target must be illuminated by a laser rangefinder or
designator it's entire flight. Normally, when attacking armor, these
projectiles hit the vehicle top armor.
ERFB: Extended Range Full Bore. A round aerodynamically
designed to cut through the air better during flight to produce more

seven sixty-two vol.IV


53 of 62

MANPADS and Surface to Air Missiles


(each requires Heavy Weapons {Guided Missile} Proficiency feat)
For weight and price, the first number is for the launcher/tracker and the second is for the missile itself.
Dmg

Min
rng
(yds)
400

Max
Rng
(yds)
4400

Reload
(round
s)
2

Speed
(ft/sec)
700

Weapon
HN-5 (MANPADS)

5d6

Burst
radius
50

QW-2 (MANPADS)

5d6

50

200

5000

600

SA-7 Grail (MANPADS)

6d6

30

800

4200

550

SA-8 Gecko (SAM)

10d6

150

1500

12000

20

800

SA-14 Gremlin
(MANPADS)
FIM-92 Stinger
(MANPADS)
Patriot (SAM)

8d6

50

500

4500

500

8d6

50

200

4800

750

12d6

250

3000

230
miles

30 min.

1700

HN-5 surface-to-air missile: $14000, 35 lbs (Launcher: $4000, 10


lbs, Missile: $10,000, 25 lbs). This Chinese MANPADS missile has
been widely distributed throughout the world, showing up in places
such as North Korea, Iran, Iraq, Pakistan, Vietnam, Nicaragua, and
many other countries. It is shoulder fired and has limited capability,
but is cheap and readily available.
QW-2 surface-to-air missile: $52,000, 40 lbs (Launcher/seeker:
$35,000, 15 lbs, missile: $17,000, 25 lbs) The QW-2 is an advanced
Chinese MANPADS missile, comparable to the Scorpion or Grappler.
It uses advanced target acquisition and tracking features, and a
combination guidance system to resist countermeasures.
SA-7 Grail: $8000, 35 lbs (Launcher/tracker: $5000, 10 lbs, missile:
$3000, 25 lbs). This was the Russian's first attempt at a MANPADS
missile, and is still used throughout the Third World. It is cheap, and
that is why it is still encountered in quantity. It is no longer used by
former-Pact or Chinese forces. The Grail is generally regarded as a
poor missile that rarely brings down its target, even when it achieves
a direct hit.
SA-8 Gecko: $40,000, 300 lbs (Launcher/tracker: $15,000, 100 lbs,
missile: $25,000, 200 lbs). This medium SAM is only launched from a
mobile launcher on a vehicle. The missile is command guided; radio
signals from the ground are sent to the missile for course corrections,
based on radar information. The SA-8 may also be directly guided by
a TV camera; this makes the intercept two levels harder, but can be
useful in high-ECM environments. The SA-8 has a long range, but is
hampered by a wide minimum range.
SA-14 Gremlin: $17,000, 35 lbs (Launcher/tracker: $4000, 7 lbs,
missile: $13,000, 28 lbs). This is an improved version of the SA-7,
with better guidance features. It is also less vulnerable to flares (+10
DC to decoy with flares), and is less likely to take off after heat
sources like the Sun.
FIM-92 Stinger: $22,000, 35 lbs (Launcher/tracker: $10000, 10 lbs,
missile: $12,000, 25 lbs). This weapon is the standard MANPADS in
the US, Canada, and many other countries worldwide, from Israel to
Afghan Guerillas. It is easy to get a hold of on the black market, and
a lively trade in Stingers has been kept up for years. It is a shoulderfired missile with advanced infrared guidance.

Accracy
(Guidance)
DC 20
(IR)
DC 10
(IR/Radar)
DC 20
(IR)
DC 15
(Command)
DC 15
(IR)
DC 15
(IR)
DC 5
(Radar)

Wgt (lb)
10/25
15/25
10/25
100/200
7/28
10/25
8 tons/
1500

Price
$4000/
$10000
$35000/
$17000
$5000/
$3000
$15000/
$25000
$4000/
$13000
$10000/
$12000
$750000/
$50000

As the aircraft powers up through 8,000 ft an explosion


rocks the aircraft, a cacophony of aural warnings erupts and
lights flash for multiple systems. Rofail tells the pilots almost
immediately that all pressure is lost from the Green and
Yellow hydraulic systems, and 20 seconds later the Blue
system pressure also begins to drop and soon hits zero.
The primary flight control surfaces and spoilers go limp as
their actuators drain, trailing in the slipstream.
The
horizontal stabiliser, which controls the aircrafts pitch, is
frozen at the trim position for 215 kt (400 km/h) with climb
thrust set - the angle it is at when drained of hydraulic
power. Flaps and slats are unavailable.
The crew know something has hit their aircraft. Michielsen
believes a missile has hit the rudder because he sees the
yaw damper switches trip out, but Rofail does not rule out a
collision with an unseen aircraft. While the cause is
unknown, the effects are dramatic. Michielsen makes an
emergency call to Baghdad approach, then Rofail takes over
communication with air traffic control because the pilots are
preoccupied with fighting the aircrafts apparently out-ofcontrol state.
From his seat behind the pilots, Rofail, like all flight
engineers, can see the big picture: systems panels; primary
flight instruments; the real horizon as it rocks and pitches often disappearing from sight - and he joins the pilots
struggle to understand what - if any - control they have left.
He says: The aircraft was like a piece of paper in the air.
We went through a series of steep banks and dives -you
could not leave your seat. The aircrafts roller-coaster
manoeuvring throws the crew against their harnesses.
All the crew are taking part in everything, doing whatever
they see needs to be done. The rulebook has gone out the
window, explains Rofail.

Patriot: $750,000, 8 tons, $50,000, ton. This is the primary US air


defense missile for use against aircraft of all types and against
ballistic missile warheads. Normal launching is done from trailermounted quadruple launchers towed by HEMTT trucks. Note that
interception of ballistic missile warheads is a task that is +10 DC
more difficult than normal.

seven sixty-two vol.IV


54 of 62

David Learmont, 2004


Missile Attack: Surviving last years
Airbus A300 freighter shootdown at Baghdad

Other Ranged Weapons


(Weapons Proficiency feat needed given in parentheses)

Weapon (Proficiency)
Compound bow (Small Arms)2
Barnett Crossbow (Small Arms)
M9A2 Flamethrower (No feat)
Javelin (Thrown)
Pepper spray (Simple)
Shuriken (Thrown)
Taser X26 (Simple)
Whip (Simple)

Dmg
1d8
1d10
3d6
1d6
Special2
1
1d42
1d2

Critical
20
1920

20

20

20

Damage
Type
Piercing
Piercing
Fire
Piercing
Special2
Piercing
Electricity
Slashing

Other Ranged Weapons


Ranged weapons that are not firearms include such diverse objects
as crossbows, tasers, and pepper spray. The feat that provides
proficiency with these weapons varies from weapon to weapon, as
indicated on Table: Ranged Weapons.
Boomerang: This is a curved throwing stick that returns to its
thrower on a miss. To catch a returning boomerang, the thrower must
make an Average: Dexterity roll. Failure means the boomerang lands
1D6-2 meters away from the thrower in a random direction. Note that
this is a boomerang designed as a weapon; toy and souvenir
boomerangs are not useful as weapons. The boomerang is shaped
as an airfoil, and may be thrown twice the distance of a normal
thrown weapon.
Compound Bow: Bow hunting remains a popular sport in North
America. A characters Strength modifier applies to damage rolls
made when using this weapon. Arrows come in quivers of 12 and
arrowheads come in a variety of shapes.
Crossbow: A crossbow requires two hands to use. Pulling a lever
draws the bow. Loading a crossbow is a move action that provokes
attacks of opportunity. Bolts come in quivers of 12.
Flamethrower: A flamethrower consists of a pressurized backpack
containing fuel, connected to a tube with a nozzle. It shoots a 5-footwide, 30-foot-long line of flame that deals 3d6 points of fire damage
to all persons and objects in its path. No attack roll is necessary, and
thus no feat is needed to operate the weapon effectively. Anyone
caught in the line of flame can make a DC 15 REF save to take half
damage. Targets with cover get a bonus on their Reflex save. A
flamethrowers backpack has hardness 5 and 5 HP. When worn, the
backpack has a Defense equal to 9 + the wearers DEX mod.
A backpack reduced to 0 HP ruptures and explodes, dealing 6d6
points of fire damage to the wearer (no save allowed) and 3d6 points
of splash damage to persons and objects in adjacent 5-foot squares
(DC 15 REF save for half damage). Any person or flammable object
that takes damage from a flamethrower catches on fire, taking 1d6
points of fire damage each subsequent round until the flames are
extinguished. A fire engulfing a single creature or object can be
doused or smothered as a full-round action. Discharging a fire
extinguisher is a move action and instantly smothers flames in a 10foot-by-10-foot area. A flamethrower can shoot 10 times before the
fuel supply is depleted.
Javelin: This light, flexible spear built for throwing can be used in
melee, but since its not designed for it, characters using it in this
manner are always considered nonproficient and take a 4 penalty
on their melee attack rolls.
Pepper Spray: A chemical irritant that can temporarily blind a target,
pepper spray comes in a single-shot container. To use it, make a
ranged touch attack against the target. The target must make a
Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper
spray is limited to 5 range increments.

Range
Increment
40 ft.
40 ft.

30 ft.
5 ft.
10 ft.
5 ft.
15 ft.3

ROF
1
1
1
1
1
1
1
1

Mag

1 int.
10 int.

1 int.

1 int.

Size
Large
Med
Large
Med
Tiny
Tiny
Small
Small

Wgt.
3
7
50
2
0.5
0.5
2
2

Price

Res.

Mil

Shuriken: A shuriken is a thrown, star-shaped projectile with four to


eight razor-sharp points. A character may draw a shuriken as a free
action.
Taser X26: A Taser uses 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 1d4 points of electricity damage and
the target must make a DC 15 FORT save or be paralyzed for 1d6
rounds. Reloading a taser is a full-round action that provokes attacks
of opportunity. The taser has an integrated laser sight and time/date
stamp.
Whip: Whips deal a small amount of lethal damage. Although a
character doesnt fire the weapon, treat a whip as a ranged weapon
with a maximum range of 15 feet and no range penalties. Because a
whip can wrap around an enemys leg or other limb, a character can
make a trip attack with it by succeeding at a ranged touch attack. The
character does not provoke an attack of opportunity when using a
whip in this way. If the character is tripped during his own trip
attempt, the character can drop the whip to avoid being tripped.
When using a whip, a character gets a +2 bonus on your opposed
attack roll when attempting to disarm an opponent (including the roll
to keep from being disarmed if the character fails to disarm the
opponent).

WEAPON ACCESSORIES & OPTICS


Bianchi patrol holster $50. Not concealable. Standard law
enforcement issue.
Bianchi concealed carry holster $30. Designed to help keep a
weapon out of sight (see Concealed Weapons and Objects), it can be
worn as a shoulder holster (Medium-sized weapon) of inside the
waistband (Small or Tiny). Tiny weapons can be carried in ankle or
boot holsters.
Blackhead Tactical sling: $30. Cross-shoulder sling allows user
to keep a longarm across his chest for faster access.
Coach Ladies Pistol Handbag: $150. A sign of the times, this
innocuous purse has a hidden holster compartment for a mediumframe handgun and two clips.
Surefire Weapon light $200. A high-powered flashlight mounted
on an integral foregrip compatible with most pistols and longarms.
Characters using this in a low-light environment negates the targets
concealment. Characters who look directly into the beam are blinded
for 1d6 rounds.
LaserMax Laser Sight $100. Mounted on a firearm, it projects a
tiny red dot on the point-of-aim and grants a +1 equipment bonus on
all attack rolls made against targets no farther than 90 feet away.
Cannot be used outdoors during the daytime. Laser dot stays
coherent up to 600 yards away.
AN/PAQ-4 Aiming light: $250. Mounted on rifles and carbines, this
more powerful military-issue laser sight it projects a tiny red dot on
the point-of-aim and grants a +1 equipment bonus on all attack rolls

seven sixty-two vol.IV


55 of 62

made against targets no farther than 200 feet away. Cannot be used
outdoors during the daytime. Laser dot stays coherent up to 1000
yards away. The AN/PAQ-4C is the IR version and is visible only with
IR night vision optics.
AN/PEQ-2 Target pointer/Illuminator/Aiming light: $600. Mounted
on scoped rifles and carbines, this laser sight it projects either a
visible red dot or IR dot (visible only with NVG) on the point-of-aim
and grants a +1 equipment bonus on all attack rolls made against
targets no farther than 300 feet away. Cannot be used outdoors
during the daytime. Laser dot stays coherent up to 2000 yards away.
M145 Telescopic sight: $1000. Internally illuminated scope
improves low-light performance. 175 hour battery. Reduces miss
chance from darkness concealed targets by 20%.
Aimpoint Comp scope: $300. Parallax-free scope superimposes
red dot on target with unlimited eye relief and field of view. Shooter
can take rapid aim without closing one eye to aim. Grants +1 to
attack.
Leupold M-8 6x42 Tactical rifle scope 1 lb, $600. A x6
magnification higher-end scope increases the range increment for a
ranged weapon by x1.5. If magnification is used, shooter must spend
a move or attack action to acquire target. If you change targets or
otherwise lose sight of the target, you must reacquire the target to
gain the benefit of the scope.
Trijicon ACOG scope S, 5 lb., $900. A x1.5 magnification electrooptical scope functions the same as a standard scope in normal light.
In low light, however, the user sees through it as if he were using
night vision goggles.
Swarovski Optik 6-24x50 rifle scope T, lb., $1000. A x24
magnification high-end scope increases the range increment for a
ranged weapon by x1.5. If magnification is used, shooter must spend
a move or attack action to acquire target. If you change targets or
otherwise lose sight of the target, you must reacquire the target to
gain the benefit of the scope.
AN/PVS-4 Night vision scope S, 5 lb., $2000. A x3 Gen II electrooptical scope functions the same as a standard scope in normal light.
In darkness, however, the user sees through it as if he were using
night vision goggles. If magnification is used, shooter must spend a
move or attack action to acquire target. If you change targets or
otherwise lose sight of the target, you must reacquire the target to
gain the benefit of the scope.
AN/PVS-10 Night vision sniper scope S, 5 lb., $7500. A x8 Gen III
electro-optical scope functions the same as a standard scope in
normal light. In total darkness, however, the user sees through it as if
he were using night vision goggles. If magnification is used, shooter
must spend a move or attack action to acquire target. If you change
targets or otherwise lose sight of the target, you must reacquire the
target to gain the benefit of the scope.
AN/TVS-5 Night vision sight S, 10 lb., $5000. A x4 Gen III electrooptical scope functions the same as a standard scope in normal light.
In darkness, however, the user sees through it as if he were using
night vision goggles. Usually Mounted on heavy support weapons. If
magnification is used, shooter must spend a move or attack action to
acquire target. If you change targets or otherwise lose sight of the
target, you must reacquire the target to gain the benefit of the scope.
AN/PAS-13 Medium Weapon Thermal Sight S, 12 lb., $5000. A x4
Gen III electro-optical scope functions the same as a standard scope
in normal light. In darkness, however, the user sees through it as if he
were using night vision goggles. Extended 10 hour battery. If
magnification is used, shooter must spend a move or attack action to
acquire target. If you change targets or otherwise lose sight of the
target, you must reacquire the target to gain the benefit of the scope.

Speed Loader T, lb., $30. Using a speed loader saves time in


reloading a revolver, inserting all the cartridges at once. Allows
revolvers to be loaded as fast as magazine loaded pistols.
Gemtech Suppressors Restriction: Mil
Pistol
T , 1 lb., $900
SMG
S, 3 lb., $1300
Rifle
S, 4 lb., $1750
Sniper S, 7 lb., $3500
A suppressor fits on the end of a firearm, capturing the gases
traveling at supersonic speed that propel a bullet as it is fired. This
eliminates the noise from the bullets firing, dramatically reducing the
sound the weapon makes when it is used. For handguns, the only
sound is the mechanical action of the weapon (Listen check, DC 15,
to notice). For longarms, the supersonic speed of the bullet itself still
makes noise. However, its difficult to tell where the sound is coming
from, requiring a Listen check (DC 15) to locate the source of the
gunfire. Modifying a weapon to accept a suppressor requires a
Repair check (DC 15). Once a weapon has been modified in this
manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor
purchased for one weapon can be used for any other weapon that
fires the same caliber of ammunition and is threaded to accept the
same suppressor.
First round pop Suppressors may occasionally (10% chance)
experience a first-round pop when the firearm hasnt been
discharged in a while. The shot is louder than subsequent shots
because of built up dust particles, cleaning oil or moisture.
Light machinegun tripod: 10 lb, $200. Allows light machineguns to
be fired normally. Increases the range increment by 10 ft. and allows
an extra burst or autofire attack if the character uses a Full Attack
that round.
Medium machinegun tripod: 20 lb, $200. Allows medium
machineguns to be fired normally. Whether used to mount medium or
light machineguns, this tripod will increase the range increment by 10
ft. and allows an extra burst or autofire attack if the character uses a
Full Attack that round.
Heavy machinegun tripod: 30 lb, $500. Allows heavy machineguns
to be fired normally. Whether used to mount heavy, medium or light
machineguns, a heavy tripod will increase the range increment by 10
ft. and allow san extra burst or autofire attack if the character uses a
Full Attack that round.
Pintle mount: $400. Allows heavy machineguns to be mounted on
vehicle turrets.
Barrel porting: $250. Firearms with exposed barrels can be drilled
with porting holes at an angle to direct gas pressure away from the
muzzle.
Slide lock: $200. Thumb lever locks pistols slide to maximize stealth
when used in conjunction with a suppressor. Because the pistols
action does not cycle, the user must manually rack the slide after
each shot.
Muzzle flash: $30. Barrel attachment reduces flash signature and
recoil.
Compensating: $100. Specialized barrel attachment directs gas jets
away from the muzzle, reducing felt recoil.
Tritium sights: $200. Luminescent gun sights improve accuracy in
low-light conditions.

seven sixty-two vol.IV


56 of 62

EXPLOSIVES AND SPLASH WEAPONS


These weapons explode or burst, dealing damage to creatures or
objects within an area. Explosives can be thrown or set off in place,
depending on the type of explosive device. Dynamite and hand
grenades are examples of these weapons. All explosives must be
detonated. Some, such as grenades, include built-in detonators.
(Pulling the pin on a grenade is a free action.) Others require timers
or other devices to set them off. Detonators are covered in Weapon
Accessories.
A splash weapon is a projectile that bursts on impact, spewing its
contents over an area and damaging any creature or object within
that area. Generally, creatures directly hit by splash weapons take
the most damage, while those nearby take less damage. Splash
weapons usually must be thrown to have effect. Explosives and
splash weapons require no feat to use with proficiency unless they
are fired or propelled from some sort of launcher or other device, in
which case the appropriate Weapon Proficiency feat for the launcher
is necessary to avoid the 4 nonproficient penalty.

Explosives and Splash Weapons Table


Explosives and splash weapons are described by a number of
statistics, as shown on Table: Explosives and Splash Weapons.
Damage/Direct Hit Damage: The primary damage dealt by the
weapon. For explosives, the Damage column shows the damage
dealt to all creatures within the explosives burst radius. For splash
weapons, the Direct Hit Damage column is used for a target directly
struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst radius is
the area affected by the explosive. All creatures or objects within the
burst radius take damage from the explosive.
For splash weapons, all creatures within 5 feet of the weapons
impact point take splash damage equal to the amount shown in this
column.
Damage Type: Damage from explosives and splash weapons is
classified according to type: energy (of a specific type) or slashing.
Some creatures or characters may be resistant or immune to some
forms of damage.
Critical: The threat range for a critical hit. If the threat is confirmed, a
weapon deals double damage on a critical hit (roll damage twice, as if
hitting the target two times).
Reflex DC: Any creature caught within the burst radius of an
explosive may make a Reflex save against the DC given in this
column for half damage.
Range Increment: If the weapon can be thrown, its range increment
is shown in this column. Explosives with no range increment must be
set in place before being detonated. (See the Demolitions skill)
Size categories for weapons and other objects are defined differently
from the size categories for creatures. The relationship between a
weapons size and that of its wielder defines whether it can be used
one-handed, if it requires two hands, and if its a light weapon. A
Medium-size or smaller weapon can be used one-handed or twohanded. A Small or smaller weapon is considered a light weapon. It
can be used one-handed and, as a light weapon, is easier to use in a
characters off hand.
Weight: This column gives the weapons weight.
Price: The base price doesnt include any modifier for purchasing the
weapon on the black market.

Shortly after 7 p.m. on Monday night, Alpha Company paved


the road into Fallujah. Engineers used a minesweeper to
shoot forward 91-m lines of C-4 explosive to destroy or
trigger any booby traps in its path. Battle tanks followed a
channel marked in chemical lights, taking positions on the
railway berm to cover 3rd Platoons advance to Objective
Lion, a hunk of two- and three-story buildings known to be
insurgent strong points. It would be the foothold for the
entire Task Forces advance.
Within the Bradleys cramped and musty hold, the shock of
the minesweepers explosion was felt by the infantrymen
huddled inside. Among them is Fitts, a lithe, expressive
Mississippian and father of three who joined the military
eight years ago. He warns his team to get ready to get out
of this big metal bitch. With the bulk of the Marine-led
assault force poised on the northern side of the railway, 3rd
Platoon plowed forward, bringing its Bradleys to a halt
beneath Fallujahs first houses. The platoon radio net
crackled, Drop ramp. All 3rd Platoon elements drop ramp,
drop ramp. And with that, the ground battle began.
Despite all the intel showing heavy movement within the
buildings, Object Lion was not defended. But in the street
behind it, a mammoth propane tank lay on its side; wire ran
from it to a nearby house. A squad was detailed, and went in
only to come scurrying straight back out. The presence of
gas cans and a car battery suggested that the propane tank
and probably the house were rigged to blow.
It was a sign of things to come. Two days later, the platoon
took up a position in a three-story house, overlooking the
platoons new domain. In the side street below, twin bombs
erupted. A detonator cord led to the adjoining home, and
someone thought he saw movement. The platoon lit up the
house with volleys of automatic fire, tripping a battery of
hidden devices. The house blew forward, and a young
sergeant on a balcony took shrapnel in his groin. At every
stop in its advance, the Wolf Pack, as 3rd Platoon is
dubbed, found countless bombs, plus doors booby trapped
and walls set with explosives. The enemy tactic accounted
for the soldiers unforgiving approach to entering buildings,
traversing streets and tackling even lone snipers: if it looks
suspicious or shoots at you, blow it up with a grenade, a
cannon or the main gun of a tank. The U.S. didnt plan on
taking any chances.
By dawn the next day, the Wolf Pack had reached Objective
Cougar, the Imam al-Shafi Mosque that insurgent leaders
used as a meeting point and command center. It sat midway
down 3rd Platoons southward advance through Fallujahs
Askari district, home to many former Iraqi military officers. It
had been long evacuated and been heavily fortified in
anticipation of a U.S. invasion, but commanders had
received reports that as many as 150 foreign fighters were
ensconced in the area; the battle figured to be tough.
Footage taken by an aerial drone earlier in the week showed
that the area was strewn with buried explosives. When a
U.S. warplane dropped a 225-kg bomb on a weapons
cache, it set off a daisy chain of roadside bombs for 90 m
along either side of the block.

Restriction: The restriction rating for the weapon, if any.

seven sixty-two vol.IV


57 of 62

Into the Hot Zone (Time, 2004)


Michael Ware

Weight
(lb)

Restriction

Price

13

Throw
Range
Increment
10 ft.

Licensed

20 ft.

Restricted

19

Restricted

Concussion

See
text
10 ft.

20

20

Illegal

$10/$900
(100 case)
$50/ $1000
(20 case)
$75 per
2m roll
$5

Slashing
Slashing

10 ft.
20 ft.

12
15

10 ft.
10 ft.

2
1.5

Illegal
Military

4d6

Slashing

20 ft.

15

10 ft.

Military

4d6

Slashing

20 ft.

15

10 ft.

Military

10 ft.

See
text
6d6

10 ft.

Restricted

Fire

See
text
See
text
10 ft.

15

10 ft.

Military

2d6

Fire

20 ft.

15

10 ft.

Military

See
text

Concussion

30 ft.

15

10 ft.

Restricted

$10/$180
(20 case)

4d6

Concussion

20 ft.

Licensed

4d6

Slashing

20 ft.

Military

2d6

Slashing

1 ft.

Military

6d10

Slashing

30 ft.

30

Military

4d6

Slashing

25 ft.

20

Military

5d6

Slashing

18

Military

4d6

Slashing

See
text
15 ft.

13

Military

$60/$1200
(20 case)
$65/ $600
(10 case)
$65/ $600
(10 case)
$180/$500
(3 case)
$90/ $900
(10 case)
$240/$1200
(6 case)
$1000

6d12

Slashing

30 ft.

15

10

Military

$300

6d10
8d12

Slashing
Slashing

30 ft.
150 ft.

12
110

Military
Military

$550
$800

Weapon

Dmg

Crit

Damage
Type

Burst
Radius

Reflex
DC*

Dynamite

2d6

Concussion

15 ft.

M112 C-4
charge
Primacord

4d6

Concussion

2d6

Concussion

3d6

1d6
4d6

Ammonium
Nitrate IED
Pipe bomb
M-67 Frag
grenade
Type 82-2
Frag grenade
RGD-5
Frag grenade
M18 Colored
smoke grenade
M7A3 Tear gas
grenade
M-14 Thermite
grenade
M-15 White
phosphorus
grenade
Mk3A2
Concussion
grenade
M-118 Sheet
explosive
M-14 APERS
mine
Type 72 APERS
mine
M-19 AT mine
M-26 Bounding
APERS mine
M-18A1
Directional mine
M1A1 Bangalore
torpedo charge
20 lb Satchel
charge
M2 SLAM mine
M180 Cratering
charge
Weapon

Critical2
Direct Splash
Dmg
Reflex
Range
Weight
Dmg
Hit
Type
DC*
Increment
(lb)
Dmg
Acid, mild
1d6
1
20
Acid
15
10 ft.
1
Molotov cocktail1
1d6
1
Fire

12
10 ft.
3
* Reflex Save DC against thrown explosive or if the character notices hitting a trigger or trip wire.
1 This weapon cannot be purchased as an item; the price given is for the weapons components.
2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.

seven sixty-two vol.IV


58 of 62

$5
$15/$300
(20 case)
$10/$300
(20 case)
$10/$300
(20 case)
$18/$250
(16 case)
$35/$500
(16 case)
$20/350
(16 case)
$12/170
(16 case)

Restriction

$3
$1

GRENADES AND EXPLOSIVES


Demolitions Kit: 10 lb, $200, Licensed. This kit contains everything
needed to use the Demolitions skill to set detonators, wire explosive
devices, and disarm explosive devices. Includes spools of blasting
wire, timed fuse, instant fuse, trip wire, crimpers, adhesive tape,
pliers, de-mining probe and M34 hand blasting machine. Detonators
must be purchased separately.
Detonators
Some explosives, especially industrial cutting and demolition charges
require a detonator to fire. A detonator is a 4 long blasting cap that is
first crimped to a fuse or blasting wire, depending on whether it is
electrical or non-electrical. When the wire is inserted, the cap must be
crimped with a special pair of pliers to secure it. Otherwise there is a
75% chance the charge will not detonate when fired. Attempting to
crimp a cap with a regular pair of pliers is a DC 20 Dex check and
failure results in the blasting cap going off (2d6 damage). When the
detonator is inserted into the primary explosive, the entire charge is
ready to fire. (DC 15 Demolitions check). Failure means that the
explosive fails to go off as planned. Failure by 10 or more means the
explosive goes off as the detonator is being installed.
Riodets M11 Electrical Blasting Cap (20): $17.50. This detonator
can also be wired into any electrical device, such as a light switch, a
cars ignition switch or cellular phone, with a Demolitions check (DC
10). When the electrical device is activated, the detonator goes off.
Twinplex M14 Non-electrical blasting cap (20): $20. This detonator
requires a fuse to fire.
M-60 Fuse Igniter (20): $10. This fuse is activated by trip wire or
other physical movement and can be attached directly to a nonelectric blasting cap.
Mk-18/2 Electrical firing line: 5 lb., $250. 1000 feet spool.
Timed fuse: 2 lbs per 50 coil. Burns 30 seconds per foot.
M147 Timer (5): $25. This is an electronic timer connected to the
detonator and can be set to go off anytime from 1 minute to 30 days.
M122 Remote Blasting Machine and Radio Detonator set: $700
remote, $100 per M71 detonator. This radio detonator includes a
collapsible antenna, a safety and an activation switch. When the
switch is toggled, the activation device sends a signal to the
detonator by radio, setting it off. It has a range of 2 miles.
M112 C-4 demolition charge: Plastique resemble slabs of wax.
Hard and translucent when cold, these explosives warm up when
kneaded, and then can be hand-molded to take various shapes. The
information on the table represents a 1-pound block with an adhesive
backing for breaching and cutting operations. Additional blocks can
be wired together, increasing the damage and burst radius; each
additional block increases the damage by +2d6 and the burst radius
by 2 feet, and requires a Demolitions check (DC 15) to link them.
Although the damage statistics on the table represent a 1-pound
block, C4 is sold in 20-block packages. C4/Semtex requires a
detonator to set off. It is considered to be a moderate explosive for
the purpose of using a Craft (chemical) check to manufacture it.
Primacord: Also known as det cord it is an explosive in a ropelike
form. Technically, det cord doesnt explodebut it burns so fast
(4,000 yards per second) that it might as well be exploding. Normally
used to string multiple explosive charges together for simultaneous
detonation (allowing a single detonator to set them all off), det cord
can also be looped around a tree or post or other object to cut it
neatly in half. The information on the table represents a 50-foot
length. A length of det cord can be spread out to pass through up to
ten 5-foot squares. When this is the case, it deals the indicated
damage to all creatures in each 5-foot square through which it
passes. It can also be doubled up; for each additional 5 feet of cord
within a single 5-foot square, increase the damage by +1d6 to a

maximum increase of +4d6. Det cord requires a detonator to set it off.


It is considered to be a simple explosive for the purpose of using a
Craft (chemical) check to manufacture it.
Dyno Nobel Unigel Dynamite: Perhaps one of the most common
and straightforward explosives, dynamite is very stable under normal
conditions. A stick of dynamite requires a fuse or detonator to set it
off. Additional sticks can be set off at the same time if they are within
the burst radius of the first stick, increasing the damage and burst
radius of the explosion. Each additional stick increases the damage
by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum
20 feet). Its possible to wire together several sticks of dynamite for
even greater explosive effect. Doing so requires a Demolitions check
(DC 10 + 1 per stick). If the character succeeds on the check, the
damage or the burst radius of the explosion increases by 50% (the
characters choice). Dynamite is sold in boxes of 12 sticks. It is
considered to be a simple explosive for the purpose of using a Craft
(chemical) check to manufacture it. To set off dynamite using a fuse,
the fuse must first be lit, requiring a move action (and a lighter or
other source of flame). The amount of time until the dynamite
explodes depends on the length of the fusea fuse can be cut short
enough for the dynamite to detonate in the same round (allowing it to
be used much like a grenade), or long enough to take several
minutes to detonate. Cutting the fuse to the appropriate length
requires a move action. Dynamite becomes unstable over time and
sticks sitting in storage for years sweat nitroglycerin and may
detonate with enough vibration.
Pipe bomb: 2 lbs. The improvised fragmentation grenade is simply a
metal pipe, filled with explosive and a variety of nails, tacks, glass
fragments, and capped at both ends. It has an ignition fuse that is
reasonably reliable (there is a 10% chance of malfunction, either a
dud or premature detonation).
M-67 Fragmentation Grenade: The most common military grenade,
this is a small explosive device that sprays shrapnel in all directions
when it explodes. Once the pin is pulled and the spoon disengaged,
the fuse burns for 3 seconds before detonation.
Smoke Grenade: Used to create temporary concealment and signal
devices. On the round when it is thrown, a smoke grenade fills the
four squares around it with smoke. On the following round, it fills all
squares within 15 feet, and on the third round it fills all squares within
30 feet. Smoke fills up confined indoor areas much more quickly. The
smoke obscures all sight, including visibility granted by night vision
goggles. Anyone within the area has total concealment (attacks suffer
a 50% miss chance, and the attacker cant use sight to locate the
target). It disperses after 10 rounds, though a moderate wind (11+
mph) disperses the smoke in 4 rounds and a strong wind (21+ mph)
disperses it in 1 round, leaving a plume of smoke that provides 50%
concealment. Smoke grenades are available in several colors,
including white, red, yellow, green, and purple.
M7A2 and M7A3 riot control tear gas grenade: Used to disperse
crowds or disorient barricaded persons. On the round that it is
thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant
that causes eyes to fill with tears. On the following round, it fills a 10foot radius, and on the third round it fills a 15-foot radius. The smaller
M7A2 disperses after 10 rounds, though a moderate wind (11+ mph)
disperses the smoke in 4 rounds and a strong wind (21+ mph)
disperses it in 1 round. The larger M7A3 lasts three times as long. A
character caught in a cloud of tear gas must make a DC 15 FORT
save or be nauseated. This effect lasts as long as the character is in
the cloud and for 1d6 rounds after he leaves the cloud. Those who
succeed at their saves but remain in the cloud must continue to save
each round. A gas mask renders the target immune to the effects. A
wet cloth held over the eyes, nose, and mouth provides a +2 FORT
save bonus.
M-14 Thermite Grenade: Creates intense heat to burn or melt
through an object upon which the grenade is set, such as used to
quickly destroy key pieces of equipment. Burns for 40 seconds.

seven sixty-two vol.IV


59 of 62

M-15 White Phosphorus Grenade: White phosphorus grenades use


an explosive charge to distribute burning phosphorus across the
burst radius. Any target that takes damage from a White Phosphorus
grenade is dealt an additional 1d6 points of fire damage in the
following round and risks catching on fire. In addition, a WP grenade
creates a cloud of smoke. Treat a white phosphorus grenade as a
smoke grenade (see above), except that it only fills squares within 5
feet of the explosion point. Burns for 60 seconds.
Mk.3A2 concussion grenade: 1 lb, $10. An enhanced concussion
grenade designed to make a very loud noise and a bright flash in
order to temporarily incapacitate a target. In addition to the normal
concussion effects, all characters within 10 yards must make a DC 15
FORT save to avoid the effects of the grenade. Failure means that
the characters are incapacitated (flash-blinded, temporarily deafened,
and disorientated) for 2d6 rounds. Success means that the character
is incapacitated for only one round.
Type 82-2: 1 lb, $10. This small grenade is standard with Chinese
forces, and has been exported to a number of countries.
RGD-5: 1.5 lbs, $12. The RGD-5 is a reasonably modern
fragmentation grenade, and (with the F-1) is presently the standard
Bloc hand grenade.
Type 72 APERS: 6 lbs, $30. This Chinese antipersonnel mine is of
the toepopper variety; the mine affects only the person who steps on
it, and the blast and fragment damage is directed only into the legs of
the victim. It is made largely of plastic, and is two levels more difficult
to detect. The mine may be easily disarmed by someone who is
familiar with the mine by rotating the top until the arming marks line
up; however, there is also a version known as the Type 72B, which
cannot be disarmed and will detonate if this procedure is done. The
Type 72B is +5 DC easier to detect, due to more metallic content.
The Type 72 is susceptible to overpressure, and there is a 25%
chance of detonation per concussion dice applied to it. 10 lbs of
pressure is required for detonation. This mine is also manufactured
by South Africa, and is used in large numbers by China, South Africa,
Angola, Cambodia, Iraq, Kuwait, Mozambique, and Somalia.
Model 1989 APERS: $25. This is a Chinese antipersonnel mine,
copied from the former East German PPM-2. There are two fuses
available: a piezoelectric fuse that is sensitive to overpressure (25%
chance of premature detonation per concussion dice applied to it),
and an electronic fuse that is not affected by overpressure. The
electronic fuse also has an antihandling feature that causes the mine
to detonate if tilted more than 30 degrees. The mine may be easily
disarmed when the normal fuse is used, but should be shot or blown
in place if the electronic fuse is used. The Model 1989 requires 25 lbs
of pressure to trigger.

before detonating. 30m casualty radius. DC 20 Search check to find


with probe.
M19 anti-tank mine: 25 lb light plastic anti-tank mine set off with 300
pounds of pressure. Includes above-ground rod trigger.
M18A1 Claymore directional mine: 4 lb above-ground claymore
creates a casualty area in a 60 degree fan, 100m long, 50m wide and
2m high and 20m to the rear. Triggered by blasting machine or
tripwire. Issued in cases of 6.
M1A1 Bangalore Torpedo anti-obstacle charge: 20 lbs per
section, $3000. This is essentially a steel pipe filled with explosive.
Each kit contains seven two-meter sections and a dummy section.
Used primarily for clearing paths through barbed wire, it is also useful
for making footpaths through minefields. The sections may be joined
to clear a 15-meter path, with the dummy in front to prevent
boobytraps from setting off the torpedo while it is being pushed
through the obstacle. A torpedo will clear a two-meter-wide path
through wire and a one-meter path through a minefield--sufficient for
a footpath. Requires a demolitions kit to detonate.
M-3A1 Shaped Demolition Charge: 35 lbs, $500. This is a shaped
charge used for breaching walls or cratering roads. Most of the
explosive force of the charge is channeled in one direction, and the
M-3A1 is considered already tamped. When used as a cratering
charge, the planting of a conventional charge to widen the hole
usually follows the M-3A1.
M2 Selectable Light Attack Munition (SLAM mine) A compact,
self-contained, special operations-issue charge. Triggered by
pressure, trip-wire, command and time delay. Modern version of
WWII Limpet mine.
M180 Cratering demolition charge: 110 lb pre-forged shaped
charge creates a crater in asphalt and concrete, 25 feet in diameter
and 9 feet deep.
Tactical nuclear warhead: $50 lbs. $25,000,000. A standard nuclear
weapon, suitable for use by special forces or atomic demolition
munitions personnel, packaged in a standard nylon backpack. US
and Soviet-era weapons are virtually identical for game purposes.
This weapon requires a separate chemical detonator, five minutes,
and Electronic skill to arm and disarm. The timer can be adjusted to
detonate anywhere from 10 seconds to 12 hours afterward. The
radiation dissipates quickly to 375 rads in 24 hours and a mere 23.43
within 48 hours. Crater: 100 m, Fireball: 500 m, Total Destruction:
500 m, Heavy Destruction 1000 m, Medium Destruction 1500 m,
Light Destruction 2000 m, Radiation Cloud 3000 m; Initial Rads 6000,
Half-Life 6 hours.

Military explosives and mines


TNT Block: 1 lb, $50. The blocks are prepared with fuse wells, but a
blasting cap and fusing must be added.
M118 Flex-X sheet explosive: Designed for breaching structures
through walls, floors and hardened doors in dynamic entry raids.
Box includes four sheets of lb C-4 sheets backed with adhesive
tape. Comes in wooden box of 20 boxes and case of 80 blasting
caps. Also called Flex-X.
M14 antipersonnel mine: 4 lb, non-metallic mine set off with 8 lbs of
pressure. 15 m casualty radius. DC 20 Search check to find with
probe.
M15 anti-tank mine: 30 lb, large non-metallic mine set off with 350
lbs of pressure. Can be deployed from tanks equipped with dispenser
unit. DC 15 Search check to find with probe.
M26 bounding antipersonnel mine: 3 lb metallic Bouncing Betty
mine. Set off with 10 lbs of pressure, it ejects 2d4 feet into the air

Splash Weapons
Many splash weapons, such as Molotov cocktails, are essentially
homemade devices (improvised explosives). The purchase DC given
in Table: Explosives and Splash Weapons reflects the typical cost of
the necessary components. See the Craft (chemical) skill for details
on making improvised explosives.
Acid, Mild: A character can throw a flask of acid as a grenade-like
weapon. A flask is made of ceramic, metal, or glass (depending on
the substance it has to hold), with a tight stopper, and holds about 1
pint of liquid. This entry represents any mild caustic substance. Acid
may be purchased in many places, including hardware stores.
Molotov Cocktail: A Molotov cocktail is a flask containing a
flammable liquid, plugged with a rag. A Molotov cocktail is easily
made by hand (Craft [chemical] check DC 10 or Intelligence check
DC 15). To use it, the rag must first be lit, requiring a move action
(and a lighter or other source of flame). The cocktail detonates in 2
rounds or on impact with a solid object, whichever comes first. A
target that takes a direct hit is dealt an additional 1d6 points of fire
damage in the following round and risks catching on fire.

seven sixty-two vol.IV


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clothing in tactical situations, tactical armor often has pockets, clips,


and velcro attachment points for carrying weapons, grenades,
ammunition, flashlights, first aid kits, and other items.

ARMOR

Equipment Bonus: The protective value of the armor. This bonus


adds to the wearers Defense.
Nonproficient Bonus: The maximum amount of the armors
equipment bonus that can be applied to the wearers Defense if the
wearer is using armor with which he isnt proficient (doesnt have the
appropriate feat).
Maximum Dex Bonus: This number is the maximum Dexterity bonus
to Defense that this type of armor allows. Heavier armor limits
mobility, reducing a characters ability to avoid attacks. Even if a
characters Dexterity bonus drops to +0 because of armor, the
character are not considered to have lost his or her Dexterity bonus.

Body armor comes in varying degrees of coverage and varying


weight of materials. Three feats cover proficiency in the use of armor:
Armor Proficiency (light), Armor Proficiency (medium), and Armor
Proficiency (heavy).
Armor Table
Type: Armor comes in four types: impromptu, concealable, and
tactical. Impromptu armor includes items that provide protection even
though they werent designed for that purpose, such as leather
bikers jackets, an armored briefcase and football pads. Concealable
armor is modern body armor designed to fit underneath regular
clothing. It can be worn for extended periods of time without fatiguing
the wearer. Tactical armor is modern body armor that fits over
clothing and cant be easily concealed. Its weight and bulk make it
impractical to wear all the time, and its generally only donned when a
specific dangerous confrontation is likely. Because its worn over

Armor Penalty: The heavier or bulkier the armor, the more it affects
certain skills. This penalty applies to checks involving the following
skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
and Tumble.
Speed (30 ft.): Medium and heavy armor slows a character down.
The number in this column is the characters speed while in armor,
assuming his base speed is 30 feet.
Weight: The armors weight. Because of the nature of armor fiber,
the weight increases by 1.5x if it gets wet.
Price: Standard price at military PX or police shop. Used armor may
have diminished ballistic protection depending on its exposure to
extremely warm temperatures, corrosive chemicals and standard
wear-and-tear.

Body Armor
Armor
Steel helmet
Kevlar helmet
Light Armor
Leather jacket
Undercover vest (Level IIA)
Impact armor
Medium Armor
Level II patrol vest
Level IIIA vest
Interceptor IBA (Level III)
Interceptor vest with front
and back SAPI plates
Dragonskin
Heavy Armor
Flak vest (PASGT)
Assault vest (Level IV)
Assault vest with front and
back SAPI plates
SAPI plates alone in carrier
Ceramic plate (Level III)

Equip.
Bonus

Nonprof.
Bonus

Max Dex
Bonus
+6
+7

Armor
Penalty
-0
-0

Speed
(30 ft.)
30
30

Weight
3 lb.
3 lb.

Price
$100
$250

Impromptu
Concealable
Tactical

+1
+3
+5*

+1
+1
+3*

+8
+5
+3

0
2
-3

30
30
30

4 lb.
3 lb.
8 lb.

$200
$400
$200

Concealable
Tactical
Tactical

+4
+5
+6

+2
+2
+2

+4
+3
+3

3
4
4

25
25
25

4 lb.
8 lb.
10 lb.

$500
$700
$800

Tactical
Tactical

+9
+12

+2
+3

+2
+3

4
4

25
25

20 lb.
25 lb.

$1300
$6,500

Tactical
Tactical

+3
+7

+1
+3

+2
+2

5
5

25
20

10 lb.
20 lb.

$300
$1000

Tactical
Tactical
Tactical

+10
+5
+4

+3
+2
+2

+1
+3
+1

6
4
8

20
25
20

30 lb.
10 lb.
7 lb.

$1500
$600
$200

Type
Tactical
Tactical

* Against melee attacks only.

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National Institute of Justice Ballistic Resistance Ratings


Level
I
IIA
II
IIIA
III
IV

Firearm type
.22 LR Handgun, .38 Special
.357 magnum, 9mm handgun
.357 magnum, 9mm handgun
.44 Magnum, 9mm SMG
7.62mm or .308 rifle
M-14

Ammunition
.22 LRHV, .38 Sp RN Lead
.357 Magnum JSP 158 gr, 9x19mm FMJ 124 gr
.357 Magnum HV/JSP 158 gr, 9x19mm FMJ HV/124 gr
44 Mag Lead GC 240 gr, 9mm FMJ 124 gr
7.62 x 51mm FMJ 150 gr
7.62 x 63 (.30-06 AP 166 gr)

Light Armor
Leather Jacket: This armor is represented by a heavy leather bikers
jacket. A number of other impromptu armors, such as a football pads
and a baseball catchers pads, offer similar protection and game
statistics.
Undercover Vest: Designed to go unnoticed under loose or heavy
clothing. Has pockets for inserting trauma plates when needed, but
eliminates its concealibility. (NIJ Level IIA)
Impact armor: Although the full set of hard plate armor appears
menacing, it is designed solely or impact protection and not ballistic
at all. Users include correctional officers, riot police, motorcross
racers, rodeo crews, paint-ballers and full contact martial arts
instructors.

Test range
5m
5m
5m
5m
15m
15m

Assault Vest: Built like the tactical vest, but incorporating groin and
neck protection as well as added protection over the chest, this armor
provides additional protection in battles against heavily armed
threats. (NIJ Level IV)
Ceramic and SAPI plates: Ceramic plates are used to try to defeat
higher-velocity rifle rounds and add considerable weight to already
heavy body armor. Ceramic plates or heart plates worn with body
armor add a +2 bonus. However the impact of a rifle round, whether
or not it penetrates, will shatter the plate, reducing its armor bonus to
+1. SAPI plates are larger and curved for comfort, adding +3 to body
armor. If a pair of plates worn on the front and back of a carrier
harness, without any armor vest, SAPI and ceramic plates provide a
+5 and +4 Defense bonus respectively.
Riot Control Shield: $100, 5 lbs. Wide use in the United Kingdom
and Israel, but are also used in the United States, China and many
other countries. The shields are primarily designed to protect law
enforcement officers from thrown projectiles (rocks, bottles, etc),
liquids, and stray bullets, and other forms of violence. The tough
shields can withstand battery with clubs, stabbing knives and the
penetration of most handguns and rifles. Machinegun fire will
penetrate and the shields offer no protection against explosive
concussion. A riot shield provides one-half cover (a +4 bonus to
defense) against one arc of fire. The character may change the
shields facing once per round on his action as a free action. If the
character makes any ranged attacks against targets in that fire arc,
he has a 2 penalty to his attack rolls. Melee attacks can be made at
no penalty.

Medium Armor

Patrol vest: Standard issue in many police forces, this vest provides
maximum protection in a garment that can be worn all day long under
regular clothing. While it may go unnoticed by a quick glance, it is
usually visible to anyone looking closely for it, granting a +4 bonus on
Spot checks to notice the armor. (NIJ Level II)

The shield may also be used as a melee weapon (Simple) causing


1d4 damage (Bludgeoning). If a character wielding a riot shield is
attacked and missed in combat, the shield itself is struck if the
attacked missed by 1 to 4 points. The shield has a hardness of 10
and 10 HP. If the shield is destroyed by an attack, all excess damage
(beyond that necessary to reduce the shield to 0 wound points) is
applied to the wielder.

Light-Duty Vest: A lightweight tactical vest designed for extended


use by riot police and forces on alert for potential attack, this armor
sacrifices a degree of protection for a modicum of comfortat least
compared to other tactical body armors. (NIJ Level IIIA)
Tactical Vest: The standard body armor for infantry and police
tactical units, this vest provides full-torso protection in the toughest
flexible protective materials available. Equivalent to Interceptor vest,
without plates. (NIJ Level III).
Dragonskin: This body armor uses a unique design by utilizing small
overlapping armored discs that provides superior ballistic protection
while preserving the wearers full range of movement.
Heavy Armor
Flak vest: The standard body armor for lesser-equipped military
forces. Designed for shrapnel protection, flak vests provide very
limited protection against gunfire. Equivalent of US PAGST vest.

seven sixty-two vol.IV


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Drivers Wanted with TLC License, Military Exp.
Late-model armored Towncar/SUVs.
Earn up to $2,000/wk. 212-233-9255

$$$ FEMALES 13+ WANTED $$$


For amateur adult videos. Get paid today!
No experience necessary.Call anytime 646-852-5400
nycmodelagency@aol.com

Need a Lawyer?
The Law Offices of Thomas A. Farinella:
Criminal, Self-defense, Immigration,
Militia Detentions, Firearms, Bankruptcy,
Asset Seizure, Landlord/Tenant, Medical
Malpractice, Family, Divorce.
Free consult: 917-808-7053 or 718-962-0001.

PASS ANY DRUG TEST!


Urine, Blood, Hair Follicle & Saliva.
1-800-733-4429. www.ipassedmydrugtest.com

Aryan Minor
ADVENTURE TRAVEL
One stop source for all your adventure travel needs:
www.famtrav.com

Customized Web Sites from $99!


E-commerce, Flash-C, MMORPG server, AIs.
www.dynastywebadvisors.com
1-866-364-0975

Freedom from Addiction


Comprehensive, NYS licensed, private outpatient
program, including medical detoxification from all
substances in a dignified, compassionate,
confidential setting.
Please call Realization Center at 212-627-9600.
Bad Credit - No Credit - No Problem
Relief is a phone call away. Learn how to obtain small
business loans, indenturehood dismissals, repair your own
credit, consolidate your debts and much more.
For free details call: 212-252-3149
Or go to : www.consultcfa.com

Marijuana: Attention stoners!


Deeply discounted joints!
14 brands! (Vincente $39.99). Free delivery USPS. 18+
Call 1-877-367-2606.
Pregnant? Need help? The Sisters of the Order offers free tests
and adoption services.
Call 24 hours. 212-243-7119.

AAA Contracting & Renovations


Electrical - Plumbing - Fortification - Cabinetry
Decontamination - Carpentry - Painting - Sheet Rock
212-365-0622. Cell: 917-577-9712.
Fully licensed & insured General Construction.

Government Sale: $500 Police impounds!


Cars from $500! Tax repos, US Marshal, Immigration and IRS
sales! Cars, trucks, SUVs, Toyotas, Hondas, Chevys and more!
For listings call 1-800-298-4150 ext.C107.
Personal Computer Services
Reliable 24 hour service!
Repairs, upgrades, installations, troubleshooting,
instruction, custom-built PC and consulting.
212-242-7221

RC Van Service
24 hr. hauling service.
We go anywhere. No job too big/small.
Ask for Russell. 917-721-3049.

Demolition Debris Removal


Clean outs - We recycle - We care
Interiors contracting services 917-881-4788.
Are you...between the ages of 18 and 40? Looking for info about
genefixing? If yes, call the Family Planning Division at 212-2636253 to learn important eugenic counseling info and see if you
qualify for a research study testing fertility drugs. Qualified
participants will receive compensation for time and travel.

Village Voice Bulletin Board


Classified Advertising 212-475-5555
Display Advertising 212-475-3300

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