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Ops & Tactics


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

Credits
This game is made under the D20 OGL, and all rights and credits are reserved by the owner, Wizards of the
Coast.
All information was found using google from various firearms websites, my own knowledge, and wikipedia. The
Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. Monsters were taken partly from the
MSRD. I don’t own them. All listed firearms are owned by their respective companies, trademarks, copyrights
and I do not take to claim any ownership of any. Please don’t sue me, I have no monies.

Uniquely statted firearms in the Core: 1,209


Uniquely statted firearms in Modern Magika: 33
Uniquely statted firearms in Advanced Arms: 47
i

1.17 Security . . . . . . . . . . . . . . . . . . . . . . . 10
Ops & Tactics created by Sweet Soul Bro !!H5XdMKmBv5G 1.18 Student . . . . . . . . . . . . . . . . . . . . . . . 11
This document made by an anonymous editor, edited by 1.19 Technician . . . . . . . . . . . . . . . . . . . . . 11
Sweet Soul Bro !!H5XdMKmBv5G 1.20 Unemployed . . . . . . . . . . . . . . . . . . . . 11
1.21 White Collar . . . . . . . . . . . . . . . . . . . . 11
v6.06 Final Edit | Compiled 2017/02/03 09:40:13pm

IV Skills 12
Contents 1.1 Acquiring Skills . . . . . . . . . . . . . . . . . . . 12
1.2 Using Skills . . . . . . . . . . . . . . . . . . . . . 12

I The Basics 1 1 Acrobatics (DEX) 12

1 What is Ops and Tactics? 1 2 Animal Handling (CHA) 13

2 Basic Task Resolution System 1 3 Athletics (STR) 14

3 Ability Scores 1 4 Craft (INT) 15

4 Creating Ability Scores 2 5 Demolitions (INT) Trained Only 35

5 Improving Ability Scores 2 6 Disable Device (INT) Trained Only 35

7 Drive (DEX) 36
II Character Archetypes 3
8 Knowledge (INT) Trained Only 36
1 The Strong 3
9 Linguistics (None) Trained Only 37
2 The Fast 4
10 Perception (WIS) 37
3 The Tough 4
11 Perform (CHA) 38
4 The Smart 5
12 Pilot (DEX) Trained Only 39
5 The Wise 5
13 Presence (CHA) 39
6 The Charismatic 6
14 Ride (DEX) 40
7 The Abnormal 6
15 Stealth (DEX) 41
8 Multi-Archetype Characters 7
16 Speechcraft (CHA) 41
9 Defining your Character 7
17 Technology Use (INT) 42

18 Treat Injury (WIS) 44


III Occupations 8
1 Occupations 8
V Feats 45
1.1 Academic . . . . . . . . . . . . . . . . . . . . . . 8
1.2 Adventurer . . . . . . . . . . . . . . . . . . . . . 8 1 Archery And Crossbow Feats 45
1.3 Athlete . . . . . . . . . . . . . . . . . . . . . . . 8 1.1 Archery Specialist . . . . . . . . . . . . . . . . . 45
1.4 Blue Collar . . . . . . . . . . . . . . . . . . . . . 8 1.2 Archery Master . . . . . . . . . . . . . . . . . . 45
1.5 Celebrity . . . . . . . . . . . . . . . . . . . . . . 8 1.3 Double Bowman . . . . . . . . . . . . . . . . . . 45
1.6 Creative . . . . . . . . . . . . . . . . . . . . . . 9
1.7 Criminal . . . . . . . . . . . . . . . . . . . . . . 9 2 Armor Feats 45
1.8 Dilettante . . . . . . . . . . . . . . . . . . . . . . 9 2.1 Heavy Armor Proficiency . . . . . . . . . . . . . 45
1.9 Doctor . . . . . . . . . . . . . . . . . . . . . . . 9 2.2 Light Armor Proficiency . . . . . . . . . . . . . . 45
1.10 Emergency Services . . . . . . . . . . . . . . . . 9 2.3 Medium Armor Proficiency . . . . . . . . . . . . 45
1.11 Entrepreneur . . . . . . . . . . . . . . . . . . . . 9 2.4 Armor Mastery . . . . . . . . . . . . . . . . . . 45
1.12 Investigative . . . . . . . . . . . . . . . . . . . . 9 2.5 Armor Optimization . . . . . . . . . . . . . . . . 45
1.13 Law Enforcement . . . . . . . . . . . . . . . . . 10
1.14 Military . . . . . . . . . . . . . . . . . . . . . . . 10 3 Assault Rifle and Carbine Rifle Feats 45
1.15 Religious . . . . . . . . . . . . . . . . . . . . . . 10 3.1 Assault Rifleman . . . . . . . . . . . . . . . . . . 45
1.16 Rural . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2 Assault Specialist . . . . . . . . . . . . . . . . . 46
ii

3.3 Assault Rifle Clubber . . . . . . . . . . . . . . . 46 11 Handgun Feats 49


3.4 Assault Rifle Expert . . . . . . . . . . . . . . . . 46 11.1 Handgun Specialist . . . . . . . . . . . . . . . . 49
3.5 Carbine Rifleman . . . . . . . . . . . . . . . . . 46 11.2 Pistol Expert . . . . . . . . . . . . . . . . . . . . 49
3.6 Carbine Rifle Expert . . . . . . . . . . . . . . . . 46 11.3 Pistoleer . . . . . . . . . . . . . . . . . . . . . . 49
3.7 Close Combat Rifleman . . . . . . . . . . . . . . 46 11.4 Revolver Expert . . . . . . . . . . . . . . . . . . 50
3.8 Melee Carbine Fighter . . . . . . . . . . . . . . 46 11.5 Skilled Pistol Magazine User . . . . . . . . . . . 50
3.9 Tactical Assault Rifle Reload . . . . . . . . . . . 46 11.6 Skilled Speedloader User . . . . . . . . . . . . . 50
3.10 Tactical Carbine Rifle Reload . . . . . . . . . . . 46 11.7 Tactical Pistol Reload . . . . . . . . . . . . . . . 50
11.8 Tactical Revolver Reload . . . . . . . . . . . . . 50
4 Axe Feats 46 11.9 Wheelgunner . . . . . . . . . . . . . . . . . . . . 50
4.1 Axe Martial Arts . . . . . . . . . . . . . . . . . . 46
4.2 Axe Specialist . . . . . . . . . . . . . . . . . . . 46 12 Heavy Melee Weapon Feats 50
4.3 Axe Mastery . . . . . . . . . . . . . . . . . . . . 46 12.1 Heavy Melee Weapon Martial Arts . . . . . . . 50
12.2 Heavy Melee Weapon Specialist . . . . . . . . . 50
5 Automatic Weapons Feats 46 12.3 Heavy Melee Weapon Mastery . . . . . . . . . 50
5.1 Autofire Proficiency . . . . . . . . . . . . . . . . 46
5.2 Autofire Mastery . . . . . . . . . . . . . . . . . . 47 13 Machine Gun Feats 50
5.3 Burst Fire Proficiency . . . . . . . . . . . . . . . 47 13.1 Close Combat Machine Gunner . . . . . . . . . 50
5.4 Quickshot . . . . . . . . . . . . . . . . . . . . . 47 13.2 General Purpose Machine Gunner . . . . . . . . 50
5.5 Strafe . . . . . . . . . . . . . . . . . . . . . . . . 47 13.3 Machine Gun Specialist . . . . . . . . . . . . . . 50
13.4 Machine Gun Expert . . . . . . . . . . . . . . . . 50
6 Combat Sword Feats 47 13.5 Tactical Machine Gun Reload . . . . . . . . . . . 51
6.1 Sword Martial Arts . . . . . . . . . . . . . . . . 47
14 Melee Combat Feats 51
6.2 Sword Specialistskill . . . . . . . . . . . . . . . . 47
14.1 Cleave . . . . . . . . . . . . . . . . . . . . . . . 51
6.3 Sword Mastery . . . . . . . . . . . . . . . . . . 47
14.2 Combat Intuition . . . . . . . . . . . . . . . . . . 51
14.3 Elusive Target . . . . . . . . . . . . . . . . . . . 51
7 Distance Rifle Feats 47
14.4 Evasive Martial Arts . . . . . . . . . . . . . . . . 51
7.1 Anti-materiel Rifleman . . . . . . . . . . . . . . 47
14.5 Favored Type . . . . . . . . . . . . . . . . . . . 51
7.2 Anti-materiel Rifle Expert . . . . . . . . . . . . . 47
14.6 Improved Disarm . . . . . . . . . . . . . . . . . 51
7.3 Controlled Shot . . . . . . . . . . . . . . . . . . 47
14.7 Improved Feint . . . . . . . . . . . . . . . . . . . 51
7.4 Distance Rifle Specialist . . . . . . . . . . . . . . 47
14.8 Improved Initiative . . . . . . . . . . . . . . . . . 51
7.5 Designated Marksman . . . . . . . . . . . . . . 47
14.9 Improved Reflexive Martial Arts . . . . . . . . . 51
7.6 Designated Marksman Rifle Expert . . . . . . . 47
14.10 Improved Trip . . . . . . . . . . . . . . . . . . . 51
7.7 Leading Target . . . . . . . . . . . . . . . . . . . 48
14.11 Power Attack . . . . . . . . . . . . . . . . . . . . 51
7.8 Recoil Management . . . . . . . . . . . . . . . . 48 14.12 Reflexive Martial Arts . . . . . . . . . . . . . . . 51
7.9 Sniper . . . . . . . . . . . . . . . . . . . . . . . . 48 14.13 Sunder . . . . . . . . . . . . . . . . . . . . . . . 51
7.10 Sniper Rifle Expert . . . . . . . . . . . . . . . . . 48 14.14 Weapon Finesse . . . . . . . . . . . . . . . . . . 52
7.11 Tactical Anti-materiel Rifle Reload . . . . . . . . 48
7.12 Tactical DMR Reload . . . . . . . . . . . . . . . 48 15 PDW Feats 52
7.13 Tactical Sniper Rifle Reload . . . . . . . . . . . . 48 15.1 SMG Specialist . . . . . . . . . . . . . . . . . . . 52
15.2 SMG Expert . . . . . . . . . . . . . . . . . . . . . 52
8 Explosive Weapons Feats 48 15.3 Machine Pistoleer . . . . . . . . . . . . . . . . . 52
8.1 Explosive Weapons Specialist . . . . . . . . . . 48 15.4 Machine Pistol Expert . . . . . . . . . . . . . . . 52
8.2 Explosive Weapons Expert . . . . . . . . . . . . 48 15.5 Tactical Machine Pistol Reload . . . . . . . . . . 52
15.6 Tactical SMG Reload . . . . . . . . . . . . . . . 52
9 Fencing Sword Feats 48
9.1 Fencing Martial Arts . . . . . . . . . . . . . . . . 48 16 Ranged Combat Feats 52
9.2 Fencing Specialist . . . . . . . . . . . . . . . . . 48 16.1 Dead Aim . . . . . . . . . . . . . . . . . . . . . . 52
9.3 Fencing Mastery . . . . . . . . . . . . . . . . . . 48 16.2 Double Tap Proficiency . . . . . . . . . . . . . . 52
16.3 Failure Drill Master . . . . . . . . . . . . . . . . 52
10 General Combat Feats 48 16.4 Fanning Proficiency . . . . . . . . . . . . . . . . 52
10.1 Blind Sense . . . . . . . . . . . . . . . . . . . . . 48 16.5 Fanning Expert . . . . . . . . . . . . . . . . . . . 52
10.2 Combat Awareness . . . . . . . . . . . . . . . . 49 16.6 Far Shot . . . . . . . . . . . . . . . . . . . . . . 52
10.3 Combat Expertise . . . . . . . . . . . . . . . . . 49 16.7 Marksman Shot . . . . . . . . . . . . . . . . . . 52
10.4 Danger Sense . . . . . . . . . . . . . . . . . . . 49 16.8 Master Sniper Shot . . . . . . . . . . . . . . . . 52
10.5 Dodge . . . . . . . . . . . . . . . . . . . . . . . 49 16.9 Favored Caliber . . . . . . . . . . . . . . . . . . 53
10.6 Mobility . . . . . . . . . . . . . . . . . . . . . . . 49 16.10 Lever Shooter . . . . . . . . . . . . . . . . . . . 53
10.7 Quick Draw Attack . . . . . . . . . . . . . . . . 49 16.11 Pump Gunner . . . . . . . . . . . . . . . . . . . 53
10.8 Tactical Draw . . . . . . . . . . . . . . . . . . . 49 16.12 Point Blank Shot . . . . . . . . . . . . . . . . . . 53
10.9 Toughness . . . . . . . . . . . . . . . . . . . . . 49 16.13 Precise Shot . . . . . . . . . . . . . . . . . . . . 53
10.10 Weapon Focus . . . . . . . . . . . . . . . . . . . 49 16.14 Sharpshooter . . . . . . . . . . . . . . . . . . . 53
iii

16.15 Slamfire Proficiency . . . . . . . . . . . . . . . . 53 22 Staff Feats 56


16.16 Slamfire Expert . . . . . . . . . . . . . . . . . . 53 22.1 Staff Martial Arts . . . . . . . . . . . . . . . . . . 56
16.17 Sling Steady . . . . . . . . . . . . . . . . . . . . 53 22.2 Staff Specialist . . . . . . . . . . . . . . . . . . . 56
16.18 Spotter . . . . . . . . . . . . . . . . . . . . . . . 53 22.3 Staff Mastery . . . . . . . . . . . . . . . . . . . . 56

17 Saving Throw Feats 53 23 Thrown Weapon Feats 57


17.1 Great Fortitude . . . . . . . . . . . . . . . . . . . 53 23.1 Brutal Throw . . . . . . . . . . . . . . . . . . . . 57
17.2 Iron Will . . . . . . . . . . . . . . . . . . . . . . . 53 23.2 Grenadier . . . . . . . . . . . . . . . . . . . . . 57
17.3 Lightning Reflexes . . . . . . . . . . . . . . . . . 53 23.3 Power Throw . . . . . . . . . . . . . . . . . . . . 57

18 Shotgun Feats 53 24 Two Weapon Fighting Feats 57


18.1 Automatic Action Shotgunner . . . . . . . . . . 53 24.1 Daishō User . . . . . . . . . . . . . . . . . . . . 57
18.2 Automatic Action Shotgun Expert . . . . . . . . 53 24.2 Daishō Master . . . . . . . . . . . . . . . . . . . 57
18.3 Fixed Barrel Shotgunner . . . . . . . . . . . . . 53 24.3 Improved Two-Weapon Melee Fighting . . . . . 57
18.4 Fixed Barrel Shotgun Expert . . . . . . . . . . . 54 24.4 Improved Two-Weapon Ranged Fighting . . . . 57
18.5 Close Combat Shotgunner . . . . . . . . . . . . 54 24.5 Two Weapon Defense . . . . . . . . . . . . . . . 57
18.6 Double Fire Proficiency . . . . . . . . . . . . . . 54 24.6 Two Weapon Melee Fighting . . . . . . . . . . . 57
18.7 Manual Action Shotgunner . . . . . . . . . . . . 54 24.7 Two Weapon Ranged Fighting . . . . . . . . . . 57
18.8 Manual Action Shotgun Expert . . . . . . . . . . 54
18.9 Shotgun Specialist . . . . . . . . . . . . . . . . . 54 25 Unarmed Combat Feats 57
18.10 Tactical Automatic Action Shotgun Reload . . . 54 25.1 Brawl . . . . . . . . . . . . . . . . . . . . . . . . 57
18.11 Tactical Fixed Barrel Shotgun Reload . . . . . . 54 25.2 Combat Martial Arts . . . . . . . . . . . . . . . . 57
18.12 Tactical Manual Action Shotgun Reload . . . . . 54 25.3 Combat Throw . . . . . . . . . . . . . . . . . . . 58
25.4 Defensive Martial Arts . . . . . . . . . . . . . . . 58
19 Simple Weapon Feats 54 25.5 Improved Brawl . . . . . . . . . . . . . . . . . . 58
19.1 Blunt Specialist . . . . . . . . . . . . . . . . . . . 54 25.6 Improved Combat Martial Arts . . . . . . . . . . 58
19.2 Club Expert . . . . . . . . . . . . . . . . . . . . . 54 25.7 Improved Defensive Martial Arts . . . . . . . . . 58
19.3 Club Martial Arts . . . . . . . . . . . . . . . . . . 54 25.8 Knockout Punch . . . . . . . . . . . . . . . . . . 58
19.4 Hammer Martial Arts . . . . . . . . . . . . . . . 54 25.9 Pressure Point Strike . . . . . . . . . . . . . . . 58
19.5 Hammer Expert . . . . . . . . . . . . . . . . . . 54 25.10 Slam Throw . . . . . . . . . . . . . . . . . . . . 58
19.6 Knife Martial Arts . . . . . . . . . . . . . . . . . 54 25.11 Street Fighting . . . . . . . . . . . . . . . . . . . 58
19.7 Shield Focus . . . . . . . . . . . . . . . . . . . . 54 25.12 Unarmed Combat Specialist . . . . . . . . . . . 58
19.8 Shield Warrior . . . . . . . . . . . . . . . . . . . 55
26 Vehicle Feats 58
19.9 Simple Weapon Specialist . . . . . . . . . . . . . 55
26.1 Aircraft Operations . . . . . . . . . . . . . . . . 58
20 Skill Feats 55 26.2 Drive-by Attack . . . . . . . . . . . . . . . . . . 58
20.1 Acrobat . . . . . . . . . . . . . . . . . . . . . . . 55 26.3 Force Stop . . . . . . . . . . . . . . . . . . . . . 58
20.2 Alert . . . . . . . . . . . . . . . . . . . . . . . . . 55 26.4 Surface Vehicle Operation . . . . . . . . . . . . 59
26.5 Vehicle Dodge . . . . . . . . . . . . . . . . . . . 59
20.3 Animal Affinity . . . . . . . . . . . . . . . . . . . 55
20.4 Athlete . . . . . . . . . . . . . . . . . . . . . . . 55
27 Weapon Proficiency Feats 59
20.5 Aviator . . . . . . . . . . . . . . . . . . . . . . . 55
27.1 Archaic Weapons Proficiency . . . . . . . . . . 59
20.6 Builder . . . . . . . . . . . . . . . . . . . . . . . 55
27.2 Exotic Firearms Proficiency . . . . . . . . . . . . 59
20.7 Cautious . . . . . . . . . . . . . . . . . . . . . . 55
27.3 Exotic Melee Weapon Proficiency . . . . . . . . 59
20.8 Confident . . . . . . . . . . . . . . . . . . . . . . 55 27.4 Personal Firearms Proficiency . . . . . . . . . . 59
20.9 Creative . . . . . . . . . . . . . . . . . . . . . . 55 27.5 Explosive Weapons Proficiency . . . . . . . . . 59
20.10 Demolitions Expert . . . . . . . . . . . . . . . . 55 27.6 Improvised Weapon Proficiency . . . . . . . . . 60
20.11 Educated . . . . . . . . . . . . . . . . . . . . . . 55
20.12 First Aid Expert . . . . . . . . . . . . . . . . . . . 55
20.13 Hobbyist . . . . . . . . . . . . . . . . . . . . . . 56 VI Combat 61
20.14 Medicinal Expert . . . . . . . . . . . . . . . . . . 56
20.15 Menacing . . . . . . . . . . . . . . . . . . . . . . 56 1 Combat Statistics 61
20.16 Mount Affinity . . . . . . . . . . . . . . . . . . . 56 1.1 Attack Roll . . . . . . . . . . . . . . . . . . . . . 61
20.17 Stealthy . . . . . . . . . . . . . . . . . . . . . . . 56 1.2 Attack Bonus . . . . . . . . . . . . . . . . . . . . 61
20.18 Technosavant . . . . . . . . . . . . . . . . . . . 56 1.3 Damage . . . . . . . . . . . . . . . . . . . . . . 61
20.19 Vehicle Expert . . . . . . . . . . . . . . . . . . . 56 1.4 Critical Strikes . . . . . . . . . . . . . . . . . . . 62
20.20 Well Spoken . . . . . . . . . . . . . . . . . . . . 56 1.5 Defense (DEF) . . . . . . . . . . . . . . . . . . . 62
1.6 Touch Attacks . . . . . . . . . . . . . . . . . . . 62
21 Spear Feats 56
21.1 Spear Martial Arts . . . . . . . . . . . . . . . . . 56 2 Injury and Death 62
21.2 Spear Specialist . . . . . . . . . . . . . . . . . . 56 2.1 Non-lethal Damage . . . . . . . . . . . . . . . . 62
21.3 Spear Mastery . . . . . . . . . . . . . . . . . . . 56 2.2 Bleeding . . . . . . . . . . . . . . . . . . . . . . 63
iv

2.3 Extremity Damage . . . . . . . . . . . . . . . . 63 14.5 Special Initiative Actions . . . . . . . . . . . . . 78


2.4 Disabled (0 Hit Points) . . . . . . . . . . . . . . . 63 14.6 Special Attacks . . . . . . . . . . . . . . . . . . . 79
2.5 Dying (−1 to −9 Hit Points) . . . . . . . . . . . . . 63 14.7 Facing . . . . . . . . . . . . . . . . . . . . . . . . 80
2.6 Dead (−10 hit points or lower) . . . . . . . . . . 64 14.8 Normal Movement . . . . . . . . . . . . . . . . 80

3 Healing 64 15 Vehicle Movement and Combat 81


3.1 Natural Healing . . . . . . . . . . . . . . . . . . 64 15.1 Characters in Vehicles . . . . . . . . . . . . . . 81
3.2 Healing Ability Damage . . . . . . . . . . . . . . 64 15.2 Scale . . . . . . . . . . . . . . . . . . . . . . . . 81
3.3 Recovering from Extremity Wounds . . . . . . . 64 15.3 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . 82
15.4 Facing and Firing Arcs . . . . . . . . . . . . . . 82
4 Temporary Hit Points 64 15.5 Getting Started . . . . . . . . . . . . . . . . . . . 82
15.6 Movement Phase . . . . . . . . . . . . . . . . . 82
5 Combat Points 64 15.7 Attack Phase . . . . . . . . . . . . . . . . . . . . 82
15.8 Vehicle Speed . . . . . . . . . . . . . . . . . . . 82
6 Saves 64 15.9 Driving a Vehicle . . . . . . . . . . . . . . . . . 83
15.10 Simple Maneuvers . . . . . . . . . . . . . . . . . 83
7 Initiative 64
15.11 Stunts . . . . . . . . . . . . . . . . . . . . . . . . 83
8 Surprise 65 15.12 Terrain . . . . . . . . . . . . . . . . . . . . . . . 85
15.13 Driver Options . . . . . . . . . . . . . . . . . . . 85
9 Actions in Combat 65 15.14 Collisions and Ramming . . . . . . . . . . . . . 85
9.1 The Combat Round . . . . . . . . . . . . . . . . 65 15.15 Losing Control . . . . . . . . . . . . . . . . . . . 86
15.16 Hide and Seek . . . . . . . . . . . . . . . . . . . 86
10 Attack Actions 66 15.17 Fighting from Vehicles . . . . . . . . . . . . . . 86
10.1 Melee Attacks . . . . . . . . . . . . . . . . . . . 67 15.18 Crew Quality . . . . . . . . . . . . . . . . . . . . 86
10.2 Trip . . . . . . . . . . . . . . . . . . . . . . . . . 67 15.19 Attack Options . . . . . . . . . . . . . . . . . . . 87
10.3 Disarm . . . . . . . . . . . . . . . . . . . . . . . 67 15.20 Damaging Vehicles . . . . . . . . . . . . . . . . 87
10.4 Fighting Defensively . . . . . . . . . . . . . . . . 68
10.5 Light Attack . . . . . . . . . . . . . . . . . . . . . 68
10.6 Heavy Attack . . . . . . . . . . . . . . . . . . . . 68 VII Equipment 88
10.7 Full Attack . . . . . . . . . . . . . . . . . . . . . 68
10.8 Aggressive Attack . . . . . . . . . . . . . . . . . 68 1 Restricted Objects 88
10.9 Thrust Attack . . . . . . . . . . . . . . . . . . . . 68
2 Purchasing a License 88
10.10 Swipe Attack . . . . . . . . . . . . . . . . . . . . 68
10.11 Reaction . . . . . . . . . . . . . . . . . . . . . . 68 3 The Black Market 88
10.12 Unarmed Attacks . . . . . . . . . . . . . . . . . 68
10.13 Coup de Grâce . . . . . . . . . . . . . . . . . . . 69 4 New Vs. Used 88
10.14 Knockout Blow . . . . . . . . . . . . . . . . . . . 69
10.15 Grapple . . . . . . . . . . . . . . . . . . . . . . . 69 5 Mastercraft Objects 89
10.16 Ranged Attacks . . . . . . . . . . . . . . . . . . 71
10.17 Called Shot . . . . . . . . . . . . . . . . . . . . . 74 6 Concealed Weapons and Objects 89
10.18 Attacking with Two Weapons . . . . . . . . . . . 75 6.1 Waistband Carry . . . . . . . . . . . . . . . . . . 89
6.2 Stealth Checks . . . . . . . . . . . . . . . . . . . 89
11 Move Actions 75 6.3 Concealment . . . . . . . . . . . . . . . . . . . . 89
11.1 Movement . . . . . . . . . . . . . . . . . . . . . 75 6.4 Spotting Concealed Objects . . . . . . . . . . . 89
11.2 Manipulating Objects . . . . . . . . . . . . . . . 75 6.5 Spotting Concealable Armor . . . . . . . . . . . 89
11.3 Cycle a weapon . . . . . . . . . . . . . . . . . . 75
11.4 Standing Up . . . . . . . . . . . . . . . . . . . . 76 7 Living in Luxury 89
11.5 Reload a weapon . . . . . . . . . . . . . . . . . 76
11.6 Withdraw . . . . . . . . . . . . . . . . . . . . . . 76 8 Carry Capacity 89
8.1 Bigger and Smaller Creatures . . . . . . . . . . 90
12 Speak Action 76 8.2 Tremendous Strength . . . . . . . . . . . . . . . 90

13 Miscellaneous Actions 76 9 General Equipment 90


13.1 Use Feat, Skill, or Talent . . . . . . . . . . . . . 76 9.1 Bags and Boxes . . . . . . . . . . . . . . . . . . 90
13.2 Attacks of Opportunity . . . . . . . . . . . . . . 76 9.2 Clothing . . . . . . . . . . . . . . . . . . . . . . . 92
13.3 Extra Effort . . . . . . . . . . . . . . . . . . . . . 76 9.3 Eyewear . . . . . . . . . . . . . . . . . . . . . . 93
9.4 MOLLE . . . . . . . . . . . . . . . . . . . . . . . 93
14 Movement and Position 77 9.5 General Kits . . . . . . . . . . . . . . . . . . . . 94
14.1 Movement in Darkness . . . . . . . . . . . . . . 77 9.6 Specialty Kits . . . . . . . . . . . . . . . . . . . . 96
14.2 Diagonals . . . . . . . . . . . . . . . . . . . . . . 77 9.7 Computers and Consumer Electronics . . . . . . 97
14.3 Passing Through . . . . . . . . . . . . . . . . . . 77 9.8 Weapon Accessories . . . . . . . . . . . . . . . 98
14.4 Combat Modifiers . . . . . . . . . . . . . . . . . 77 9.9 Survival, Security and Professional Gear . . . . 100
v

9.10 Reloading Supplies . . . . . . . . . . . . . . . . 103 11.6.1.2 Mid-range Modern Carbines . . 172


9.11 Food, Drink, and Recreational Equipment . . . . 104 11.6.1.3 Expensive Modern Carbines . . 175
9.12 Pharmaceutical Drugs and Poisons . . . . . . . 105 11.6.2 Modern Assault, Battle, and Target Rifles 177
9.13 Narcotics . . . . . . . . . . . . . . . . . . . . . . 106 11.6.2.1 Cheap Modern Assault, Battle,
and Target Rifles . . . . . . . . 178
10 Armor 107 11.6.2.2 Mid-range Modern Assault, Bat-
10.1 Light Armor . . . . . . . . . . . . . . . . . . . . 108 tle, and Target Rifles . . . . . . 180
10.2 Medium Armor . . . . . . . . . . . . . . . . . . 108 11.6.2.3 Expensive Modern Assault, Bat-
10.3 Heavy Armor . . . . . . . . . . . . . . . . . . . 109 tle, and Target Rifles . . . . . . 182
10.4 Armor Plates . . . . . . . . . . . . . . . . . . . . 109 11.6.3 Designated Marksman Rifles . . . . . 184
10.5 Helmets . . . . . . . . . . . . . . . . . . . . . . . 109 11.6.3.1 Cheap Modern Designated
10.6 Armor Upgrades . . . . . . . . . . . . . . . . . . 109 Marksman Rifles . . . . . . . . . 184
11.6.3.2 Expensive Modern Designated
11 Weapons 110 Marksman Rifles . . . . . . . . . 185
11.1 Melee Weapons . . . . . . . . . . . . . . . . . . 110 11.6.4 Bolt Action and Sniper Rifles . . . . . 186
11.2 Firearms . . . . . . . . . . . . . . . . . . . . . . 115 11.6.4.1 Cheap Modern Bolt Action and
11.3 Firearms Tables . . . . . . . . . . . . . . . . . . 117 Sniper Rifles . . . . . . . . . . . 186
11.4 Handguns . . . . . . . . . . . . . . . . . . . . . 118 11.6.4.2 Expensive Modern Bolt Action
11.4.1 Modern Handguns . . . . . . . . . . . 120 and Sniper Rifles . . . . . . . . 187
11.4.1.1 Modern Holdout Handguns . . . 122 11.6.5 Modern Anti-Materiel Rifles . . . . . . 188
11.4.1.2 Modern Backup Handguns . . . 126 11.6.6 World War II Rifles . . . . . . . . . . . 189
11.4.1.3 Modern Full Size Handguns . . 137 11.6.6.1 World War II Battle Rifles . . . . 189
11.4.1.4 Expensive Modern-day Full Size 11.6.6.2 World War II Sniper Rifles . . . 190
Handguns . . . . . . . . . . . . 145 11.6.6.3 World War II Anti-Materiel Rifles 192
11.4.1.5 Modern Target Handguns and 11.6.7 World War I and the Roaring ’20s Rifles 192
Hunting Handguns . . . . . . . 147 11.6.7.1 World War I Battle Rifles . . . . 192
11.4.1.6 Mid-range Modern-day Target 11.6.8 Wild West Carbines and Long Rifles . 193
and Hunting Handguns . . . . . 148 11.7 Shotguns . . . . . . . . . . . . . . . . . . . . . . 194
11.4.2 World War II Handguns . . . . . . . . 152 11.7.0.1 Break Action . . . . . . . . . . . 194
11.4.2.1 World War II Holdout Handguns 152 11.7.0.2 Pump Action . . . . . . . . . . . 194
11.4.2.2 World War II Backup Handguns 152 11.7.0.3 Lever Action . . . . . . . . . . . 195
11.4.2.3 World War II Full Size Handguns 153 11.7.0.4 Autoloading . . . . . . . . . . . 195
11.4.3 World War I and the Roaring ’20s 11.7.1 Modern Sporting Shotguns . . . . . . 196
Handguns . . . . . . . . . . . . . . . 153 11.7.1.1 Cheap Modern Sporting Shotguns196
11.4.3.1 World War I Holdout Handguns 153 11.7.1.2 Mid-range Modern Sporting
11.4.3.2 World War I Backup Handguns 153 Shotguns . . . . . . . . . . . . . 197
11.4.3.3 World War I Full Size Handguns 155 11.7.1.3 Expensive Modern Sporting
11.4.4 The Wild West and American Civil War Shotguns . . . . . . . . . . . . . 199
Handguns . . . . . . . . . . . . . . . 156 11.7.2 Modern Combat Shotguns . . . . . . 201
11.4.4.1 Wild West Holdout Handguns . 156 11.7.2.1 Cheap Modern Combat Shotguns 201
11.4.4.2 Wild West Full Size Handguns . 158 11.7.2.2 Expensive Modern Combat Shot-
11.5 Personal Defense Weapons . . . . . . . . . . . 159 guns . . . . . . . . . . . . . . . 203
11.5.1 Modern Personal Defense Weapons . 160 11.7.3 World War I Combat Shotguns . . . . 204
11.5.1.1 Cheap Modern Machine Pistols 160 11.7.4 Wild West Shotguns . . . . . . . . . . 205
11.5.1.2 Expensive Modern Machine Pistols 162 11.8 Machine Guns . . . . . . . . . . . . . . . . . . . 206
11.5.1.3 Cheap Modern SMGs . . . . . . 162 11.8.1 Modern Light Machine Guns . . . . . 207
11.5.1.4 Expensive Modern SMGs . . . . 163 11.8.2 Modern General Purpose Machine Guns209
11.5.2 Korean War SMGs . . . . . . . . . . . 165 11.8.3 World War II Machine Guns . . . . . . 210
11.5.3 World War II PDWs . . . . . . . . . . 165 11.8.3.1 World War II Light Machine Guns 210
11.5.3.1 World War II Machine Pistols . . 165 11.8.3.2 World War II General Purpose
11.5.3.2 World War II Sub-Machine Guns 166 Machine Guns . . . . . . . . . . 210
11.5.4 World War I and the Roaring ’20s PDWs168 11.8.4 World War I Machine Guns . . . . . . 210
11.5.4.1 World War I Machine Pistols . . 168 11.9 Grenade Launchers, Rocket Launchers, and
11.5.4.2 World War I Sub-Machine Guns 168 Mortars . . . . . . . . . . . . . . . . . . . . . . . 211
11.6 Rifles . . . . . . . . . . . . . . . . . . . . . . . . 169 11.9.1 Modern Underbarrel Grenade Launch-
11.6.0.1 Bolt Action . . . . . . . . . . . . 169 ers . . . . . . . . . . . . . . . . . . . 211
11.6.0.2 Lever Action . . . . . . . . . . . 169 11.9.2 Modern Rocket Launchers . . . . . . 212
11.6.0.3 Pump Action . . . . . . . . . . . 170 11.9.3 Modern Mortars . . . . . . . . . . . . 212
11.6.0.4 Self Loading . . . . . . . . . . . 170 11.9.4 Korean War Rocket Launchers . . . . 212
11.6.1 Modern Carbines . . . . . . . . . . . 170 11.9.5 WWII Rifle Grenade Launchers . . . . 213
11.6.1.1 Cheap Modern Carbines . . . . 171 11.9.6 WWII Rocket Launchers . . . . . . . . 213
vi

11.10 Non-ballistic Ranged Weapons . . . . . . . . . . 214 13.4.3 Birdshot . . . . . . . . . . . . . . . . . 235


11.10.1 Bows and Crossbows . . . . . . . . . 214 13.4.4 Slug . . . . . . . . . . . . . . . . . . . 235
11.10.2 Flamethrower and Flamer . . . . . . 214 13.4.5 Wax Slug . . . . . . . . . . . . . . . . 235
11.10.3 Chemical Irritants . . . . . . . . . . . 214 13.4.6 Saboted Slug . . . . . . . . . . . . . . 235
11.10.4 Spear Gun . . . . . . . . . . . . . . . 214 13.4.7 Magnum . . . . . . . . . . . . . . . . 235
11.10.5 Taser . . . . . . . . . . . . . . . . . . 214 13.4.8 Non-lethal . . . . . . . . . . . . . . . 235
11.10.6 Tranquilizer Gun . . . . . . . . . . . . 214 13.4.9 Stun Ammunition . . . . . . . . . . . 235
11.10.7 Paintball Marker . . . . . . . . . . . . 214 13.4.10 Frangible . . . . . . . . . . . . . . . . 235
11.10.8 Ballistic Knife . . . . . . . . . . . . . . 215 13.4.11 Blank . . . . . . . . . . . . . . . . . . 235
11.10.9 Slingshot . . . . . . . . . . . . . . . . 215 13.4.12 Breaching . . . . . . . . . . . . . . . 236
11.10.10 Bullwhip . . . . . . . . . . . . . . . . 215 13.4.13 Flechette . . . . . . . . . . . . . . . . 236
11.11 Thrown Weapons . . . . . . . . . . . . . . . . . 216 13.4.14 Tracer . . . . . . . . . . . . . . . . . 236
11.11.1 Bolas . . . . . . . . . . . . . . . . . . 216 13.4.15 Marker . . . . . . . . . . . . . . . . . 236
11.11.2 Boomerangs . . . . . . . . . . . . . . 216 13.4.16 Explosive . . . . . . . . . . . . . . . . 236
11.11.3 Brick . . . . . . . . . . . . . . . . . . 216 13.4.17 OC Shell . . . . . . . . . . . . . . . . 236
11.11.4 Javelin . . . . . . . . . . . . . . . . . 216 13.4.18 Flamethrower . . . . . . . . . . . . . 236
11.11.5 Throwing Axe . . . . . . . . . . . . . 216 13.4.19 Flare . . . . . . . . . . . . . . . . . . 236
11.11.6 Throwing Knives/Stars . . . . . . . . 217 13.4.20 Taser . . . . . . . . . . . . . . . . . . 236
11.11.7 Giant Throwing Star . . . . . . . . . . 217 13.4.21 Strung Buck . . . . . . . . . . . . . . 236
11.12 Explosives . . . . . . . . . . . . . . . . . . . . . 217 13.5 Grenade Ammunition Types . . . . . . . . . . . 236
11.12.1 Explosives and Splash Weapons . . . 217 13.5.1 Fragmentation . . . . . . . . . . . . . 236
11.12.2 Blast Radius . . . . . . . . . . . . . . 217 13.5.2 High Explosive (HE) . . . . . . . . . . 236
11.12.3 Grenades . . . . . . . . . . . . . . . . 217 13.5.3 High Explosive Dual Purpose . . . . . 236
11.12.4 Pre-made Charges . . . . . . . . . . 218 13.5.4 Tear Gas . . . . . . . . . . . . . . . . 236
11.12.5 Raw Explosive Material . . . . . . . . 218 13.5.5 Smoke . . . . . . . . . . . . . . . . . 236
11.12.6 Detonators . . . . . . . . . . . . . . . 219 13.5.6 Beehive . . . . . . . . . . . . . . . . . 237
13.5.7 Foam Slug . . . . . . . . . . . . . . . 237
12 Weapon Upgrades 220 13.5.8 Buckshot . . . . . . . . . . . . . . . . 237
12.1 Melee Weapon Upgrades . . . . . . . . . . . . . 220 13.5.9 Flare . . . . . . . . . . . . . . . . . . 237
12.2 Ranged Weapon Upgrades . . . . . . . . . . . . 221 13.5.10 Hornet’s Nest . . . . . . . . . . . . . . 237
12.2.1 Barrel Upgrades . . . . . . . . . . . . 221 13.5.11 Taser . . . . . . . . . . . . . . . . . . 237
12.2.2 Optics and Sights Upgrades . . . . . 222 13.5.12 Airburst . . . . . . . . . . . . . . . . . 237
12.2.3 Ergonomics and Aesthetic Upgrades 224 13.5.13 Thermobaric . . . . . . . . . . . . . . 237
12.2.4 Firing Mode Upgrades . . . . . . . . 226 13.5.14 Grapnel . . . . . . . . . . . . . . . . . 237
12.2.5 Internal Upgrades . . . . . . . . . . . 226 13.6 Mortar Ammunition Types . . . . . . . . . . . . 237
12.2.6 Tactical Upgrades . . . . . . . . . . . 227 13.6.1 High Explosive (HE) . . . . . . . . . . 237
13.6.2 Smoke . . . . . . . . . . . . . . . . . 237
13 Ammunition 229 13.6.3 Airburst . . . . . . . . . . . . . . . . . 237
13.1 .68 Paintball Ammunition . . . . . . . . . . . . . 229 13.7 Ammunition Upgrades . . . . . . . . . . . . . . 237
13.2 Crossbow Bolt Heads and Arrowheads . . . . . 229
13.3 Cased Ammunition Types . . . . . . . . . . . . 230 14 Vehicles 238
13.3.1 Full Metal Jacket (FMJ) and Lead . . . 233 14.1 Standard Car Classifications . . . . . . . . . . . 238
13.3.2 Surplus Ammunition . . . . . . . . . . 233 14.1.1 Toy Car . . . . . . . . . . . . . . . . . 238
13.3.3 Jacketed Hollow Point (JHP) . . . . . . 233 14.1.2 Microcar . . . . . . . . . . . . . . . . 239
13.3.4 Semi Jacketed Hollow Point (SJHP) . . 233 14.1.3 Compact Car . . . . . . . . . . . . . . 239
13.3.5 Semi Jacketed Soft Point (SJSP) . . . . 233 14.1.4 Mid-sized Car . . . . . . . . . . . . . 239
13.3.6 Armor Piercing . . . . . . . . . . . . . 233 14.1.5 Entry Level Luxury Car . . . . . . . . 239
13.3.7 Incendiary . . . . . . . . . . . . . . . 233 14.1.6 Full Size Car . . . . . . . . . . . . . . 239
13.3.8 Frangible . . . . . . . . . . . . . . . . 233 14.1.7 Full Size Luxury Car . . . . . . . . . . 239
13.3.9 Non-lethal . . . . . . . . . . . . . . . 233 14.2 Sports Car Classifications . . . . . . . . . . . . . 239
13.3.10 Match Grade . . . . . . . . . . . . . . 233 14.2.1 Grand Tourer Car . . . . . . . . . . . 239
13.3.11 Tracer . . . . . . . . . . . . . . . . . 233 14.2.2 Supercar . . . . . . . . . . . . . . . . 239
13.3.12 Blank . . . . . . . . . . . . . . . . . . 233 14.2.3 Muscle Cars . . . . . . . . . . . . . . 239
13.3.13 Wadcutter . . . . . . . . . . . . . . . 234 14.3 Standard Van Classifications . . . . . . . . . . . 239
13.3.14 Semi-wadcutter . . . . . . . . . . . . 234 14.3.1 Multi Purpose Vehicle . . . . . . . . . 239
13.3.15 Exploding Ammunition . . . . . . . . 234 14.3.2 Cargo Van . . . . . . . . . . . . . . . 239
13.3.16 Solid Ammunition . . . . . . . . . . . 234 14.3.3 Passenger Van . . . . . . . . . . . . . 239
13.3.17 Rat Shot . . . . . . . . . . . . . . . . . 234 14.4 Standard Truck Classifications . . . . . . . . . . 240
13.4 Shell Ammunition Types . . . . . . . . . . . . . 234 14.4.1 Mini Pickup Truck . . . . . . . . . . . 240
13.4.1 00 Buckshot . . . . . . . . . . . . . . 235 14.4.2 Mid-sized Pickup Truck . . . . . . . . 240
13.4.2 #4 Buckshot . . . . . . . . . . . . . . 235 14.4.3 Full Sized Pickup Truck . . . . . . . . 240
vii

14.4.4 Heavy Duty Pickup Truck . . . . . . . 240 15.2 Entertainment . . . . . . . . . . . . . . . . . . . 244


14.5 Standard SUV Classifications . . . . . . . . . . . 240 15.3 Transportation . . . . . . . . . . . . . . . . . . . 244
14.5.1 Mini SUV . . . . . . . . . . . . . . . . 240 15.4 Auto Repair . . . . . . . . . . . . . . . . . . . . . 246
14.5.2 Compact SUV . . . . . . . . . . . . . 240 15.5 Bail Bonds and Legal Services . . . . . . . . . . 246
14.5.3 Mid-sized SUV . . . . . . . . . . . . . 240 15.5.1 Legal Services . . . . . . . . . . . . . 246
14.5.4 Full Sized SUV . . . . . . . . . . . . . 240 15.5.2 Civil Crime . . . . . . . . . . . . . . . 246
14.6 Standard Motorcycle Classifications . . . . . . . 240 15.5.3 Property Crime . . . . . . . . . . . . 246
14.6.1 Standard Motorcycle . . . . . . . . . 240 15.5.4 Assault Crime . . . . . . . . . . . . . 247
14.6.2 Cruiser Motorcycle . . . . . . . . . . 240 15.5.5 Death Crime . . . . . . . . . . . . . . 247
14.6.3 Sport Bikes . . . . . . . . . . . . . . . 240 15.6 Medical Services . . . . . . . . . . . . . . . . . . 247
14.6.4 Touring Bikes . . . . . . . . . . . . . 240 15.6.1 Long-Term Care . . . . . . . . . . . . 247
14.6.5 Dual Sport . . . . . . . . . . . . . . . 240 15.6.2 Restore Hit Points . . . . . . . . . . . 247
14.6.6 Dirtbikes . . . . . . . . . . . . . . . . 240 15.6.3 Surgery . . . . . . . . . . . . . . . . . 247
14.7 Standard Rotary Aircraft . . . . . . . . . . . . . 240 15.6.4 Treat Poison/Disease . . . . . . . . . 247
14.7.1 Utility Helicopter . . . . . . . . . . . . 241
14.7.2 Gunship Helicopter . . . . . . . . . . 241
14.7.3 Transport Helicopter . . . . . . . . . 241 VIII Game Mastering 248
14.8 Standard Fixed Wing Aircraft . . . . . . . . . . . 241
1 The Role of the Game Master 248
14.8.1 Standard Prop Aircraft . . . . . . . . 241
1.1 Craft a Story . . . . . . . . . . . . . . . . . . . . 248
14.8.2 Military Prop Aircraft . . . . . . . . . 241
1.2 Create the world . . . . . . . . . . . . . . . . . . 248
14.8.3 Standard Jet Aircraft . . . . . . . . . . 241
1.3 Adjudicate the Game . . . . . . . . . . . . . . . 248
14.8.4 Military Jet Aircraft . . . . . . . . . . 241
14.9 Other Vehicles . . . . . . . . . . . . . . . . . . . 241 2 NPCs 248
14.9.1 Moving Truck . . . . . . . . . . . . . 241 2.1 Ordinaries . . . . . . . . . . . . . . . . . . . . . 248
14.9.2 Bus . . . . . . . . . . . . . . . . . . . 241
14.9.3 Armored Truck . . . . . . . . . . . . 241 3 NPC Occupations 249
14.10 Military and Police Vehicles . . . . . . . . . . . 241
14.10.1 Armored Personnel Carriers . . . . . 241 4 Snipers 251
14.10.2 Infantry Fighting Vehicle . . . . . . . 241 4.1 What is a Sniper? . . . . . . . . . . . . . . . . . 251
14.10.3 Main Battle Tank . . . . . . . . . . . . 241 4.2 Sniper Basics . . . . . . . . . . . . . . . . . . . . 251
14.10.4 Multi-use Vehicle . . . . . . . . . . . 242 4.3 Playing a Sniper and GMing for a Sniper . . . . 251
14.11 Other Transportation . . . . . . . . . . . . . . . 242
14.11.1 Horses . . . . . . . . . . . . . . . . . 242 5 Setting Prices 252
14.12 Vehicle Upgrades . . . . . . . . . . . . . . . . . 242 5.1 Salary . . . . . . . . . . . . . . . . . . . . . . . . 252
14.12.1 Paint Job (Body) . . . . . . . . . . . . 242
6 Encounter Goals 252
14.12.2 Convertible (Body) . . . . . . . . . . . 242
6.1 Battle Value . . . . . . . . . . . . . . . . . . . . 252
14.12.3 Service Kit (Body) . . . . . . . . . . . 242
6.2 Determining Encounter Levels . . . . . . . . . . 252
14.12.4 Police Kit (Body) . . . . . . . . . . . . 242
6.3 Heroic Actions and Objectives . . . . . . . . . . 252
14.12.5 Racing Kit (Body) . . . . . . . . . . . 242
6.4 Hostile Environments . . . . . . . . . . . . . . . 252
14.12.6 Light Armor Kit (Body) . . . . . . . . 242
6.5 Calculating XP Gain . . . . . . . . . . . . . . . . 252
14.12.7 Heavy Armor Kit (Body) . . . . . . . 242
14.12.8 Weapon Pintle Upgrade (Body) . . . . 242 7 Environments 253
14.12.9 Internal Hardpoint Upgrade (Body) . 242 7.1 Darkness and Light . . . . . . . . . . . . . . . . 253
14.12.10 External Hardpoint Upgrade (Body) . 243 7.2 Heat and Cold . . . . . . . . . . . . . . . . . . . 253
14.12.11 Standard Tires (Wheel) . . . . . . . . 243 7.3 Catching on Fire . . . . . . . . . . . . . . . . . . 253
14.12.12 Racing Tires (Wheel) . . . . . . . . . . 243 7.4 Starvation and Thirst . . . . . . . . . . . . . . . 253
14.12.13 Snow and Ice Tires (Wheel) . . . . . . 243 7.5 Suffocation and Drowning . . . . . . . . . . . . 253
14.12.14 All Terrain Tires (Wheel) . . . . . . . 243 7.6 Smoke . . . . . . . . . . . . . . . . . . . . . . . 253
14.12.15 Run-flat Upgrade (Wheel) . . . . . . . 243 7.7 Strangulation . . . . . . . . . . . . . . . . . . . . 253
14.12.16 Racing Brakes (Wheel) . . . . . . . . 243 7.8 Falling . . . . . . . . . . . . . . . . . . . . . . . . 254
14.12.17 Turbocharger Kit (Powertrain) . . . . 243 7.9 Falling Objects . . . . . . . . . . . . . . . . . . . 254
14.12.18 Nitrous Oxide Kit (Powertrain) . . . . 243 7.10 Poison . . . . . . . . . . . . . . . . . . . . . . . 254
14.12.19 Standard Transmission (Drivetrain) . 243 7.11 Disease . . . . . . . . . . . . . . . . . . . . . . . 254
14.12.20 Sprint Transmission (Drivetrain) . . . 243 7.12 Acid . . . . . . . . . . . . . . . . . . . . . . . . . 254
14.12.21 Long Distance Transmission (Drivetrain)243 7.13 Electricity . . . . . . . . . . . . . . . . . . . . . . 255
14.12.22 Racing Transmission (Drivetrain) . . . 243 7.14 Weightless & Microgravity . . . . . . . . . . . . 255
14.12.23 All Wheel Drive Transmission (Drivetrain)243
14.12.24 Improved Suspension (Drivetrain) . . 243 8 Conditions Summary 255
8.1 Ability Damaged . . . . . . . . . . . . . . . . . . 255
15 Lifestyle and Services 244 8.2 Ability Drained . . . . . . . . . . . . . . . . . . . 255
15.1 Housing . . . . . . . . . . . . . . . . . . . . . . . 244 8.3 Blinded . . . . . . . . . . . . . . . . . . . . . . . 255
viii

8.4 Blown Away . . . . . . . . . . . . . . . . . . . . 256 6 Athletics, Swim TN . . . . . . . . . . . . . . . . . . 14


8.5 Confused . . . . . . . . . . . . . . . . . . . . . . 256 7 Athletics, Climb TN . . . . . . . . . . . . . . . . . . 15
8.6 Cowering . . . . . . . . . . . . . . . . . . . . . . 256 8 Craft (Chemical), Acids & Bases . . . . . . . . . . 16
8.7 Dazed . . . . . . . . . . . . . . . . . . . . . . . . 256 9 Craft (Chemical), Explosives . . . . . . . . . . . . 16
8.8 Dazzled . . . . . . . . . . . . . . . . . . . . . . . 256 10 Craft (Chemical), Poisons . . . . . . . . . . . . . . 17
8.9 Dead . . . . . . . . . . . . . . . . . . . . . . . . 256 11 Craft (Electronics), Repairs . . . . . . . . . . . . . 17
8.10 Deafened . . . . . . . . . . . . . . . . . . . . . . 256 12 Gunsmithing - Holdout Handgun . . . . . . . . . . 19
8.11 Disabled . . . . . . . . . . . . . . . . . . . . . . 256 13 Gunsmithing - Backup Handgun . . . . . . . . . . 19
8.12 Dying . . . . . . . . . . . . . . . . . . . . . . . . 256 14 Gunsmithing - Full-size Handgun . . . . . . . . . . 20
8.13 Energy Drained . . . . . . . . . . . . . . . . . . 256 15 Gunsmithing - Target or Hunting Handgun . . . . 21
8.14 Entangled . . . . . . . . . . . . . . . . . . . . . . 256 16 Gunsmithing - Machine Pistol . . . . . . . . . . . 21
8.15 Exhausted . . . . . . . . . . . . . . . . . . . . . 256 17 Gunsmithing - Sub-Machine Gun . . . . . . . . . . 22
8.16 Fatigued . . . . . . . . . . . . . . . . . . . . . . 257 18 Gunsmithing - Carbine . . . . . . . . . . . . . . . 22
8.17 Flat-Footed . . . . . . . . . . . . . . . . . . . . . 257 19 Gunsmithing - Assault, Battle, or Target Rifle . . . 23
8.18 Frightened . . . . . . . . . . . . . . . . . . . . . 257 20 Gunsmithing - Designated Marksman Rifle . . . . 23
8.19 Grappling . . . . . . . . . . . . . . . . . . . . . . 257 21 Gunsmithing - Bolt Action or Sniper Rifle . . . . . 23
8.20 Helpless . . . . . . . . . . . . . . . . . . . . . . . 257 22 Gunsmithing - Anti-materiel Rifle . . . . . . . . . . 24
8.21 Inebriated . . . . . . . . . . . . . . . . . . . . . 257 23 Gunsmithing - Sporting Shotgun . . . . . . . . . . 24
8.22 Invisible . . . . . . . . . . . . . . . . . . . . . . . 257 24 Gunsmithing - Combat Shotgun . . . . . . . . . . 25
8.23 Knocked Down . . . . . . . . . . . . . . . . . . . 257 25 Gunsmithing - Light Machine Gun . . . . . . . . . 25
8.24 Nauseated . . . . . . . . . . . . . . . . . . . . . 257 26 Gunsmithing - General Purpose Machine Gun . . 26
8.25 Panicked . . . . . . . . . . . . . . . . . . . . . . 257 27 Gunsmithing - Underbarrel Grenade Launcher . . 26
8.26 Paralyzed . . . . . . . . . . . . . . . . . . . . . 257 28 Gunsmithing - Standalone Grenade Launcher . . 26
8.27 Pinned . . . . . . . . . . . . . . . . . . . . . . . 257 29 Craft (Mechanical), Matchlocks & Flintlocks . . . . 27
8.28 Prone . . . . . . . . . . . . . . . . . . . . . . . . 257 30 AR15 Lower Receivers . . . . . . . . . . . . . . . . 28
8.29 Rattled . . . . . . . . . . . . . . . . . . . . . . . 257 31 AR15 Upper Receivers . . . . . . . . . . . . . . . . 29
8.30 Shaken . . . . . . . . . . . . . . . . . . . . . . . 257 32 AR15 Upper Receivers(Cont.) . . . . . . . . . . . . 30
8.31 Sickened . . . . . . . . . . . . . . . . . . . . . . 258 33 Gunsmithing - Performing Upgrades . . . . . . . 30
8.32 Stable . . . . . . . . . . . . . . . . . . . . . . . . 258 34 Craft (Mechanical), Ammunition Reloading . . . . 31
8.33 Stunned . . . . . . . . . . . . . . . . . . . . . . . 258 35 Craft (Mechanical), Repairs . . . . . . . . . . . . . 31
8.34 Unconscious . . . . . . . . . . . . . . . . . . . . 258 36 Craft (Pharmaceutical), Antibacterial/Antiviral . . 31
8.35 Unnerved . . . . . . . . . . . . . . . . . . . . . . 258 37 Craft (Pharmaceutical), Painkillers . . . . . . . . . 31
38 Craft (Pharmaceutical), Hemostat . . . . . . . . . 31
9 Firearms Manufacturers 258 39 Craft (Pharmaceutical), Antiseptic . . . . . . . . . 31
40 Craft (Pharmaceutical), Antidote . . . . . . . . . . 32
10 Weapons in Use 263
41 Craft (Structural), Melee and Thrown Weapon
Crafting . . . . . . . . . . . . . . . . . . . . . . . . 32
IX Variant Rules 275 42 Craft (Structural), Melee and Thrown Weapon
Crafting . . . . . . . . . . . . . . . . . . . . . . . . 33
1 Level 5 Plus 275 43 Craft (Visual Art) Results . . . . . . . . . . . . . . 34
44 Craft (Visual Art), Forgery . . . . . . . . . . . . . . 34
2 Gridless Combat 275 45 Craft (Writing), Results . . . . . . . . . . . . . . . . 35
46 Knowledge Check TN . . . . . . . . . . . . . . . . 36
3 Overpenetration and Missed Shots 275 47 Perception TN . . . . . . . . . . . . . . . . . . . . 38
3.1 Missing the intended target . . . . . . . . . . . . 275 48 Perception TN Modifiers . . . . . . . . . . . . . . 38
3.2 Overpenetrating a target . . . . . . . . . . . . . 275 49 Perform Check Results . . . . . . . . . . . . . . . 39
3.3 Uses for this rule . . . . . . . . . . . . . . . . . 275 50 Presence, Disguise Modifiers . . . . . . . . . . . . 39
51 Presence, Viewer’s Familiarity . . . . . . . . . . . 40
4 Simple Firearms 275 52 Presence, Intimidate . . . . . . . . . . . . . . . . . 40
53 Speechcraft, Lie Modifiers . . . . . . . . . . . . . 41
5 Archetypes and Race Construction 277 54 Speechcraft, Diplomacy TN and Modifiers . . . . 42
5.1 The Unarchetype . . . . . . . . . . . . . . . . . 277 55 Technology Use, Systems TN and Time . . . . . . 44
5.2 Race Building . . . . . . . . . . . . . . . . . . . . 277 56 Size Modifier to Defense . . . . . . . . . . . . . . 62
57 Provoking Attacks of Opportunity . . . . . . . . . 66
List of Tables 58 Melee Attack Actions . . . . . . . . . . . . . . . . 66
59 Attack Actions (cont.) . . . . . . . . . . . . . . . . 67
1 Ability Modifiers . . . . . . . . . . . . . . . . . . . 1 60 Grapple Modifier . . . . . . . . . . . . . . . . . . 69
2 Point Buy . . . . . . . . . . . . . . . . . . . . . . . 2 61 Recoil Penalty, Amount of Dice . . . . . . . . . . . 71
3 Experience & Leveling . . . . . . . . . . . . . . . 3 62 Recoil Penalty, Die Type . . . . . . . . . . . . . . 71
4 Abnormal Practical XP . . . . . . . . . . . . . . . 6 63 Two-Weapon Fighting Penalties . . . . . . . . . . 75
5 Aging Effects . . . . . . . . . . . . . . . . . . . . . 7 64 Move Actions . . . . . . . . . . . . . . . . . . . . 75
ix

65 Attack Roll Modifiers . . . . . . . . . . . . . . . . 77 125 Exotic Melee Weapons, Cont. . . . . . . . . . . . . 115


66 Defense Modifiers . . . . . . . . . . . . . . . . . . 77 126 Error Range Natural Attack Rolls . . . . . . . . . . 116
67 Cover . . . . . . . . . . . . . . . . . . . . . . . . . 78 127 Cheap Modern Holdout Handguns . . . . . . . . . 121
68 Concealment . . . . . . . . . . . . . . . . . . . . . 78 128 Mid-range Modern Holdout Handguns . . . . . . 123
69 Object Size and Defense . . . . . . . . . . . . . . 79 129 Expensive Modern Holdout Handguns . . . . . . 123
70 Object Hardness and HP . . . . . . . . . . . . . . 80 130 Cheap Modern Backup Handguns . . . . . . . . . 125
71 Substance Hardness . . . . . . . . . . . . . . . . . 80 131 Mid-range Modern Backup Handguns . . . . . . 127
72 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . . 82 132 Mid-range Modern Backup Handguns (cont.) . . 128
73 Vehicle Speed . . . . . . . . . . . . . . . . . . . . 82 133 Mid-range Modern Backup Handguns (cont.) . . . 129
74 Avoid Hazard TN . . . . . . . . . . . . . . . . . . 83 134 Expensive Modern Backup Handguns . . . . . . . 133
75 Bootleg Turn TN . . . . . . . . . . . . . . . . . . . 84 135 Expensive Modern Backup Handguns (cont.) . . . 134
76 Vehicle Jump TN . . . . . . . . . . . . . . . . . . . 84 136 Cheap Modern Full Size Handguns . . . . . . . . 136
77 Sideswipe . . . . . . . . . . . . . . . . . . . . . . 84 137 Mid-range Modern Full Size Handguns . . . . . . 139
78 Collision Damage . . . . . . . . . . . . . . . . . . 85 138 Mid-range Modern Full Size Handguns (cont.) . . 140
79 Collision Direction . . . . . . . . . . . . . . . . . . 85 139 Expensive Modern Full Size Handguns . . . . . . 143
80 Occupant Collision Damage . . . . . . . . . . . . 86 140 Expensive Modern Full Size Handguns (cont.) . . 144
81 Vehicle Spin . . . . . . . . . . . . . . . . . . . . . 86 141 Cheap Modern Target & Hunting Handguns . . . 147
82 Crew Quality . . . . . . . . . . . . . . . . . . . . . 87 142 Mid-range Modern Target & Hunting Handguns . 149
83 Equipment, Licenses . . . . . . . . . . . . . . . . . 88 143 Expensive Modern Target & Hunting Handguns . 150
84 The Black Market . . . . . . . . . . . . . . . . . . 88 144 World War II Holdout Handguns . . . . . . . . . . 152
85 Concealing Weapons & Objects . . . . . . . . . . 89 145 World War II Backup Handguns . . . . . . . . . . 152
86 Carry Capacity & Different Sizes . . . . . . . . . . 90 146 World War II Full Size Handguns . . . . . . . . . . 152
87 Carry Capacity . . . . . . . . . . . . . . . . . . . 91 147 World War I Holdout Handguns . . . . . . . . . . 153
88 Equipment, Bags & Boxes . . . . . . . . . . . . . . 92 148 World War I Backup Handguns . . . . . . . . . . . 153
89 Equipment, Clothing . . . . . . . . . . . . . . . . . 93 149 World War I Full Size Handguns . . . . . . . . . . 154
90 Equipment, Eyewear . . . . . . . . . . . . . . . . 93 150 Wild West Holdout Handguns . . . . . . . . . . . . 155
91 Equipment, MOLLE . . . . . . . . . . . . . . . . . 94 151 Wild West Full Size Handguns . . . . . . . . . . . 157
92 Equipment, General Kits . . . . . . . . . . . . . . 94 152 Cheap Modern Machine Pistols . . . . . . . . . . 160
93 Equipment, General Kits . . . . . . . . . . . . . . 95 153 Expensive Modern Machine Pistols . . . . . . . . 161
94 Equipment, General Kits . . . . . . . . . . . . . . 95 154 Cheap Modern Sub-Machine Guns . . . . . . . . 162
95 Equipment, General Kits . . . . . . . . . . . . . . 95 155 Expensive Modern Sub-Machine Guns . . . . . . 164
96 Equipment, General Kits . . . . . . . . . . . . . . 95 156 Korean War Sub-Machine Guns . . . . . . . . . . 165
97 Equipment, General Kits . . . . . . . . . . . . . . 95 157 World War II Machine Pistols . . . . . . . . . . . . 165
98 Equipment, General Kits . . . . . . . . . . . . . . 96 158 World War II Sub-Machine Guns . . . . . . . . . . 167
99 Equipment, General Kits . . . . . . . . . . . . . . 96 159 World War I Machine Pistols . . . . . . . . . . . . 168
100 Equipment, General Kits . . . . . . . . . . . . . . 96 160 World War I Sub-Machine Guns . . . . . . . . . . 168
101 Equipment, Specialty Kits . . . . . . . . . . . . . . 97 161 Cheap Modern Carbines . . . . . . . . . . . . . . 171
102 Equipment, Consumer Electronics . . . . . . . . . 98 162 Mid-range Modern Carbines . . . . . . . . . . . . 173
103 Equipment, Weapon Accessories . . . . . . . . . . 100 163 Expensive Modern Carbines . . . . . . . . . . . . 174
104 Equipment, Survival, Security, & Professional Gear 102 164 Cheap Modern Assault, Battle, and Target Rifles . 179
105 Equipment, Survival, Security, & Professional 165 Mid-range Modern Assault, Battle, and Target Rifles 181
Gear(Cont.) . . . . . . . . . . . . . . . . . . . . . . 103 166 Expensive Modern Assault, Battle, and Target Rifles 183
106 Equipment, Reloading Supplies . . . . . . . . . . . 104 167 Cheap Modern Designated Marksman Rifles . . . 184
107 Equipment, Food & Drink . . . . . . . . . . . . . . 105 168 Expensive Modern Designated Marksman Rifles . 185
108 Equipment, Pharmaceuticals, Antibacterial/Antiviral 105 169 Cheap Modern Bolt Action and Sniper Rifles . . . 186
109 Equipment, Pharmaceuticals, Painkillers . . . . . . 106 170 Expensive Modern Bolt Action and Sniper Rifles . 187
110 Equipment, Pharmaceuticals, Hemostat . . . . . . 106 171 Modern Anti-Materiel Rifles . . . . . . . . . . . . . 188
111 Equipment, Pharmaceuticals, Antiseptics . . . . . 106 172 World War II Battle Rifles . . . . . . . . . . . . . . 189
112 Equipment, Pharmaceuticals, Antidote . . . . . . . 106 173 World War II Sniper Rifles . . . . . . . . . . . . . . 190
113 Equipment, Pharmaceutical Equipment . . . . . . 106 174 World War II Anti-Materiel Rifles . . . . . . . . . . 192
114 Equipment, Poisons . . . . . . . . . . . . . . . . . 106 175 World War I Battle Rifles . . . . . . . . . . . . . . 192
115 Cannabis Potency . . . . . . . . . . . . . . . . . . 107 176 Wild West Carbines and Long Rifles . . . . . . . . 193
116 Equipment, Narcotics . . . . . . . . . . . . . . . . 107 177 Cheap Modern Sporting Shotguns . . . . . . . . . 196
118 Equipment, Armor Plates . . . . . . . . . . . . . . 109 178 Mid-range Modern Sporting Shotguns . . . . . . 198
119 Equipment, Armor, Helmets . . . . . . . . . . . . 109 179 Expensive Modern Sporting Shotguns . . . . . . . 200
117 Equipment, Armor . . . . . . . . . . . . . . . . . . 110 180 Cheap Modern Combat Shotguns . . . . . . . . . 201
120 Equipment, Armor Upgrades . . . . . . . . . . . . 110 181 Expensive Modern Combat Shotguns . . . . . . . 202
121 Pistol Whip Damage . . . . . . . . . . . . . . . . . 111 182 World War I Combat Shotguns . . . . . . . . . . . 204
122 Simple Melee Weapons . . . . . . . . . . . . . . . 112 183 Wild West Shotguns . . . . . . . . . . . . . . . . . 205
123 Archaic Melee Weapons . . . . . . . . . . . . . . 113 184 Modern Light Machine Guns . . . . . . . . . . . . 207
124 Exotic Melee Weapons . . . . . . . . . . . . . . . 114 185 Modern General Purpose Machine Guns . . . . . 209
x

186 World War II Light Machine Guns . . . . . . . . . 209 217 Heavy Rimless Ammunition . . . . . . . . . . . . . 232
187 World War II General Purpose Machine Guns . . 210 218 Light Rimmed Ammunition . . . . . . . . . . . . . 232
188 World War I Machine Guns . . . . . . . . . . . . . 210 219 Heavy Rimmed Ammunition . . . . . . . . . . . . 232
189 Modern Underbarrel Grenade Launchers . . . . . 211 220 Light Rifle Ammunition . . . . . . . . . . . . . . . 232
190 Modern Standalone Grenade Launchers . . . . . 212 221 Intermediate Rifle Ammunition . . . . . . . . . . . 232
191 Modern Rocket Launchers . . . . . . . . . . . . . 212 222 Heavy Rifle Ammunition . . . . . . . . . . . . . . 233
192 Modern Mortars . . . . . . . . . . . . . . . . . . . 212 223 Superheavy Rifle Ammunition . . . . . . . . . . . 233
193 Korean War Rocket Launchers . . . . . . . . . . . 213 224 Light Shotshell Ammunition . . . . . . . . . . . . . 235
194 World War II Rifle Grenade Launchers . . . . . . . 213 225 Intermediate Shotshell Ammunition . . . . . . . . 235
195 World War II Rocket Launchers . . . . . . . . . . . 213 226 Heavy Shotshell Ammunition . . . . . . . . . . . . 235
196 Equipment, Bows . . . . . . . . . . . . . . . . . . 215 227 Equipment, Grenade Ammunition . . . . . . . . . 238
197 Equipment, Crossbows . . . . . . . . . . . . . . . 215 228 Equipment, Mortar Ammunition . . . . . . . . . . 238
198 Equipment, Non-Ballistic Ranged Weapons . . . . 216 229 Equipment, Ammunition Upgrades . . . . . . . . . 238
199 Equipment, Thrown Weapons . . . . . . . . . . . 218 230 Equipment, Vehicles . . . . . . . . . . . . . . . . . 244
200 Equipment, Grenades . . . . . . . . . . . . . . . . 219 233 Equipment, Vehicle Upgrades . . . . . . . . . . . 244
201 Weapons - Pre-made charges . . . . . . . . . . . 219 231 Equipment, Vehicles (cont.) . . . . . . . . . . . . . 245
202 Equipment, Raw Explosive Material . . . . . . . . 220 232 Equipment, Vehicle Weapons . . . . . . . . . . . . 246
203 Equipment, Explosive Detonators . . . . . . . . . 220 234 Lifestyle . . . . . . . . . . . . . . . . . . . . . . . 246
204 Melee Weapon Upgrades . . . . . . . . . . . . . . 221 235 Services . . . . . . . . . . . . . . . . . . . . . . . 247
205 Barrel Upgrades . . . . . . . . . . . . . . . . . . . 223 236 Encounter Level . . . . . . . . . . . . . . . . . . . 252
206 Optics Upgrades . . . . . . . . . . . . . . . . . . . 225 237 Light Sources . . . . . . . . . . . . . . . . . . . . 253
207 Ergonomics and Aesthetics Upgrades . . . . . . . 227 238 Falling Objects . . . . . . . . . . . . . . . . . . . . 255
208 Firing Mode Upgrades . . . . . . . . . . . . . . . 227 239 Disease . . . . . . . . . . . . . . . . . . . . . . . . 255
209 Internal Upgrades . . . . . . . . . . . . . . . . . . 228 240 Acid Damage . . . . . . . . . . . . . . . . . . . . 255
210 Tactical Upgrades . . . . . . . . . . . . . . . . . . 229 241 Electricity . . . . . . . . . . . . . . . . . . . . . . . 256
211 Equipment, Ammunition . . . . . . . . . . . . . . . 229 242 Simple Firearms Ammunition & Magazines . . . . 276
212 Equipment, .68 Paintball Ammunition . . . . . . . 229 244 Unarchetype Practical XP . . . . . . . . . . . . . . 277
213 Equipment, Bolt & Arrowheads . . . . . . . . . . . 230 243 Equipment, Simple Firearms . . . . . . . . . . . . 278
214 Rimfire Ammunition . . . . . . . . . . . . . . . . . 231 245 Poison Ability . . . . . . . . . . . . . . . . . . . . 279
215 Light Rimless Ammunition . . . . . . . . . . . . . 231 246 Racial Abilities . . . . . . . . . . . . . . . . . . . . 280
216 Intermediate Rimless Ammunition . . . . . . . . . 231 247 Racial Handicaps . . . . . . . . . . . . . . . . . . 281
1

Chapter I Ability Modifiers

The Basics Each ability will have a modifier, which is calculated using this
formula (Ability/2)−5, rounded down
This is the number you add or subtract from a die roll when
1 What is Ops and Tactics? your character tries to do something related to that ability.
Score Mod Score Mod Score Mod
Ops and Tactics is a tabletop roleplaying game focused
3 −4 8-9 −1 14-15 +2
around realistic combat encounters, with an emphasis on modern
4-5 −3 10-11 +0 16-17 +3
weapons and equipment. Combat is in-depth and allows for more
6-7 −2 12-13 +1 18 +4
fluid sequences of actions- based around a system where players
spend chunks of time every round to build their turns out of Table 1: Ability Modifiers
individual actions, packing each round with more choices and
activity. Taking inspirations from video games such as classic Ability Focus
XCOM, Metal Gear Solid, and Jagged Alliance, and films such
as John Wick, Heat and The Town, each round is also more When a character assigns ability scores and determines
dangerous as a result- a single bullet in the right place can end a their ability modifiers, they then assign the ability modifier
fight as soon as it starts. A very extensive equipment and firearm for STR into FOC & POW and DEX into MRK & AGL, equal
list, with gun capabilities modeled after their real-world abilities to the total ability modifier for that ability.
lets you stat up and run just about any combatant you can think
of. Batons, tasers, anachronistic melee weapons like swords and Example: A modifier of +2 could be divided into
flamethrowers, and hundreds guns ranging from the wild west to +2/+0, +1/+1, or +0/+2
the standard-issue of today and more make it possible, and spoil
you for choice. If that’s not enough, the crafting rules allow for
an industrious character to fabricate entirely new firearms from
scratch, from simple zipguns to elaborate custom race guns, and
even make their own customized ammunition to go along with 3.1 Strength (STR)
their fabticated firearms.Ops and Tactics is focused on modern Strength measures your character’s muscle and physical power.
combat, and is suited for running games set in a world similar to Strength also limits the amount of equipment your character
our own with an emphasis on combat and action. can carry and determines the Recoil Modifier for the character.
Strength is split into two groups

2 Basic Task Resolution System • Focus (FOC) which encompasses a character’s hand-eye
coordination with a melee weapon.
These rules assume a standardized system for determining the • Power (POW) which is the actual strength of the character.
success or failure of any given task. That system is
You apply your character’s STR modifier to
3d6+Modifiers vs. Target Number
The Modifiers and TN are determined by the type of task. If the • The skill that has STR as its key ability: Athletics
result equals or exceeds the TN, the test is successful. Any other • Strength checks (for breaking down doors and the like)
result is a failure. A ‘‘natural 18’’ or ‘‘natural 3’’ on the roll is not
an automatic success or failure unless the rules state otherwise. You apply your character’s FOC modifier to
• Melee attack rolls
2.1 Rounding Fractions You apply your character’s POW modifier to

If you end up with a fractional amount, round down unless • Damage rolls when using a melee weapon or a thrown
stated otherwise. Certain rolls have a minimum of 1. weapon.

3.2 Dexterity (DEX)


2.2 Multiplying
Dexterity measures hand-eye coordination, agility, reflexes,
Sometimes a special rule will make you multiply a number or a and balance. Dexterity is split into two groups
die roll. As long as you’re applying a single multiplier, multiply the • Marksmanship (MRK), which encompasses a character’s
number normally. When two or more multipliers apply, combine hand-eye coordination with a ranged weapon.
them into a single multiple, with each extra multiple adding to the
value of the original multiplier. • Agility (AGL), which encompasses the character’s overall
movement.
You apply your Character’s Dexterity modifier to
3 Ability Scores • The skills that have DEX as their key ability: Acrobatics,
Drive, Pilot, and Ride
The ability scores are the six scores that are the core of your
character. They affect everything else about your character. You apply your character’s MRK modifier to
2

• Ranged attack rolls 4d6 Roll 4d6, drop the lowest die, and then take the sum of the
rolls.
You apply your character’s AGL modifier to

• Defense Score Point Buy The GM assigns a set number of points that the
characters may use to purchase each separate ability score. The
• Reflex Saves average being 30 points. Each ability starts at 8 for free and then
you must spend points to increase the ability score. No ability
• Initiative Score score may be increased above 18 using this method.
Score Point Cost Score Point Cost
3.3 Constitution (CON)
9 1 14 6
Constitution represents your character’s health and stamina. 10 2 15 8
A character’s CHP and XHP are determined by their Constitution 11 3 16 10
score and modifier respectively. If either value changes, the CHP 12 4 17 13
or XHP are increased or decreased accordingly. You apply your 13 5 18 16
character’s Constitution modifier to
Table 2: Point Buy
• Determining CHP and XHP
Grid Draw a 3×3 grid. Label the columns as STR, DEX, CON,
• Fortitude Saves
and the rows as INT, WIS, CHA. Use the 4d6 method, re-rolling
any ones, to generate nine scores and fill in the grid. Then for
3.4 Intelligence (INT) each ability, choose one score from the corresponding row or
column. Once you’ve picked a cell, you can’t use it again.
Intelligence determines how well your character learns and
reasons. Intelligence is important for any character who wants
to have a wide assortment of skills. You apply your character’s Array The GM assigns a set array of 6 scores, and the players
Intelligence modifier to choose which score to assign to each attribute.

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


each level thereafter. 5 Improving Ability Scores
• The skills that have INT as their key ability: Craft, A character’s ability scores can change in a multitude of
Demolitions, Disable Device, Knowledge, and Technology ways, from poisons and diseases to training. A character may
Use. also improve their ability score by practicing the ability. In order
for a character to improve an ability, they must practice it for one
week per ability point improvement. After they have practiced
3.5 Wisdom (WIS) the number of weeks they wish to study or practice for, they
Wisdom describes a character’s willpower, common sense, roll an ability check [TN(10 + # of points to improve by + Ability
perception, and intuition. While INT represents one’s ability to modifier)] without modifiers.
analyze information, WIS represents being in tune with and aware If they pass the check, their ability score goes up by the
of one’s surroundings. If you want your character to have acute number of points selected. If they fail, they must restart the
senses, put a high score in WIS. You apply your character’s WIS process. A character must maintain these upgrades with regular
modifier to practice, by taking at least two hours out of each week to practice.
Common ways to practice to improve ability scores include
• Will Saves
Strength Intelligence
• The skills that have WIS as their key ability: Perception and
Treat Injury. • Weight training • Studying academic subjects

• Anaerobic gym exercise • Studying debates, logic,


3.6 Charisma (CHA) and reasoning
• Melee weapon practice
Charisma measures a character’s force of personality, Wisdom
persuasiveness, personal magnetism, ability to lead, and Dexterity
physical attractiveness. This ability represents actual strength • Situational awareness
• Yoga and stretching
of personality, not merely how one is perceived by others in a training
social setting. You apply your character’s Charisma modifier to • Gymnastics
• Meditation
• The skills that have CHA as their key ability: Animal • Marksmanship practice
Charisma
Handling, Perform, Presence, and Speechcraft.
Constitution
• Practice debating, arguing,
• Cardiovascular training and talking
4 Creating Ability Scores
• Aerobic gym exercise • Practice persuading, in-
3d6 Simply roll 3d6 and take the sum of the rolls. timidating, and beguiling
3

CL XP A-Skill CA-Skill Talents Feats


Max Max
Ranks Ranks
1st 0 5 2½ 1 3
2nd 1,000 6 3 — 2
3rd 3,000 7 3½ 1 1
4th 6,000 8 4 — 2
5th 10,000 9 4½ 1 1
6th 15,000 10 5 — 2
7th 22,000 11 5½ 1 1
8th 30,000 12 6 — 2
9th 42,000 13 6½ 1 1
10th 55,000 14 7 — 2

Table 3: Experience & Leveling

Chapter II as two additional feats upon attaining each even level in an


Archetype, and one additional feat upon attaining each odd level
Character Archetypes in an Archetype. Humans gain an additional feat at the 1st level.

Archetype Features
Extended Hit Points (XHP) Extended HP are a measure of a
character’s ability to turn a direct hit into a graze or a glancing 1 The Strong
blow with no serious consequences. XHP goes up with level, giving
high-level characters more ability to shrug off attacks. Most types Starting XHP 10 + CON modifier
of damage reduce XHP. XHP per level 5 + CON modifier
Archetype Skills Athletics, Craft (Structural), Drive, Knowledge
(All), Perception, and Linguistics
Core Hit Points (CHP) Core HP measures how much true
Skill Points per level 3 + INT modifier
physical damage a character can withstand. Damage reduces
CHP only after all XHP are gone or when a character is struck by AL BAB F/R/W BSB
a Critical Strike. CHP are equal to CON+2
1st +2 +1/+0/+0
nd
2 +3 +1/+0/+0
Combat Points Combat Points are a measurement of how much
3rd +4 +2/+1/+0
a character can do in a single round. Each character has 15 th
Combat Points per round. 4 +5 +2/+1/+1
5th +6 +3/+2/+1
6th +7 +3/+3/+2
Archetype Skills This section of an archetype description
7th +8 +4/+3/+2
provides a list of archetype skills and also gives the number
of skill points the character gains each level. A character gains 8th +9 +4/+4/+3
th
at least 1 skill point per level, even if the character has an INT 9 +10 +5/+4/+3
th
st
modifier penalty. A 1 -level character starts with 5 times the 10 +11 +6/+5/+4
number of skill points they receive upon attaining each level
beyond the 1st . Special Ability—Forceful strike When the character calculates
melee damage, they add 1½× their POW modifier to the damage.
BAB The character’s Base Attack Bonus. When wielding a two-handed weapon, they add 2× their POW
modifier. When wielding a small or smaller weapon two-handed,
they add 1½× their POW modifier.
F/R/W BSB The character’s Base Save Bonus for Forti-
tude/Reflex/Will Save rolls.
Talents
Talents Every archetype offers a selection of talents to choose Melee Strike The character gains a +1 attack bonus to all melee
from. A character gains a talent upon attaining each odd- attacks. This bonus increases by +1 every odd Strong Archetype
numbered level in an archetype (including 1st level). No talent level.
may be selected more than once unless expressly indicated.
Overwhelming Damage The character selects Piercing, Slash-
Feats Every archetype may select any feat. Some feats have ing, Bludgeoning, or Unarmed Strike damage. The strong may
prerequisites that must be met before a character can select add his Strong Archetype Level, divided by 2, to all attacks that
them. All characters receive two feats at the 1st level, as well have this damage. This talent has a minimum bonus of +1.
4

Grappling Hold When attempting to initiate or break free from Quick Reflexes The character can not be flanked and only
a grapple, the character may add his Strong Archetype Level to loses half of their dodge bonus to DEF when flatfooted. This talent
his Grapple checks. may only be used when wearing no armor or light armor.

Strong Arm Disarm When attempting to disarm or avoid being Forgiving Damage The character selects Piercing, Slashing,
disarmed, the character may add his Strong Archetype Level to Bludgeoning, or Unarmed damage. When attacked with the
his Disarm checks. selected damage, the character gains a +2 Dodge DEF bonus
against all attacks with this damage. This talent may be taken
Sweeping Trip When attempting to trip or avoid being tripped, multiple times, each time it applies to a different damage.
the character may add his Strong Archetype Level to his Trip
checks.
3 The Tough
Redlining The character may choose to receive a bonus up
to their Strong Archetype Level whenever they attempt any Starting XHP 12 + CON modifier
STR based check. Once the check is complete, the character XHP per level 6 + CON modifier
immediately takes the amount of the bonus as damage to their Archetype Skills Athletics, Craft (Mechanical and Structural),
CHP. Drive, Knowledge (All), Linguistics, Perception, and Presence
Skill Points per level 2 + INT modifier

AL BAB F/R/W BSB


2 The Fast 1st +1 +1/+0/+0
2nd +2 +2/+0/+0
Starting XHP 8 + CON modifier
XHP per level 4 + CON modifier 3rd +3 +3/+0/+1
Archetype Skills Acrobatics, Drive, Knowledge (All), Linguistics, 4th +4 +4/+0/+1
Perception, Pilot, Ride, and Stealth 5th +5 +5/+0/+2
Skill Points per level 3 + INT modifier 6th +6 +6/+0/+3
7th +7 +7/+0/+3
AL BAB F/R/W BSB 8th +8 +8/+1/+4
1st +1 +0/+1/+0 9th +9 +9/+1/+5
2nd +2 +0/+2/+0 10th +10 +10/+1/+5
3rd +3 +0/+3/+0
4th +4 +1/+4/+1 Special Ability—Prizefighter The character gains +3 CHP.
5th +5 +1/+5/+1
6th +6 +2/+6/+2 Talents
7th +7 +3/+7/+2
Damage Reduction The character gains DR/All equal to his
8th +8 +3/+8/+2
Tough Archetype Level divided by 2, rounded down. The minimum
9th +9 +3/+9/+2
benefit of this talent is DR1.
10th +10 +3/+10/+3
Robust The character is particularly robust, gaining a number
Special Ability—Fleet of Foot The character is quick on his of XHP equal to their Tough Archetype Level as soon as they
toes whenever a fight breaks out. They gain a +1 to all initiative select this talent. Every time the character levels up, they gain +1
checks. XHP.

Talents Second Wind Once per hour, the character can gain a second
Evasion When making a Reflex Save, the character takes ¼ wind, restoring a number of XHP equal to his CON score.
damage with a successful Save. This talent may only be used
when wearing no armor or light armor. Adrenaline Rush Once per day, the character may gain extra
CHP equal to his Tough Archetype Level for 5 rounds. When the
Evasive Maneuvers The character uses 12 CP and makes a DEX effect ends, and he would be dying if the hit points were removed,
check [TN15] with a bonus equal to his Fast Archetype Level. If they the character instead drops to 0 CHP, in stabilized condition.
succeed, they gain a dodge DEF bonus equal to the character’s
Fast Archetype Level for 2 rounds. The character cannot take 10 Health Shift Once per day, the character can turn a number
or 16/18 on this check. of XHP into CHP, equal to their Tough Archetype Level. This may
be used at any time.
Quick Movement The character gains the ability to move 5’
without using their CP. The amount they can move is equal to Unbreakable When making any Fortitude Save, the character
their Fast Archetype Level divided by three (rounded down). The may roll a second time if he fails the roll.
minimum benefit is 5’ of free movement.
5

4 The Smart 5 The Wise


Starting XHP 6 + CON modifier Starting XHP 6 + CON modifier
XHP per level 3 + CON modifier XHP per level 3 + CON modifier
Archetype Skills Craft (Chemical, Electronic, Mechanical, and Archetype Skills Craft (Pharmaceutical, Visual Art, and Writing),
Pharmaceutical), Demolitions, Disable Device, Knowledge (All), Knowledge (All), Linguistics, Perception, and Treat Injury
Linguistics, and Technology Use Skill Points per level 4 + INT modifier
Skill Points per level 6 + INT Modifier
AL BAB F/R/W BSB
AL BAB F/R/W BSB 1st +0 +0/+0/+1
1st +0 +0/+0/+1 2nd +1 +0/+1/+2
2nd +0 +0/+1/+2 3rd +2 +1/+1/+3
3rd +1 +1/+2/+2 4th +3 +1/+2/+4
4th +2 +2/+2/+2 5th +4 +2/+2/+5
5th +3 +3/+3/+3 6th +5 +2/+2/+6
6th +4 +3/+3/+4 7th +6 +2/+2/+7
7th +5 +4/+3/+4 8th +7 +3/+3/+8
8th +6 +5/+4/+5 9th +8 +3/+3/+9
9th +7 +5/+4/+5 10th +9 +3/+3/+10
10th +8 +6/+4/+6
Special Ability—Secondary Insight Choose INT or CHA. The
Special Ability—Instructor The character may instruct any character gets to add half their Wise Archetype Level (rounded
other hero when they attempt to use a skill, as long as they down) + half their WIS mod (rounded down) to all skill checks with
possess at least one rank in the skill they are instructing in. The the selected ability.
instructed character gets a bonus equal to the instructor’s INT
modifier to the skill. Talents
Healing Knack The character does not require a first aid kit
Talents
to stop bleeding or to revive a dazed, stunned or unconscious
Savant The character chooses a single skill they have at least 1 character, and gains a bonus to Treat Injury equal to their Wise
rank in. The character has a bonus equal to their Smart Archetype Archetype Level divided by 2, rounded down. The minimum
Level for that skill. This talent may be taken multiple times, each bonus this talent provides is +1.
time selecting a different skill.
Situational Awareness The character is intuitively aware of
Exploit Weakness The character can designate one opponent their surroundings. They gain a bonus equal to their Wise
and try to find ways to gain an advantage using brains over Archetype Level for all WIS based skills.
brawn. He uses 12 CP to make an INT check [TN15] with a bonus
equal to his Smart Archetype Level. If the check succeeds, the Intuition Once per hour, the character may make a Will Save
character may use his INT modifier instead of his STR or DEX [TN15] to sense if everything is alright or if they get a bad feeling
modifiers on attack rolls made on the selected opponent. The about a specific situation, based on the GM’s best guess to the
character may not take 10 or 16/18 on this check. circumstances. If successful, the character can not be surprised
for 10 minutes or flatfooted for 10 rounds. The character cannot
Stressful Thinking The character uses 12 CP and makes an INT take 10 or 16/18 on this check.
check [TN15] with a bonus equal to his Smart Archetype Level. If
they succeed, they grant an attack bonus to themselves and all of Body Language The character has the ability to read body
their party members equal to the Smart Archetype Level, divided language and actions. They can use 9 CP, select a single target,
by 2, rounded down, for 2 rounds + Smart Archetype Level. The and roll a WIS check [TN15] with a bonus equal to their Wise
character may not take 10 or 16/18 on this check. The minimum Archetype Level. If successful, the target suffers an attack penalty
bonus for this talent is +1. equal to their Wise Archetype Level divided by 2, rounded down,
for a number of rounds equal to the character’s Wise Archetype
Battlemind When in combat, all CP costs for the character are Level. All characters friendly to the Wise will notice this penalty.
reduced by ¼th rounded up. All CP cost are reduced and rounded The character cannot take 10 or 16/18 on this check. The minimum
separately. penalty this talent provides is a −1.

Emulation Once per hour, the character can gain the benefits Aura of Health Once per combat per character, any friendly
from a single proficiency feat that any non-hostile character or neutral character within 30’ of a character with this talent,
within 30’ has for 5 rounds. after damage from an attack against them is determined, the
friendly or neutral character may remove the highest damage
die as if it was never rolled. The character may use this effect on
themselves.
6

6 The Charismatic Coordinate The character has a knack for getting people to
work together. When the character spends 12 CP directing his allies
Starting XHP 6 + CON modifier and making a CHA check [TN15], he provides any ally that can
XHP per level 3 + CON modifier hear them a bonus on their attack rolls equal to their Charismatic
Archetype Skills Animal Handling, Craft (Visual Art and Archetype Level. This bonus lasts for a number of rounds equal
Writing), Knowledge (All), Linguistics, Perform (All), Presence, and to the character’s CHA modifier. The character cannot take 10 or
Speechcraft 16/18 on this check.
Skill Points per level 4 + INT modifier
Bolster The character can restore the morale of those that can
AL BAB F/R/W BSB hear them. To bolster, the hero must use 8 CP, and make a
CHA check [TN15] adding their Charismatic Archetype Level as a
1st +0 +0/+0/+1
bonus. If they succeed, all friendly and neutral targets that are
2nd +1 +0/+1/+1
shaken, rattled, stunned, unnerved, cowering, dazed, frightened,
3rd +2 +0/+2/+2 or panicked return to normal. The character cannot take 10 or
4th +3 +1/+3/+3 16/18 on this check.
5th +4 +1/+4/+4
6th +5 +1/+5/+4
7th +6 +2/+6/+5 7 The Abnormal
8th +7 +2/+6/+5
The Abnormal archetype is a customizable archetype, atypical
9th +8 +3/+7/+6
of all of the other archetypes. Instead of a set progression, they
10th +9 +3/+7/+6
gain Practical Experience every level, that they can use to increase
their HP, BAB, Saving Throws, or Skill Points when they level.
Special Ability—Smooth Talker The character is skilled at CHP Formula 2+CON or Racial CHP formula
talking to a select group of people. Choose six occupations. The Starting XHP 5+CONmod
character may add his CHA modifier to all CHA based skills, talents, XHP per level 2+CONmod
and feats toward the chosen professions. Starting CP 15 or Racial CP score
Archetype Skills Choose 8. Knowledge, Craft, and Perform are
singular. Linguistics and Knowledge (Pop Culture and Streetwise)
Talents are always archetypal
Skill Points per level 3+INT Mod
Terrify The character has the ability to shake all targets through
Practical XP per level +5
the use of words and bearings. The target must be within 60’ of the
Archetype Talents The Abnormal may take any talent.
hero, have INT 3+, and are able to see, hear, and understand the
hero to be affected. To terrify, the hero must use 8 CP, and make Cost Benefit
a CHA check [TN15] adding their Charismatic Archetype Level as
2 PXP +1 BAB (Max. +10, once per lvl)
a bonus. If they succeed, the target can try to resist by making a
Will Save [TN(10+Charismatic Archetype Level+CHA mod)]. If the 1 PXP +1 BSB in one area (Max. +10)
target fails, they are considered Shaken for a length equal to the 1 PXP +3 additional Skill Points
Charismatic Archetype Level. The effect ends immediately if the 1 PXP +3 additional XHP
target is attacked. The character cannot take 10 or 16/18 on this
Table 4: Abnormal Practical XP
check.

Confuse The character has the ability to utterly puzzle all


targets through the use of words and bearings. All hostile
targets within 50’ of the hero, have INT 3+, and are able to
see, hear, and understand the hero are affected. To confuse, the
character follows the procedure to terrify. If the targets fail, they
are considered Confused for a length equal to the Charismatic
Archetype Level. The effect ends immediately if the target is
attacked. The character cannot take 10 or 16/18 on this check.

Captivate The character has the ability to captivate a single


target through sheer force of personality, a winning smile, and
fast talking. The target must be within 50’ of the hero, have INT
3+, and are able to see, hear, and understand the hero to be
affected. To dazzle, the hero follows the procedure to terrify. If
the target fails, they are considered stunned for a length equal to
the Charismatic Archetype Level. The effect ends immediately if
the target is attacked. The character cannot take 10 or 16/18 on
this check.
7

8 Multi-Archetype Characters 8.2.4 Saving Throws

A character may add new archetypes as they progress Add the Base Save Bonus for each archetype together.
in levels, thereby becoming a multi-archetype character. The
archetype abilities from all of a character’s archetypes combine 8.2.5 Skills
to determine a multi-archetype character’s overall abilities.
A multi-archetype character uses their character level to
determine the maximum ranks the character can have in a
8.1 Adding a Second Archetype skill. If a skill is an archetype skill for any of a multi-archetype
When a character with one archetype gains a level, they may character’s archetypes, then use character level to determine a
choose to increase the level of their current archetype or pick up skill’s maximum rank. When a multi-archetype character gains
a new archetype at 1st level. a level in an archetype, they spend that level’s skill points as a
The character gains the 1 -level BAB, base save bonuses, member of that archetype. Only that archetype’s archetype
st

archetype skills, other archetype features of the new archetype, skills may be purchased as archetype skills. All other skills,
hit points of the appropriate number, and the new archetype’s including skills for another archetype the character has levels in,
number of skill points gained at each additional level (not that are considered cross-archetype skills when ranks in those skills
number ×5, as is the case for a 1st -level character). are purchased at this level.

8.1.1 Advancing a Level 8.2.6 Special Ability

Each time a character attains a new level, the character either A character does not gain the special ability for the new
increases one of their current Archetype levels by one or picks archetype they choose.
up a new Archetype at 1st level.
When a multi-archetype character increases one of their 8.2.7 Feats
archetype levels by one, the character gets all the standard
benefits that characters receive for attaining the new level in that Taking a level in a new Archetype does not entitle a character
archetype: more HP, possible bonuses on attack rolls and saving to receive the three feats that a beginning 1st -level character gets.
throws (depending on the Archetype and the new level), a new
Archetype feature (as defined by the Archetype), and more skill
points. 9 Defining your Character
Skill points are spent according to the archetype that the multi-
Name A name helps you define your character’s background
archetype character just advanced in. Skills are purchased at the
and ethnic origin. The name may fit your character’s abilities or
cost appropriate for that archetype.
it may be dramatically different. A character’s name also proves
In general, a character can have levels in as many different
clues to his age and heritage.
archetypes as there are archetypes.

Gender The character can be either male or female.


8.2 Archetype and Level Features
As a general rule, the abilities of a multi-archetype character Age As the character ages, their physical ability scores decrease
are the sum of the abilities provided by each of the character’s and their mental ability scores increase as detailed on the
archetypes. following table.

8.2.1 Level
Age Category Ability Adjustments
‘‘Character Level’’ is a character’s total number of levels. It is Child (1-11) −3 to STR and CON; −1 to DEX, INT, WIS and CHA
used to determine when feats and skill rank increases are gained. Young adult (12-15) Original Scores
‘‘Archetype Level’’ is the character’s level in a particular Adult (16-39) Original Scores
archetype. For a character whose levels are all in the same Middle age (40-59) –2 to STR, DEX, and CON; +2 to INT, WIS and CHA
archetype, character level and archetype level are the same. Old (60-79) −3 to STR, DEX, and CON; +3 to INT, WIS and CHA
Venerable (80+) −4 to STR, DEX, and CON; +4 to INT, WIS and CHA
8.2.2 Hit Points
Table 5: Aging Effects
A character gains XHP from the archetype they selected adding
the new XHP to the previous total. A character receives the
Archetype’s XHP per level, not the first level XHP. Height and Weight When choosing your character’s height and
weight, try and keep his ability scores in mind, and what they
say on the overall appearance of your character. You can also
8.2.3 Base Attack Bonus
denote any specific or unique markings on the character, such
Add the BAB for each archetype together. as tattoos, scars, moles, and freckles.
8

Chapter III 1.2 Adventurer

Occupations Adventurers include professional daredevils, big game hunters,


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

Changing Occupations
1.4 Blue Collar
A character will rarely keep one job their entire life. When
Blue collar occupations include factory workers, food service
changing jobs, the character first loses their current job, and
jobs, construction, service industry jobs, taxi drivers, postal
becomes unemployed for at least two weeks, relinquishing their
workers and any other jobs that are usually not considered to be
old salary. Then, if a character meets the requirements to enter
desk jobs.
their new job, they enter it, and pick from the skills listed, and
receive the new job’s biweekly salary from now on. They do Starting Requirements Age 18+
not select any of the bonus feats for the job, when entering it. Hiring Requirements An Animal Handling, Drive or Ride Skill
They must meet both the starting requirements, and the hiring Modifier of +15 or greater, or a Craft (Mechanical, Structural,
requirements, in order to qualify for the job. Dilettante is special, Chemical, or Electrical) Skill Modifier of +10 or greater.
as it is the only occupation that can not be entered. Skills (2) Animal Handling, Craft (Mechanical, Structural, Chemical
or Electronic), Drive, or Ride.
Starting Wealth Points (1d4+3)×10 (Average 55)
Biweekly Wealth Points 11d4 (Average 28)
1 Occupations
1.1 Academic 1.5 Celebrity
Academics include librarians, archaeologists, scholars, profes- A celebrity is anyone who has been thrust into the spotlight
sors, teachers, and other educated professionals. of the public eye. Actors, entertainers of all types, newscasters,
Starting Requirements Age 23+ radio and television personalities and more fall under celebrity.
Hiring Requirements A Knowledge (Any), Craft (Writing), or Starting Requirements Age 15+
Technology Use Skill Modifier of +15 or greater, or at least two Hiring Requirements A Craft (Visual art or Writing) or Perform
points in two Linguistics languages. (Any) Skill Modifier of +10 or greater and 300 WP which must be
Skills (2) Craft (Writing), Knowledge (Any), Linguistics or paid out for expenses.
Technology Use. Skills (1) Craft (Visual art or Writing) or Perform (Any)
Starting Wealth Points 4d4×10 (Average 100) Starting Wealth Points 12d4×10 (Average 300)
Biweekly Wealth Points 2d4×10 (Average 50) Biweekly Wealth Points 6d4×10 (Average 150)
9

1.6 Creative Hiring Requirements A Craft (Pharmaceutical), Knowledge


(Behavioral Sciences or Earth and Life Sciences), or Treat Injury
The creative occupation covers artists of all types of people who Skill Modifier of +18 or greater.
turn their creative spark into a career. Illustrators, copywriters, Skills (2) Craft (Pharmaceutical), Knowledge (Behavioral Sciences
cartoonists, graphic artists, novelists, columnists, actors, sculptors, or Earth and Life Sciences) or Treat Injury
game designers, musicians, screenwriters, photographers and Occupational Feats (1) Educated or Medicinal Expert
web designers all fall under this occupation. Starting Wealth Points 8d4×10 (Average 200)
Starting Requirements Age 15+ Biweekly Wealth Points 4d4×10 (Average 100)
Hiring Requirements A Craft (Visual art or Writing) or Perform
(Any) Skill Modifier of +18 or greater or a Technology Use or
Knowledge (Arcane Lore or Art) of +15 or greater. 1.10 Emergency Services
Skills (2) Craft (Visual art or Writing), Knowledge (Arcane Lore or Rescue workers, firefighters, paramedics, hazardous material
Art), Perform (any) or Technology Use handlers and emergency medical technicians all fall under this
Occupational Feats (1) Creative or Educated category.
Starting Wealth Points 1d4×10 (Average 25) Starting Requirements Age 18+
Biweekly Wealth Points 5d4 (Average 13) Hiring Requirements An Acrobatics or Athletics Skill Modifier of
+10 or greater, a Treat Injury Skill Modifier of +10 or greater and
a Drive, Knowledge (Earth and Life sciences or Technology) or
1.7 Criminal
Ride Skill Modifier of +10 or greater.
Criminals include con artists, burglars, thieves, crime family Skills (2) Acrobatics, Athletics, Drive, Knowledge(Earth and Life
soldiers, pirates, gang members, bank robbers, hit men, drug science or Technology), Ride, or Treat Injury
dealers and other types of career criminals. Occupational Feats (1) First Aid Expert or Technosavant
Starting Requirements Age 15+ Starting Wealth Points (1d4+1)×10 (Average 30)
Hiring Requirements None Biweekly Wealth Points 6d4 (Average 15)
Skills (2) Craft (Pharmaceutical or Chemical), Disable Device, Equipment Notes
Knowledge (Streetwise), Presence, or Stealth.
Occupational Feats (1) Personal Firearms Proficiency, Simple Firefighters and Rescue Workers are issued a Turnout coat,
Weapons Specialist, or Brawl and Paramedics/EMS and EMTs are issued a Standard
Starting Wealth Points (1d4+1)×10 (Average 35) First Aid Kit.
Biweekly Wealth Points 7d4 (Average 17)

1.8 Dilettante 1.11 Entrepreneur


Dilettantes usually get their wealth from family holdings and Entrepreneurs are business owners, obsessed about being their
trust funds, usually holding no job, little responsibility, and one own boss. They believe in themselves, have confidence, and the
driving passion that occupies their day. ability to acquire funds to fuel their money-making ventures.
Starting Requirements Age 18+ Starting Requirements Age 18+
Hiring Requirements — Hiring Requirements A Knowledge (Business, Civics or
Skills (1) Ride or Linguistics. Technology) Skill Modifier of +15 or greater and 200 WP which
Starting Wealth Points 14d4×10 (Average 350) must be paid out for various start up costs.
Biweekly Wealth Points 7d4×10 (Average 175) Skills (2) Knowledge (Business, Civics or Technology), or
Occupational Note Because of their lightweight and low Speechcraft.
responsibility lifestyle, Dilettantes receive one less feat at first Starting Wealth Points 10d4×10 (Average 250)
level. Biweekly Wealth Points 5d4×10 (Average 125)

Wealth and Game Balance


1.12 Investigative
Because of the large sums of money Dilettantes receive
There are a number of jobs that fit within this occupation,
in both biweekly and starting wealth, a GM should be
including investigative reporters, photojournalists, private
careful that the Dilettante does not use these funds to
investigators, police detectives, criminologists, federal agents,
completely unbalance the game with the various licensing
criminal profilers, espionage agents, and any others who use
and equipment they are able to purchase from the start
their skills to gather information and analyze clues.
of the game. This can make the game unfair and unfun
Starting Requirements Age 23+
for the other players.
Hiring Requirements A Craft (Visual Art or Writing) or a
Knowledge (Streetwise) Skill Modifier of +15 or greater and a
Perception Skill Modifier of +15 or greater.
1.9 Doctor Skills (2) Craft (Visual art or writing), Knowledge (Streetwise),
Perception, Presence, Speechcraft or Technology Use
A doctor can be a Physician (General Practitioner or Specialist), Occupational Feats (1) Alert, Confident, or Light Armor
a Surgeon, a Psychiatrist or Psychologist, or a Pharmacist. Proficiency
Starting Requirements Age 25+ Starting Wealth Points (2d4+2)×10 (Average 60)
10

Biweekly Wealth Points (1d4+2)×10 (Average 30) Hiring Requirements An Athletics or Acrobatics Skill Modifier of
+10 or greater.
Equipment Notes
Skills (2) Acrobatics, Athletics, Drive, Demolitions, Pilot, Perception,
Federal agents and police detectives are issued the badge or Stealth
of their respective departments, a backup or full sized Occupational Feats (1) Brawl, Combat Martial Arts, Evasive
semi-automatic handgun in either 9x19mm, .38 Special, Martial Arts, Light Armor Proficiency, Personal Fire Arms
.357 Magnum, .40 S&W, or .45 ACP that costs 25 WP or less, Proficiency or Weapon Focus.
a pair of steel handcuffs, and a tactical holster. They may Equipment Notes Military personnel are issued Fatigues of their
take the WP given to them, and add their own money, branch, as well as a dress uniform. If a character is on active
and purchase a more expensive firearm, as long as it duty in a combat area or on assignment, the equipment for a
meets the caliber requirements. The WP allocated for the character in the military profession is based on what branch, type
issued firearm is for the firearm and extra magazines or of classification, and country they belong to.
speedloaders only, and does not cover any upgrades. JHP Starting Wealth Points (1d4+1)×10 (Average 35)
ammunition is provided for this firearm by the department. Biweekly Wealth Points 6d4 (Average 15)
Federal agents or police detectives will only be issued a
handgun if they have the Personal Firearms Proficiency
Feat. 1.15 Religious
Ordained clergy of all persuasions, as well as theological
scholars and experts on religious studies fall within the scope of
1.13 Law Enforcement this occupation.
Law enforcement personnel include uniformed state police, Starting Requirements Age 23+
deputy sheriffs, state troopers, S.W.A.T. Members, and military Hiring Requirements None
police. Skills (2) Knowledge (Arcane Lore, Behavioral Sciences, History,
Starting Requirements Age 20+ or Theology and Philosophy), or Perception.
Hiring Requirements An Athletics or Acrobatics Skill Modifier Occupational Feats (1) Iron Will or Educated
of +10 or greater, a Knowledge (Civics) Skill Modifier of +10 or Starting Wealth Points 2d4×10 (Average 50)
greater, a Drive Skill Modifier of +10 or greater, and a Knowledge Biweekly Wealth Points 1d4×10 (Average 25)
(Streetwise) or Perception Skill Modifier of +10 or greater.
Skills (2) Demolitions, Drive, Knowledge (Civics, Earth and Life
Sciences, or Streetwise), Perception, or Presence. 1.16 Rural
Occupational Feats (1) Brawl, Evasive Martial Arts, or Light Armor
Proficiency Farm workers, hunters, and others who make a living in rural
Starting Wealth Points (1d4+3)×10 (Average 55) communities fall under this category.
Biweekly Wealth Points 11d4 (Average 28) Starting Requirements Age 15+
Hiring Requirements An Athletics or Acrobatics Skill Modifier of
Equipment Notes +10 or greater and an Animal Handling or Ride Skill Modifier of
+12 or greater
Police officers, state troopers, deputy sheriffs, and S.W.A.T.
Skills (2) Athletics, Acrobatics, Animal Handling, or Ride.
members: see Investigative equipment notes.
Occupational Feats (1) Personal Firearms Proficiency, Archaic
Weapon Proficiency (Any), or Brawl.
Standard Issue Vs. Player’s Choice Starting Wealth Points 8d4 (Average 20)
Biweekly Wealth Points 4d4 (Average 10)
Choosing a sidearm can be an arduous choice. There are
many things to be considered, such as caliber, capacity,
and upgrade points, as well as cost. A good alternative to 1.17 Security
this to have the GM select a firearm as a standard issue
sidearm for the police force. This guarantees uniformity Security includes private armed security, private military
in magazines, spare parts, and ammunition, as well as contractors, bodyguards, and armored car drivers, or anyone
familiarity. Popular firearms include the Glock 17, Glock who is paid money to protect an object, person, or location.
19, Glock 22, Glock 23, Beretta 92FS, Smith and Wesson Starting Requirements Age 21+
M&P, and Springfield Armory GI 1911A1. Hiring Requirements An Athletics or Acrobatics Skill Modifier of
+10 or greater and a Knowledge (Streetwise) or Perception Skill
Modifier of +10 or greater.
Skills (2) Drive, Knowledge (Streetwise or Tactics), Perception or
1.14 Military Presence
Military covers any of the branches of the armed forces, Occupational Feats (1) Brawl, Combat Martial Arts, or Simple
including the Army, Navy, Air Force, Marines, National Guard Weapon Specialist
and the Coast Guard, as well as the various elite training units. Starting Wealth Points 2d4×10 (Average 50)
Starting Requirements Age 18+ Biweekly Wealth Points 1d4×10 (Average 25)
11

1.18 Student Biweekly Wealth Points 16d4 (Average 40)


A student can be in high school, college, or graduate school. If
you select this starting occupation, you must also pick an area of 1.20 Unemployed
study and the skills that go along with it. This occupation is a placeholder for when someone is between
Starting Requirements Age 15+ jobs, those not old enough to have a job, or those that do not have
Hiring Requirements None a fully steady job. People working with temp services, vagabonds
Skills (3) Craft (Visual Arts, Writing, Chemical, Electronic, and panhandlers, children, and those that scrape by doing odd
Mechanical, or Structural), Knowledge (Art, Arcane Lore, jobs all fall into this category.
Behavioral Sciences, Business, Civics, History, Technology, Starting Requirements None
Physical Sciences, or Earth and Life Sciences), or Perform (Any) Hiring Requirements None
Starting Wealth Points 6d4 (Average 15) Starting Wealth Points 2d4 (Average 5)
Biweekly Wealth Points 3d4 (Average 8) Biweekly Wealth Points 1d4 (Average 3)

1.19 Technician 1.21 White Collar


Scientists and engineers of all types fit within the scope of this Office workers and desk jockeys, lawyers, accountants,
occupation. insurance agents, bank personnel, financial advisers, tax prepares,
Starting Requirements Age 23+ clerks, sales personnel, real estate agents and a variety of middle
Hiring Requirements A Craft (Chemical, Electronics, Mechanical, management all fall within the scope of this occupation.
or Structural), Knowledge (Behavioral Sciences, Technology, Starting Requirements Age 23+
Physical Sciences, or Earth and Life Sciences) or Technology Hiring Requirements A Knowledge (Art, Business, Civics, History,
Use Skill Modifier of +16 or greater. or Technology) or Technology Use Skill Modifier of +15 or greater.
Skills (2) Craft (Chemical, Electronic Mechanical, or Structural), Skills (2) Knowledge (Art, Business, Civics, History, or Technology),
Knowledge (Behavioral Sciences, Technology, Physical Sciences, Presence, Speechcraft or Technology Use.
or Earth and Life Sciences), or Technology Use. Starting Wealth Points 6d4×10 (Average 150)
Starting Wealth Points (3d4+1)×10 (Average 85) Biweekly Wealth Points 3d4×10 (Average 75)
12

Chapter IV 1.2.3 Taking 16 or 18

Skills When you have plenty of time, are faced with no threats or
distractions, and the skill being attempted carries no penalties for
failure, you may either take 16 or 18. In other words, eventually
Skills represent a wide variety of abilities, and a character you will get 16 or 18 on a 3d6 if you roll enough times. Instead
gets better at them as their ability score increases, or as they of rolling for the skill check, just calculate your result as if you
gain levels. had rolled a 16 or 18.
Taking 16 or 18 means you are trying until you get it right and
it assumes that you fail many times before succeeding. Taking
1.1 Acquiring Skills 16 takes ten times as long as making a single check would take.
At each level, a character gets skill points that are used to Taking 18 takes one hundred times as long.
buy skills. The character’s current archetype and INT modifier
determine the number of points received. If the character buys 1.2.4 Assisting
an archetype skill, they get 1 rank in the skill for each skill point
A character can assist another character in their skill checks
spent. If the character buys a cross-archetype skill, they get ½
when applicable. To assist a character, the DC of the task is
rank per skill point. The rules assume that a character can always
divided by 4, and the assisting character rolls their skill check
find a way to learn any skill. However, the GM may impose limits
in the applicable skill. If the character succeeds, the original
depending on the circumstances.
character making the check gets a +1 bonus. For every full success
beyond the original, the original character gains an additional +1
1.2 Using Skills bonus.

To make a skill check, roll 3d6+skill modifier Example: If the assist TN is 4 and the assisting character
The skill modifier is equal to the sum of the skill ranks, ability rolls a 12, the original character gains a +3 bonus on the
modifier, and any miscellaneous modifiers. check from the assistance.

• Skill Ranks A character’s rank in a skill is based on the


number of skill points the character has invested in the skill.
Some skills may be used even if the character has no ranks 1 Acrobatics (DEX)
in the skill; doing this is known as making an untrained skill
check. When making a skill check, a character adds the This skill allows a character to keep their balance while
skill’s rank to the roll as part of the skill modifier. Ranks traversing narrow or treacherous surfaces. The character can
indicate how much training or experience a character has also dive, flip, jump, and roll to overcome obstacles and twist
with a given skill and have a value from 0 to 14. their body to escape.
If you take damage while using Acrobatics, you must
• Ability Modifier The ability modifier used in the skill check immediately make another Acrobatics check at the same TN
is the modifier for the skill’s key ability (the ability associated to avoid falling or being knocked prone.
with the skill’s use). The key ability of a skill is noted in its In addition, you can move through a threatened square
description. without provoking an AoO from an enemy by using Acrobatics.
When moving in this way, you move at 1 CP per 5’. You cannot
• Miscellaneous Modifiers Miscellaneous modifiers include use Acrobatics to move past foes if your CP cost is increased
bonuses provided by feats and archetype features, and due to carrying a medium or heavy load or wearing medium or
penalties such as the ones associated with the non-proficient heavy armor. The TNs listed are used to avoid an AoO due to
use of armor, among others. movement. This TN increases by 2 for each additional opponent
avoided in 1 round.
You can also use the Acrobatics skill to make jumps or to
1.2.1 Opposed Checks soften a fall. The base TN to make a jump is equal to the horizontal
Some skill checks are opposed checks. They are made against distance to be crossed or four times the vertical height. These
a randomized number, usually another character’s skill check TNs double if you do not have at least 10 feet of space to get
result. a running start. The only Acrobatics modifiers that apply are
those concerning the surface you are jumping from. If you fail
For ties on opposed checks, the character with the higher key
this check by 4 or less, you can attempt a Reflex Save [TN15] to
ability score wins. If those scores are the same, roll again.
grab hold of the other side after having missed the jump. If you
fail the Reflex Save, you fail to make the jump completely and
1.2.2 Taking 10 fall (or land prone, in the case of a vertical jump). For a running
jump, the result of your Acrobatics check indicates the distance
When your character is not being threatened or distracted, traveled in the jump (and if the check fails, the distance at which
you may choose to take 10. Instead of rolling for the skill check, you actually land and fall prone). Halve this result for a standing
calculate the result as if you had rolled a 10. For many routine long jump to determine where you land.
tasks, taking 10 makes them automatically successful. Distractions You can also use the Acrobatics skill to to slip out of bonds
or threats (such as combat) make it impossible for a character to and escape from grapples.
take 10.
13

Use TN 2.2 Push an Animal


Move through a threatened area 10 + Opponent’s
BAB To push an animal means to get it to perform a task or trick
Move through an enemy’s space 15 + Opponent’s that it doesn’t know but is physically capable of performing. This
BAB category also covers making an animal perform a forced march
Rope/Bindings 10 + Binder’s BAB or forcing it to hustle for more than 1 hour between sleep cycles.
Grapple 10 + Grappler’s If the animal is wounded or has taken any non-lethal damage
BAB + FOC or ability score damage, the TN increases by 2. If your check
succeeds, the animal performs the task or trick on its next action.
Surface Width TN
> 3’ wide 01 2.3 Teach an Animal a Trick
1-3’ wide 51
7-11’’ wide 10 You can teach an animal a specific trick with 1 week of work
2-6’’ wide 20 and a successful Animal Handling check against the indicated
< 2’’ wide 25 TN. An animal with an INT score of 1 can learn a maximum of
Acrobatics TN Modifiers three tricks, while an animal with an INT score of 2 can learn a
Slightly obstructed (gravel, sand) +5 maximum of six tricks. Possible tricks (and their associated TNs)
Severely obstructed (cavern, rubble) +10 include, but are not necessarily limited to, the following:
Slightly slippery (wet) +5
Severely slippery (icy) +10 Attack [TN20] The animal attacks apparent enemies. You
Slightly sloped (less than 45°) +5 may point to a particular creature that you wish the animal
Severely sloped (45° or more) +10 to attack, and it will comply if able. Normally, an animal will
Slightly unsteady (boat in rough +5 attack only humanoids, monstrous humanoids, giants, or other
water) animals. Teaching an animal to attack all creatures (including
Moderately unsteady (boat in a +10 such unnatural creatures as undead and aberrations) counts as
storm) two tricks.
Severely unsteady (earthquake) +15
Move at normal CP cost on narrow +52 Come [TN15] The animal comes to you, even if it normally
or uneven surfaces would not do so.
1 No Acrobatics check is needed to move across these surfaces unless
the modifiers to the surface increase the TN to 10 or higher. Defend [TN20] The animal defends you (or is ready to defend
2 This does not apply to checks made to jump. you if no threat is present), even without any command being
given. Alternatively, you can command the animal to defend
Try Again? another specific character.
Varies. If the situation permits, you may make additional
checks or even take 16 or 18, as long as you’re not being actively Down [TN15] The animal breaks off from combat or otherwise
opposed. If the TN to escape from rope or bindings is higher backs down. An animal that doesn’t know this trick continues to
than 20 + your Acrobatics skill bonus, you can’t escape from the fight until it must flee (due to injury, a fear effect, or the like) or
bonds using Acrobatics. its opponent is defeated.

Time Fetch [TN15] The animal goes and gets something. If you do
not point out a specific item, the animal fetches a random object.
Making an acrobatics check to escape from bindings requires
1 minute of work. Escaping from a grapple or pin costs 6 CP. All
other Acrobatics check are made as part of another action or as Guard [TN20] The animal stays in place and prevents others
a reaction to a situation. from approaching.

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

2.1 Handle an Animal Seek [TN15] The animal moves into an area and looks around
This task involves commanding an animal to perform a task for anything that is obviously alive or animate.
or trick that it knows. If the animal is wounded or has taken any
non-lethal damage or ability score damage, the TN increases by Stay [TN15] The animal stays in place, waiting for you to return.
2. If your check succeeds, the animal performs the task or trick It does not challenge other creatures that come by, though it still
on its next action. defends itself if it needs to.
14

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

2.4 Train an Animal for a General Purpose Yes, except for rearing an animal.
Rather than teaching an animal individual tricks, you can simply
train it for a general purpose. Essentially, an animal’s purpose Time
represents a preselected set of known tricks that fit into a common
scheme, such as guarding or heavy labor. The animal must meet Varies. Handling an animal costs 6 CP, while pushing an animal
all the normal prerequisites for all tricks included in the training is 12 CP. For tasks with specific time frames noted above, you
package. If the package includes more than three tricks, the must spend half this time (at the rate of 3 hours per day per
animal must have an INT score of 2 or higher. animal being handled) working toward completion of the task
An animal can be trained for only one general purpose, though before you attempt the Animal Handling check. If the check fails,
if the creature is capable of learning additional tricks (above your attempt to teach, rear, or train the animal fails and you need
and beyond those included in its general purpose), it may do not complete the teaching, rearing, or training time. If the check
so. Training an animal for a purpose requires fewer checks than succeeds, you must invest the remainder of the time to complete
teaching individual tricks does, but no less time. the teaching, rearing, or training. If the time is interrupted or the
task is not followed through to completion, the attempt to teach,
Combat Training [TN20] An animal trained to bear a rider into rear, or train the animal automatically fails.
combat knows the tricks attack, come, defend, down, guard, and
heel. Training an animal for combat riding takes 6 weeks. You
may also upgrade an animal trained for riding to one trained for 3 Athletics (STR)
combat by spending 3 weeks and making a successful Animal
Handling check [TN20]. The new general purpose and tricks
The character is skilled at scaling vertical surfaces and knows
completely replace the animal’s previous purpose and any tricks
how to swim, even in stormy water.
it once knew. Many horses and riding dogs are trained in this
way.
3.1 Swimming
Fighting [TN20] An animal trained to engage in combat knows
the tricks attack, down, and stay. Training an animal for fighting Make an Athletics check once per round while you are in the
takes 3 weeks. water. Success means you may swim at 5’ per 3 CP. If you fail by
4 or less, you make no progress. If you fail by 5 or more, you
Guarding [TN20] An animal trained to guard knows the tricks go underwater.
attack, defend, down, and guard. Training an animal for guarding If you are underwater, either because you failed an Athletics
takes 4 weeks. check or because you are swimming underwater intentionally,
you must hold your breath. You can hold your breath for a
Heavy Labor [TN15] An animal trained for heavy labor knows number of rounds equal to twice your CON score, but only if
the tricks come and work. Training an animal for heavy labor you spend less than 4 CP during your turn. If you spend more
takes 2 weeks. than 4 CP, that round counts as you having been underwater for
2 turns. After this period of time you must make a CON check
[TN10] to continue holding your breath. For every round you
Hunting [TN20] An animal trained for hunting knows the tricks pass this check the TN is increased by 1. If this check is failed, the
attack, down, fetch, heel, seek, and track. Training an animal for character begins to drown. The TN for the check depends on the
hunting takes 6 weeks. water, as given on the table below.
Each hour that you swim, you must make an Athletics check
Performance [TN15] An animal trained for performance knows [TN20] or take 1d6 points of non-lethal damage from fatigue.
the tricks come, fetch, heel, perform, and stay. Training an animal
for performance takes 5 weeks.
Swim TN
Riding [TN15] An animal trained to bear a rider knows the tricks Calm Water 10
come, heel, and stay. Training an animal for riding takes 3 weeks. Rough Water 15
Stormy Water 201

2.5 Rear a Wild Animal


1 You can’t take 10 on a Swim check in stormy water, even if you aren’t
To rear an animal means to raise a wild creature from infancy otherwise being threatened or distracted.
so that it becomes domesticated. A handler can rear as many as
three creatures of the same kind at once. Table 6: Athletics, Swim TN
15

3.2 Climbing Climbing TN


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

Table 7: Athletics, Climb TN


3.2.1 Creating Handholds and Footholds
1 These modifiers are cumulative; use all that apply.
You can make your own handholds and footholds by pounding
pitons into a wall. Doing so takes 1 minute per piton, and one
piton is needed per 5’ of distance. As with any surface that offers Try Again?
handholds and footholds, a wall with pitons in it has a TN of 15. Yes, if the situation permits.
In the same way, a climber with a hand axe or similar implement
can cut handholds in an ice wall.
Time
A successful Athletics check allows you to swim at 3 CP per
3.2.2 Catch Yourself When Falling 5’. Climbing is part of movement and has normal movement rate.
It is practically impossible to catch yourself on a wall while Each movement that includes any climbing requires a separate
falling, yet if you wish to attempt such a difficult task, you can Athletics check. Catching yourself or another falling character
make a Climb check [TN(20+wall TN)] to do so. It is much easier doesn’t take any CP.
to catch yourself on a slope with a Climb check [TN(10+slope TN)].
4 Craft (INT)
3.2.3 Catch a Falling Character While Climbing
You are skilled at making various objects and substances.
If someone climbing above or adjacent to you falls, you can This skill encompasses several categories, each of them
attempt to catch the falling character if they are within your treated as a separate skill: Chemical, Electronic, Mechanical,
reach. Doing so requires a successful melee touch attack against Pharmaceutical, Structural, Visual Arts, and Writing.
the falling character (though they can voluntarily forgo any DEX Craft skills are specifically focused on creating objects. To
bonus to DEF if desired). If you hit, you must immediately make a use a Craft skill effectively, a character must have a kit or some
Athletics check [TN(10+wall TN)]. Success indicates that you catch other set of basic tools. The WP cost of this equipment varies
the falling character, but his total weight, including equipment, according to the particular Craft skill.
cannot exceed your heavy load limit or you lose your grip and To use Craft, first decide what the character is trying to make
fall. If you fail the Athletics check by 4 or less, you fail to stop the and consult the category descriptions below. If the character has
character’s fall but don’t lose your grip on the wall. If you fail it enough WP to purchase the raw materials, make the Craft check
by 5 or more, you fail to stop the character’s fall and lose your against the given TN for the object in question. If the character
grip on the wall as well. fails the check, they do not make the object, and the raw materials
are wasted (unless otherwise noted).
Special Generally, a character may take 10 when using a Craft skill
to construct an object, but can’t take 16 or 18 (since doing so
A creature that can swim can move through water without represents multiple attempts, and the character uses up the raw
making Athletics checks. It gains a +8 racial bonus on any Athletics materials after the first attempt). The exception is Craft (Writing);
check to perform a special action or avoid a hazard. The creature a character can take 16 or 18 because the character does not
can always choose to take 10 on an Athletics check, even if use up any raw materials (and thus no WP are required to use
distracted or endangered when swimming. You can use a rope the skill). A character may take 10, 16, or 18 on a repair check,
to haul a character upward (or lower a character) through sheer but can’t take 16 or 18 when attempting to accomplish a jury-rig
strength. You can lift double your maximum load in this manner. repair.
16

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


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

Time The amount of time required for the Craft check.


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

Table 8: Craft (Chemical), Acids & Bases


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

4.1.2 Explosives Primary Damage The damage a character takes immediately


upon failing their Fortitude Save. This damage is halved upon a
Building an explosive from scratch is dangerous. If the Craft successful Fortitude Save.
(Chemical) check fails, the raw materials are wasted. If the check
fails by 5 or more, the explosive compound detonates as it is Secondary Damage The damage a character takes after 30
being made, dealing half of its intended damage to the builder seconds of being exposed to the poison if the character fails a
and anyone else in the blast radius. second Fortitude Save. This damage is halved upon a successful
If the Craft check succeeds, the final product is a unit of the Fortitude Save, rounded up. Ability score damage is temporary,
intended explosive. An explosive compound does not include a unless marked with an asterisk, in which case the damage is a
fuse or detonator. Connecting a fuse or detonator requires a permanent ability drain. Multiple entries notate that this is checked
Demolitions check. ever 30 seconds.
17

Poisons Material Type Save Craft Damage Restr Time


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

Table 10: Craft (Chemical), Poisons

4.2 Craft (Electronics) Trained Only 4.2.4 Advanced

This skill allows a character to build electronic equipment This category includes items such as server towers, the wiring
from scratch, such as audio and video equipment, timers and system for a automobile, and the electrical system for a robot.
listening devices, or radios and communication devices. When The TN for these items is 30, the WP cost for a complex device
building an electronic device from scratch, the character describes will not exceed 500, and the time taken to build it will not exceed
the kind of device they want to construct; then the GM decides 60 hours.
whether the device fits the definition of a simple, moderate,
complex, or advanced compared to current technology. 4.2.5 Repairing
A character without an electronics tool kit takes a −6 penalty Most Repair checks are made to fix complex or advanced
on Craft (Electronic) checks. electronic devices. The TN is set by the GM. In general, simple
A character with 7 ranks in Knowledge (Technology) gets a repairs have a TN of 10 to 15 and require no more than a few
+2 synergy bonus to all Craft (Electronic) checks. minutes to accomplish. More complex repair work has a TN
of 20 or higher and can require an hour or more to complete.
Making repairs also involves a monetary cost when spare parts
4.2.1 Simple or new components are needed, represented by either buying
or procuring them. If the GM decides this isn’t necessary for the
This category includes items such as clocks, timers, simple
type of repair the character is attempting, then the parts are not
circuits, single mode detonators, and other simple electronics.
required.
The TN for these items is 15, the WP cost for a simple device will
A character can choose to attempt to jury-rig, or make
not exceed 4, and the time taken to build it will not exceed 2
temporary repairs. Doing this reduces the Repair check TN by 5,
hours.
and allows the character to make the checks for 12 CP. However,
a jury-rigged repair can only fix a single problem with a check,
4.2.2 Moderate and the temporary repair only lasts until the end of the current
scene or encounter. The jury-rigged object must be fully repaired
This category includes items such as electronic locks, radios, thereafter.
televisions and remote controls. The TN for these items is 20, the A character can also jury-rig and jump-start an electronic
WP cost for a moderate device will not exceed 20, and the time device. The TN for this is at least 15 and it can be higher depending
taken to build it will not exceed 12 hours. on the presence of security devices.
Repair Task Example Cost Repair TN Time
4.2.3 Complex Simple 1 10 1 min.
Moderate 3 15 10 min.
This category includes items such as computers, cell phones, Complex 6 20 1 hour
GPS equipment, and Camcorders. The TN for these items is 25, Advanced 12 25 10 hours
the WP cost for a complex device will not exceed 25, and the time
taken to build it will not exceed 24 hours. Table 11: Craft (Electronics), Repairs
18

4.3 Craft (Mechanical) Trained Only firearms. The TN for these items is 30, the WP cost for a complex
device will not exceed 500, and the time taken to build it will not
This skill allows a character to build mechanical devices from
exceed 60 hours.
scratch, including engines and engine parts, weapons, and other
gadgets. When building a mechanical device from scratch, the
character describes the kind of device they want to construct,
then the GM decides whether the device fits the definition of a 4.3.5 Gunsmithing
simple, moderate, complex, or advanced compared to current
technology. A gunsmith is a person who repairs, modifies, designs, or builds
firearms. This occupation is different from an armorer. The
armorer primarily maintains (disassembly, cleaning) weapons
4.3.1 Simple
and limited repairs involving parts replacement and possibly
This category includes items such as simple mechanical work involving accurization. A gunsmith does factory level
components, single mode detonators, and simple tools. The repairs, renovation (such as applying metal finishes), and makes
TN for these items is 15, the WP cost for a simple device will not modifications and alterations for special uses. Gunsmiths may also
exceed 4, and the time taken to build it will not exceed 2 hours. apply carvings, engravings and other decorative features to an
otherwise finished gun. Gunsmithing falls under Craft (Mechanical),
4.3.2 Moderate and all the rolls and TNs are for that skill.

This category includes items such as mechanical locks,


components for an engine, single/double shot and bolt action
firearms, and complex tools. The TN for these items is 20, the WP Crafting a brand new firearm When crafting a new firearm, a
cost for a moderate device will not exceed 11, and the time taken character must first pick what current category the firearm would
to build it will not exceed 12 hours. fit into, or the best case that the firearm would fit into. Aspects
such as caliber, magazine size, feed type, barrel length and range,
and size, can all play into this.
4.3.3 Complex
When crafting a firearm, a character must meet the minimum
This category includes items such as car engines, and requirements for each category.
Lever/pump/Single action firearms, and. The TN for these items A firearm may use preexisting magazines for +5 TN on the
is 25, the WP cost for a complex device will not exceed 25, and Craft (Mechanical) check.
the time taken to build it will not exceed 24 hours.
The GM decides, based on the firearm the players want to craft,
what the size and weight of it would be.
4.3.4 Advanced
Crafting any firearm has a base TN of 5, with an error range of
This category includes items such as jet engines, complete 40% and cost equal to the total TN. For every 4 points the Craft
automobiles, and Semi-automatic, Automatic, and select-fire Check beats the DC by, the error range is reduced by 5%.
19

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

Type Magazine Caliber Range


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

Table 12: Gunsmithing - Holdout Handgun

Backup Handguns

Backup Handguns are between Small sized with a +2 bonus to semi-automatic pistols, using a number of actions such as Double
stealth, to Small sized. Backup handguns, being larger, have Action Only, Double Action/Single Action, and Double Action, as
a more choices for calibers, using the same calibers that full- well as Preset Action. Their range increment is usually between
sized handguns use, such as .38 Special, 9x19mm, and .40 S&W., 25 and 30 feet.
though at a diminished capacity. They can also be revolvers or

Type Magazine Caliber Range


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

Table 13: Gunsmithing - Backup Handgun


20

Full Sized Handguns


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

Type Magazine Caliber Range


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

Table 14: Gunsmithing - Full-size Handgun


21

Target and Hunting Handguns

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

Type Magazine Caliber Range


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

Table 15: Gunsmithing - Target or Hunting Handgun

Machine Pistols

Machine Pistols are usually Small to Medium Sized, and are removable stocks, or vertical foregrips, to control their automatic
generally chambered in calibers that full sized handguns are fire. They are generally fired in closed bolt position. Ranges
chambered in. A few share magazines with their full sized generally span the same as full-sized handguns, but they are
handgun counterparts, but this is rare. Machine pistols generally considered a scale of firepower, because of their automatic rate
have an automatic fire, but that’s hardly a requirement. They of fire. When crafting a weapon with automatic fire, the creator
do, however, have large magazines. They also tend to have can choose what rate of fire the automatic fires at.

Type Magazine Caliber Range Firing Modes


Semi-automatic +8 TN
Box Mag: +1 TN for every +2 TN per category +1 TN for every 5’ Fully Automatic Free
Open Bolt Machine Pistol1
round over 15 (Max 40) (2nd-5th category) over 15’ (Max 45’) 2 Round Burst +10 TN
3 Round Burst +12 TN
Semi-automatic Free
Box Mag: +1 TN for every +2 TN per category +1 TN for every 5’ Fully Automatic +7 TN
Closed Bolt Machine Pistol1
round over 15 (Max 40) (2nd-5th category) over 15’ (Max 45’) 2 Round Burst +12 TN
3 Round Burst +13 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Machine Pistol. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 16: Gunsmithing - Machine Pistol


22

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

SMGs are restricted to the following calibers:

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

Type Magazine Caliber Range Firing Modes


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

Table 17: Gunsmithing - Sub-Machine Gun

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

Type Magazine Caliber Range Firing Modes


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

Table 18: Gunsmithing - Carbine


23

Assault, Battle, and Target Rifles

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

Type Magazine Caliber Range Firing Modes


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

Table 19: Gunsmithing - Assault, Battle, or Target Rifle

Designated Marksman Rifles


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

Type Magazine Caliber Range Firing Modes


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

Table 20: Gunsmithing - Designated Marksman Rifle

Bolt Action and Sniper Rifles


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

Type Magazine Caliber Range


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

Table 21: Gunsmithing - Bolt Action or Sniper Rifle


24

Anti-materiel Rifles

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

Type Magazine Caliber Range Firing Modes


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

Table 22: Gunsmithing - Anti-materiel Rifle

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

Type Magazine Caliber Range Barrel


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

Table 23: Gunsmithing - Sporting Shotgun


25

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

Type Magazine Caliber Range


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

Table 24: Gunsmithing - Combat Shotgun

Light Machine Guns

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

Type Magazine Caliber Range Firing Modes


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

Table 25: Gunsmithing - Light Machine Gun


26

General Purpose Machine Guns


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

Type Magazine Caliber Range Firing Modes


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

Table 26: Gunsmithing - General Purpose Machine Gun

Underbarrel Grenade Launcher


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

Table 27: Gunsmithing - Underbarrel Grenade Launcher

Standalone Grenade Launcher


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

Table 28: Gunsmithing - Standalone Grenade Launcher


27

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


Weapon Craft TN Mat. Cost Time rifles to exist, with tons of accessories made for it. Because of
Matchlock Pistol 9 8 2 days its design, it is very easy to switch out large parts, and design a
Double Barrel Matchlock 10 9 2 days customized, personal rifle.
Pistol An AR is comprised of two major parts; an Upper Receiver,
Matchlock Carbine 14 10 2 days which includes the barrel and chamber, bolt, gas system, tactical
Matchlock Musket 17 10 2 days rails, optics and optics mount. Because this part has the actual
Flintlock Pistol 10 10 2 days barrel and chamber, this is the part that actually determines the
Double Barrel Flintlock Pistol 10 11 2 days rifle’s caliber, and a Lower Receiver, which encompasses the
Flintlock Pistol, Rifled 12 10 2 days magazine well, the frame, the stock, and the trigger group.
Double Barrel Flintlock Pistol, 12 11 2 days
Rifled Lower Receiver Types
Blunderbuss Pistol 9 10 1 day
Flintlock Carbine 12 10 2 days Pistol A pistol lower receiver is a stripped down receiver,
Flintlock Carbine, Rifled 13 12 2 days containing the bare necessities for a fully functioning firearm,
Flintlock Musket 13 12 2 days but not much else. Pistol lowers are equipped with a pistol grip,
Flintlock Musket, Rifled 19 15 2 days and do not have any way of mounting a stock to the frame. These
Blunderbuss 11 12 1 day lowers are generally marketed at the civilian market, and usually
come in Semi-automatic only.
Table 29: Craft (Mechanical), Matchlocks & Flintlocks
Carbine A carbine rifle lower receiver is a receiver that has
Categories These are the categories of ammunition, for crafting a synthetic stock for weight, while still providing some support.
a firearm. These are the most common AR lowers, as they can be swapped
out for a different stock, or used bare with a carbine length upper
1st 5th 7x57mm Mauser
7.62x54mmR receiver. These lowers are the lowers found on the M4A1 and
.410 Bore
20 Gauge
.44 Special .303 British M4, and can be purchased with 3 round burst or Fully automatic
5.7x28mm
16 Gauge
7.63mm Mannlicher
.30-40 Krag firing modes (but not both), in addition to semi-automatic, or
12 Gauge 7.7x58mm Arisaka
.38-40 Winchester 7.92x57mm Mauser
semi-automatic only.
10 Gauge 4.6x30mm
.32-20 Winchester .30-06 Springfield
2nd .44-40 Winchester Assault Rifle An assault rifle lower receiver is a receiver with
.357 SIG
.41 Rimfire 10mm Auto the standard fixed stock. They are balanced for accuracy, but
9th
.22 Short .44 Magnum lack a bit on the weight aspect. These Lowers are the lowers
.25 ACP .44 AMP
.22 Long Rifle 7.62x25mm Tokarev .56-56 Spencer
found on the M16 Series of rifles, and can be purchased with
.17 HMR .45 Winchester Magnum .45-70 Government 3 round burst or Fully automatic firing modes(But not both), in
.32 ACP .50 GI
.32 Rimfire
.50-70 Government addition to semi-automatic, or semi-automatic only.
.475 Wildey Magnum .458 SOCOM
.380 ACP
9x17mm Kurz .300 Winchester Magnum
8x22mm Nambu 6th .338 Lapua Magnum Designated Marksman Rifle A Designated Marksman Rifle
.22 WMR
.17 Remington
lower receiver is a receiver that has been optimized for long range
.460 Rowland
.44 Henry .30 Carbine
shooting, including a Precision Upgrade and either a synthetic
10th
.454 Casull stock, or a fixed stock. Because of their nature and intended
.50 Action Express
3rd
7.92x94mm
purpose, they are usually semi-automatic only.
.500 S&W Special
.38 Long Colt .50 BMG
7.65 Longue
.38/200 13.9x99mmB
7th
.38 S&W
.38 Special Upper Receiver Types
9x23mm Steyr
9x18mm PM 11th
5.45x39mm
.40 S&W
9x19mm
5.8x42mm Pistol A pistol upper receiver is a receiver intended to be paired
6.5x50mm Arisaka
.38 ACP
5.56x45mm NATO
12.7x108mm with a pistol lower. They typically have barrels about 6-7’’ long,
14.5x114mm
.38 Super .223 Remington
20x102mm
which limits the gun’s ability to be effectively engage in any long
7.92x33mm Kurz
4th .243 Winchester 20x105mm range fights. These are also mated with Carbine Rifle lowers, for
.500 Wyoming Express 20x125mm those who need stabilized, high firepower, in a small configuration,
.44 American
9mm Japanese Revolver
.500 S&W Magnum and accuracy at longer ranges is not an issue. Because of its
.22 TCM
12th
length, it skirts the penalties that are associated with using a rifle
.44 Russian 8th
.476 Enfield adjacently to someone.
7.62x38mmR
9x39mm 35x32mm SR
.45 Schofield
6mm Lee Navy
.327 Federal Magnum
.300 AAC Blackout
40x46mm CQB Rifle This upper has a barrel length between 10-12’’,
.41 Long Colt
.45 Long Colt
.30-30 Winchester 40mm Caseless primarily used by special operations forces in urban, indoor, or
6.5mm Grendel
.455 Webley
7.62x39mm
other tight quarter locations. They have a good balance between
.45 ACP
.45 GAP
7.5x54mm French 13th maneuverability and range, but are still easily outclassed by the
7.62x51mm NATO
.357 Magnum
.308 Winchester
shortest of carbines. They go well with Carbine lowers, to make
7.63x25mm Mauser 8mm Lebel 25x40mm a light, effective rifle with good firepower. Because of its length, it
28

Lower Size Upg RoF Sz. Wt Cost Restr Included Upgrades


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

Table 30: AR15 Lower Receivers

skirts the penalties that are associated with using a rifle adjacently Primer The primer is a small metal cup containing the primary
to someone. explosive for the round of ammunition. When the firing pin strikes
the primer, it ignites the explosive, which in turn ignites the powder
and sends the payload on its way. Primers are a one-time use
Carbine This upper has a barrel length between 14-16’’, and
object, but are generally inexpensive. There are certain types of
is the general size for soldiers who don’t need a full sized rifle,
ammunition where the primer is actually embedded in the casing.
such as those in vehicles. It is a good compromise between range
These types of ammo are unreloadable, as they require massive,
and maneuverability, being the largest upper that doesn’t receive
complex manufacturing equipment.
penalties for fighting adjacent to an enemy. They are normally
paired with Carbine lowers, or less often, Assault Rifle Uppers.

Assault Rifle At 18-20’’, this upper has good range, at the loss
of weight and maneuverability. These rifles are very common
and popular with hunters, action shooter sport enthusiast, and Powder The powder is the main explosive for ammunition, and
multiple law enforcement agencies. The are commonly paired is the explosive that propels the bullet down the barrel of a
with Carbine Rifle lowers and Assault Rifle Lowers, but have also firearm. Powder spans from the archaic black powder, still in
been paired with Designated Marksman Rifle lowers. use by some handloaders, to modern smokeless powder which
All Upper Receivers do not come with any magazines. is used in nearly all modern ammunition. Since the powder is
The X Products Can-Cannon uses 5.56 blanks to fire 12 oz soda burnt up when the ammunition is fired, it is impossible to reuse
cans. This weapon can also be used to launch thrown Smoke, (as there isn’t any to reuse). One pound of powder is enough to
Tear gas, Stun and Sting Grenades. This weapon must be used create a single batch of ammunition.
with blanks only. Using any other rounds in the Can-Cannon
destroys the weapon. This weapon must be loaded with a new
can or grenade after each shot, which takes 3 combat ponts.
The Noveske Diplomat and SPR uppers come with the Heavy
Barrel and Match Barrel upgrades.
Payload

4.3.6 Performing Upgrades The payload is the object fired from the firearm, which can range
from plain lead bullets to rubber buckshot. The payload is almost
A character may perform their own upgrades for their weapons, always destroyed or deformed too much to be reusable, if it can
saving on the cost of sending the weapons out for service and even be found.
in the case of more illegal upgrades, attracting the attention of
police.
Creating a batch of ammunition requires a full batch of each
component, and the amount created in every batch is dependent
4.3.7 Reloading on the type of ammunition created. It takes about 4 hours to
Reloading is the act of creating complete ammunition from create a batch of ammunition. If a character fails the Craft check
components. A single round of ammunition has four parts: the the ammunition is still made, but for every point below the Craft
casing, the primer, the powder, and the payload. TN 10% of the ammunition is unusable and unrecoverable and
should be thrown out. If any of this ammunition is used, the
firearm will explode, dealing the caliber’s damage to the user
Casing The casing is the part of the ammunition that holds all and destroying the firearm in the process.
of the components together. This is the piece that is ejected
after it is fired, and can be used again, if it is undamaged. The Reloading can not be done without a reloading kit and any
casing for cased ammunition is usually composed of brass, or attempt to reload without one will result in a failure, ruining all of
less frequently, aluminum or steel. the components in the process.
29

Weapon Caliber Magazine Upg Rng Upper Sz Wt Cost Err Restr


Alexander Arms 6.5mm Box:10|15:2/25:3 O 70’ Assault L 72 40 0% L
Incursion Grendel
Alexander Arms 6.5mm Box:10|15:2/25:3 O 90’ Assault L 90 46 0% L
Overwatch A3 Grendel
Del-Ton AR-15 Flat 5.56x45mm M4/M16 O 75’ Assault L 100 13 20% L
Top .223 Rem Box:5|10|20|30:1/100:8
Del-Ton AR-15 5.56x45mm M4/M16 None 75’ Assault L 100 11 20% L
Mil-Spec A2 .223 Rem Box:5|10|20|30:1/100:8
Del-Ton 16’’ Rifle Kit 5.56x45mm M4/M16 O 60’ Carbine L 72 11 20% L
.223 Rem Box:5|10|20|30:1/100:8
DPMS .22 LR .22 LR AR .22LR O 45’ Assault L 100 16 15% L
Assembly Box:26:1/50:4
DPMS Oracle 5.56 Kit 5.56x45mm M4/M16 O 75’ Assault L 100 18 5% L
.223 Rem Box:5|10|20|30:1/100:8
Noveske Diplomat 6.8 AR 6.8 O 4T 60’ Pistol L 40 80 0% L
Remington Box:10|20:2/30:4
SPC
Noveske Light GPR 5.56x45mm M4/M16 O 4T 70’ CQB L 62 68 0% R
.223 Rem Box:5|10|20|30:1/100:8
Noveske Light Recce 5.56x45mm M4/M16 O 4T 85’ Carbine L 72 70 0% R
.223 Rem Box:5|10|20|30:1/100:8
Noveske Light Recce .300 BLK M4/M16 O 75’ Carbine L 72 35 0% R
Box:5|10|20|30:1/100:8
Noveske Recon 6.8 AR 6.8 O 4T 90’ Carbine L 72 75 0% L
Remington Box:10|20:2/30:4
SPC
Noveske Rogue .300 BLK M4/M16 O 4T 80’ Assault L 72 65 0% R
Hunter Box:5|10|20|30:1/100:8
Noveske SPR 6.8 AR 6.8 O 4T 120’ Assault L 100 140 0% L
Remington Box:10|20:2/30:4
SPC
Olympic Arms 10mm 10mm Auto Box:18:2 None 65’ Carbine L 72 32 0% L
Olympic Arms .40 .40 S&W Box:20:2 None 60’ Carbine L 72 32 0% L
S&W
Olympic Arms .45 .45 ACP Box:18:2 None 65’ Carbine L 72 32 0% L
ACP
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 O 60’ CQB L 62 30 0% R
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 O 80’ Carbine L 72 30 0% R
RRA .458 SOCOM .458 SOCOM M4/M16 Box:10:1 O 75’ Carbine L 72 45 0% L
RRA CAR-47 A4 7.62x39mm AK-47 O 75’ Carbine L 72 50 0% L
Box:10|20|30:1/40:2/75:5
RA CAR-6.8 SPC A2 6.8 AR 6.8 None 65’ Carbine L 72 42 0% L
Remington Box:10|20:2/30:4
SPC
RRA CAR-6.8 SPC A2 6.8 AR 6.8 O 65’ Carbine L 72 42 0% L
Remington Box:10|20:2/30:4
SPC
RRA CAR-6.8 SPC A2 6.8 AR 6.8 None 85’ Assault L 100 45 0% L
Remington Box:10|20:2/30:4
SPC
RRA LAR-6.8 SPC A2 6.8 AR 6.8 O 85’ Assault L 100 45 0% L
Remington Box:10|20:2/30:4
SPC
RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 None 40’ Pistol M 40 31 0% R

Table 31: AR15 Upper Receivers


30

Weapon Caliber Magazine Upg Rng Upper Sz Wt Cost Err Restr


RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 None 40’ Pistol M 40 31 0% R
RRA Pistol-9 A4 9x19mm Uzi Box:20|32:1/50:2 O 40’ Pistol M 40 32 0% L
RRA CAR-9 A2 9x19mm Uzi Box:20|32:1/50:2 None 55’ Carbine L 72 25 0% L
RRA CAR-9 A4 9x19mm Uzi Box:20|32:1/50:2 O 55’ Carbine L 72 27 0% L
RRA Mid Length-9 A2 9x19mm Uzi Box:20|32:1/50:2 None 70’ Assault L 100 28 0% L
RRA Mid Length-9 A4 9x19mm Uzi Box:20|32:1/50:2 O 70’ Assault L 100 31 0% L
RRA Pistol-15 A2 5.56x45mm M4/M16 None 50’ Pistol M 40 30 0% R
.223 Rem Box:5|10|20|30:1/100:8
RRA Pistol-15 A4 5.56x45mm M4/M16 O 50’ Pistol M 40 30 0% R
.223 Rem Box:5|10|20|30:1/100:8
S&W M&P15PSX 5.56x45mm M4/M16 O 4T 80’ Carbine L 72 38 0% L
.223 Rem Box:5|10|20|30:1/100:8
S&W M&P15R 5.45x39mm Box:30:2 O 4T 75’ Carbine L 72 45 0% L
Taclite T1 .50 BMG Int:1 O 4T 190’ Assault L 192 75 0% L
Taclite T1 .338 Lapua Int:1 O 4T 120’ Assault L 192 75 0% L
Taclite T2 .50 BMG AW50 Box:5:12 O 4T 190’ Assault L 240 125 0% L
T14 .410 Bore Box:10:2 — 45’ Carbine L 72 30 0% L
X Products 2d6 M4/M16 None 45’ Carbine L 70 16 0% L
Can-Cannon Bludgoning Box:5|10|20|30:1/100:8

Table 32: AR15 Upper Receivers(Cont.)

Classification Upgrade Cost Time Craft TN


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

Table 33: Gunsmithing - Performing Upgrades


31

Ammunition Category Craft TN Rounds/Batch Antibacterial/Antiviral These are medicines that help combat
1st 15 300 disease. An antibacterial/antiviral drug gives a bonus on Fortitude
2nd 20 400 Saves made to resist the effects of a disease. The amount listed
3rd 20 300 is for five doses.
4th 25 200 Material Cost Craft TN Effect
5th & 6th 25 150 3 15 +1 to Fort Save for disease
7th 25 100 6 20 +2 to Fort Save for disease
8th 30 100 9 25 +3 to Fort Save for disease
9th 35 100 12 30 +4 to Fort Save for disease
10th 40 60 15 35 +5 to Fort Save for disease
11th 45 20 18 40 +6 to Fort Save for disease
21 45 +7 to Fort Save for disease
Table 34: Craft (Mechanical), Ammunition Reloading
Table 36: Craft (Pharmaceutical), Antibacterial/Antiviral
4.3.8 Repairing
Analgesics/Painkillers These medicines allow a character to
Most repair checks are made to fix complex or advanced ignore pain and continue fighting, but only for a limited time.
mechanical devices. The TN is set by the GM. In general, simple When the effects wear off, the healing effect of the painkillers go
repairs have a TN of 10 to 15 and require no more than a few with it. Painkillers can only be given to a character with at least 1
minutes to accomplish. More complex repair work has a TN XHP. A player who has 0 or less CHP has suffered serious injuries
of 20 or higher and can require an hour or more to complete. and must receive medical attention, and can not use painkillers.
Making repairs also involves a monetary cost when spare parts Painkillers only affect XHP. Painkillers can be crafted to last longer,
or new components are needed, represented by either buying heal more XHP, or both. Each upgrade increases the raw material
or procuring them. If the GM decides this isn’t necessary for the WP cost by 3. The amount listed is for one dose.
type of repair the character is attempting, then the parts are not
required.
A character can choose to attempt to jury-rig, or make Name Base Craft TN Length Strength
temporary repairs. Doing this reduces the repair check TN by 5, Painkillers 10 +4 TN and +3 +2 TN and +3
and allows the character to make the checks for 12 CP. However, WP per 1d3 WP per 1d4
a jury-rigged repair can only fix a single problem with a check, hours HP
and the temporary repair only lasts until the end of the current restoration
scene or encounter. The jury-rigged object must be fully repaired
thereafter. Table 37: Craft (Pharmaceutical), Painkillers
A character can also jury-rig and hot-wire a car or jump-start
an engine. The TN for this is at least 15, and it can be higher Hemostat Medicine These medicines promote the clotting of
depending on the presence of security devices. blood. They reduce the bleed damage based on the level of the
hemostat.
Repair Task Example Cost Repair TN Time Hemostats can be crafted to last longer, heal more bleed
damage, or both. Each upgrade increases the raw material
Simple 1 10 1 minutes WP cost by 2. The amount listed is for two doses.
Moderate 3 15 10 minutes
Complex 6 20 1 hour
Advanced 12 25 10 hours Name Base Craft TN Length Strength
Hemostat 12 +2 TN and +2 +1 TN and +2
Table 35: Craft (Mechanical), Repairs WP per 1d4 WP per bleed
hours decrease
Special Table 38: Craft (Pharmaceutical), Hemostat
A character without a mechanics tool kit takes a −6 penalty on
Craft (Mechanical) checks. Antiseptic Medicine Antiseptics are substances that are applied
A character with 7 ranks in Knowledge (Physical Sciences) can to destroy microorganisms that are living on objects. These
choose Craft (Mechanical) to receive a +2 synergy bonus. If medicines give a bonus to all Treat Injury checks when used. The
the character chooses Craft (Mechanical), they cannot apply the amount listed is for four doses.
synergy bonus to any other skill.
Name Mat Cost Craft TN Effect
Weak Antiseptics 1 8 +1 bonus
4.4 Craft (Pharmaceutical) Trained Only Standard Antiseptics 4 14 +2 bonus
Strong Antiseptics 8 18 +3 bonus
This skill allows a character to compound medicinal drugs to Concentrated Antiseptics 12 25 +4 bonus
aid in recovery from treatable illnesses, and aid in recovering
health. Table 39: Craft (Pharmaceutical), Antiseptic
32

Antidote Antidotes are substances that are used to counteract 4.5.5 Weaponsmithing
poison. A specific antidote is used for a specific poison, and
the character must figure out what kind of poison was used
(Knowledge (Earth and Life Sciences) check [TN22]). The amount
listed is for a single dose.
Weaponsmithing is the process of repairing, building, designing
and modifying melee and thrown weapons. It encompasses
Name Material Cost Base Craft TN both woodworking and metalworking to create functional, strong
Antidote Poison’s WP cost + 8 Craft TN of poison + 5 weapons.

Table 40: Craft (Pharmaceutical), Antidote

Special
A character without a chemistry kit takes a −6 penalty on Craft
(Pharmaceutical) checks.
A character with 7 ranks in Knowledge (Earth and Life Sciences)
can choose Craft (Pharmaceutical) to receive a +2 synergy bonus.
If the character chooses Craft (Pharmaceutical), they cannot apply
the synergy bonus to any other skill.

Crafting a brand new melee weapon When crafting a new


4.5 Craft (Structural) weapon, a character must first pick what current category the
This skill allows a character to build wooden, concrete, or metal weapon would fit into, as well as the type of weapon. Variations
structures from scratch, including bookcases, desks, walls, houses, on a weapon can quickly change a weapon’s category and type.
and so forth, and includes handyman skills like plumbing, house
painting, drywall, laying cement, and building cabinets, as well
as craft and repair armor and the structural integrity of vehicles. Crafting a Melee weapon has the advantage of losing the
When building a structural device from scratch, the character improvised weapon penalties, including the error range for
describes the kind of device they want to construct, then the breaking.
GM decides whether the device fits the definition of a simple,
moderate, complex, or advanced based on the difficulty.
The time listed when crafting the weapons is the average,
different factors can change the time required.
4.5.1 Simple
This category includes items such as bookshelves, chairs, small
tables and Simple Melee Weapons*. The TN for these items is 15,
the WP cost for a simple device will not exceed 4, and the time
taken to build it will not exceed 2 hours.

4.5.2 Moderate
This category includes items such as decks, small boats, siege Weapon Craft TN Mat Cost Time
equipment, sheds and Archaic Melee Weapons*. The TN for these Simple Melee Weapons
items is 20, the WP cost for a moderate device will not exceed Brass Knuckles 13 1 1 day
20, and the time taken to build it will not exceed 12 hours. Push Blade/Punch 16 1 1 day
Dagger
4.5.3 Complex Field Knife 17 1 3 days
Survival Knife 15 1 2 days
This category includes items such as bunkers, armories and Pocket Knife 12 1 2 days
some Exotic Melee Weapons*. The TN for these items is 25, the Escape Knife 9 1 1 day
WP cost for a complex device will not exceed 25, and the time Light Club 8 1 3 hours
taken to build it will not exceed 60 hours. Medium Club 9 1 3 Hours
Heavy Club 10 1 3 hours
4.5.4 Advanced Tool Hammer 14 2 1 day
Sledgehammer 16 2 1 day
This category includes houses of all types. The TN for these Sap 13 2 4 hours
items is 30, the WP cost for a complex device will not exceed
Riot Shield 15 4 2 hours
500, and the time taken to build it will not exceed 600 hours.
Entry Shield 18 11 10 hours
*The Craft TN for a Melee Weapon fluctuates with the complexity
of the melee weapon. Table 41: Craft (Structural), Melee and Thrown Weapon Crafting
33

Weapon Craft TN Mat Cost Time A personalized weapon grants a +4 to attack, a +1 to damage and
Archaic Melee Weapons the CP cost for any action involving the weapon is reduced by
Battle-axe 20 3 4 days 1 for the intended user. Anyone who is not the intended user of
Broadaxe 18 2 3 days the weapon uses it as if it were a normal weapon. When crafting
Hand axe 16 1 2 days a personalized weapon, the TN for the weapon is increased by
Shortsword 15 1 5 days 10, the raw material WP cost is increased by 4× and the time is
Bastard sword 18 4 1 week doubled. A personalized weapon must be named either by the
Broadsword 23 3 1 week intended user or by the crafter, if the intended user does not give
Longsword 26 5 5 days a name.
Rapier 28 4 1 week
Sabre 27 4 1 week Performing Upgrades A weaponsmith may perform his own
Cutlass 25 5 1 week upgrades to weapons, at half the cost of a normal upgrade. The
Parrying Dagger 19 1 5 days TN to perform any melee weapon upgrade is 17 and it takes the
Long staff 14 2 1 day normal amount of time to perform the upgrade.
Quarterstaff 13 1 1 day
Short staff 12 1 1 day Extra Upgrade Slots and Built-in Upgrades A weapon may
Long spear 16 2 1 day be crafted with extra slots for melee weapon upgrades. This
Short spear 14 2 1 day increases the TN by 5 per upgrade slot, the WP cost is doubled
Light mace 25 3 6 days and the time increases by a day. A weapon may also be crafted
Heavy mace 28 4 6 days with the upgrades already built in, taking up the slot that would
Light pick 30 5 5 days normally take when upgrading it as normal. The upgrade costs
Heavy pick 34 8 5 days the same amount as it would to normally upgrade but only takes
Halberd 21 7 2 days half the time, and the TN to craft the weapon is +1 per upgrade.
Exotic Melee Weapons
Weighted Chain 26 4 1 day 4.5.6 Repairing Damaged Armor and Vehicles
Whip Chain 28 5 1 day
A character can use Craft: Structural to repair used Armor and
Great Sword 32 5 2 weeks
Vehicles.
Jagged Sword 35 3 10 days
Repairing damage to a vehicle takes a full hour of work, a
Garrote 12 1 1 hour
mechanical tool kit, a garage or some other suitable facility, and
Flail 26 5 3 days
5 WP of raw materials. Without the tool kit, a character takes a −6
Kama 21 3 2 days
penalty on their Craft check. At the end of the hour, make a Craft
Khepesh 22 11 1 week
(Structural) check [TN20]. Success restores 2d6 HP. If damage
Kukri 27 3 1 week remains, the character may continue to make repairs for as many
Maquahuitl 8 9 4 hours hours as it takes to restore all of the vehicle’s hit points, provided
Nunchaku 15 1 2 hours they have enough money for the raw materials.
Sai/Jitte 14 3 3 days Repairing damage to armor takes 30 minutes of work, a
Three Section Staff 21 2 9 hours mechanical tool kit, and 2 WP of raw materials. Without the tool
Thrown weapons and Non-ballistic Ranged weapons kit, a character takes a −6 penalty on their Craft check. At the end
Ballistic knife 28 10 3 hours of the half hour, make a Craft (Structural) check [TN20]. Success
Slingshot 9 1 15 minutes restores 1d4 armor points. If damage remains, the character
Whip 15 3 2 days may continue to make repairs for as many minutes as it takes to
Throwing 11 1 2 days restore all of the armors armor points.
knives/stars (4)
Giant throwing star 13 1 2 days Special
Throwing axe 18 1 1 day
Bolas 15 3 6 hours A character without a construction tool kit takes a −6 penalty
Javelin 22 1 1 day on Craft (Structural) checks.
Compound bow 25 3 per size 5 days A character with 7 ranks in Knowledge (Physical Sciences)
Recurve bow 20 4 per size 4 days can choose Craft (Structural) to receive a +2 synergy bonus. If
Brick (5) 2 1 1 CP the character chooses Craft (Structural), they cannot apply the
Boomerang 18 1 1 hour synergy bonus to any other skill.

Table 42: Craft (Structural), Melee and Thrown Weapon Crafting 4.6 Craft (Visual Art)
This skill allows a character to create paintings or drawings,
Personalized Weapons A personalized weapon is a weapon take photographs, use a video camera, or in some other way
built from the ground up for a particular individual, based on the create a work of visual art. When attempting to create a work of
user’s preference, size, and other specifications. A character may visual art, the character simply makes a Craft (Visual Art) check,
craft a personalized weapon for anyone at their request, but the the result of which determines the quality of the work. Unless the
user must be proficient in the weapon in order to gain the benefit. effort is particularly elaborate or the character must acquire an
34

expensive piece of equipment, the basic components has a WP Document Type Modifier Time Taken
cost of 4. Simple (Business Card, +0 10 minutes
Name Tag, Typed
Letter)
Moderate (Letterhead, −2 20 minutes
Creating a work of visual art requires at least 12 CP, but usually Business Form)
takes an hour, a day, or more, depending on the scope of the Complex (Stock −4 1 hour
project. Certificate, Driver’s
License)
Difficult (Passport) −8 4 hours
Impossible −15 1 day
(Military/Law
Enforcement ID)
Modifier
Familiarity
Document includes −4
specific insignia or
signature
Forger is unfamiliar −4
with document
Forger is slightly +0
familiar with document
Forger is very familiar +4
with document
Skill Check Result Effort Achieved
Forger has experience +6
0-9 Untalented Amateur in type of document
10-19 Talented Amateur Modifier
20-24 Professional Forgery Check Modifier
25-30 Expert Type of document −4
31+ Master unknown to examiner
Type of document −2
Table 43: Craft (Visual Art) Results somewhat known to
examiner
Type of document well +0
known to examiner
Examiner only casually −2
reviews the document
Document is put +4
through additional tests

Table 44: Craft (Visual Art), Forgery

Special
To forge documents and detect forgeries, one must be able to
The character can also use Craft (Visual Art) to create false read and write the language in question.
documents. The complexity of the document, the character’s A character can take 10 when making a Forgery check, but
degree of familiarity with it, and whether the character needs to can’t take 16 or 18.
reproduce the signature or handwriting of a specific individual, A character without a forgery kit takes a −6 penalty on
provide modifiers to the Craft Check. Forgery checks to create a document, and a character without
an authentication kit takes a −6 on Forgery checks to detect a
forgery.
A character with 7 ranks in Knowledge (Art) can choose Craft
The Craft (Visual Art) skill is also used to detect someone elses (Visual Art) to receive a +2 synergy bonus. If the character chooses
forgery. The result of the original Craft (Visual Art) check that Craft (Visual Art), they cannot apply the synergy bonus to any
created the document is opposed by a Craft check by the person other skill.
who examines the document to check its authenticity. If the
examiner’s check result is equal to or higher than the original
4.7 Craft (Writing)
check, the document is determined to be fraudulent. The examiner
gains bonuses or penalties on their check. A character can not This skill allows a character to create short stories, novels,
try again since the forger isn’t sure of the quality of the original scripts and screenplays, newspaper articles and columns, and
forgery. similar works of writing. When creating a work of writing, the
35

player simply makes a Craft (Writing) check, the result of which 5.4 Disarm Explosive Device
determines the quality of the work. The WP cost is negligible.
Creating a work of writing requires at least 1 hour, but usually Disarming an explosive that has been set to go off requires a
takes a day, a week, or more, depending on the scope of the Demolitions check. The check is usually TN10, unless the person
project. who set the detonator chose a higher disarm TN. If the character
fails the check, they do not disarm the explosive. If the character
fails by more than 5, the explosive goes off.
Skill Check Result Effort Achieved
0-9 Untalented Amateur
10-19 Talented Amateur Special
20-24 Professional
A character can take 10 when using the Demolitions skill, but
25-30 Expert can’t take 16 or 18.
31+ Master
A character without a demolitions kit takes a −6 penalty on
Table 45: Craft (Writing), Results Demolitions checks.

Try again?
Special
If time permits and the explosive has not gone off, yes.
A character with 7 ranks in Knowledge (Art) can choose Craft
(Writing) to receive a +2 synergy bonus. If the character chooses
Craft (Writing), they cannot apply the synergy bonus to any other Time
skill.
Setting a detonator costs 10 CP. Placing an explosive device
takes 1 minute, possibly longer depending on the scope of the
5 Demolitions (INT) Trained Only job.

The character is trained in arming, planting, and preparing


an explosive device for detonation. 6 Disable Device (INT) Trained Only
The character is skilled at disarming security devices and
5.1 Check opening locks. In addition, this skill lets you sabotage simple
mechanical devices, such as locks, and firearms.
Setting a simple explosive to blow up at a certain spot doesn’t
require a check, but connecting and setting a detonator does.
Also, placing an explosive for maximum effect against a structure 6.1 Open Lock
calls for a check, as does disarming an explosive device.
A character can pick conventional locks, finesse combination
locks, and bypass electronic locks. The character must have a
5.2 Set Detonator lockpicking kit (for a mechanical lock) or an electronics kit (for
an electronic lock). The TN depends on the quality of the lock.
Most explosives require a detonator to go off. Connecting a
detonator to an explosive requires a Demolitions check [TN10].
Failure means that the explosive fails to go off as planned. Failure Cheap Locks [TN10] Examples of cheap locks include briefcase
by 10 or more means the explosive goes off as the detonator is locks, combination locks, and weak padlocks.
being installed.
A character can make an explosive difficult to disarm. To do so,
Average Locks [TN15] Examples of average locks include
the character chooses the disarm TN before making their check
home deadbolt locks, standard padlocks, keypad locks, and RFID
to set the detonator (it must be higher than 10). The character’s
locks.
TN to set the detonator is equal to the disarm TN.

High Quality Locks [TN20] Examples of high quality locks


5.3 Place Explosive Device include business deadbolt locks, high quality padlocks, and
Carefully placing an explosive against a fixed structure (a encrypted card readers.
stationary, unattended inanimate object) can maximize the
damage dealt by exploiting vulnerabilities in the structure’s High Security Locks [TN25] Examples of high security locks
construction. The GM makes the check (so that the character include bank branch vaults, and biometric locks.
doesn’t know exactly how well they have done). On a result of
15 or higher, the explosive deals double damage to the structure
against which it is placed. On a result of 25 or higher, it deals triple Ultra-High Security Locks [TN35] Examples of ultra-high
damage to the structure. In all cases, it deals normal damage to security locks include bank headquarters vault, or locks to a
all other targets within its blast radius. government high security area.
36

6.2 Disable Security Device Special

A character can disable a security device, such as an electric A character can take 10 when driving, but can’t take 16 or 18.
fence, motion sensors, or security cameras. The character must There is no penalty for operating a general-purpose motor
be able to reach the actual device. If the device is monitored, the vehicle. Other types of motor vehicles (heavy wheeled,
fact that the character attempted to disable it will probably be powerboat, sailboat, ship, and tracked) require the corresponding
noticed. When disabling a monitored device, the character can Surface Vehicle Operation feat, or the character takes a −4 penalty
prevent their tampering from being noticed. Doing so requires 10 on Drive checks.
minutes and an electrical kit, and increases the TN of the check
by +5. Try Again?
Most driving checks have consequences for failure that make
Cheap Device [TN15] Examples of cheap security devices trying again impossible.
include home door alarms, barbed wire, and improvised alarms
such as noisemakers or tripwires. Time
A Drive check costs 6 CP.
Average Device [TN25] Examples of average security devices
include store security cameras, razor wire, and simple motion
detectors.
8 Knowledge (INT) Trained Only
This skill allows a character to be knowledgeable in a
particular area of lore.
High Quality Devices [TN30] Examples of high security
devices include infrared security cameras, advanced motion A character makes a Knowledge check to see if the character
detectors, and electric fences. knows something. When trying to determine what Knowledge
skill a particular question or field of expertise falls under, use a
broad interpretation of the existing categories. When answering
High Security Devices [TN35] Examples of high security a question, the TN for answering within the character’s field of
devices include alarms to a bank vault, land mines, and glass study varies by the difficulty of the question asked.
sensors. Knowledge checks can also be used to create opportunities
that would otherwise not exist, if the character was not
knowledgeable in the area.
Ultra-high Security Devices [TN40] Examples of ultrahigh
security devices include military motion detectors. Question/Opportunity TN
Question/Opportunity TN
Very Easy 5
Hard 25
Easy 10
Very Hard 30
6.3 Sabotage Device Basic 15
Nearly Impossible 40
Difficult 20
A character can sabotage a mechanical or electrical device,
such as a firearm, a piece of electrical equipment, or a tool. The Table 46: Knowledge Check TN
skill check is made to see how well the sabotage attempt is made
versus Perception checks, and set the TN for the repair check. The thirteen Knowledge categories and the topics each one
encompasses are as follows:

Try again? • Arcane Lore Astrology, numerology, the occult, magic, the
supernatural, and similar topics. Understand the behaviors
If the situation permits, yes. of magic and supernatural beings, as well as informational
tidbits on anything involving Magic, Psionics, or Incantations.

Time • Art Fine arts and graphic arts, including art history and
artistic techniques. Antiques, modern art, photography, and
Opening a lock and Disabling a Device costs 12 CP. Sabotaging performance art forms such as music and dance, among
a device costs 10 CP. others.

• Behavioral Sciences Psychology, sociology, and criminol-


ogy. Understand the personal thoughts and feelings of
7 Drive (DEX) people, their behaviors due to multiple factors and explain
the reasoning for their actions.
The character is trained how to drive in unusual
circumstances, such as inclement weather, or during a dramatic • Business Business procedures, investment strategies, and
situation, such as being chased, or attempting to reach a location corporate structures. Bureaucratic procedures and how to
quickly. A character does not need any ranks in drive in order navigate them. Understand business concepts, procedures,
to drive a civilian car, truck, or motorcycle. When driving, the terms, and best practices, as well as all of the exploitative
character can attempt simple maneuvers or stunts. loopholes in business.
37

• Civics Law, legislation, litigation, and legal rights and 9 Linguistics (None) Trained Only
obligations. Political and governmental institutions and
processes. Understand the basic workings of all types of This skill allows a character to speak, read, and write a
governments and laws, how to navigate the legal system, language. The Linguistics skill doesn’t work like a standard skill.
and serve as a lawyer.
• A character automatically knows how to read and write
• Earth and Life Sciences Understand the workings of bio- their native language; the character does not need ranks
logical and geometrical sciences such as organic chemistry, to do so.
pharmacology, genetics, geology, palaeontology, biology, • To read, write and speak a language costs 1 rank.
and botany.
• A character never makes Linguistics checks. A character
• History Events, personalities, and cultures of the past. either knows how to read and write a specific language or
Archaeology and antiquities. Know and recite historical doesn’t.
events and their influence on the present.
• A character may choose any language, modern or ancient.
• Physical Sciences Astronomy, chemistry, mathematics, The GM may rule that a character can’t learn a specific
physics, and engineering. Understand the workings of language due to the circumstances of the campaign.
physical sciences and the behavior of the universe.
9.1 Language Groups
• Popular Culture Popular music and personalities, genre
films and books, urban legends, comics, science fiction, and There are thousands of languages to choose from when a
gaming, among others. Recognize pop culture trends. character buys ranks in Linguistics. A few are listed here, sorted
into their general language groups. A language’s group doesn’t
• Streetwise Street and urban culture, local underworld matter when a character is buying ranks in Linguistics. This list is
personalities and events. Identify commonly used weapons by no means exhaustive—there are many more language groups
and signatures. and most groups contain more languages than those listed here.
• Greek
• Tactics Techniques and strategies for disposing and
maneuvering forces in combat. Know the historic and • Gaelic
modern use of military tactics, identify weapons, and their
intended uses and applications. • Chinese Cantonese, Mandarin,
• Germanic English, German
• Technology Current developments in cutting-edge devices,
as well as the background necessary to identify various • Indic Hindi, Punjabi
technological devices. Understand the inter-workings of
various technologies, their uses, protocols, and functions. • Pashto
• Japanese
• Theology and Philosophy The study of religious faith,
practice, and experience as well as liberal arts, ethics, and • Korean
philosophical concepts. Understand theological lore and
logically achievable epistemological concepts. • Romantic French, Italian, Latin*, Portuguese, Spanish
• Semitic Arabic, Hebrew
Special
• Slavic Czech, Polish, Russian
An untrained Knowledge check is simply an INT check. Without
• Turkish
actual training, a character only knows common knowledge about
a given subject. *This is an ancient language. In the modern world it is spoken only
A character can take 10 when making a Knowledge check, but by scholars, or in some cases by small populations in isolated
can’t take 16 or 18. corners of the world.
Certain Knowledge skills give synergy bonuses to other skills.

10 Perception (WIS)
Try Again?
This skill allows a character to notice fine details and alert
No. The check represents what a character knows and thinking them to danger. Perception covers all five senses, including sight,
about a topic a second time doesn’t let the character know hearing, touch, taste, and smell.
something they never knew in the first place. Perception has a number of uses, the most common of which
is an opposed check versus an opponent’s Stealth check to notice
Time the opponent and avoid being surprised. If you are successful,
you notice the opponent and can react accordingly. If you fail,
A Knowledge check can be a reaction, but otherwise costs 12 your opponent can take a variety of actions, including sneaking
CP. past you and attacking you.
38

Perception is also used to notice fine details in the Time


environment. The TN to notice such details varies depending
Most Perception checks are reactive, made in response to
upon distance, the environment, and how noticeable the detail is.
observable stimulus. Intentionally searching for stimulus costs 6
The following table gives a number of guidelines.
CP.

Perception TN
Gunfire −20 11 Perform (CHA)
Hear the sound of battle −10
The character is skilled in a form of entertainment. This
Notice the stench of rotting garbage −10
skill encompasses several categories, each of them treated as a
Detect the smell of smoke 0
separate skill. These categories are identified and defined below.
Hear the details of a conversation 0 The number of Perform categories is purposefully kept finite.
Notice a visible creature 0 When trying to determine what Perform skill a particular type of
Determine if food is spoiled 5 performance falls under, use a broad interpretation of the existing
Hear the sound of footsteps 10 categories.
Hear a gun being loaded and/or cocked 10
Hear the details of a whispered conversation 15
Find the average concealed door 15
11.1 Check
Hear the sound of a key being turned in a lock 20 The character is accomplished in some type of artistic
Notice a typical secret compartment or a 20 expression and knows how to put on a performance. The
simple trap character can impress audiences with their talent and skill. The
Opposed by quality of the character’s performance depends on their check
Notice a pickpocket
Stealth result.
Opposed by The eight Perform categories and the qualities each one
Notice a creature using Stealth
Stealth encompasses are as follows:

Table 47: Perception TN • Act The character is capable of performing drama, comedy,
or action-oriented roles with some level of skill.
Perception Modifiers TN
• Dance The character is capable of performing rhythmic
Distance to the source, object, or creature +1 per 10 feet
and patterned bodily movements to music.
Through a closed door +5
+10 per foot • Keyboards The character is a musician gifted with a talent
Through a wall
of thickness for playing keyboard musical instruments, such as piano,
Favorable conditions −2 organ, and synthesizer.
Unfavorable conditions +5
Terrible conditions +10 • Percussion Instruments The character is a musician
Creature making the check is distracted +5 gifted with a talent for playing percussion musical
instruments, such as drums, cymbals, triangle, xylophone,
Creature making the check is asleep +10
and tambourine.
Creature or object is camouflaged +15
• Sing The character is a musician gifted with a talent for
Table 48: Perception TN Modifiers producing musical tones with your voice.
Favorable and unfavorable conditions depend upon the • Stand-up The character is capable of performing a stand-
sense being used to make the check. For example, bright light up routine before an audience.
might increase the TN of checks involving sight, while torchlight or
moonlight might give a penalty. Background noise might reduce • Stringed Instruments The character is a musician gifted
a TN involving hearing, while competing odors might penalize with a talent for playing stringed musical instruments, such
any TN involving scent. as banjo, guitar, harp, lute, sitar, and violin.
Terrible conditions are like unfavorable conditions, but more
extreme. For example, candlelight for TNs involving sight, a • Wind Instruments The character is a musician gifted with
roaring engine for TNs involving hearing, and an overpowering a talent for playing wind musical instruments, such as flute,
stench covering the area for TNs involving scent. bugle, trumpet, tuba, bagpipes, and trombone.

Special
Creatures with the scent special quality have a +8 bonus on Special
Perception checks made to detect a scent.
A character can take 10 when making a Perform check, but
can’t take 16 or 18.
Try Again
A character without an appropriate instrument automatically
Yes. You can try to sense something you missed the first time, fails any Perform (Keyboard), Perform (Percussion), Perform
so long as the stimulus is still present. (Stringed), or Perform (Wind) check they attempt. At the GM’s
39

Skill Check Result Effort Achieved Audience Reaction


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

Table 49: Perform Check Results

discretion, impromptu instruments may be employed, but the 13 Presence (CHA)


performer must take a −6 penalty on the check because their
equipment, although usable, is inappropriate for the skill. The character is skilled at threatening and persuading others,
feinting in battle, and changing their appearance.
Try Again?
13.1 Feint
Not for the same performance and audience.
You can use Presence to try to and mislead an opponent in
melee combat so that he can’t dodge your next attack effectively,
Time called feinting. To feint, make a Presence check opposed by
A Perform check usually requires at least several minutes to another presence check by your target. The target may add
an hour or more. his BAB to this Presence check. If your perception check result
exceeds your target’s check result, the next melee attack you
make against the target does not allow him to use his DEX bonus
to DEF (if any). This attack must be made on or before your next
12 Pilot (DEX) Trained Only turn. Attempting to feint against a creature of animal intelligence
This skill allows a character to successfully pilot aircraft of (1 or 2), is at a −4 penalty. Attempting to feint against a non-
various types. intelligent creature is impossible. Feinting in combat does not
provoke AoO.
Typical piloting tasks don’t require checks. Checks are
required during combat, for special maneuvers, in other extreme
circumstances, or when the pilot wants to attempt something 13.2 Disguise
outside the normal parameters of the vehicle. When flying, the
character can attempt simple maneuvers and stunts (actions in You can also use Presence to disguise your appearance. Your
which the pilot attempts to do something complex very quickly or Presence check result determines how good the disguise is, and it
in a limited space). Each vehicle’s description includes a maneuver is opposed by others’ Perception check results. If you don’t draw
modifier that applies to Pilot checks made by the operator of the any attention to yourself, others do not get to make Perception
vehicle. checks. If you come to the attention of people who are suspicious
(such as a security guard who is observing people), it can be
assumed that such observers are taking 10 on their Perception
Normal checks.
A pilot can fly Attack helicopters and Military Prop aircraft but You get only one Presence check per use of the skill, even if
can not use any of the weapons or countermeasures. several people are making Perception checks against it.
The Disguise check is made secretly, so that you can’t be sure
how good the result is.
Special The effectiveness of your disguise depends in part on how
much you’re attempting to change your appearance, and any
A character can take 10 when making a Pilot check, but can’t
behavior associated with it.
take 16 or 18.
There is no penalty for operating a general-purpose fixed-wing Disguise Check Modifiers
aircraft. Other types of aircraft (heavy aircraft, attack helicopters,
Minor details only +5
and attack planes) require the corresponding Aircraft Operation
Disguised as different gender −5
feat, or else the character takes a −4 penalty on Pilot checks.
Disguised as different race −10
Disguised as different age category −5
Time
Table 50: Presence, Disguise Modifiers
A Pilot check costs 6 CP.
If you are impersonating a particular individual, those who
Try again? know what that person looks like get a bonus on their Perception
checks according to the table below. Furthermore, they are
Most Pilot checks have consequences for failure that make automatically considered to be suspicious of you, so opposed
trying again impossible checks are always called for.
40

Familiarity Bonus 14 Ride (DEX)


Recognizes on sight +6
Friends or associates +8 The character is skilled at riding mounts, usually a horse, but
Close friends +10 possibly something more exotic, like an elephant or camel.
Intimate +15 Typical riding actions don’t require checks. You can saddle,
mount, ride, and dismount from a mount without a problem. The
Table 51: Presence, Viewer’s Familiarity following tasks do require checks. If you attempt to ride a creature
that is ill suited as a mount, you take a −5 penalty on your Ride
checks. In addition, attempting trick riding or asking the animal
13.3 Intimidate to perform an unusual technique also requires a check.
Finally, the Presence skill can be used to frighten your
opponents or to get them to act in a way that benefits you. Guide with Knees [TN5] The character can react instantly to
This skill includes displays of prowess. guide their mount with their knees so that the character can use
You can use Presence to force an opponent to act friendly both hands in combat or to perform some other action. Make the
toward you for 1d6×10 minutes with a successful check. check at the start of the character’s round. If the character fails,
The TN of this check is equal to 10 + the target’s level + the they can only use one hand this round because the character
target’s WIS modifier + Miscellaneous modifiers. needs to use the other to control their mount.

Intimidation Modifiers Stay in Saddle [TN5] The character can react instantly to try
PC’s are Armed +5 to avoid falling when their mount rears or bolts unexpectedly or
Target is Armed −5 when the character takes damage.
PC’s possess authority of a higher power +10
(police, FBI, CIA, crime family, etc.) Fight while Mounted [TN20] While in combat, the character
Target possesses authority of a higher power −10 can attempt to control a mount that is not trained in combat riding.
If the character succeeds they use only 6 CP and the character
Table 52: Presence, Intimidate
can use their remaining CP to do something else. If the character
fails, they can do nothing else that round. If the character fails by
If successful, the opponent will
more than 5, they lose control of the animal.
• Give you information you desire For animals trained in combat riding, the character does not
need to make this check. Instead, the character can use 6 CP
• Take actions that do not endanger it to have the animal perform a trick (commonly, to attack). The
character can use the rest of their CP normally.
• Offer other limited assistance

After the intimidate expires, the target treats you as unfriendly Cover [TN15] The character can react instantly to drop down
and may report you to local authorities. If you fail this check and hang alongside their mount, using it as ½ cover. The character
by 5 or more, the target attempts to deceive you or otherwise can’t attack while using their mount as cover. If the character
hinder your activities. The Speechcraft skill may also be used for fails, they don’t get the cover benefit.
intimidation.
Soft Fall [TN15] The character reacts instantly when they fall
Special off a mount, such as when it is killed or when it falls, to try to
avoid taking damage. If the character fails, they take 1d6 points
A character without a disguise kit takes a −6 penalty on of fall damage.
presence checks to disguise themselves.
Leap [TN15] The character can get their mount to leap obstacles
Time as part of its movement. Use the character’s Ride modifier or the
To influence a creature’s attitude takes 1 minute of continuous mount’s Athletics modifier (whichever is lower) when the mount
interaction. To change an opponent’s attitude by intimidating makes its Athletics check. The character makes a TN15 Ride check
them requires 1 minute of conversation. Making a request of a to stay on the mount when it leaps.
creature takes 1 or more rounds of interaction, depending upon
the complexity of the request. Disguising oneself requires 1d4×10 Fast Mount or Dismount [TN20]; armor penalty applies The
minutes of preparation. Feinting takes 8 CP. character can mount or dismount by using 2 CP. If the character
fails the check mounting or dismounting costs 6 CP. A character
Try again? can’t attempt a fast mount or dismount unless they can perform
the mount or dismount by spending 6 CP this round, should the
You can attempt to feint against someone again if you fail. check fail.
You may try to redo a failed disguise, but once others know
that a disguise was attempted they’ll be more suspicious. You
Special
can attempt to intimidate an opponent again, but each additional
check increases the TN by +5. This increase resets after one hour If the character is riding bareback, they take a −5 penalty on
has passed. Ride checks.
41

A character can take 10 when making a Ride check, but can’t Time
take 16 or 18.
Normally, you make a Stealth check to hide or move silently
as part of movement, so it doesn’t take a separate action, but
Time
the CP cost to move is doubled. Using Stealth to hide or move
Ride costs 6 CP, except when otherwise noted for the special silently immediately after a ranged attack costs 6 CP. Any Stealth
tasks listed above. check to conceal, or take an object costs 5 CP. However, you
may perform this Stealth check for 2 CP by taking a −10 penalty
on the check.
15 Stealth (DEX)
The character is skilled at avoiding detection, allowing them
to slip past foes or strike from an unseen position, and pick
16 Speechcraft (CHA)
pockets, draw hidden weapons, and take a variety of actions
without being noticed. This skill covers hiding and moving silently. The character is skilled at detecting falsehoods and true
intentions, threaten and persuade others, solve arguments, and
gather valuable information from people.
15.1 Movement
Your Stealth check is opposed by the Perception check of
anyone who might notice you. You can move at 2 CP per 5’ 16.1 Lying
and still use Stealth at no penalty. When moving at normal CP
With a successful Speechcraft check, you can convince your
cost, you take a −5 penalty. It is impossible to use Stealth while
opponent that what you are saying is true. Speechcraft checks to
attacking, running, or charging. If people are observing you using
lie are modified depending upon the plausibility of the lie.
any of their senses (typically sight) you can’t use Stealth.

Lie Modifier
15.2 Pocketing an item
The target wants to believe you +5
A Stealth check [TN10] lets you palm a coin-sized, unattended The lie is believable +0
object. Performing a minor feat of legerdemain, such as making The lie is unlikely −5
a coin disappear, is also TN10 unless an observer is determined The lie is far-fetched −15
to note where the item went. The lie is impossible −25
When you use this skill under close observation, your skill check The target is drunk or impaired +5
is opposed by the observer’s Perception check. The observer’s You possess convincing proof up to +10
success doesn’t prevent you from performing the action, just from
doing it unnoticed. Table 53: Speechcraft, Lie Modifiers

15.3 Conceal
16.2 Secret message
You can hide a small object (including a Medium or smaller
weapon) on your body. Your Stealth check is opposed by the You can use the Speechcraft skill to pass a hidden message
Perception check of anyone observing you or of anyone frisking to another character without others understanding your true
you. In the latter case, the searcher gains a +4 bonus on the meaning. This check is TN15 for simple messages and TN20 for
Perception check, since it is generally easier to find such an object complex messages. If you are successful, the target automatically
than to hide it. Heavy or baggy clothing (such as an overcoat) understands you, assuming you are speaking in a language that
grants you a +2 bonus on the check. it understands. If your check fails by 5 or more, you deliver
Drawing a hidden weapon is dependent on how it is holstered the wrong message. Other creatures that hear the message can
or sheathed, but doesn’t provoke an AoO. decipher the message by succeeding at an opposed Speechcraft
check against your Speechcraft result.
15.4 Pickpocket
If you try to take something from a creature, you must make 16.3 Diplomacy
a Stealth check [TN20]. The opponent makes a Perception check
to detect the attempt, opposed by the Stealth check result you You can also use this skill to persuade others to agree with
achieved when you tried to grab the item. An opponent who your arguments, to resolve differences, and to gather valuable
succeeds on this check notices the attempt, regardless of whether information or rumors from people. This skill is also used to
you got the item. You cannot use this skill to take an object from negotiate conflicts by using the proper etiquette and manners
another creature during combat if the creature is aware of your suitable to the problem.
presence. You can change the initial attitudes of non-player characters
You can use Presence to allow you to use Stealth. A successful with a successful check. The TN of this check depends on
Presence check can give you the momentary diversion you need the creature’s starting attitude toward you, adjusted by its CHA
to attempt a Stealth check while people are aware of you. modifier.
42

Starting Attitude Diplomacy TN although other requests might be made. You can attempt to
Hostile 30 + character’s intimidate an opponent again, but each additional check increases
CHA modifier the TN by 5. This increase resets after one hour has passed.
Unfriendly 25 + character’s
CHA modifier
Indifferent 20 + character’s 17 Technology Use (INT)
CHA modifier
Your character is skilled at using computers and technology
Friendly 15 + character’s to bypass security systems, destroy and create programs.
CHA modifier
Most normal computer operations don’t require a Technol-
Helpful 5 + character’s ogy Use check. However, searching an unfamiliar network for
CHA modifier a particular file, writing computer programs, altering existing
Diplomacy Modifiers programs to perform differently (better or worse), and breaking
Give simple advice or directions −5 through computer security are all relatively difficult and require
Give detailed advice +0 skill checks. A character without a computer (either a laptop or
Give simple aid +0 desktop) cannot use Technology Use.
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid
17.1 Find File
+10
Reveal secret knowledge +10 or more This skill can be used for finding files or data on an unfamiliar
Give aid that could result in system. The TN for the check and the time required are
+15 or more
punishment determined by the size of the site on which the character is
searching. Finding public information on the internet does not fall
Table 54: Speechcraft, Diplomacy TN and Modifiers under this category. This application of the Technology Use skill
only pertains to finding files on private systems with which the
If you succeed, the character’s attitude toward you is improved character is not familiar.
by one step. For every 5 by which your check result exceeds
the TN, the character’s attitude toward you increases by one
additional step. A creature’s attitude cannot be shifted more than
17.2 Defeat Computer Security
two steps up in this way, although the GM can override this rule in This application of Technology Use can’t be used untrained.
some situations. If you fail the check by 4 or less, the character’s The TN is determined by the quality of the security program
attitude toward you is unchanged. If you fail by 5 or more, the installed to defend the system. If the check is failed by 5 or more,
character’s attitude toward you is decreased by one step. the security system immediately alerts its administrator that there
If a creature’s attitude toward you is at least indifferent, you can has been an unauthorized entry. An alerted administrator may
make requests of the creature. This is an additional Speechcraft attempt to identify the character or cut off the character’s access
check, using the creature’s current attitude to determine the base to the system.
TN, with one of the following modifiers. Once a creature’s attitude Sometimes, when accessing a difficult site, the character has
has shifted to helpful, the creature gives in to most requests to defeat security at more than one stage of the operation. If
without a check, unless the request is against its nature or puts it the character beats the TN by 10 or more when attempting to
in serious peril. Some requests automatically fail if the request defeat computer security, the character automatically succeeds
goes against the creature’s values or its nature, subject to GM at all subsequent security checks at that site until the end of the
discretion. character’s session (see Computer Hacking below).

Time 17.3 Computer Hacking


Attempting to deceive someone takes at least 1 round, but can Breaking into a secure computer or network is often called
possibly take longer if the lie is elaborate (as determined by hacking. When a character hacks, they attempt to invade a site. A
the GM on a case-by-case basis) Delivering a secret message site is a virtual location containing files, data, or applications. A site
generally takes twice as long as the message would otherwise can be as small as a single computer, or as large as a corporate
would take to relay. To influence a creature’s attitude takes 1 network connecting computers and data archives all over the
minute of continuous interaction. Making a request of a creature world—the important thing is that access to the site connects the
takes 1 or more rounds of interaction, depending upon the user to everything within it. Some sites can be accessed via the
complexity of the request. internet; others are not connected to any outside network and
can only be tapped into by a user who physically accesses a
Try again? computer connected to the site.
Every site is overseen by a system administrator—the person
If you fail to deceive someone, any further checks made to in charge of the site, and who maintains its security. Often, the
deceive them are made at a −10 penalty and may be impossible system administrator is the only person with access to all of a
(GM discretion). Secret messages can be relayed again if the first site’s functions and data. A site can have more than one system
attempt fails. You cannot use Speechcraft to influence a given administrator; large sites have a system administrator on duty at
creature’s attitude more than once in a 24 hour period. If a request all times. A character is the system administrator of their personal
is refused, the result does not change with additional checks, computer.
43

When a character hacks into a site, the visit is called a session. will have to start the hacking process all over. Attempting to cut
Once a character stops accessing the site, the session is over. off access takes all combat points.
The character can go back to the site in the future; when they do, One surefire way to prevent further access is to simply shut the
it is a new session. Several steps are required to hack into a site site down. With a single computer, that’s often no big deal—but
on a large site with many computers (or computers controlling
17.3.1 Covering Tracks functions that can’t be interrupted), it may be time-consuming or
even impossible.
This step is optional. By making a Technology Use check [TN20],
a character can alter their identifying information. This imposes a To identify the intruder, make an opposed Technology Use
−5 penalty on any attempt made to identify the character if their check against the intruder. If the character succeeds, the character
activity is detected. learns the site from which the intruder is operating (if it is a single
computer, the character learns the name of the computer’s owner).
Identifying the intruder requires 1 minute and is a separate check
17.3.2 Access the Site from cutting off access. This check can only be made if the
There are two ways to do this: physically or over the Internet. intruder is accessing the character’s site for the entire length of
the check—if the intruder’s session ends before the character
finishes the check, the character automatically fails.
Physical Access A character gains physical access to the
computer or a computer connected to the site. If the site being
hacked is not connected to the internet, this is probably the only
way a character can access it. A variety of skill checks may be 17.5 Degrade Programming
required depending on the method used to gain access.
A character can destroy or alter applications on a computer
Internet Access Reaching a site over the net requires two to make use of that computer harder or impossible. The TN
Technology Use checks. The first check [TN10] is needed to for the attempt depends on what the character tries to do.
find the site on the net. The second is a check to defeat computer Crashing a computer simply shuts it down. Its user may restart it
security. Once a character has succeeded in both checks, the without making a skill check (however, restarting takes 1 minute).
character has accessed the site. Destroying programming makes the computer unusable until the
programming is repaired. Damaging programming imposes a −4
penalty on all Technology Use checks made with the computer
17.3.3 Locate What You’re Looking For
(sometimes this is preferable to destroying the programming,
To find the data (or application, or remote device) the character since the user might not know that anything is wrong, and won’t
wants, make a Technology Use check. See Find File under the simply decide to use a different computer).
skill description. A character can degrade the programming of multiple
computers at a single site; doing so adds +2 to the TN for each
17.3.4 Defeat File Security additional computer.
Fixing the degraded programming requires 1 hour and a
Many networks have additional file security. If that’s the case,
Technology Use check against a TN equal to the TN for degrading
the character needs to make another check to defeat computer
it +5.
security.

17.3.5 Do Your Stuff


17.6 Write Program
Finally, the character can actually do what they came to do. If
the character just wants to look at records, no additional check is A character can create a program to help with a specific task.
needed. A character can also download data, although that often Doing so grants the character a +2 circumstance bonus to the
takes several rounds—or even several minutes, for especially task.
large amounts of information—to complete. Altering or deleting A specific task, in this case, is one type of operation with one
records sometimes requires yet another check to defeat computer target.
security. Other operations can be carried out according to the
The TN to write a program is 20; the time required is 1 hour.
Technology Use skill description.

17.4 Defend Security


17.7 Operate Remote Device
If the character is the system administrator for a site (which
may be as simple as being the owner of a laptop), they can Many devices are computer-operated via remote links. If the
defend the site against intruders. If the site alerts the character character has access to the computer that controls such systems,
to an intruder, the character can attempt to cut off the intruder’s the character can either shut them off or change their operating
access (end the intruder’s session), or even to identify the intruder. parameters. The TN depends on the nature of the operation. If the
To cut off access, make an opposed Technology Use check character fails the check by 5 or more, the system immediately
against the intruder. If the character succeeds, the intruder’s alerts its administrator that there has been an unauthorized use of
session is ended. The intruder might be able to defeat the the equipment. An alerted administrator may attempt to identify
character’s security and access their site again, but the intruder the character or cut off their access to the system.
44

Level of Security TN Long Term Care [TN20] With a first aid kit this check allows
Minimum 15 a patient to restore HP and Ability Points at an advanced rate,
Average 20 3HP/3AP extra per full day of rest. A new check is required
Exceptional 30 each day. You can tend to as many patients as you have ranks.
Maximum 35 The patient must spend all their time resting and the user must
Size of Site for file TN dedicate 30 minutes of care per day per patient.
Time
Personal Computer 10 1 round
Small office network 12 2 rounds Restore Hit Points [TN20] With a first aid kit you can restore
Large office network 15 1 minute 1d4 HP to a character. This may be done only once per day per
Massive corporate network 20 10 minutes character. This costs 12 CP.
Program Degradation Scope TN
Time
Crash Computer 10 1 minute Stop Bleeding [TN10] With a first aid kit or applicable supplies
Destroy programming 15 10 minutes you can stop a character from bleeding for 5d4 minutes. This
Damage programming 20 10 minutes costs 8 CP.
Remote Operation Device TN
Time
Shut down passive remote Revive a Dazed, Stunned, or Unconscious Character [TN17]
(including cameras and door With a first aid kit you can remove the dazed, stunned, or
locks) 15 1 round unconscious condition from a character. You can’t revive a
per character that is at −1 or lower HP without stabilizing them first.
remote This costs 8 CP.
Shut down active remote
(including motion detectors and
alarms) 20 1 round Stabilize Dying Character [TN15] With a first aid kit you can
per tend to a dying character. The character stops losing HP. This costs
remote 8 CP. Unlike the other actions, this action cannot be performed
without a first aid kit.
Reset parameters 25 1 minute
per
remote Surgery [TN25] With a surgery kit you can conduct field
Change passcodes 8 1 minute surgery, allowing you to realign broken bones, remove bullets or
Minimum security −5 — shrapnel, and stitch up grievous wounds. Surgery restores 4d6
Exceptional security +5 — HP and removes all bleed damage. Undergoing surgery causes
Maximum security +10 — fatigue for 24 hours, minus 2 hours for every point above the TN
the surgeon achieves. Surgery requires 1d4 hours plus one for
Table 55: Technology Use, Systems TN and Time each point the character’s HP has fallen below 0.

Special
Treat Poison [TN15] With a first aid kit, you make a check when
A character can take 10 when using the Technology Use skill, a poisoned character makes a Fortitude Save against a poison’s
and may take 16 or 18 when there isn’t a penalty for failure. A secondary effect. If you succeed, you add your Treat Injury rank
character cannot take 16 or 18 to defeat or defend computer as a bonus to their Fortitude Save. This costs 8 CP.
security. spotter

Time Try Again?


Technology Use requires 12 CP. The GM may determine that Yes for restoring HP, reviving dazed, stunned, or unconscious
some tasks require several rounds, a few minutes, or longer, as characters, stabilizing dying characters, stop bleeding and surgery.
described above. No for all other uses of the skill.

18 Treat Injury (WIS) Time

The character knows how to use first aid kits to restore Treat Injury checks take different amounts of time based on
health, treat poison, and stabilize characters. the task at hand.
45

Chapter V Tutoring

Feats Time 1 day


Benefit Can gain up to +3 to Defense when wearing heavy
armor
Feat Name
Prerequisite A minimum ability score, another feat or feats,
a minimum BAB, and/or the minimum ranks in a skill that a 2.2 Light Armor Proficiency
character must have to acquire this feat. This entry is absent if a
feat has no prerequisite. A character can take a feat at the same Benefit When the character wears light armor, they can add
level at which they gains all the prerequisites. A character can’t the armor’s equipment bonus to their DEF, and the armor’s skill
use a feat if the character has lost a prerequisite. penalty only applies to the following skills: Acrobatics, Athletics,
Benefit What the feat enables a character to do. and Stealth.
Normal What a character who does not have this feat is limited Normal A character who wears armor with which they are not
to or restricted from doing. If there is no particular drawback to proficient only receives the Damage Reduction bonus, and suffers
not possessing the feat, this entry is absent. the armor’s skill penalty on the listed skill checks.
Special Additional facts about the feat. Tutoring
Tutoring
Time 1 day
This variant rule introduces the ability for a character Benefit Can gain up to +1 to Defense when wearing light
with proficiencies to teach a character without the very armor
basics of using the specified weapon or armor, thereby
mitigating some of the penalties that come with not having
the necessary proficiencies. Listed are how long it takes 2.3 Medium Armor Proficiency
to tutor a character and the bonuses they provide to the
character who is being tutored. Benefit When the character wears medium armor, they can add
the armor’s equipment bonus to their DEF, and the armor’s skill
penalty only applies to the following skills: Acrobatics, Athletics,
and Stealth.
1 Archery And Crossbow Feats Normal A character who wears armor with which they are not
proficient only receives the Damage Reduction bonus, and suffers
1.1 Archery Specialist the armor’s skill penalty on the listed skill checks.
Tutoring
Prerequisite Archaic Weapon Proficiency (Bows)
Benefit When firing a bow, crossbow, or speargun the CP cost Time 1 day
is 2 less. Benefit Can gain up to +2 to Defense when wearing
medium armor
1.2 Archery Master
Prerequisites Archaic Weapons Proficiency (Bows), Archery
Specialist 2.4 Armor Mastery
Benefit Reloading a Crossbow or Bow Cost 0 Combat Points. Prerequisites Light Armor Proficiency, Medium Armor
Proficiency, Heavy Armor Proficiency, Armor Optimization
1.3 Double Bowman Benefit The character reduces the CP penalty by half rounded
up, and receives a +1 to the maximum AGL limit. They also receive
Prerequisite Archaic Weapon Proficiency (Bows) a +5 to the AP score of the armor they are wearing. This bonus
Benefit When using a bow, you may fire a second arrow at a only applies while the character is wearing the armor, and once
single target, at a −2 CP cost and with a −4 penalty to attack. If he removes the armor, the armor loses this bonus.
the attack is successful, it deals +1 damage dice.
2.5 Armor Optimization
2 Armor Feats Prerequisites Light Armor Proficiency, Medium Armor
Proficiency, Heavy Armor Proficiency
2.1 Heavy Armor Proficiency Benefit When the character wears any armor, they gain a +1
Benefit When the character wears heavy armor, they can add to the DEF equipment bonus, and reduce the armor penalty by 1.
the armor’s equipment bonus to their DEF, and the armor’s skill
penalty only applies to the following skills: Acrobatics, Athletics,
and Stealth.
3 Assault Rifle and Carbine Rifle Feats
Normal A character who wears armor with which they are not
3.1 Assault Rifleman
proficient only receives the Damage Reduction bonus and suffers
the armor’s skill penalty on the listed skill checks. Prerequisites Personal Firearms Proficiency, Assault Specialist
46

Benefit When firing an assault, battle, or target rifle the 3.9 Tactical Assault Rifle Reload
character receives a +1 to attack.
Prerequisites Personal Firearms Proficiency, Assault Specialist,
Assault Rifleman
3.2 Assault Specialist Benefit Reloading an assault, battle, or target rifle with a
magazine or full stripper clip costs 2 CP. Reloading an assault,
Prerequisite Personal Firearms Proficiency battle, or target rifle from loose rounds or refilling a magazine
Benefit When firing an assault, battle, carbine, or target rifle or stripper clip costs 1 CP per round loaded. Refilling a magazine
the CP cost is 1 less. with a stripper clip costs 2 CP per clip.

3.3 Assault Rifle Clubber 3.10 Tactical Carbine Rifle Reload


Prerequisites Personal Firearms Proficiency, Assault Specialist, Prerequisites Personal Firearms Proficiency, Assault Specialist,
Assault Rifleman Carbine Rifleman
Benefit When executing a rifle butt attack with an assault, Benefit Reloading a carbine with a magazine or full stripper
battle, or target rifle the character deals 1d8+POW modifier lethal clip costs 2 CP. Reloading a carbine from loose rounds or refilling
damage. a magazine or stripper clip costs 1 CP per round loaded. Refilling
Normal Rifle butt attacks deal 1d6+POW modifier damage. a magazine with a stripper clip costs 2 CP per clip.

3.4 Assault Rifle Expert


4 Axe Feats
Prerequisites Personal Firearms Proficiency, Assault Specialist,
Assault Rifleman, Tactical Assault Rifle Reload 4.1 Axe Martial Arts
Benefit When firing an assault, battle, or target rifle the CP cost
is 1 less, when clearing a jammed assault, battle, or target rifle Prerequisite Archaic Weapon Proficiency (Axes)
the CP cost is 10 less, and when attempting to repair an assault, Benefit When wielding a battle-axe, broadaxe, or hand axe,
battle, carbine, or target rifle the character receives a +2 bonus. the Critical Threat range for any of these weapons is 13-18.
Normal The Critical Threat range for a battle-axe, broadaxe,
or hand axe is 15-18.
3.5 Carbine Rifleman
Prerequisites Personal Firearms Proficiency, Assault Specialist 4.2 Axe Specialist
Benefit When firing a carbine the character receives a +1 to
attack. Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial
Arts, BAB 2+
Benefit When wielding a battle-axe, broadaxe, or hand axe,
3.6 Carbine Rifle Expert the Critical Threat range for any of these weapons is 12-18, and
the character gains a +2 bonus to attacks.
Prerequisites Personal Firearms Proficiency, Assault Specialist,
Carbine Rifleman, Tactical Carbine Rifle Reload
Benefit When firing a carbine the CP cost is 1 point less, when 4.3 Axe Mastery
clearing a jammed carbine the CP cost is 10 less, and when
attempting to repair a carbine the character receives a +2 bonus. Choose battle-axe, broadaxe, or hand axe.
Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial
Arts, Axe Specialist, BAB 4+
3.7 Close Combat Rifleman Benefit When wielding the chosen weapon, the Critical Threat
range for the chosen weapon is 11-18, and any natural roll of a
Prerequisites Personal Firearms Proficiency, Assault Specialist,
15-18 is an automatic hit.
Assault Rifleman
Special A character may take this feat up to three times. Each
Benefit When targeting an adjacent opponent with an assault,
time a character takes the feat, they select a different weapon.
battle, or target rifle the character takes no ranged attack
Normal 16-18 are automatic hits without this feat.
penalties.
Normal When using an assault, battle, or target rifle against
an adjacent opponent, the character takes a −4 penalty on all
ranged attacks. 5 Automatic Weapons Feats
5.1 Autofire Proficiency
3.8 Melee Carbine Fighter
Prerequisite Personal Firearms Proficiency
Prerequisites Personal Firearms Proficiency, Assault Specialist, Benefit The character gains a +4 attack bonus when performing
Carbine Rifleman autofire attacks, a +1 attack bonus when performing bump fire
Benefit When using a carbine as a melee weapon the CP cost attacks, and a +3 attack bonus when performing sweepfire and
is reduced by 1. sprayfire attacks.
47

5.2 Autofire Mastery Special A character may take this feat up to four times. Each
time a character takes the feat, they select a different weapon.
Prerequisites Personal Firearm Proficiency, Autofire Profi-
Normal 16-18 are automatic hits without this feat.
ciency, Burst Fire Proficiency
Benefit The character gains a +4 attack bonus when performing
all autofire, sprayfire, and sweepfire attacks.
7 Distance Rifle Feats
5.3 Burst Fire Proficiency
7.1 Anti-materiel Rifleman
Prerequisites Personal Firearms Proficiency, Autofire Profi-
ciency Prerequisites Personal Firearms Proficiency, Distance Rifle
Benefit The character gains a +4 attack bonus when performing Specialist
burst fire attacks. Benefit When firing an anti-materiel rifle the character receives
a +1 to attack.
5.4 Quickshot
Prerequisites Personal Firearms Proficiency, Autofire Profi- 7.2 Anti-materiel Rifle Expert
ciency
Benefit The character can treat an automatic-only weapon as Prerequisites Personal Firearms Proficiency, Distance Rifle
if it has a semi-automatic rate of fire. Specialist, Anti-Materiel Rifleman, Tactical Anti-materiel Rifle
Normal Automatic weapons can only be used to make burstfire, Reload, Recoil Management
suppressive fire, and autofire attacks. Benefit When firing an anti-materiel rifle, the CP cost is 3 less,
when clearing a jammed anti-materiel rifle, the CP cost is 10 less,
and when attempting to repair an anti-materiel rifle, the character
5.5 Strafe
gains a +2 bonus.
Prerequisites Personal Firearms Proficiency, Autofire Profi-
ciency
Benefit When making an autofire attack, the character can 7.3 Controlled Shot
choose an area of any four 5’ squares as long as they are
connected. The character gains a +2 attack bonus when Prerequisites Personal Firearms Proficiency, Distance Rifle
performing sweepfire attacks. Specialist, Sniper
Normal An autofire attack can only be used on a 10’ by 10’ Benefit Once per round. when making a single shot attack
area. with a bolt action or sniper rifle, the character gains a +8 bonus
Special A character can only strafe a weapon with autofire, to attack. A character can not make another attack this round
not bumpfire. after using this bonus.
Special This feat can also be used with the bonuses from the
Dead Aim, Marksman Shot, and Master Sniper Shot feats.
6 Combat Sword Feats
6.1 Sword Martial Arts 7.4 Distance Rifle Specialist
Prerequisite Archaic Weapon Proficiency (Combat Swords) Prerequisite Personal Firearms Proficiency
Benefit When wielding a shortsword, bastard sword, Benefit When firing an anti-materiel, bolt action, designated
broadsword, or longsword the size class is considered to be marksman rifle, or sniper rifle, the CP cost is 1 less.
one less.
Special When calculating the POW damage bonus, use the
original size of the weapon. 7.5 Designated Marksman

6.2 Sword Specialistskill Prerequisites Personal Firearms Proficiency, Distance Rifle


Specialist
Prerequisites Archaic Weapon Proficiency (Combat Swords), Benefit When firing a designated marksman rifle the character
Sword Martial Arts, BAB 2+ receives a +1 to attack.
Benefit When wielding a shortsword, bastard sword,
broadsword, or longsword the character gains +1 damage die.
7.6 Designated Marksman Rifle Expert
6.3 Sword Mastery Prerequisites Personal Firearms Proficiency, Distance Rifle
Choose shortsword, bastard sword, broadsword, or Specialist, Designated Marksman, Leading Target, Tactical DMR
longsword Reload
Prerequisites Archaic Weapon Proficiency (Combat Swords), Benefit When firing a designated marksman rifle, the CP cost
Sword Martial Arts, Sword Specialist, BAB 4+ is 2 less. When clearing a jammed designated marksman rifle
Benefit When wielding the chosen weapon the Critical Threat the CP cost is 9 less, and when attempting to repair a designated
range is 12-18 and any natural roll of a 15-18 is an automatic hit. marksman rifle the character receives a +2 bonus.
48

7.7 Leading Target 8 Explosive Weapons Feats


Prerequisites Personal Firearms Proficiency, Distance Rifle
8.1 Explosive Weapons Specialist
Specialist, Designated Marksman
Benefit When attacking, a character may ignore the opponent’s Prerequisites Personal Firearms Proficiency, Explosive
DEF bonuses due to movement. Weapons Proficiency
Special All other defense bonuses due to armor, agility, and Benefit When firing a grenade launcher, rocket launcher, or
size still apply unless otherwise noted. mortar the CP cost is 1 less.

7.8 Recoil Management 8.2 Explosive Weapons Expert


Prerequisites Personal Firearms Proficiency, Distance Rifle Prerequisites Personal Firearms Proficiency, Explosive
Specialist, Anti-materiel Rifleman Weapons Proficiency, Explosive Weapon Specialist
Benefit When firing a anti-materiel rifle with a deployed bipod, Benefit When firing a grenade launcher, rocket launcher, or
a character may brace the rifle for an additional +2 bonus to mortar, the CP cost is 1 less. Reloading a grenade launcher or
attack. rocket launcher with a filled box magazine cost 2 CP. Reloading a
grenade launcher or rocket launcher that uses linked ammunition
with a new link cost 3 CP. Reloading a grenade launcher or rocket
7.9 Sniper launcher from loose rounds, or refilling a box magazine cost 1
CP per round loaded.
Prerequisites Personal Firearms Proficiency, Distance Rifle
Specialist
Benefit When firing a bolt action or sniper rifle the character 9 Fencing Sword Feats
receives a +1 attack bonus.
9.1 Fencing Martial Arts
7.10 Sniper Rifle Expert Prerequisite Archaic Weapon Proficiency (Fencing Swords)
Benefit When wielding a sabre cutlass, rapier, or parrying
Prerequisites Personal Firearms Proficiency, Distance Rifle
dagger, the character receives a +2 bonus against all Disarm
Specialist, Sniper, Tactical Sniper Rifle Reload
attempts to disarm the wielder and a +1 bonus against all Sunder
Benefit When firing a bolt action or sniper rifle the CP cost is
attempts against their weapon.
reduced by 4. When attempting to repair a bolt Action or sniper
rifle, the character receives a +2 bonus.
9.2 Fencing Specialist
7.11 Tactical Anti-materiel Rifle Reload Prerequisites Archaic Weapon Proficiency (Fencing Swords),
Fencing Martial Arts, BAB 2+
Prerequisites Personal Firearms Proficiency, Distance Rifle Benefit When wielding a sabre, cutlass, rapier, or parrying
Specialist, Anti-materiel Rifleman dagger, the character receives a +4 bonus to all Disarm attempts
Benefit Reloading an anti-materiel rifle with a magazine costs 2 and a +4 bonus to all Sunder attempts.
CP. Reloading an anti-materiel rifle from loose rounds or refilling
a magazine costs 1 CP per round loaded.
9.3 Fencing Mastery
Choose Sabre, Cutlass, or Rapier.
7.12 Tactical DMR Reload
Prerequisites Archaic Weapon Proficiency (Fencing Swords),
Prerequisites Personal Firearms Proficiency, Distance Rifle Fencing Martial Arts, Fencing Specialist, BAB 4+
Specialist, Designated Marksman Benefit When wielding the chosen weapon, the Critical Threat
Benefit Reloading a designated marksman rifle with a range for the selected weapon is 13-18, and any natural roll of a
magazine costs 2 CP. Refilling a magazine costs 1 CP per round 15-18 is an automatic hit.
loaded. Refilling a magazine with a stripper clip costs 2 CP per Special A character may take this feat multiple times. Each time
clip. a character takes the feat, they select a different weapon.
Normal 16-18 are automatic hits without this feat.

7.13 Tactical Sniper Rifle Reload


Prerequisites Personal Firearms Proficiency, Distance Rifle
10 General Combat Feats
Specialist, Sniper, Controlled Shot
10.1 Blind Sense
Benefit Reloading a bolt action or sniper rifle with a magazine
or a full stripper clip costs 2 CP. Reloading a bolt action or sniper Benefit In melee combat, every time the character misses
rifle from loose rounds or refilling a magazine or stripper clip because of concealment, the character can re-roll the miss chance
costs 1 CP per round loaded. Refilling a box magazine with a roll once to see if they actually hit. The character takes only ½
stripper clip costs 2 CP per clip. Once per round, the character the usual penalties for being unable to see. Darkness and poor
may reload a single round into a bolt action or sniper rifle at no visibility in general increase the character’s CP cost to move by
CP cost. two, instead of four.
49

10.2 Combat Awareness 10.8 Tactical Draw


Benefit You take no penalty on Perception checks to spot things Prerequisite Proficient with weapon
in or beyond your flank areas. The penalty to spot things in or Benefit Choose a specific weapon. The character can draw
beyond your rear area is −5. that weapon from a holster or sheath for 1 CP and from Waistband
Normal The penalty on Perception checks to spot things in or carry for 3 CP, and holster it for 1 CP.
beyond your flank areas is −5. The penalty to spot things in your Normal A character can draw a weapon from a holster or
rear area is −10. sheath for 3 CP and from Waistband carry for 6 CP, and holster
a weapon for 4 CP.
Special This feat may be taken multiple times. Each time it is
10.3 Combat Expertise
taken, it applies to a different weapon.
Prerequisite INT 13
Benefit On your turn, before making any attack rolls, you
can choose to subtract a number from your attack roll and add 10.9 Toughness
the same number to your defense score. This penalty may not Benefit The character gains +4 XHP and +1 CHP.
exceed the character’s BAB. The penalty on attack rolls and the
Special A character may take this feat multiple times. The
bonus on defense score applies until your next turn. The bonus
effect stacks.
to the character’s defense is a dodge bonus.
Normal A character without the Combat Expertise feat can fight
defensively by spending 9 CP to take a −4 penalty on attacks and 10.10 Weapon Focus
gain a +2 Dodge bonus to DEF.
Choose a specific weapon. A character can choose unarmed
strike or grapple for your weapon for purposes of this feat.
10.4 Danger Sense Prerequisite Proficient with weapon
Prerequisite Improved Initiative Benefit The character gains a +3 bonus on all attack rolls they
Benefit Before combat starts, you may reroll an Initiative check make using the selected weapon.
you have just made. You use the better of your two rolls. You Special A character may take this feat multiple times. Each
must decide to reroll before the first round starts. time the character takes the feat, the character must select a
different weapon. Weapons that are of similar build, such as full
sized 1911s, may interchange this feat at the discression of the
10.5 Dodge GM.
Prerequisite DEX 13
Benefit During the character’s action, the character designates
an opponent and receives a +3 dodge bonus to DEF against any 11 Handgun Feats
subsequent attacks from that opponent. The character can select
a new opponent on their action. 11.1 Handgun Specialist
Special A condition that makes the character lose their DEX
Prerequisite Personal Firearms Proficiency
bonus to defense also makes the character lose dodge bonuses.
Benefit When firing a holdout, backup, full-size, or target
handgun the CP cost is 1 less.
10.6 Mobility
Prerequisites DEX 13, Dodge 11.2 Pistol Expert
Benefit The character gains a +4 dodge bonus to DEF against
AoO provoked when the character moves out of a threatened Prerequisites Personal Firearms Proficiency, Handgun Spe-
square. cialist, Pistoleer, Tactical Pistol Reload, Skilled Pistol Magazine
Special Any condition that makes a character lose their DEX User
bonus to defense also makes the character lose dodge bonuses. Benefit When firing a holdout, backup, full-size, or target
handgun that uses magazines, the CP cost is 2 less. When clearing
a jammed holdout, backup, full-size, or target handgun that uses
10.7 Quick Draw Attack magazines the CP cost is 9 less. When attempting to repair a
holdout, backup, full-size, or target handgun that uses magazines,
Prerequisites Tactical Draw (selected weapon), Proficient with the character receives a +2 bonus.
weapon
Benefit A character may draw a weapon from a holster or
sheath and immediately make a single attack at a −2 to attack for 11.3 Pistoleer
5 CP. The weapon used must be the same one that the character
has a Tactical Draw feat for. Prerequisites Personal Firearms Proficiency, Handgun Special-
Special Any feats or equipment that reduce the CP cost for a ist
single attack or for drawing a weapon also reduce the CP cost Benefit When firing a holdout, backup, full-size, or target
for this attack. handgun that uses magazines, the character gains a +1 to attack.
50

11.4 Revolver Expert 12.2 Heavy Melee Weapon Specialist


Prerequisites Personal Firearms Proficiency, Handgun Special- Prerequisites Archaic Weapon Proficiency (Mace) or Archaic
ist, Wheelgunner, Tactical Revolver Reload, Skilled Speedloader Weapons Proficiency (Pick), Heavy Melee Weapon Martial Arts
User Martial Arts, BAB 2+
Benefit When firing a holdout, backup, full-size, or target Benefit When wielding a light mace, heavy mace, light pick, or
handgun that has a cylinder the CP cost is reduced by 3. When heavy pick, the character receives +1 damage die when Sundering
attempting a potshot attack with a holdout, backup, full-size, or an object.
target handgun that has a cylinder the penalty is lowered to a
−4, and when attempting to repair a holdout, backup, full-size, or
target handgun that has a cylinder the character receives a +2 12.3 Heavy Melee Weapon Mastery
bonus.
Choose Light Mace, Heavy Mace, Light Pick, or Heavy Pick.
11.5 Skilled Pistol Magazine User Prerequisites Archaic Weapon Proficiency (Mace) or Archaic
Weapon Proficiency (Pick), Heavy Melee Weapon Martial Arts,
Prerequisites Personal Firearms Proficiency, Handgun Special- Heavy Melee Weapon Specialist, BAB 4+
ist, Pistoleer, Tactical Pistol Reload Benefit When wielding the selected weapon, the Critical Threat
Benefit There is no CP cost to reload a holdout, backup, full-size, range for the selected weapon is 12-18, and any natural roll of a
or target pistol with a magazine. 15-18 is an automatic hit.
Special A character may take this feat up to four times. Each
11.6 Skilled Speedloader User time a character takes the feat, they select a different weapon.
Normal 16-18 are automatic hits without this feat.
Prerequisites Personal Firearms Proficiency, Handgun Special-
ist, Wheelgunner, Tactical Revolver Reload
Benefit There is no CP cost to reload a holdout, backup, full-size,
or target revolver with a speedloader. 13 Machine Gun Feats

11.7 Tactical Pistol Reload 13.1 Close Combat Machine Gunner

Prerequisites Personal Firearms Proficiency, Handgun Special- Prerequisites Personal Firearms Proficiency, Machine Gun
ist, Pistoleer Specialist, General Purpose Machine Gunner
Benefit Reloading a holdout, backup, full-size, or target Benefit When targeting an adjacent opponent with an LMG or
handgun with a magazine costs 2 CP. Refilling a magazine costs 1 GPMG the character takes no ranged attack penalties.
CP per round loaded. Normal When using a machine gun against an adjacent
opponent, the character takes a −8 penalty on all ranged attacks.
11.8 Tactical Revolver Reload
Prerequisites Personal Firearms Proficiency, Handgun Special- 13.2 General Purpose Machine Gunner
ist, Wheelgunner
Benefit Reloading a holdout, backup, full-size, or target Prerequisites Personal Firearm Proficiency, Machine Gun
handgun with a full speedloader costs 2 CP. Reloading a holdout, Specialist
backup, full-size, or target handgun with a cylinder from loose Benefit The character can fire any GPMG without penalty.
rounds, or refilling a speedloader costs 1 CP per round loaded. Normal Characters without this feat take a −4 penalty to attacks
made with GPMGs.

11.9 Wheelgunner
Prerequisites Personal Firearms Proficiency, Handgun Special- 13.3 Machine Gun Specialist
ist
Prerequisite Personal Firearms Proficiency
Benefit When firing a holdout, backup, full-size, or target
handgun that uses a cylinder, the character gains a +1 to attack. Benefit When firing or reloading an LMG or GPMG the CP cost
is 1 less.

12 Heavy Melee Weapon Feats


13.4 Machine Gun Expert
12.1 Heavy Melee Weapon Martial Arts
Prerequisites Personal Firearms Proficiency, Machine Gun
Prerequisite Archaic Weapon Proficiency (Mace) or Archaic Specialist, General Purpose Machine Gunner, Close Quarters
Weapon Proficiency (Pick) Machine Gunner, Tactical Machine Gun Reload
Benefit When wielding a light mace, heavy mace, light pick, or Benefit When clearing a jammed LMG or GPMG the CP cost
heavy pick, the character receives +1 damage die of Bludgeoning is 7 less and when attempting to repair an LMG or GPMG the
damage. character receives a +2 bonus.
51

13.5 Tactical Machine Gun Reload 14.6 Improved Disarm


Prerequisites Personal Firearms Proficiency, Machine Gun Prerequisites INT 13, Combat Expertise
Specialist, General Purpose Machine Gunner, Close Combat Benefit The character does not provoke an AoO when the
Machine Gunner character attempts to Disarm an opponent, nor does the opponent
Benefit Reloading an LMG with a magazine costs 2 CP. get a chance to Disarm the character.
Reloading an LMG or GPMG that uses linked ammunition with a
new link costs 3 CP. Refilling a magazine costs 1 CP per round 14.7 Improved Feint
loaded. Refilling a magazine with a stripper clip costs 2 CP per
clip. Prerequisites INT 13, Combat Expertise
Benefit The character can make a Presence check in combat
for 6 CP to feint. The character also receives a +2 bonus on
14 Melee Combat Feats Presence checks made to feint in melee combat.
Normal Feinting in combat requires 8 CP.
14.1 Cleave
Prerequisite Power Attack 14.8 Improved Initiative
Benefit Once per round, if you reduce a creature to 0 HP or Benefit The character gains a +4 circumstance bonus on
less, you may immediately make a melee attack against another Initiative checks.
creature within reach for no CP cost. You may not take any
movement before making this extra attack. The extra attack is
with the same weapon as the attack that dropped the previous 14.9 Improved Reflexive Martial Arts
creature. Prerequisites Reflexive Martial Arts, BAB 2+
Benefit In melee combat, if an opponent attacks and misses
14.2 Combat Intuition you, you may immediately make a free Disarm or Trip attack
against them, at a −4 to attack. This attack does not provoke an
Prerequisites +2 BAB and Archaic Weapon Proficiency (any), AoO.
Combat Martial Arts, or Exotic Melee Weapon Proficiency
Benefit When engaged in melee combat with an enemy you
made a successful melee attack on last round, you gain a +1 14.10 Improved Trip
melee attack bonus to the current round, when attacking that Prerequisites INT 13, Combat Expertise
enemy. Benefit The character does not provoke an AoO when the
Special This bonus only applies to the last enemy you attacked character tries to Trip an opponent while the character is unarmed.
successfully.

14.11 Power Attack


14.3 Elusive Target
Benefit On the character’s turn, before making any attacks, the
Prerequisites DEX 15, Evasive Martial Arts character may choose to take a penalty on all melee attack rolls
Benefit When fighting an opponent or multiple opponents in and add the same number as a bonus to all melee damage rolls.
melee, other opponents attempting to target the character with This number may not exceed the character’s BAB. The penalty
ranged attacks take a −2 penalty. This penalty is in addition to on attacks and bonus on damage applies until the character’s
the normal −4 penalty for firing into melee, making the penalty next turn.
to target to character −6.
Special An opponent with the Precise Shot feat has the penalty
lessened to −4 when targeting the character. 14.12 Reflexive Martial Arts
Benefit In melee combat if an opponent attacks and hits you,
14.4 Evasive Martial Arts you may immediately make a free standard unarmed attack
against them at a −4 penalty. This attack is taken after the
Benefit The character gains a +1 dodge bonus to DEF against character struck takes their damage. This attack does not provoke
melee attacks. an AoO.
Special A condition that makes the character lose their DEX
bonus to defense also makes the character lose Dodge bonuses.
14.13 Sunder
14.5 Favored Type Prerequisites STR 13, Power Attack
Benefit When the character strikes an object held or carried by
Choose Bludgeoning, Piercing, or Slashing damage. an opponent, such as a weapon, the character does not provoke
Benefit The character gains a +1 attack bonus on all melee an AoO. The character gains a +4 bonus on any attack roll made
attack rolls they make using a weapon with the chosen type of to attack an object held or carried by another character. The
damage. character deals double normal damage to objects, whether they
Special A character may take this feat multiple times. Each are held or carried or not.
time the character takes the feat, they select a different type of Normal A character without this feat incurs an AoO when they
damage. strike at an object held or carried by another character.
52

14.14 Weapon Finesse Benefit Before making a ranged attack, the character may
spend 12 CP to line up their shot. This grants the character a +2
Choose one light melee weapon. A character may choose circumstance bonus on their next attack roll. Once the character
unarmed strike as a weapon for the purposes of this feat. begins aiming, they can’t move, until after the character makes
Prerequisites Proficient with weapon, BAB 1+ their next attack, or the benefit of the feat is lost. Likewise, if the
Benefit With the selected melee weapon, the character may character is disrupted or the character takes damage before they
use their MRK modifier instead of their FOC modifier on attack attack, the character loses the benefit of aiming.
rolls.
Special A character may take this feat multiple times. Each
time the character takes the feat, the character must select a
16.2 Double Tap Proficiency
different weapon
Prerequisite Point Blank Shot
Benefit The character gains a +4 attack bonus when performing
15 PDW Feats double tap attacks.
15.1 SMG Specialist
Prerequisite Personal Firearms Proficiency 16.3 Failure Drill Master
Benefit When firing a sub-machine gun, the CP cost is reduced
by 1. Prerequisite Point Blank Shot, Double Tap Proficiency
Benefit Up to twice per round, when a character executes a
successful double tap attack, they can make a single shot attack
15.2 SMG Expert for no combat points. Normal penalties and bonuses apply for
Prerequisites Personal Firearms Proficiency, Tactical SMG this attack. This attack takes an additional round of ammunition
Reload, SMG Specialist beyond the two rounds used for double tap, and can not be
Benefit When firing a sub-machine gun the CP cost is reduced performed if the firearm does not have it to use. This attack must
by 1. When clearing a jammed sub-machine gun the CP cost is be taken before the character’s turn ends.
reduced by 6, and when attempting to repair a sub-machine gun,
the character receives a +2 bonus.
16.4 Fanning Proficiency
15.3 Machine Pistoleer Prerequisite Point Blank Shot
Prerequisite Personal Firearms Proficiency Benefit The character gains a +2 attack bonus when performing
Benefit When firing a machine pistol the CP cost is 1 less. Fanning attacks.

15.4 Machine Pistol Expert 16.5 Fanning Expert


Prerequisites Personal Firearms Proficiency, Machine Pistoleer,
Tactical Machine Pistol Reload Prerequisites Fanning Proficiency, Point Blank Shot
Benefit When clearing a jammed machine pistol the CP cost is 7 Benefit The character gains an additional +3 attack bonus and
less and when attempting to repair a machine pistol the character the CP cost is 1 less when performing Fanning attacks.
receives a +2 bonus.

16.6 Far Shot


15.5 Tactical Machine Pistol Reload
Benefit When the character uses a firearm, paintball marker,
Prerequisites Personal Firearms Proficiency, Machine Pistol
bow, or crossbow, its range increment increases by 1½.
Specialist, Machine Pistoleer
Benefit Reloading a machine pistol with a magazine costs 2
CP. Refilling a magazine costs 1 CP per round loaded.
16.7 Marksman Shot
15.6 Tactical SMG Reload Prerequisites Far Shot, Dead Aim
Benefit The circumstance bonus from Dead Aim may be
Prerequisites Personal Firearms Proficiency, SMG Specialist
stacked each round the character spends aiming, up to a
Benefit Reloading an SMG with a magazine costs 2 CP. Refilling
maximum of five rounds.
a magazine costs 1 CP per round loaded.

16 Ranged Combat Feats 16.8 Master Sniper Shot


Prerequisites Far Shot, Dead Aim, Marksman Shot
16.1 Dead Aim
Benefit The circumstance bonus from Dead Aim is increased
Prerequisite Far Shot to +3.
53

16.9 Favored Caliber 16.16 Slamfire Expert


Choose a specific caliber. Crossbow bolts, arrows, spear gun Prerequisites Slamfire Proficiency, Point Blank Shot
spears, .68 caliber paintball rounds, and taser cartridges may be Benefit The character gains an additional +3 attack bonus and
selected for purposes of this feat. the CP cost is 1 less when performing Fanning attacks.
Prerequisite Proficient with weapon that fires selected caliber
Benefit The character gains a +1 attack bonus on all ranged
attack rolls they make using a weapon firing the selected caliber. 16.17 Sling Steady
When using the caliber, the CRP is multiplied by .33, rounded
Prerequisite Personal Firearms Proficiency
down.
Benefit When using a weapon with a sling attached the
Special A character may take this feat multiple times. Each
character gains a +1 to all ranged attacks using that weapon.
time the character takes the feat, they select a different caliber.

16.10 Lever Shooter 16.18 Spotter

Prerequisites Personal Firearms Proficiency, Point Blank Shot Prerequisite Far Shot
Benefit When using a lever action firearm, a character can Benefit The character may sight in a target using a telescopic
perform double tap attacks with the firearm. sight for 3 CP.
Normal Lever action firearms can only perform single shot
and potshot attacks.
17 Saving Throw Feats
16.11 Pump Gunner 17.1 Great Fortitude
Prerequisites Personal Firearms Proficiency Point Blank Shot
Benefit The character gains a +2 bonus on all Fortitude Saves.
Benefit When using a pump action firearm, a character can
perform double tap attacks with the firearm.
Normal Pump action firearms can only perform single shot 17.2 Iron Will
and potshot attacks.
Benefit The character gains a +2 bonus on all Will Saves.

16.12 Point Blank Shot


17.3 Lightning Reflexes
Benefit The character gains a +1 bonus on attack rolls with
ranged weapons against opponents within 30 feet, and when Benefit The character gains a +2 bonus on all Reflex Saves.
performing a potshot attack with any weapon without a stock, or
with an integral or folding stock in the folded position within 30
feet, the CP cost is 1 less. 18 Shotgun Feats

16.13 Precise Shot 18.1 Automatic Action Shotgunner


Prerequisite Point Blank Shot Prerequisites Personal Firearms Proficiency, Shotgun Specialist
Benefit The character can shoot or throw ranged weapons at Benefit When firing a semi- or fully automatic shotgun the
an opponent engaged in melee without penalty. character gains a +1 to attack.
Normal A character takes a −4 penalty when using a ranged
weapon to attack an opponent who is engaged in melee combat.
18.2 Automatic Action Shotgun Expert
Prerequisites Personal Firearms Proficiency, Shotgun Spe-
16.14 Sharpshooter
cialist, Automatic Action Shotgunner, Tactical Automatic Action
Prerequisites Point Blank Shot, Precise Shot Shotgun Reload
Benefit Your target only receives half of the bonus to DEF due Benefit When firing a semi- or fully automatic shotgun, the CP
to cover. This feat has no effect against foes with no cover or cost is 1 less, when clearing a jammed semi- or fully automatic
total cover. shotgun the CP cost is 11 less, and when attempting to repair
Normal Cover gives the full bonus to defense depending on a semi- or fully automatic shotgun the character receives a +2
how much cover they currently have. bonus.

16.15 Slamfire Proficiency 18.3 Fixed Barrel Shotgunner


Prerequisite Point Blank Shot Prerequisites Personal Firearms Proficiency, Shotgun Specialist
Benefit The character gains a +2 attack bonus when performing Benefit When firing a single or double-barrel shotgun, the
Slamfire attacks. character receives a +1 to attack.
54

18.4 Fixed Barrel Shotgun Expert 18.12 Tactical Manual Action Shotgun Reload
Prerequisites Personal Firearms Proficiency, Shotgun Special- Prerequisites Personal Firearms Proficiency, Shotgun Special-
ist, Tactical Fixed Barrel Shotgun Reload ist, Manual Action Shotgunner
Benefit When firing a single or double-barrel shotgun with a Benefit Reloading a bolt, pump, or lever action shotgun with
single shot attack the CP cost is 4 less, and when firing a single a magazine costs 2 CP. Reloading a bolt, pump, or lever action
or double-barrel shotgun with a doublefire attack, the CP cost is shotgun from loose rounds costs 1 CP per round loaded. Once
3 less, and when attempting to repair a single or double-barrel per turn, a character may load a shell directly into the barrel of
shotgun, the character receives a +2 bonus. a pump, bolt, or lever action shotgun at no CP cost.

18.5 Close Combat Shotgunner


19 Simple Weapon Feats
Prerequisites Personal Firearms Proficiency, Shotgun Specialist
Benefit When targeting an adjacent opponent with a shotgun 19.1 Blunt Specialist
the character takes no ranged attack penalties.
Prerequisite Simple Weapon Specialist
Normal When using a shotgun against an adjacent opponent,
Benefit When wielding a light club, medium club, heavy club,
the character takes a −3 penalty on all ranged attacks.
tool hammer, or sledgehammer, the Critical Threat range is 14-18.
Normal The Critical Threat range for a light club, medium club,
18.6 Double Fire Proficiency heavy club, tool hammer, or sledgehammer is 16-18.
Prerequisite Personal Firearms Proficiency, Fixed Barrel
Shotgunner 19.2 Club Expert
Benefit The character gains a +4 attack bonus when performing
doublefire attacks. Choose light club, medium club, or heavy club.
Prerequisites Simple Weapon Specialist, Blunt Specialist
Benefit When wielding the chosen weapon, the Critical Threat
18.7 Manual Action Shotgunner range for the selected weapon is 13-18.
Prerequisites Personal Firearms Proficiency, Shotgun Specialist Special A character may take this feat up to three times. Each
Benefit When firing a bolt, pump, or lever action shotgun the time a character takes the feat, they select a different weapon.
character gains a +1 bonus to attack.
19.3 Club Martial Arts
18.8 Manual Action Shotgun Expert Prerequisites Simple Weapon Specialist, Blunt Specialist
Prerequisites Personal Firearms Proficiency, Shotgun Special- Benefit When wielding a light club, medium club, or a heavy
ist, Manual Action Shotgunner, Tactical Manual Action Shotgun club, the character gains a +2 Attack Bonus.
Reload
Benefit When firing a bolt, pump, or lever action shotgun the 19.4 Hammer Martial Arts
CP cost is 3 less, there is no CP cost to cycle a bolt, pump, or
lever Action Shotgun and when attempting to repair a bolt, pump, Select tool hammer or sledgehammer.
or lever action shotgun the character receives a +2 bonus. Prerequisites Simple Weapon Specialistes, Blunt Specialist
Benefit When wielding tool hammer or sledgehammer, the
Critical Threat range is 13-18.
18.9 Shotgun Specialist Special A character may take this feat up to two times. Each
Prerequisite Personal Firearms Proficiency time a character takes the feat, they select a different weapon.
Benefit When firing a sporting or combat shotgun the CP cost
is reduced by 1. 19.5 Hammer Expert
Prerequisites Simple Weapon Specialist, Blunt Specialist,
18.10 Tactical Automatic Action Shotgun Reload
Hammer Martial Arts
Prerequisites Personal Firearms Proficiency, Shotgun Special- Benefit When wielding a tool hammer or sledgehammer, the
ist, Automatic Action Shotgunner Critical Threat range is 12-18.
Benefit Reloading a semi- or fully automatic shotgun with a
magazine costs 2 CP. Reloading a semi- or fully automatic shotgun 19.6 Knife Martial Arts
from loose rounds or refilling a magazine costs 1 CP per round
loaded. Once per turn, a character may load a shell directly into Prerequisite Simple Weapon Specialist
the barrel of a semi-automatic shotgun at no CP cost. Benefit When wielding an escape, combat, field, or pocket
knife a character receives +1 damage die.
18.11 Tactical Fixed Barrel Shotgun Reload
19.7 Shield Focus
Prerequisites Personal Firearms Proficiency, Shotgun Special-
ist, Fixed Barrel Shotgunner Prerequisite Simple Weapon Specialist
Benefit Reloading a single or double-barrel shotgun from loose Benefit When wielding a shield the Critical Threat range is
rounds costs 1 CP per round loaded. 15-18.
55

19.8 Shield Warrior Special If the character already has that Craft skill as an
Archetype skill, they gain a +4 bonus to all selected Craft skill
Prerequisite STR 13, Archaic Weapon Proficiency (Any), Simple checks instead. This feat may be taken up to four times. Each
Weapon Specialist, Shield Focus time it is taken, it applies to a different Craft skill.
Benefit When using a shield in melee combat, a character gains
a +3 equipment bonus to DEF.
20.7 Cautious
19.9 Simple Weapon Specialist Benefit If the character does not have Disable Device as an
archetype skill, they gain it as one, and have a +2 bonus to all
Benefit When attacking with a simple melee weapon the CP Disable Device checks.
cost to attack is reduced by 1.
Special If the character already has Disable Device as an
archetype skill, they gain a +4 bonus to all Disable Device checks
instead.
20 Skill Feats
20.1 Acrobat 20.8 Confident
Benefit If the character does not have Acrobatics as an Benefit If the character does not have Presence as an
archetype skill, they gain it as one, and have a +2 bonus to Archetype skill, they gain it as one, and have a +2 bonus to
all Acrobatics checks. all Presence checks.
Special If the character already has Acrobatics as an archetype Special If the character already has Presence as an Archetype
skill, they gain a +4 bonus to all Acrobatics checks instead. skill, they gain a +4 bonus to all Presence checks instead.

20.2 Alert 20.9 Creative


Benefit If the character does not have Perception as an Pick one Craft (Visual art or Writing) or Perform skill
archetype skill, they gain it as one, and have a +2 bonus to Benefit If the character does not have the selected skill as an
all Perception checks. Archetype skill, they gain it as one, and have a +2 bonus to all
Special If the character already has Perception as an archetype selected skill checks.
skill, they gain a +4 bonus to all Perception checks instead. Special If the character already has the selected skill as an
Archetype skill, they gain a +4 bonus to all selected skill checks
instead. This feat can be taken multiple times. Each time it is
20.3 Animal Affinity
taken, it applies to a different Craft or Perform skill.
Benefit If the character does not have Animal Handling as an
archetype skill, they gain it as one, and have a +2 bonus to all
20.10 Demolitions Expert
Animal Handling checks.
Special If the character already has Animal Handling as an Benefit If the character does not have Demolitions as an
archetype skill, they gain a +4 bonus to all Animal Handling checks Archetype skill, they gain it as one, and have a +2 bonus to
instead. all Demolitions checks.
Special If the character already has Demolitions as an
Archetype skill, they gain a +4 bonus to all selected skill checks
20.4 Athlete
instead.
Benefit If the character does not have Athletics as an archetype
skill, they gain it as one, and have a +2 bonus to all Athletics
20.11 Educated
checks.
Special If the character already has Athletics as an archetype Pick a single Knowledge skill.
skill, they gain a +4 bonus to all Athletics checks instead. Benefit If the character does not have the selected skill as an
Archetype skill, they gain it as one, and have a +2 bonus to all
selected skill checks.
20.5 Aviator
Special If the character already has the selected skill as an
Benefit If the character does not have Pilot as an archetype Archetype skill, they gain a +4 bonus to all selected skill checks
skill, they gain it as one, and have a +2 bonus to all Pilot checks. instead. This feat may be taken multiple times. Each time it is
Special If the character already has Pilot as an archetype skill, taken, it applies to a different Knowledge skill.
they gain a +4 bonus to all Pilot checks instead.
20.12 First Aid Expert
20.6 Builder
Benefit If the character does not have Treat Injury as an
Choose a single Craft skill (Structural, Chemical, Mechanical, Archetype skill, they gain it as one, and have a +2 bonus to
or Electrical) all Treat Injury checks.
Benefit If the character does not have that Craft skill as an Special If the character already has Treat Injury as an
Archetype skill, they gain it as one, and have a +2 bonus to all Archetype skill, they gain a +4 bonus to all Treat Injury checks
selected Craft skill checks. instead.
56

20.13 Hobbyist 21 Spear Feats


Benefit A character may select any two cross-archetype skills.
They are now considered archetype skills. 21.1 Spear Martial Arts
Special The character may take this feat multiple times, Prerequisite Archaic Weapon Proficiency (Spears)
selecting two different cross-archetype skills each time. Benefit When wielding a long spear, rifle bayonet, or short
spear the Critical Threat range is 14-18.
20.14 Medicinal Expert Normal The Critical Threat range for a long spear, rifle bayonet,
or short spear is 16-18.
Benefit If the character does not have Craft (Pharmaceutical)
as an Archetype skill, they gain it as one, and have a +2 bonus
to all Craft (Pharmaceutical) checks. 21.2 Spear Specialist
Special If the character already has Craft (Pharmaceutical)
as an Archetype skill, they gain a +4 bonus to all Craft Prerequisites Archaic Weapon Proficiency (Spears), Spear
(Pharmaceutical) checks instead. Martial Arts, BAB 2+
Benefit When wielding a long spear, rifle bayonet, or short
spear, the character gains an additional 5 feet of reach with the
20.15 Menacing weapon and can strike adjacent foes with the weapon.
Prerequisite CON 13
Benefit The character may use their CON modifier on Presence
checks to intimidate. 21.3 Spear Mastery
Choose long spear, rifle bayonet, or short spear.
20.16 Mount Affinity Prerequisites Archaic Weapon Proficiency (Spears), Spear
Martial Arts, Spear Specialist, BAB 4+
Benefit If the character does not have Ride as an Archetype
Benefit When wielding the chosen weapon the Critical Threat
skill, they gain it as one, and have a +2 bonus to all Ride checks.
range is 12-18 and any natural roll of a 15-18 is an automatic hit.
Special If the character already has Ride as an Archetype skill,
Special A character may take this feat up to three times. Each
they gain a +4 bonus to all Ride checks instead.
time a character takes the feat, they select a different weapon.
Normal 16-18 are automatic hits without this feat.
20.17 Stealthy
Benefit If the character does not have Stealth as an archetype
skill, they gain it as one, and have a +2 bonus to all Stealth checks. 22 Staff Feats
Special If the character already has Stealth as an archetype
skill, they gain a +4 bonus to all Stealth checks instead. 22.1 Staff Martial Arts
Prerequisite Archaic Weapon Proficiency (Staffs)
20.18 Technosavant Benefit When wielding a long, quarter, or short staff the Critical
Benefit If the character does not have Technology Use as an Threat range is 14-18.
archetype skill, they gain it as one, and have a +2 bonus to all Normal The Critical Threat range for a long, quarter, or short
Technology Use checks. staff is 16-18.
Special If the character already has Technology Use as an
archetype skill, they gain a +4 bonus to all Technology Use checks
instead.
22.2 Staff Specialist
Prerequisite Archaic Weapon Proficiency (Staffs), Staff Martial
20.19 Vehicle Expert Arts, BAB 2+
Benefit When wielding a long, quarter, or short staff the
Benefit The character gains a +4 bonus on all Drive checks. character gains an additional 5 feet of reach with the weapon
Benefit If the character does not have Drive as an archetype and can strike adjacent foes with the weapon.
skill, they gain it as one, and have a +2 bonus to all Drive checks.
Special If the character already has Drive as an archetype
skill, they gain a +4 bonus to all Drive checks instead. 22.3 Staff Mastery
Choose long staff, quarter staff, or short staff.
20.20 Well Spoken Prerequisite Archaic Weapon Proficiency (Staffs), Staff Martial
Benefit If the character does not have Speechcraft as an Arts, Staff Specialist, BAB 4+
archetype skill, they gain it as one, and have a +2 bonus to Benefit When wielding the chosen weapon, the Critical Threat
all Speechcraft checks. range is 12-18 and any natural roll of a 15-18 is an automatic hit.
Special If the character already has Speechcraft as an Special A character may take this feat up to three times. Each
archetype skill, they gain a +4 bonus to all Speechcraft checks time a character takes the feat, they select a different weapon.
instead. Normal 16-18 are automatic hits without this feat.
57

23 Thrown Weapon Feats 24.4 Improved Two-Weapon Ranged Fighting

23.1 Brutal Throw Prerequisites DEX 13, Two-Weapon Ranged Fighting, Proficient
with weapon
Benefit You may add your POW modifier (instead of your Benefit The character’s penalties for fighting with two ranged
MRK modifier) to attack rolls with thrown weapons. Also, when weapons are reduced by 2 for the primary hand and 6 for the
the character throws a weapon, its range increment is doubled, off hand.
increasing the thrown weapon range increment to 20’. Special If the character has the Two Weapon Melee Fighting
Normal A character attacking with thrown weapons adds his feat, they can mix both Ranged and Melee weapons.
MRK modifiers to the attack roll, and all thrown weapons have a
range increment of 10’.
24.5 Two Weapon Defense
23.2 Grenadier Prerequisites STR 13, Two Weapon Melee Fighting
Benefit The character gains a +3 attack bonus on all attacks Benefit When wielding a double weapon or two weapons (not
made using a thrown explosive or splash weapon. including unarmed strikes), you gain a +1 equipment bonus to
DEF.

23.3 Power Throw


24.6 Two Weapon Melee Fighting
Prerequisites STR 13, Brutal Throw, Power Attack
Benefit On the character’s turn, before making any attacks, Prerequisite STR 13
the character may choose to take a penalty on all thrown Benefit The character’s penalties for fighting with two melee
weapon attack rolls and add the same number as a bonus to all weapons are reduced by 2 for the primary hand and 6 for the
thrown weapon damage rolls. This number may not exceed the off hand.
character’s BAB. The penalty on attacks and bonus on damage Special If the character has the Two Weapon Ranged Fighting
applies until the character’s next turn. feat, they can mix both Ranged and Melee weapons.

24 Two Weapon Fighting Feats 24.7 Two Weapon Ranged Fighting


24.1 Daishō User Prerequisites DEX 13, Proficient with weapon
Benefit The character’s penalties for fighting with two ranged
Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two weapons are reduced by 1 for the primary hand and 3 for the
Weapon Melee Fighting off hand.
Benefit A character may wield a weapon they are proficient
Special If the character has the Two Weapon Ranged Melee
with in their primary hand and a light weapon in their off hand.
feat, they can mix both Ranged and Melee weapons.
When wielding two weapons in this manner, the primary weapon
has a +2 attack bonus.
Special The benefits of the Two Weapons Melee fighting feat
apply when using this feat. 25 Unarmed Combat Feats
25.1 Brawl
24.2 Daishō Master
Benefit When making an unarmed attack, the character
Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two
receives a +1 competence bonus on attack rolls, and the character
Weapon Melee Fighting, Two Weapon Defense, Improved Two
deals non-lethal damage equal to 1d6+POW modifier.
Weapon Melee Fighting, Daishō User
Normal Unarmed attacks normally deal non-lethal damage
Benefit A character may wield a weapon they are proficient
equal to 1d3+POW modifier.
with in their primary hand and a light weapon in their off hand.
Both weapons receive a +3 attack bonus when they are wielded
in this manner.
25.2 Combat Martial Arts
Special The benefits of the Improved Two Weapons Melee
Fighting feat apply when using this feat. Benefit With an unarmed strike, the character deals lethal or
non-lethal damage (character’s choice) equal to 1d4+POW. The
24.3 Improved Two-Weapon Melee Fighting character’s unarmed attacks count as armed, which means that
opponents do not get AoO when the character attacks them
Prerequisites STR 13, Two-Weapon Melee Fighting unarmed. The character may make AoO against opponents who
Benefit The character’s penalties for fighting with two melee provoke such attacks. Any feat that increases unarmed attack
weapons are reduced by 4 for the primary hand and 8 for the damage can be used for lethal or non-lethal attacks
off hand. Normal A character deals only 1d3 points of non-lethal
Special If the character has the Two Weapon Ranged Fighting damage. Unarmed attacks normally provoke AoO and unarmed
feat, they can mix both Ranged and Melee weapons. combatants cannot normally make AoO.
58

25.3 Combat Throw 25.11 Street Fighting


Prerequisite Evasive Martial Arts Prerequisites Brawl
Benefit The character gains a +2 bonus on opposed STR and Benefit Once per round, if the character makes a successful
DEX checks any time the character attempts Trip or Grapple melee attack with an unarmed strike or a light weapon, the
attacks, or when the character tries to avoid a Trip or Grapple character deals an extra 1d4 points of lethal or non-lethal damage.
attack made against him or her.
25.12 Unarmed Combat Specialist
25.4 Defensive Martial Arts
Prerequisite Brawl
Prerequisite CON 13 Benefit When making an unarmed called shot attack, the
Benefit The character gains 2/Unarmed Strike DR. character receives a +4 competence bonus on their attack rolls.
Normal Unarmed called shot attacks fall under normal called
shot rules, and the penalties that are associated with them.
25.5 Improved Brawl
Prerequisites Brawl, BAB 1+
Benefit When making an unarmed attack, the character 26 Vehicle Feats
receives a +2 bonus on their attack roll, and the character deals
non-lethal damage equal to 1d8+POW. 26.1 Aircraft Operations
Normal Unarmed attacks normally deal non-lethal damage Select a class of aircraft (heavy aircraft, attack helicopters,
equal to 1d3+POW. or attack planes). The character is proficient at operating that
class of aircraft.
25.6 Improved Combat Martial Arts The heavy aircraft class includes jumbo passenger airplanes,
large cargo planes, heavy bombers, and any other aircraft with
Prerequisites Combat Martial Arts, BAB 1+ three or more engines or jet engines.
Benefit The character’s unarmed strike Critical Threat range Attack helicopters include any helicopter with weapons.
improves to 15-18. Attack planes include military fighter and ground attack
Normal A character’s unarmed strike Critical Threat range is planes.
16-18 without this feat. Prerequisite Pilot 5+
Benefit The character takes no penalty on Pilot checks or attack
25.7 Improved Defensive Martial Arts rolls made when operating an aircraft of the selected class.
Normal Characters without this feat take a −4 penalty on Pilot
Prerequisites CON 13, Defensive Martial Arts checks made to operate an aircraft that falls in any of these
Benefit The character gains 4/Unarmed Strike DR and classes, and on attacks made with aircraft weapons. There is no
1/Bludgeoning DR. penalty when the character operates a general purpose aircraft.
Special The character may gain this feat multiple times. Each
25.8 Knockout Punch time the character takes the feat, the character selects a different
class of aircraft.
Prerequisites Brawl, BAB 1+
Benefit A character can spend 12 CP to make a single attack
with a −2 penalty. If this attack is successful the character gains +3 26.2 Drive-by Attack
damage dice. After the attack is made the character is considered Benefit The character takes no vehicle speed penalty when
flat-footed for a single round. This damage is non-lethal damage. making an attack while in a moving vehicle. Also, if the character
Special Even if the character has the ability to treat unarmed is the driver, they can spend CP to make an attack at any point
damage as lethal damage, the damage from a knockout punch along the vehicle’s movement.
is always non-lethal. Normal When attacking from a moving vehicle, a character
takes a penalty based on the vehicle’s speed. Passengers can
25.9 Pressure Point Strike ready an action to make an attack when their vehicle reaches a
particular location, but the driver must make their attack either
Prerequisites Combat Martial Arts, Weapon Finesse before or after the vehicle’s movement.
Benefit When performing an unarmed strike, a character may
use their AGL modifier for damage instead of their POW Modifier
26.3 Force Stop
25.10 Slam Throw Prerequisites Drive 5+ ranks, Vehicle Expert
Benefit When the character attempts a sideswipe stunt with a
Prerequisites Evasive Martial Arts, Combat Throw surface vehicle, the character can force the other vehicle to a
Benefit A successful trip attempt by the character deals stop by nudging it into a controlled sideways skid. In addition
1d3+POW non-lethal damage to the target. to the normal requirements for attempting a sideswipe stunt, the
Special If a character that has any feats that turn non-lethal character must have sufficient movement remaining to move a
damage into lethal or increase the damage that unarmed attacks number of squares equal to the character’s turn number. After
cause, these increase the damage done by this feat. succeeding on the check to attempt the sideswipe, the character
59

makes a Drive check opposed by the other driver. If the character Tutoring
succeeds, turn the other vehicle 90 degrees across the front of
the character’s, so that they form a tee. Move them forward a Categories Bows, Combat Swords, Fencing Swords, Axes,
distance equal to the character’s turn number. The vehicles end Staves, Spears, Picks, and Maces
their movement at that location, at stationary speed, and take Time 1 day
their normal sideswipe damage. If the character fails the check, Benefit Attack penalty is reduced to −2
resolve the sideswipe normally.

26.4 Surface Vehicle Operation


27.2 Exotic Firearms Proficiency
Select a class of surface vehicle (heavy wheeled, powerboat,
Choose either Cannons or Flamethrowers.
sailboat, ship, or tracked). The character is proficient at operating
that class of vehicle. Prerequisites Personal Firearms Proficiency, Autofire Profi-
Heavy wheeled class includes all kinds of semi-trucks and ciency
tractor-trailers, as well as wheeled construction vehicles (such Benefit The character makes attack rolls with the weapon
as earth movers) and wheeled armored vehicles (such as some normally.
armored personnel carriers). Normal A character who uses a weapon without being
Powerboats are engine-powered water vessels designed for proficient with it takes a −4 penalty on attack rolls.
operation by a single person and usually no more than 100 feet Special A character may take this feat up to two times. Each
in length. time a character takes the feat, they select a different weapon
Sailboats are wind-powered water vessels. group. The flamethrower or flamer can not be used without this
Ships are large, multi-crewed water vessels. feat.
Tracked vehicles include bulldozers and tanks and other
military vehicles.
27.3 Exotic Melee Weapon Proficiency
Prerequisite Drive 5+
Benefit The character takes no penalty on Drive checks or Choose any two exotic melee weapons.
attack rolls made when operating a surface vehicle of the selected Benefit When using a chosen exotic weapon, the character
class. makes attack rolls with the weapon normally.
Normal Characters without this feat take a −4 penalty on Drive Normal A character who uses a weapon without being
checks made to operate a surface vehicle that falls under any of proficient with it takes a −4 penalty to attack.
these classes, and to attacks made with vehicle weapons. There Special A character may take this feat multiple times. Each
is no penalty for operating a general-purpose surface vehicle. time the character takes the feat, they select two different exotic
Special A character may take this feat up to five times. Each melee weapons.
time the character takes the feat, they select a different class of
surface vehicle.
27.4 Personal Firearms Proficiency
26.5 Vehicle Dodge Benefit The character can fire any personal firearm without
penalty and may use the attack bonuses a firearm receives from
Prerequisites DEX 13, Drive or Pilot 8+, Vehicle Expert
upgrades.
Benefit When driving a vehicle, during the character’s action the
Normal Characters without this feat take a −4 penalty on
character designates an opposing vehicle or a single opponent.
attack rolls made with personal firearms, and may not use attack
The character’s vehicle and everyone aboard it receive a +4
bonuses given by firearm upgrades.
dodge bonus to DEF against attacks from that vehicle or opponent.
The character can select a new vehicle or opponent on their action. Special The character with this feat can use black powder
firearms without penalty, but cannot reload them.
Tutoring
27 Weapon Proficiency Feats
Time 1 day
27.1 Archaic Weapons Proficiency Benefit Can reload firearms and attack penalty is reduced
to −3
Choose a weapon group from the following list: bows,
combat swords, fencing swords, axes, staffs, spears, picks, or
maces.
Benefit The character makes attack rolls with the weapon 27.5 Explosive Weapons Proficiency
normally.
Normal A character who uses a weapon without being Prerequisite Personal Firearms proficiency
proficient with it takes a −4 penalty on attack rolls. Benefit When using a grenade launcher, rocket launcher, or
Special A character may take this feat up to four times. Each mortar the character makes attack rolls with the weapon normally.
time a character takes the feat, they select a different weapon Normal A character who uses a weapon without being
group. proficient with it takes a −4 penalty on attack rolls.
60

27.6 Improvised Weapon Proficiency


Example: Someone with Archaic Weapon Proficiency
Prerequisite Proficient with weapon (Axes) might be able to pick up a camp axe and use
Benefit You are considered proficient with all improvised it as a hand axe with no penalty.
weapons that you would not be proficient with under normal
means. The GM decides which improvised weapon fits into which Normal Without this feat, a character takes a −2 non-proficient
category. Also, the chance for an improvised weapon to break is penalty with all improvised weapons. Improvised weapons have
reduced to 20%. a 50% chance of breaking.
61

Chapter VI 1.2.1 Focus and Marksmanship Modifier

Combat Focus in STR helps a character swing a weapon harder and


faster, so a character’s FOC modifier applies to melee attack rolls.
Marksmanship in DEX measures coordination and steadiness,
Combat is played out in rounds. In each round everybody so a character’s MRK modifier applies when the character attacks
acts in turn in a regular cycle. Combat usually runs in the following with a ranged weapon.
way:
1. The GM determines which characters are aware of their 1.2.2 Size Modifier
opponents at the start of the battle. If some but not all of the
combatants are aware of their opponents, a surprise round Creature size categories are defined differently from the size
happens before regular rounds begin. The combatants categories for weapons and other objects. Since this size modifier
who are aware of their opponents can act in the surprise applies to Defense against a melee weapon attack or a ranged
round, so they roll for initiative. In initiative order (highest weapon attack. Two creatures of the same size strike each other
to lowest), combatants who started the battle aware of their normally, regardless of what size they are. Creature sizes are
opponents each spend half of their CP. Combatants who compatible with vehicle sizes.
were unaware don’t get to act in the surprise round. If
no one or everyone starts the battle aware, there is no 1.2.3 Range Increment and the Range Penalty
surprise round.
The range penalty for a ranged weapon depends on what
2. Combatants who have not yet rolled initiative do so. All weapon the character is using and how far away the target is. All
combatants are now ready to begin their first regular round. ranged weapons and thrown weapons have a range increment.
3. Combatants act in initiative order. Any attack from a distance of less than one range increment
is not penalized for range. However, each full range increment
4. When everyone has had a turn, the combatant with the causes a cumulative −2 penalty on the attack roll. When a weapon
highest initiative acts again, and steps 2 and 3 repeats until uses shotgun shells, the range increment affects both its attack
combat ends. roll and its damage roll, providing a cumulative −2 penalty for
each. A thrown weapon has a maximum range of five range
increments. Ranged weapons that fire projectiles can shoot up to
1 Combat Statistics ten increments.
This section summarizes the fundamental combat statistics.
1.3 Damage
1.1 Attack Roll When a character hits with a weapon they deal damage
An attack roll represents a character’s attempts to strike an according to the type of weapon. Effects that modify weapon
opponent on the character’s turn in a round. When a character damage also apply to unarmed strikes and the natural physical
makes an attack roll, they roll 3d6 and add their attack bonus. attack forms of creatures. Damage is deducted from the target’s
If the result beats the target’s DEF, the character hits and deals current HP.
damage. Many modifiers can affect the attack roll. Weapons with multiple damages that appear with a slash
A natural 3 on the attack roll is always a miss. A natural 18 provide the listed damages at the same time. Weapons with
is always a hit. A natural 16-18 is also always a critical threat (a multiple damage without the slash can apply one of the damages,
possible critical strike) unless stated otherwise. If the character is at the discretion of the attacker. The type of damage must be
not proficient in the weapon they are attacking with, that character declared before the attack.
takes a −4 penalty on the attack roll.
Scaling Damage and the Attack Roll 1.3.1 Minimum Weapon Damage

The attack roll represents how effective or accurate the If penalties to damage would bring the damage result below 1,
strike was against a target. When a character does a hit still deals 1 point of damage.
exceptionally well the character can impart more damage
on the target. For every 4 points the attacking character 1.3.2 Strength Bonus
beats the target’s DEF by the damage is increased by
+1. The damage applied is the same type as the original When a character hits with a melee weapon or thrown weapon,
damage. add their POW modifier to the damage.
When a character deals damage with a weapon in their off
hand, add only ½ of the character’s POW modifier.

1.2 Attack Bonus


Wielding a Weapon Two-Handed When a character deals
A character’s attack bonus with a melee weapon is damage with a weapon that they are wielding two-handed, add
BAB + FOC modifier + Size modifier 1½ times the character’s POW modifier. However, when using
A character’s attack bonus with a ranged weapon is a light weapon two-handed only the character’s normal POW
BAB + MRK modifier + Size modifier − Range penalty modifier applies to the damage roll.
62

1.3.3 Multiplying Damage Size Size Modifier


Colossal −8
Sometimes damage is multiplied by some factor. In this case, Gargantuan −4
roll the damage (with all modifiers) multiple times and total the Huge −2
results. Large −1
Medium +0
Small +1
1.4 Critical Strikes Tiny +2
Diminutive +4
When a character makes an attack roll and receives a natural Fine +8
16-18, the character hits regardless of the target’s DEF and the
character has scored a critical threat. Table 56: Size Modifier to Defense
A critical strike immediately targets a character’s CHP,
regardless of whether they have any XHP remaining. If a character 1.5.4 Movement Modifier
has no XHP remaining, then the damage done by the attack is
multiplied by 1.5, rounded up. Some weapons have an expanded When a combatant moves during combat, they become harder
critical threat range, making a critical strike more likely. However, to hit. For every 10 feet beyond the first 30 feet a character
even with these weapons, only a 16-18 is an automatic hit. Objects moves they gain a +1 bonus to their DEF until their next turn.
(including vehicles) and some types of creatures are immune to
critical strikes. An 16-18 is always a successful hit, but does not 1.5.5 Miscellaneous Modifiers
affect the CHP unless it is a critical strike. All firearms have a
Other factors can add to a character’s DEF.
critical range of 16-18.

Feats Some feats give a bonus to a character’s DEF


1.5 Defense (DEF)
Natural Armor Some creatures have natural armor which
A character’s Defense represents how hard it is for opponents usually consists of scales, fur, or layers of thick muscle.
to land a solid, damaging blow on the character. It is the attack
roll result that an opponent needs to achieve to hit the character. Dodge Bonuses Some other DEF bonuses represent actively
The average unarmored civilian has a DEF of 10. A character’s avoiding blows. These bonuses are called dodge bonuses. Any
DEF is equal to situation that denies a character their AGL modifier also denies
10+AGL+Equipment bonus+Size+Movement+Misc. their
mod-dodge bonuses.
ifiers
1.6 Touch Attacks
1.5.1 Agility Modifier Some attacks disregard armor. In these cases, the attacker
makes a touch attack roll (either a ranged touch attack roll or a
If a character’s agility is high, they are particularly adept at melee touch attack roll). The attacker makes their attack roll as
dodging blows or gunfire. If a character’s agility is low, they are normal, but a character’s DEF does not include any equipment
particularly inept at it. Characters apply their AGL modifier to DEF. or armor bonus. Any other modifiers such as AGL, Size, and
Sometimes a character can’t use their DEX bonus. If a character Movement apply normally.
can’t react to a blow, that character can’t use their AGL bonus to
Defense.
2 Injury and Death
1.5.2 Equipment Bonus There are two types of HP, Core and Extended. CHP measures
how much true physical damage a character can take and XHP
Armor provides Damage Reduction to anyone who wears it, measure a character’s ability to turn a more serious hit into a
but a character who is proficient in the use of a certain type graze or glancing blow. A character’s XHP are always deducted
of armor receives the bonus to DEF. This bonus represents the first unless a character takes a critical strike.
armor’s ability to protect the character from blows. Sometimes a
character can’t use their equipment bonus to Defense. If an attack 2.1 Non-lethal Damage
will damage the character just by touching them, that character
can’t add their equipment bonus. Non-lethal damage is dealt by unarmed attacks and some
weapons. Melee weapons that deal lethal damage can be wielded
so as to deal non-lethal damage, but the attacker takes a −4
1.5.3 Size Modifier penalty on attack rolls for trying to deal non-lethal damage
instead of lethal damage. A ranged weapon that deals lethal
The bigger an opponent is, the easier it is to hit in combat. The damage can’t be made to deal non-lethal damage (unless it is
smaller it is, the harder it is to hit. Since this same modifier applies used as an improvised melee weapon).
to attack rolls a creature doesn’t have a hard time attacking Non-lethal damage affects the target’s XHP only. If the non-
another creature of the same size. lethal damage equals or exceeds the XHP score, the target must
63

make a Fortitude Save [TN15]. If the target succeeds on the save, • If the character is hit in the foot the CP cost to move is
the target is dazed for 1 round and they fall to 1 XHP. If the target tripled.
fails, they are knocked unconscious for 1d4+1 rounds.
If the non-lethal damage from a single hit equals or exceeds – If both feet are hit they drop prone, can only spend
half or more of the target’s current CHP, the target must make a enough CP to move 5’ every round, and cannot pick
Fortitude Save [TN18]. If the target fails the save, they are stunned themselves up.
for 1d4 rounds and drop any held weapon.
• If a character is hit in the head the attack is automatically
2.2 Bleeding considered to be a critical strike and they are stunned for
1d3 rounds.
When a character takes more than 3 points of Slashing, Piercing,
Bludgeoning, or Ballistic damage to CHP or takes more than 6 These penalties and damage stay until the character undergoes
points of Slashing, Piercing, Bludgeoning, or Ballistic damage to successful surgery and receives at least two weeks of long term
XHP and they are not wearing armor to stop the type of damage, care.
they are now bleeding. When a character is bleeding, they lose
HP at the rate of 1d3 per 3 points for Core, or 1d3 per 6 points of
XHP applicable damage taken per round. This damage stacks for 2.4 Disabled (0 Hit Points)
every wound. When a character’s current CHP drop to exactly 0 the character
is disabled. The character is not unconscious, but they are close
Example: A character already has 1d3 bleed damage and to it. The character can only spend 4 CP. If the character attacks
takes another 5 damage, they now bleed 2d3 per round. or perform any other action the GM deems as strenuous, the
character takes 1 point of Core damage after completing the act.
Bleed damage is accounted for after the player has finished Unless the activity increased the character’s HP the character is
their turn. In order to stop bleeding, they must receive first aid now at −1 CHP and is dying. Healing that raises the character
(Treat Injury check [TN10]). This is a temporary fix and lasts for above 0 CHP makes them fully functional again, just as if the
5d4 minutes. In order to fully stop bleeding, a character must character had never been reduced to 0 or lower. A character
undergo Surgery (Treat Injury check [TN25]). A character also can also become disabled when recovering from dying. In this
takes a −1 penalty to attack for each bleed damage die they have. case it is a step up along the road to recovery and the character
can have fewer than 0 HP.
2.2.1 Embedding
Objects that can be embedded cause a rather nasty wound. 2.5 Dying (−1 to −9 Hit Points)
Any weapon that causes bleed damage from a ranged attack When a character’s current CHP drop below 0, the character is
and can be embedded gains +1 bleed dice for that attack. dying. A dying character has a current CHP total between −1 and
−9 inclusive.
Example: A character is hit with a throwing knife(which
A dying character immediately falls unconscious and can take
can be embedded) to his CHP for 3 damage. They bleed
no actions.
2d3 per round instead of 1d3.
A dying character loses 1 CHP every round. This continues until
the character dies or becomes stable naturally or with help.

2.3 Extremity Damage 2.5.1 Recovering without Help


If a character is hit anywhere during a called shot attack with a Each round a dying character makes a Fortitude Save [TN20].
Piercing, Bludgeoning, Slashing, Plasma, or Ballistic weapon and If the save fails the character loses 1 CHP and must make another
that weapon does more than 3 points of damage to that extremity, save on their turn the next round.
then the character takes extremity damage. A character can both If the save succeeds the character becomes stable. A stable
bleed and take extremity damage. character stops losing CHP every round, but remains unconscious.
If no one tends to the stable character, they remain unconscious
• If the character is hit in the arm they take a −6 penalty to
for 1 hour at which point they make a Fortitude Save [TN20]. If
any skill or ability check using that arm.
the save succeeds, the stable character regains consciousness,
• If the character is hit in the hand they take a −12 penalty to becoming disabled. The character’s current CHP total remains
any skill or ability check using that hand and cannot use where it is, however, even though it is negative. If the save fails
weapons in that hand. the character remains unconscious.
An unaided stable, conscious character who has negative CHP
• If the character is hit in the leg the CP cost to move is (and is disabled) doesn’t heal naturally. Instead, the character
doubled. makes a Fortitude Save [TN20] each day to start recovering HP
naturally that day; if the save fails, they lose 1 CHP. Once an
– If both legs are hit they drop prone, can only spend unaided character starts recovering HP naturally the character is
enough CP to move 5’ every round, and cannot pick no longer in danger of losing additional CHP (even if their current
themselves up. CHP total is still negative).
64

2.5.2 Recovering with Help CON Increases & Current HP

A dying character can be made stable with a Treat Injury An increase in a character’s CON score, even a temporary
check [TN15]. One hour after a tended, dying character becomes one, can give the character more CHP and XHP but
stable they make a Fortitude Save [TN20] to regain consciousness. these are not temporary HP. They can be restored
If successful, the character becomes disabled. If the character through normal healing. When a character’s CON
remains unconscious they make the same Fortitude Save every goes back to normal after a temporary increase or is
hour until they become conscious. Even while unconscious the permanently reduced the character’s full normal HP go
character recovers HP naturally and they can return to normal down accordingly.
activity when their CHP goes above 0.

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


When a character’s current CHP drop to −10 or lower they are
A characters Combat Point score determines how many
dead. A character can also die if their CON is reduced to 0.
actions a character can perform during their turn. A character
can perform as many actions as they have CP. Any combat points
left over do not cycle over between rounds. Every Character has
3 Healing 15 CP to spend per round.

After taking damage, a character can recover HP through


natural healing (over the course of days) or through medical 6 Saves
technology (somewhat faster). In any case, a character can’t
regain HP past their full normal total. A character’s CHP heal first Generally, when a character is subject to an unusual attack,
and then their XHP. they receive a save to avoid or reduce the effect. A save is a
3d6 roll plus a bonus based on the character’s archetype and
level (the character’s Base Save Bonus) and an ability modifier. A
3.1 Natural Healing natural 3 on a saving throw is always a failure. A natural 18 is
always a success. A character’s saving throw bonus is:
A character recovers 1 HP per level per evening of rest (8 BSB+Ability modifier+Misc. modifiers
hours of sleep). A character undergoing complete bed rest (doing The TN for a save is determined by the attack itself.
nothing for an entire day) recovers 2 HP per level instead.

6.1 Save Types


3.2 Healing Ability Damage
The three kinds of saves are:
Ability damage returns at the rate of 1 point per evening of
rest (8 hours of sleep). A character undergoing complete bed rest Fortitude Save These saves measure a character’s ability to
(doing nothing for an entire day) recovers 2 points instead. stand up to massive physical punishment or attacks against
their vitality and health such as poison and paralysis. Apply
a character’s CON modifier to their Fortitude Saves.
3.3 Recovering from Extremity Wounds
When a character is hit in the extremity, they lose all ability Reflex Save These saves test a character’s ability to dodge
to use that extremity successfully. A character recovering from massive attacks such as explosions or car wrecks. Often, when
extremity damage needs at least two weeks of long term care damage is inevitable, a character receives a Reflex Save to take
to be partially functional. For every two weeks beyond the initial only half damage. Apply the character’s AGL modifier to their
two weeks of care the character recovers two HP that were lost Reflex Save.
by being hit in an extremity.
Will Save These saves reflect a character’s resistance to mental
influence and domination effects. Apply the character’s WIS
4 Temporary Hit Points modifier to their Will Save.

Certain effects can give a character temporary HP. When a


character gains temporary HP make a note of their current HP 7 Initiative
before adding the temporary HP. When the temporary HP goes
away, the character’s HP drop to that score. If the character’s Each combatant can do something every round. The
HP are already below that score, all the temporary HP have combatants’ initiative checks, from highest to lowest, determine
already been lost and the character’s HP total does not drop. the order in which they act, from first to last. If characters enter
When temporary HP are lost, they can’t be restored as real HP a battle after it has begun, they roll initiative at that time and act
can be, even with medical treatment. whenever their turn comes up in the existing order.
65

7.1 Initiative Checks to the same initiative number in the next round. Effects that last
a certain number of rounds end just before the same initiative
At the start of a battle, each combatant makes a single initiative count that they began on.
check. An initiative check is a DEX check. Each character applies
their AGL modifier to the roll, plus any other modifiers. The GM
finds out what order characters are acting in, counting down from
highest result to lowest, and each character acts in turn. On all
following rounds the characters act in the same order unless a
character takes an action that results in their initiative changing
(see Special Initiative Actions). If two or more combatants have 9.1.1 Combat Points
the same initiative check result, the combatants who are tied go
in order of total initiative modifier (including DEX modifier and
Improved Initiative bonus, if applicable). If there is still a tie, the Combat Points are a measurement of how much a character
character with the highest DEX goes first. If there is still a tie, the can do in a single round. A character may spend as many Combat
characters who tie reroll for the position. Points as they possess, but once they spend all of their Combat
Points their turn is over.
8 Surprise
When a combat starts, if a character was not aware of his
enemies and they were aware of the character, that character
is surprised. Likewise, a character can surprise their enemies
if the character knows about them before they’re aware of the 9.1.2 Action Types
character.
If some but not all of the combatants are aware of their
opponents, a surprise round happens before regular rounds
The three types of actions are attack, move, and speak actions.
begin. The combatants who are aware of the opponents can
In a normal round, a character can perform as many actions as
act in the surprise round, so they roll for initiative. In initiative
they’d like, as long as they have enough Combat Points for all of
order (highest to lowest) combatants who started the battle aware
their actions. In some situations (such as in the surprise round) a
of their opponents each can spend half of their Combat Points
character may be limited to a certain amount of Combat Points
during the surprise round. If no one or everyone is surprised, the
they can spend.
surprise round does not occur.

Unaware Combatants
Combatants who are unaware at the start of battle do not get
to act in the surprise round. Unaware combatants are flat-footed.
Because of this,they lose any DEX bonus to Defense. Attack Action An attack action is an action where a character
attacks something. During a combat round, a character can
make as many attacks as they have Combat Points to spend. A
9 Actions in Combat character can physically move some distance before or after
performing an attack action.
The fundamental actions of moving and attacking cover most
of what a character wants to do in a battle. They are described
here. More specialized options are touched on in Table: Actions
in Combat, and covered in Special Initiative Actions.

9.1 The Combat Round


Move Action A move action is an action where a character
Each round represents 6 seconds in the game world. A round moves in some way. This includes running and walking, drawing
is an opportunity for each character involved in a combat to or stowing a weapon or other object, standing up, sitting down,
take an action. Anything that a person could reasonably do in or picking up or manipulating an object.
6 seconds, a character can do in 1 round. Each round’s activity
begins with the character with the highest initiative result and
then proceeds, in order from there. Each round of a combat uses
the same initiative order. When a character’s turn comes up in
the initiative sequence that character use their Combat Points to
perform actions. For exceptions, see AoO and Special Initiative
Actions. For almost all purposes there is no special meaning to Speak Action A speak action allows a character to convey
the beginning or end of a round. A round can be a segment of information in the form of words to those around him. A character
game time starting with the first character to act and ending with can say 15 words during this action and it is usually spoken all
the last, but it usually means a span of time from a certain round the while he performs his actions.
66

6 The AoO happens after the original attack has been complete.
Attack Actions AoO1
Attack (melee) Maybe7
Attack (ranged) Yes6
Attack (unarmed) Yes 7 Attacks that do provoke AoO have this fact noted in their description.
Attack (aid another) No
Escape a grapple No Table 57: Provoking Attacks of Opportunity
Feint (See Presence) No
Ready (triggers an attack action No
Attack a weapon Yes
Attack an object Maybe2
Call a Shot No
Coup de Grâce Yes

Move Actions AoO1


Move actual distance Yes
Use a piece of equipment No
Retrieve a stored object from a MOLLE Yes
pouch
Climb No
Climb, accelerated No
Crawl No
Draw a weapon from a holster or No
sheath3
10 Attack Actions
Holster a weapon Yes
Move a heavy object Yes
Open a door No
Pick up an object Yes Most common attack actions are described below. More
Reload Yes specialized attack actions are mentioned in Table:Combat Actions,
Stand up from prone, sitting, or Yes and covered in Special Attacks.
kneeling
Swim No
Use a skill that require movement Usually
Make a dying character stable Yes
Withdraw No
Reaction No

Speak Action AoO1


Speak No

Action Type Varies AoO1


Disarm4 Yes Action CP Cost
Grapple4 Yes
Standard Melee Attack, Diminutive to Small Weapons 3
Trip an opponent4 No (Yes if unarmed)
Standard Melee Attack, Medium to Large Weapons 4
Use a feat5 Varies
Standard Melee Attack, Huge and larger Weapons 5
No Action AoO1 Trip Attack 8
Delay No Knockout Blow 12
Ready No Disarm Attack 9
Coup de Grâce 12
1 Regardless of the action, if a character moves out of a threatened Feint 8
square, the character usually provokes an AoO. This column indicates Melee Attack Modifiers
whether the action itself, not moving, provokes an AoO. Fighting Defensively +1
2 If the object is being held, carried, or worn by a creature, yes. If not, Light Attack −1
no. Heavy Attack +2
3 If the character has the Two-Weapon Melee Fighting or Two-Weapon Full Attack +7
Ranged Fighting feat, they can draw two light or one-handed weapons
Aggressive Attack +2
in the Combat Point cost it would normally take to draw one.
4 These attack forms substitute for a melee attack, not an action. As
Thrust Attack +1
melee attacks they can be used in a normal melee attack, or even as an Swipe Attack +1
AoO.
5 The description of a feat defines its effect. Table 58: Melee Attack Actions
67

Action CP Cost a STR check opposed by the character’s DEX check or STR check
Fire a Slingshot 6 to try to trip the character. A Tripped target is prone.
Fire a Crossbow or Speargun 5
Fire a Bow, Light Pull 5 10.2.2 Tripping with a Weapon
Fire a Bow, Medium Pull 6
Fire a Bow, Heavy Pull 7 Some weapons, such as the chain and the whip, can be used to
Fire a Flamethrower or Flamer 8 make trip attacks. A character doesn’t incur an AoO when doing
Spray chemical irritants 4 so. If the character is tripped during their own trip attempt the
Fire Taser 6 character can drop the weapon to avoid being tripped.
Fire ballistic knife 4
Swing whip 3
Fire Mortar 12
10.3 Disarm
Throw a thrown/splash weapon or grenade 5 As a melee attack, a character may attempt to disarm their
Single Shot, Diminutive to Small firearm 7 opponent. If the character does so with a weapon they knock
Single Shot, Medium to Huge firearm 8 the opponent’s weapon out of their hands and to the ground. If
Single Shot, Gargantuan and larger firearms 9 the character attempting to disarm is unarmed, the character
No-miss Shot 12 will end up with the weapon in their hand. If a character is
Double Fire 6 attempting to disarm the wielder of a melee weapon, follow the
Autofire 6 steps outlined here. Disarming the wielder of a ranged weapon
Potshot 4 is slightly different.
Double Tap 6
Burst Fire 5
10.3.1 Step One
Bump Fire 5
Suppressive Fire 5 The character provokes an AoO from the target they are trying
Sweepfire 4 to disarm.
Sprayfire 3
Fanning, Two Round 5
10.3.2 Step Two
Fanning, Three Round 6
Slamfire, Two Round 5 The character and the target make opposed attack rolls with
Slamfire, Three Round 6 their respective weapons. If the weapons are different sizes, the
Other Attack Actions combatant with the larger weapon receives a bonus on the attack
Reaction 7 roll of +4 per difference in size category. If the target is using a
weapon in two hands they get an additional +4 bonus. Also, if the
Table 59: Attack Actions (cont.) combatants are different sizes the larger combatant receives a
bonus on the attack roll of +4 per difference in size category.
10.1 Melee Attacks
With a normal melee weapon, a character can strike any 10.3.3 Step Three
enemy within 5’. Enemies within 5’ are considered adjacent
If the character beats the target’s attack roll the target is
to the character. The CP cost for attacking with a weapon is
disarmed. If the character attempted the disarm action unarmed,
dependent on the size of the weapon.
they have the weapon now. If the character was armed, the
target’s weapon is on the ground at the target’s feet. If the
10.2 Trip character fails the disarm attempt the target may immediately
react and attempt to disarm the character with the same sort
A character can try to trip an opponent or otherwise knock
of opposed melee attack roll. The opponent’s attempt does not
him or her down as an unarmed melee attack. A character can
provoke an AoO from the character. If the opponent fails to
only trip an opponent who is one size category larger than the
disarm, the character does not get a free disarm attempt against
character, the same size, or smaller.
the opponent.

10.2.1 Making a Trip Attack


10.3.4 Ranged Weapons
Make an unarmed melee touch attack against the target. Doing
this provokes an AoO from the target as normal for unarmed To disarm an opponent wielding a ranged weapon the character
attacks. If the attack succeeds, make a STR check opposed by makes a melee or unarmed attack to strike the weapon in the
the target’s DEX check or STR check (whichever has the higher opponent’s hand (see Attack an Object). If the weapon is held
modifier). If the character and the target are different sizes, the in two hands, it receives a +2 bonus to its DEF. If the character’s
larger combatant receives a bonus on the STR check of +4 per attack succeeds, the ranged weapon falls to the ground or winds
difference in size category. The target receives a +4 stability bonus up in the character’s hands (if the character made the attack
on their check if they have more than two legs or is otherwise unarmed). This kind of disarm attempt provokes an AoO, but
exceptionally stable. If the character wins, they trip the target. If if the character fails the target does not get to make a disarm
the character loses, the target may immediately react and make attempt against him or her.
68

10.3.5 Grabbing Objects 10.10 Swipe Attack


A character can also use disarm to snatch away an object worn A character can choose to make a swiping attack with a Piercing
by a target. Doing this works the same as a disarm attempt (see weapon. When a character swipes with a weapon, the weapon
above), except for the following. deals Slashing damage instead of Piercing damage but takes a
−2 damage penalty to the attack. Only spears and knives may
Attack of Opportunity If the target’s AoO inflicts any damage, use this attack.
the attempt to grab the object automatically fails.
10.11 Reaction
Modifiers If the object is well secured or otherwise difficult to
grab from the target, the target receives a +4 bonus. On the other A reaction is an action where a character prepares for an
hand, if the object is poorly secured or otherwise easy to snatch oncoming melee attack. A character has the choice of Parrying,
or cut away, the attacker gets a +4 bonus. Bracing, or Predicting an enemy’s melee attack. The character
declares which reaction they will prepare, and against which
enemy, then ends their turn. If they are attacked by the selected
Failed Attempts Failing an attempt to grab an object doesn’t
enemy’s melee attack, they roll a saving throw that corresponds
allow the target to attempt to disarm the character.
with the action. The TN is Opposing Attack Roll − 5.

10.4 Fighting Defensively


10.11.1 Parry
A character can choose to fight defensively while making a
melee attack. If the character does so they take a −4 penalty on Parrying is a reaction where where a character uses their
their attack in a round to gain a +2 dodge bonus to DEF against weapons or their body to glance off a blow. On a successful
all melee attacks in the same round. Reflex Save the character is granted a +1 to their DEF, per Reflex
Save Bonus/2, rounded down. The bonus lasts for all melee
attacks until the next turn.
10.5 Light Attack
A character can choose to attack lightly when making a melee 10.11.2 Brace
attack sacrificing hitting power for speed. If the character does
so they reduce the Combat Point cost by 1 and take a −3 damage Bracing is a reaction where a character prepares for the
penalty on the attack. oncoming strike. On a successful Fortitude Save the character is
granted Damage Reduction to a single type of damage, equal to
1 per Fortitude Save Score/2, rounded down. The bonus lasts for
10.6 Heavy Attack all melee attacks until the next turn.
A character can choose to attack heavily, throwing more of
their weight behind an attack. If the character does so they 10.11.3 Predict
increase the Combat Point cost by +2 and grant a +2 damage
bonus to the Attack. Predicting is a reaction where a character anticipates an attack
and follows through by striking back quickly. On a successful Will
Save the character gains one AoO against the attacking opponent
10.7 Full Attack per two attacks the opponent attempts immediately after the
A character can choose to full attack, throwing nearly all of opponent is done attacking.
their weight behind an attack. If the character does so, they
increase the Combat Point cost by +7. This attack provokes an 10.11.4 Stumble
AoO against all enemies within range and grants 2 additional
damage die and a +4 bonus to damage. Stumbling is a reaction where where a character uses a shield
or a weapon, to destabilize an attacker and cause them to lose
footing. On a successful Reflex Save, the character knocks the
10.8 Aggressive Attack opposing attacking opponent to a kneeling position, and ends
A character can choose to attack aggressively, where their their turn immediately. A character can choose which attack on
primary goal is to force the character to move instead of cause which they stumble, but can only attempt to stumble once per
damage. If the attack is successful the struck character must round.
move to any adjacent space of their choosing that is not adjacent
to their attacker. Moving like this does not provoke any AoO. The 10.12 Unarmed Attacks
attack also suffers a −2 attack penalty.
Striking for damage with punches, kicks, and head butts is much
like attacking with a melee weapon except that an unarmed attack
10.9 Thrust Attack
deals non-lethal damage and unarmed strikes use touch attack
A character can choose to make a thrusting attack with a defense, instead of normal defense. Unarmed strikes count as
Slashing weapon. When a character thrusts with a weapon, the light melee weapons for purposes of two-weapon attack penalties
weapon deals Piercing damage instead of Slashing damage but and so on. An unarmed attack is considered an attack made with
takes a −2 damage penalty to the attack. Only swords and knives a small weapon. The following exceptions to normal melee rules
may use this attack. apply to unarmed attacks.
69

10.12.1 Helpless Defenders 10.15.2 Holding


A helpless foe, who is bound, sleeping, unconscious, or Once a character has established a hold they are involved in a
otherwise at the attacker’s mercy is an easy target. A character grapple. From a hold a character can attempt a number of actions,
can sometimes approach a target who is unaware of their including damaging the opponent or pinning the opponent. A
presence, get adjacent to the target, and treat them as helpless. If character can’t get a hold on any creature more than two size
the target is in combat or some other tense situation and therefore categories larger than the character. Such a creature can still get
in a state of acute awareness and readiness or if the target can a hold on the character, so while they could not initiate a grapple
use their DEX bonus to DEF then that target can’t be considered with the creature, they can still find themselves grappling with
unaware. Any reasonable precaution taken by a target including one.
stationing bodyguards, placing their back to a wall, or being able
to make Perception checks also precludes catching that target 10.15.3 Pinning
unaware and helpless.
Getting the opponent in a pin is often the goal of a grapple. A
pinned character is held immobile.
10.12.2 Regular Attack
A helpless defender has an effective DEF of 5 + their size 10.15.4 Grapple Checks
modifier. If a character is attacking with a ranged weapon and is
not adjacent to the target, the character can attack as normal and When a character is involved in a grapple they will need to make
gain a +2 bonus on the attack roll. If the character is attacking opposed grapple checks against an opponent, often repeatedly. A
with a melee weapon, or with a ranged weapon from an adjacent grapple check is something like a melee attack roll. A character’s
square, the character can attack as normal. attack bonus on a grapple check:
BAB + FOC modifier + AGL modifier + Grapple modifier

10.13 Coup de Grâce 10.15.5 Grapple Modifier


A character can use a melee weapon to deliver a coup de grâce A creature’s size works in its favor when grappling if that
to a helpless foe. A character can also use a ranged weapon creature is Large or larger in size. Conversely, a creature of
provided that they are adjacent to the target. The character Small or smaller size is at a disadvantage because of its size
automatically hits and scores a critical strike. If the defender when grappling. Instead of using a creature’s size modifier on a
survives the damage they still must make a Fortitude Save [TN(10 grapple check (as would be done for a melee or ranged attack
+ damage dealt)] or die. Delivering a coup de grâce provokes AoO roll), use the appropriate grapple modifier from Table: Grapple
from threatening foes because it involves focused concentration modifier.
and methodical action. A character can’t deliver a coup de grâce
against a creature that is immune to critical strikes. Size (Example) Grapple Modifier
Colossal (blue whale [90’ long]) +16
Gargantuan (gray whale [40’ long]) +12
10.14 Knockout Blow
Huge (elephant) +8
A character can make an unarmed attack or use a melee Large (lion) +4
weapon that deals non-lethal damage to deliver a knockout blow Medium-size (human) +0
to a helpless foe. A character can also use a melee weapon that Small (German shepherd) −4
deals lethal damage but the character takes a −4 penalty on any Tiny (housecat) −8
attempt to deal non-lethal damage with the weapon. The target Diminutive (rat) −12
has an effective DEF of 5+their size modifier. If the character hits Fine (horsefly) −16
they automatically score a critical strike. Delivering a knockout
blow provokes AoO from threatening foes because it involves Table 60: Grapple Modifier
focused concentration and methodical action. A character can’t
deliver a knockout blow against a creature that is immune to 10.15.6 Starting a Grapple
critical strikes.
To start a grapple a character first needs to grab and hold their
target. Attempting to start a grapple is the equivalent of making
10.15 Grapple a melee attack. Follow these steps:
Grappling means wrestling and struggling hand-to-hand. There
are three stages to grappling: grabbing, holding, and pinning. Step 1: Attack of Opportunity A character provokes an AoO
from the target they are trying to grapple. If the AoO deals
damage to the character, he fails to start the grapple. If the AoO
10.15.1 Grabbing misses or otherwise fails to deal damage proceed to step 2.
Normally a grab is just the first step to starting a grapple. If
the character grabs an opponent but fails to go on to hold him Step 2: Grab The character makes a melee touch attack to
or her the character doesn’t actually start a grapple. However, grab the target. If the character fails to hit the target, he fails to
sometimes all a character wants to do is grab the target. start the grapple. If the character succeeds, proceed to step 3.
70

Step 3: Hold Make an opposed grapple check. If the character Escape from Pin Make an opposed grapple check. If
succeeds, he has started the grapple and deals damage to the the character succeeds, they can escape from being pinned.
target as if with an unarmed strike. If the character loses he fails Opponents don’t have to try to keep the character pinned if they
to start the grapple. The character automatically loses an attempt don’t want to. The character is still being grappled, however.
to hold if the target is two or more size categories larger than Alternatively, a character can make an Athletics check opposed
the character is, but the character can still make an attempt to by the opponent’s grapple check to escape from the pin. This is
grab such a target, if that’s all they want to do. an attack action that the character may only attempt once per
round.
Step 4: Maintain the Grapple To maintain the grapple for later
rounds, the character must move into the target’s square. This Break Another’s Pin Make an opposed grapple check; if the
movement is free, but provokes AoO from threatening foes other character succeeds they can break the hold that an opponent
than the target. The character and the target are now grappling. has over an ally.
If the character can’t move into the target’s square, the character
can’t maintain the grapple and must immediately let go of the Draw a Light Weapon A character can draw a light weapon
target. To grapple again, the character must begin at step 1. for the normal Combat Point cost.

10.15.7 Grappling Consequences Attack with a Light Weapon A character can attack with a
light weapon while grappling but not while pinned or pinning. A
While a character is grappling their ability to attack others and character can’t attack with two weapons while grappling.
defend him or herself is limited.
10.15.9 If the Character is Pinned
No Threatened Squares A character doesn’t threaten any
squares while grappling. When an opponent has pinned the character they are held
immobile (but not helpless) for 1 round. The character can’t
attempt any other action. On the character’s turn, they can
No DEX Bonus A character loses their DEX bonus to DEF against attempt to escape from the pin. If the character succeeds, they
opponents the character isn’t grappling. The character can still are still grappling.
use it against opponents they are grappling.
10.15.10 Joining a Grapple
No Movement A character cannot move while held in a grapple.
If the target is already grappling someone else a character can
use an attack to start a grapple, as above, except that the target
10.15.8 If the Character is Grappling doesn’t get an AoO against the character and the character’s
When a character is grappling (regardless of who started the grab automatically succeeds. The character still has to make a
grapple) they can attempt any of several actions on their turn. successful opposed grapple check and move in to be part of the
Unless otherwise noted each of these options is equivalent to a grapple.
melee touch attack. The character is limited to these options only, If multiple enemies are already involved in the grapple the
and cannot take any other actions. character picks one against whom to make the opposed grapple
check.

Damage the Opponent Make an opposed grapple check; if


10.15.11 Multiple Grapplers
the character succeeds, they deal damage as they would with an
unarmed strike. Several combatants can be in a single grapple. Up to four
combatants can grapple a single opponent in a given round.
Pin Make an opposed grapple check; if the character succeeds, Creatures that are one size category smaller than the character
they hold the opponent immobile for 1 round. The opponent takes count as 1/2 creature each; creatures that are one size category
a −4 penalty to DEF against all attacks from other people (but larger than the character count as two creatures; and creatures
not from the character); however, the opponent is not considered two or more size categories larger than the character count as
helpless. A character can’t use a weapon on a pinned character four creatures.
or attempt to damage or pin a second opponent while holding a When involved in a grapple with multiple opponents, the
pin on the first. A pinned character can’t take any action except character chooses one opponent to make an opposed check
to attempt to escape from the pin. against. The exception is an attempt to escape from the grapple;
to escape, a character’s grapple check must beat the check results
of all opponents.
Escape from Grapple Make an opposed grapple check. If the
character succeeds, they can escape the grapple. If more than
10.15.12 Attacks of Opportunity
one opponent is grappling the character, the grapple check result
has to beat all their check results to escape. Opponents don’t have Making an unarmed attack against an armed opponent
to try to hold a character if they don’t want to. Alternatively, the provokes an AoO from the character attacked. The AoO comes
character can make a Athletics check opposed by the opponent’s before the character’s attack. An unarmed attack does not
grapple check to escape from the grapple. This is an attack action provoke AoO from other foes, nor does it provoke an AoO from
that the character may only attempt once per round. an unarmed foe.
71

10.15.13 ‘‘Armed’’ Unarmed Attacks proficient in personal firearms they take a −4 penalty on attacks
with that type of weapon. A multi-shot attack is any attack that
Sometimes a character or creature attacks unarmed but the
fires more than one round or shell. As with all forms of ranged
attack still counts as armed. A creature with claws, fangs, or
weapons, attacking with a firearm while within a threatened
similar natural physical weapons, for example, counts as armed.
square provokes an AoO. All firearms deal Ballistic damage and
Being armed counts for both offense and defense; not only does
have a critical threat range of 16-18 unless otherwise noted.
a creature not provoke an AoO when attacking an armed foe, but
a character provokes an AoO from that creature if the character
makes an unarmed attack against it. An ‘‘armed’’ unarmed attack
is considered an attack made with a small weapon.

10.15.14 Unarmed Strike Damage


An unarmed strike from a Medium-size character deals
1d3+POW modifier of non-lethal damage. A character can specify
that their unarmed strike will deal lethal damage before the
character makes their attack roll, but the character takes a −4
penalty on the attack roll because they have to strike a particularly Recoil Penalty
vulnerable spot to deal lethal damage.
Multishot attacks have an attack penalty based on the
caliber’s damage. For every +2 or −2 to damage a caliber
10.16 Ranged Attacks has, it has a −1 or +1 added to its recoil penalty.
With a ranged weapon, a character can shoot or throw at any
Example: 10mm Auto FMJ does 2d6+4 damage
target that is within the ranged weapon’s maximum range and
and has a recoil penalty of −4. Two from the
in line of sight. A target is in line of sight if there are no solid
number of dice, one for each +2 damage, and
obstructions between the character and the target. The maximum
zero from the die size.
range for a thrown weapon is five range increments. For weapons
that fire projectiles, it is ten range increments.
Shooting or Throwing into a Melee Damage Penalty Damage Penalty
1d −1 7d −9
If a character shoots or throws a ranged weapon at 2d −2 8d −10
a target that is engaged in melee with an ally, the 3d −4 9d −12
character takes a −4 penalty on their attack roll because 4d −5 10d −15
the character has to aim carefully to avoid hitting the ally. 5d −6 11d −16
Two characters are engaged in melee if they are enemies 6d −8 12d −18
and they are adjacent to one another. An unconscious
or otherwise immobilized character is not considered Table 61: Recoil Penalty, Amount of Dice
engaged unless they are actually being attacked. If the
target is so big that part of it is 10’ or farther from the Damage Penalty Damage Penalty
nearest ally the character can avoid the −4 penalty even None/d1 +5 d6 +0
if it is engaged in melee with an ally. d2 +3 d8 −1
d3 +2 d10 −2
d4 +1 d12 −3
10.16.1 Bows
Table 62: Recoil Penalty, Die Type
A bow can be pulled back and readied in three different
strengths When calculating recoil penalties, a character uses
(Strength Score - 10) to add or subtract from
• Light Pull Light pulls have −1 damage die and the range is the caliber recoil penalty, before coming up with the final
reduced by 5’. penalty. Regardless of circumstances the maximum value
• Medium Pull Medium pulls have no bonuses or penalties for the recoil penalty is +0.
to damage.

• Heavy Pull Heavy pulls have +1 damage die and the range
is increased by 10’.

10.16.2 Firearms
The most basic form of attack with a firearm is a single shot.
One attack is one pull of the trigger and fires one bullet at one
target. The Personal Firearms Proficiency feat allows a character
to make this sort of attack without penalty. If a character isn’t
72

Close Combat & Firearms firearm is fired as if it were a single shot and if the attack
succeeds, the character rolls the damage twice. Double-fire uses
Firearms are anything but close ranged weapons, 2 rounds of ammunition and can only be used if the weapon has
they’re designed with range, and the benefits that come 2 rounds of ammunition in it. Double-fire can also be used for
with it, in mind. Because of this, many firearms are underbarrel grenade launchers, mounted tasers and Masterkeys.
unwieldy to use in close quarters. When double-firing using them, there is a −4 to the attack roll for
When using a shotgun with a choked or slug barrel or a each weapon and each attack is rolled separately.
full stock or an extended folding stock against an adjacent
opponent the character takes a −3 penalty on all ranged 10.16.7 Autofire
attacks.
Autofiring is firing a loosely controlled burst of automatic fire at
When using an assault, battle, or target rifle with any
a specific area from an automatic weapon. If a ranged weapon
full stock or an extended folding stock against an adjacent
has an automatic rate of fire a character may set it on autofire.
opponent the character takes a −4 penalty on all ranged
Autofire effects an area and everyone in it, not a specific creature.
attacks.
The character targets a 10’ by 10’ area and makes an attack roll;
When using a designated marksman rifle, sniper rifle, the targeted area has an effective DEF of 10. The recoil penalty
or anti-materiel rifle with any full stock or an extended for autofire is the CRP−3. If the attack succeeds, every creature
folding stock against an adjacent opponent the character within the affected area must make a Reflex Save [TN15]. If they
takes a −6 penalty on all ranged attacks. succeed they take half of the weapon’s damage. Autofire uses a
When using a machine gun, rocket launcher, or grenade number of rounds depends on the rate of fire of the gun. Slow
launcher against an adjacent opponent the character takes ROF consumes 12 rounds, Medium ROF consumes 10 rounds, and
a −8 penalty on all ranged attacks. Fast ROF consumes 8 rounds and can only be used if the weapon
has enough rounds in it.

10.16.3 Multiple Types of Ammunition Bump Fire Bump firing a firearm is using the recoil of a semi-
automatic firearm in order to simulate automatic fire. The firearm
Often a character will have two or more different types must have a stock. The recoil penalty for bumpfire is the CRP−5.
of ammunition in a single magazine or gun out of personal In all other respects, bumpfiring is the same as autofire using
preference or necessity. The error range from ammunition only Medium ROF.
applies when it is the ammunition you’re firing. As a general rule
the last round put into the magazine or firearm is the first out. Suppressive Fire Suppressive fire is firing a tight controlled
burst of automatic fire at a specific area for an extended period
10.16.4 Potshot of time from an automatic weapon. If a ranged weapon has
an automatic rate of fire, a character may use it to suppressive
A potshot is the firing of a weapon in the general direction of
fire. The character makes an autofire attack as normal. If the
the intended target without careful aim. If a ranged weapon has
attack succeeds they can elect to continue firing in that specific
a semi-automatic or single rate of fire it may be used to potshot.
area. Any creature that enters the area immediately takes the
The character targets a specific creature and makes an attack
weapon’s damage for every 5’ square they step into that is
roll with a −6 penalty. If the attack is successful the character
currently being suppressed. Every creature that steps within the
may roll the standard damage. Using this attack fires a single
affected area must make a Will Save [TN18]. If they succeed they
round or shell and can only be done if the weapon has at least
are Shaken for 1d3 rounds. If they fail they are Rattled for 1d3
one in it.
rounds. The character performing suppressive fire can shift the
area suppressed at 5’ per 3 CP and it takes 12 CP to either sustain
10.16.5 No-Miss Shot the suppressive fire or end it. Suppressive fire uses a number
A no-miss shot is a shot is an attack where the character places of rounds depends on the rate of fire of the gun. Slow ROF
the barrel of the firearm against the target so that the muzzle is consumes 12 rounds, Medium ROF consumes 10 rounds, and Fast
directly in front of the item to be shot and then pulls the trigger. ROF consumes 8 rounds and can only be used if the weapon has
When performing a no-miss shot against a target, the defending enough rounds in it for two autofires. When giving suppressive
character gets an AoO. If this AoO is successful the no-miss shot is fire to an area, a character is considered flat footed.
thwarted and the attacker wastes the CP spent on the attack. If the
Sweeping Fire Sweeping Fire is firing a loosely controlled burst
AoO is unsuccessful the character can roll damage. A character
of automatic fire in a 90° arc from an automatic weapon. If a
must be adjacent to the target in order to perform a no-miss shot.
When a character wishes to use a called shot action in ranged weapon has an automatic rate of fire a character may use
it to sweepfire. The character fires in a 15’ cone at all creatures.
conjunction with the no-miss shot attack, the defending character
The recoil penalty for sweepfire is the CRP−10. If the attack
gains an attack roll bonus equal to the penalty of the called shot
when they perform their AoO. succeeds against any targets caught in the arc the character may
roll their damage as normal on all characters hit. Sweepfire uses
a number of rounds depends on the rate of fire of the gun. Slow
10.16.6 Double-fire
ROF consumes 18 rounds, Medium ROF consumes 15 rounds, and
If a ranged weapon has two barrels that can be fired Fast ROF consumes 12 rounds and can only be used if the weapon
simultaneously the weapon can be used for double-fire. The has enough rounds in it.
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Sprayfire Sprayfiring is firing a loosely controlled burst of character targets a specific creature, declares if they’re going to
automatic fire at a specific target, from an automatic weapon. If use two or three bullets or shells, and makes an attack roll. The
a ranged weapon has an automatic rate of fire, a character may recoil penalty for a two-round fan is the CRP−2. The recoil penalty
use it to sprayfire. The character targets a specific creature. The for a three-round fan is the CRP−3. If the attack is successful
recoil penalty for sprayfire is the CRP−10. If the attack succeeds, the character may roll their damage with extra damage dice
the character rolls double the damage dice of a standard attack. depending on the damage of the round and how many rounds
Sprayfire uses a number of rounds depends on the rate of fire of they fired. The dice are always the same type as used in the
the gun. Slow ROF consumes 12 rounds, Medium ROF consumes original damage. Using this attack fires two or three bullets or
10 rounds, and Fast ROF consumes 8 rounds and can only be shells and can only be done if the weapon has two or three bullets
used if the weapon has enough rounds in it. or shells in it.

10.16.8 Burst Fire • 2 Round Fan For damage with two or less dice the character
gains +1 die. For three or more dice the character gains +2
Burst fire is firing a small burst of bullets at a specific target. If
dice plus 1 extra die for every three dice beyond the first
a ranged weapon has an automatic rate of fire a character may
three.
use it to burst fire. The character targets a specific creature and
makes an attack roll. The recoil penalty for a two-round burst
is the CRP. The recoil penalty for a three-/five-round burst is the
• 3 Round Fan For damage with two or less dice the character
CRP−2. If the attack succeeds the character may roll their damage
gains +2 dice. For three or more dice the character gains
with extra damage dice depending on how many damage dice
+3 dice plus 1 extra die for every three dice beyond the first
were rolled originally and the type of burst fire.
three.
The dice are always the same type as used in the original
damage. Burst fire uses a number of rounds depends on the rate
of fire of the gun. Slow ROF consumes 6 rounds, Medium ROF
consumes 5 rounds, and Fast ROF consumes 4 rounds and can 10.16.11 Slamfire
only be used if the weapon has enough rounds in it.. However, if
the firearm has a 2 or 3 round burst setting, firing a burst expends A slamfire is a premature discharge of a firearm that occurs
two or three rounds or shells instead of five and can be used if as a round is being loaded into the chamber. Any weapon that
the weapon has two or three rounds or shells in it. has the Slamfire rate of fire can perform a slamfire attack. The
character targets a specific creature, declares if they’re going to
• 2 Round Burst For damage with two or less dice the use two or three bullets or shells, and makes an attack roll. The
character gains +1 die. For three or more dice the character recoil penalty for a two-round slamfire is the CRP−3. The recoil
gains +2 dice plus 1 extra die for every three dice beyond penalty for a three-round slamfire is the CRP−4. If the attack is
the first three. successful, the character may roll their damage with extra dice
• 3, 4, 5 or 6 Round Burst For damage with two or less depending on the damage of the round and how many rounds
dice the character gains +2 dice. For three or more dice they fired. The dice are always the same type as used in the
the character gains +3 dice plus 1 extra die for every three original damage. Using this attack fires two or three bullets or
dice beyond the first three. shells and can only be done if the weapon has two or three bullets
or shells in it.
10.16.9 Double Tap
• 2 Round Slamfire For damage with two or less dice the
Double tapping is quickly firing two bullets from a semi character gains +1 die. For three or more dice the character
automatic weapon at a specific target. If a ranged weapon has gains +2 dice plus 1 extra die for every three dice beyond
a semi-automatic rate of fire it may be used to double tap. The the first three.
character targets a specific creature and makes an attack roll.
The recoil penalty for a double tap is the CRP−1. If the attack is
successful the character gains extra damage dice based on the • 3 Round Slamfire For damage with two or less dice the
amount of damage dice they roll originally. For damage with two character gains +2 dice. For three or more dice the
or less dice the character gains +1 die. For three or more dice character gains +3 dice plus 1 extra die for every three
the character gains +2 dice, plus 1 extra die for every three dice dice beyond the first three.
beyond the first three. The dice are always the same type as
used in the original damage. Using this attack fires two bullets
or shells and can only be done if the weapon has two bullets or
shells in it. 10.16.12 Grenades and Explosives

An explosive is a weapon that effects all creatures and objects


10.16.10 Fanning
within its blast radius by means of shrapnel, heat, or massive
Fanning is a revolver shooting technique in which one hand concussion when detonated. Its effect is broad enough that it can
holds the trigger and the other hits the hammer repeatedly. This hurt characters just by going off close to them. Some explosives,
turns the cylinder and hits the firing pin, in that order, allowing such as grenades, can be thrown and explode when they land.
for rapid fire of a single action weapon. If a weapon has a Single Others are planted with fuses or timers and go off after a preset
Action rate of fire it can be used to perform a fanning attack. The amount of time elapses.
74

Aimed Grenade Launchers and Rocket Launchers


1 6 2
Grenade launchers and rocket launchers can be used to
attack a specific 5’ square just like thrown grenades or
they can be used to target a specific target. If a specific
target is targeted the defense of the target will be used
11
and the attacker takes a −2 to their attack roll. If the
target is hit it takes 1d6 Bludgeoning damage as well as
any damage the grenade or rocket does. If the target
is missed by a grenade the grenade continues for 40’
in the direction it was fired until it either reaches the 40’ 5 12 Target 10 7
or collides with an object. If the target is missed with a
rocket the rocket continues for 600’ in the direction it
was fired or until it collides with an object. When either of
these happen the grenade or rocket explodes as normal.
All targets beyond the intended target get a Reflex Save 9
[TN16] to dodge the grenade and a Reflex Save [TN40] to
dodge the rocket. If the target fails the Reflex Save they
are hit with the grenade or rocket.

4 8 3

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


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

A splash weapon is a ranged weapon that breaks apart on Explosives often reach out past their original blast radius
impact, splashing or scattering its contents over its target and and are still effective. This is called the wounding radius,
nearby creatures or objects. Most splash weapons consist of and is 5’ outside of the blast radius per 10’. Any target
liquids in breakable containers. To attack with a splash weapon, caught in the wounding radius must make a Fortitude Save
make a ranged touch attack against the target. Thrown splash [TN(16 + 1 per 10’ of blast radius)] or be knocked prone,
weapons require no weapon proficiency. A hit deals direct hit and a Reflex Save [TN(15 + 1 per 10’ of blast radius)] or take
damage to the target and splash damage to all other creatures full damage. If the character passes the Reflex Save, they
within 5’ of the target. A character can instead target a specific 5’ take half of the damage of explosive. Only explosives
square, including a square occupied by a creature. Use the rules that cause damage can have a wounding radius.
for thrown explosives. However, if a character targets a square,
all creatures within 5’ are dealt the splash damage and the direct
hit damage is not dealt to any creature. If the character misses
10.16.15 Mortars
the target (whether aiming at a creature or a square) check to see
where the weapon lands using the rules for thrown explosives. An attack with a mortar is a ranged attack made against a
After determining where the object landed, it deals splash damage specific 5’ square. A character can also target a square occupied
to all creatures within 5’. by a creature. If the square is within the first range increment the
mortar takes 5 rounds to land. Every range increment after the
first reduces the rounds it takes to land by 1 to a minimum of 1. The
square has an effective DEF of 10. If the attack succeeds the shell
lands in the targeted square. If the character misses the target
10.16.14 Thrown Explosives the shell lands in a square nearby in a random direction. Consult
the chart above. Mortars have a maximum range increment of 5.
An attack with a thrown explosive is a ranged attack made
against a specific 5’ square. A character can also target a square 10.17 Called Shot
occupied by a creature. Throwing the explosive is an attack action.
If the square is within one range increment (thrown weapons have When a character attacks they are usually targeting center
a range increment of 10’), you do not need to make an attack roll. mass which is the chest and torso region. If a character wishes
If the target square is more than one range increment away make to target a specific extremity, such as an arm or leg, they may
an attack roll. The square has an effective DEF of 10. Thrown do so. Making a called shot invokes a −6 penalty for an arm or
explosives require no weapon proficiency. If the attack succeeds leg, a −7 penalty for a hand or foot, or a −9 penalty for the head.
the explosive lands in the targeted square. If the character misses If the character is hit anywhere during a called shot attack with
the target the explosive lands in a square nearby in a random a Piercing, Bludgeoning, Slashing, Plasma, or Ballistic weapon and
direction. Roll a d12 and consult the diagram below to determine that weapon does more than 3 points of damage to that extremity
where the explosive lands. then the character takes extremity damage. Called shot attacks
75

ignore all armor Damage Reduction unless the targeted area is Action CP Cost
armored. Walking and Running 1 per 5’
Moving while Crouched 2 per 5’
Moving while Prone; Accelerated Climbing 3 per 5’
Climbing 4 per 5’
Swimming 5 per 5’
Withdraw 4× normal
Draw a weapon from a holster or sheath 3
Draw a weapon from Waistband carry 6
10.18 Attacking with Two Weapons Holster a weapon 4
Retrieve or store an item in a pocket, bag, 4
or pouch
If the character wields a second weapon in their off hand the Retrieve or store an item in a MOLLE vest 3
character can attack with it like normal. Fighting this way is very or LBE gear
difficult, however. The character takes a −6 penalty on the regular Pick up an object from the ground or 3
attack or attacks with their primary hand and a −10 penalty on the manipulate an object
attack with their off hand. A character fighting with two weapons Drop an item 0
only has to spend the Combat Points as if attacking with one Drop to a kneeling, sitting, or prone 0
weapon, but the combat point cost is increased by 1.5, rounded posture
up, for the largest weapon that is being used. Cycle a weapon 1
Stand up from kneeling, prone, or sitting 6
Clear a jammed firearm 12
Reload a bow 1
Reload a crossbow or speargun 2
Reload a slingshot 3
Circumstances Primary Hand Off Hand Reload a Taser 3
Reload a tranquilizer gun 9
Normal penalties −6 −10
Reload a paintball hopper 3
Off-hand weapon is S or smaller −4 −8
Reload a weapon by hand; Refill a 3 per round or
Two-Weapon Melee Fighting feat −4 −4
magazine, speedloader, or stripper clip shell
Two-Weapon Ranged Fighting feat −5 −7
Reload a firearm using a new magazine, 4
Improved Two-Weapon Melee −2 −4
speedloader, or stripper clip
Fighting feat
Reload a link fed weapon with a new link 6
Improved Two-Weapon Ranged −4 −4
Refill a magazine using a stripper clip 3 per clip
Fighting feat
Reload a black powder weapon 12 per barrel or
Off-hand weapon is S or smaller −2 −2
chamber
and Improved Two-Weapon
Melee Fighting feat Table 64: Move Actions
Off-hand weapon is S or smaller −3 −5
and Two-Weapon Ranged Fighting
feat feat 11.1 Movement
Off-hand weapon is S or smaller 0 0
The simplest move action is moving. Many nonstandard modes
and Improved Two-Weapon
of movement are also covered under this category, including
Melee Fighting feat
climbing and swimming, crawling, and entering a vehicle. For
Off-hand weapon is S or smaller −2 −2
every 10’ beyond the first 30’ a character moves, they gain a +1
and Improved Two-Weapon
to their DEF until their next turn.
Ranged Fighting feat

Table 63: Two-Weapon Fighting Penalties 11.2 Manipulating Objects


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

11.3 Cycle a weapon


11 Move Actions Cycling a weapon is the act of purposely cocking the weapon
without firing it, ejecting an unused shell or cartridge and readying
the next one in the magazine, or letting the cylinder rotate without
Move Actions are actions that involve moving of some type. firing. This is often done for dramatic effect or to ready alternate
76

ammunition in a firearm. Only weapons with a capacity of three special for their character to be on the defensive. Sometimes,
or more rounds may be cycled. however, a combatant in a melee lets their guard down and
doesn’t maintain a defensive posture as usual. In this case
11.4 Standing Up combatants near him or her can take advantage of this lapse in
defense to attack for free. These attacks are called AoO.
Standing up from a prone position provokes an AoO from
opponents who threaten the character.
13.2.1 Weapon Type
11.5 Reload a weapon A character can use a melee weapon to make AoO whenever
the conditions for such an attack are met. In addition, a character
The cost to reload a weapon is dependent on how it is reloaded.
can make AoO with unarmed attacks if the character’s unarmed
Using magazines, speedloaders, or stripper clips is much faster
attacks count as armed.
than reloading a weapon by hand. Reloading includes charging
the weapon so that it is ready for use.
13.2.2 Threatened Squares
11.6 Withdraw
A character threatens the squares into which they can make a
Withdrawing from melee combat is when a character retreats melee attack even when it is not the character’s action. Generally,
from melee combat without incurring AoO penalties. When a that’s all squares adjacent to the character’s position. An enemy
character withdraws the Combat Point cost to move is multiplied that takes certain actions while in a threatened square provokes
by 4. The square the character starts from is not considered an AoO from the character. A character can only make AoO
threatened for purposes of withdrawing and therefore enemies with melee weapons, never with ranged weapons. Facing and
do not get AoO against the character when they move from that the penalty that comes with it apply with AoO.
square. A character may not withdraw using a form of movement
for which that character must make a skill check.
13.2.3 Provoking an Attack of Opportunity
Two actions can provoke an AoO:
12 Speak Action
• Moving out of a Threatened Square When a character
With the exception of specific speaking-related abilities,
moves out of a threatened square that character generally
speaking doesn’t cost any Combat Points. Speaking allows the
provokes an AoO. There are two important exceptions.
character convey 6 seconds of information, which is about 15
A character doesn’t provoke an AoO if the character
words. These words can be conveyed in any language the
withdraws. If the character doesn’t start in a threatened
character can speak. Characters can also make any noises
square, but moves into one, the character may stop there
that they wish to produce and that their vocal cords can handle.
without provoking an AoO, although further movement
does provoke an AoO.
13 Miscellaneous Actions
• Performing an Action that Distracts the Character Some
Some actions don’t fit neatly into the above categories. Some actions when performed in a threatened square provoke
of the options described below are actions that take the place AoO because they make a character divert their attention
of or are variations on the actions described earlier. For actions from the fight at hand. Using a ranged weapon, in particular,
not covered in any of this material, the GM determines how long provokes AoO. Table: Actions in Combat notes many
such an action takes to perform and whether doing so provokes additional actions that provoke attacks off opportunity.
AoO from threatening enemies.
13.2.4 Making an Attack of Opportunity
13.1 Use Feat, Skill, or Talent
An attack of opportunity is a single melee attack, and a
Certain feats let a character take special actions in combat. character can only make one AoO per round. A character does
Other feats are not actions in themselves but they give a character not have to make an Attack of Opportunity if they don’t want to.
a bonus when attempting something they can already do. Some Making an Attack of Opportunity takes no Combat Points.
feats aren’t meant to be used within the framework of combat.
The individual feat descriptions tell a character what they need
to know about them. 13.3 Extra Effort
Most uses of skills or talents in a combat situation are attack
actions but some might be move actions or full-round actions. An Extra Effort action is an action where a character pushes
themselves beyond their limits using a burst of energy to get
When appropriate the description of a talent or a skill provides
the time required to use it. more accomplished in a single round. The character receives 5
extra CP for the round. The following round they are considered
flat-footed, have a −4 attack penalty for all attacks, receive half
13.2 Attacks of Opportunity
their normal CP (rounded down), and may not take the extra
The melee combat rules assume that combatants are actively effort action. After the character goes through one round in this
avoiding attacks. A player doesn’t have to declare anything state, they return to normal.
77

14 Movement and Position Circumstance Melee Range


Attacker flanking defender1 +2 —
When using a grid to represent character’s movement, the Attacker on higher ground +1 +0
standard scale equates one inch (or a one square) to five feet in Attacker kneeling or sitting −2 +1
the game world. One round is six seconds. Attacker prone −4 +21
Attacker has not been seen yet. +22 +22
14.1 Movement in Darkness
If a character moves when they can’t see, such as in total 1 Some ranged weapons can’t be used while the attacker is prone.
darkness, their CP cost to move is doubled. 2 The defender loses any DEX bonus to Defense.

Table 65: Attack Roll Modifiers


14.2 Diagonals
When measuring distance, the first diagonal counts as 1 square,
the second counts as 2 squares, the third counts as 1, the fourth Circumstance Melee Ranged
as 2, and so on. Defender sitting or kneeling −2 +21
You can’t move diagonally past a corner. You can move Defender stunned or cowering −4 +41
diagonally past a creature, even an opponent. Defender stunned or cowering −22 −22
You can also move diagonally past other impassable obstacles Defender climbing −22 −22
such as pits. Defender flat-footed +02 +02
Defender grappling (attacker not) +02 +03
14.3 Passing Through Defender pinned −44 +04
Defender helpless (such as +02 +02
Sometimes a character can pass through an area occupied by paralyzed, sleeping, or bound)
another character or creature. Defender has cover — See Cover —
Defender concealed or invisible – See Concealment –
14.3.1 Friendly Character
A character can move through a square occupied by a friendly 1 Does not apply if target is adjacent to attacker. This circumstance may
character. instead improve bonus to Defense granted by cover. See Cover, below
2 The defender loses any DEX bonus to Defense
3 Roll randomly to see which grappling combatant the character strikes.
14.3.2 Unfriendly Character That defender loses any Dexterity bonus to Defense
There are two ways to move through a square occupied by 4 Treat the defender’s DEX as 0 (-5 modifier)
an enemy: Table 66: Defense Modifiers
A character can attempt to slip through a square occupied by
a resisting enemy using the Acrobatics skill.
A character can move through a square occupied by an
unfriendly character who chooses not to or is unable to resist as
14.4.2 Cover
if the character was friendly.
Cover is specifically provided by objects that would reasonably
14.3.3 Square Occupied by Larger or Smaller Creature stop an attack, such as thick trees, solid stone walls, or
sandbags.Cover provides a bonus to defense. The more cover a
Any creature can move through a square occupied by a character has, the bigger the bonus. In a melee, if a character has
creature three size categories larger or three categories smaller cover against an opponent, that opponent probably has cover
than it is. against the character too. With ranged weapons, however, it
is easy to have better cover than the opponent. The GM may
14.4 Combat Modifiers impose other penalties or restrictions on attacks depending on
the details of the cover.
This section covers offensive and defensive modifiers provided
by position.

14.4.1 Favorable and Unfavorable Conditions Degree of Cover Cover is assessed in subjective measurements
of how much protection it offers. The GM determines the value
Generally speaking, any situational modifier created by the of cover. This measure is not a strict mathematical calculation
attacker’s position or tactics applies to the attack roll, while any because a character gains more value from covering the parts of
situational modifier created by the defender’s position, state, or their body that are more likely to be struck. If the bottom half of
tactics applies to the defender’s DEF. The GM judges what bonuses a character’s body is covered, that only gives ¼ cover because
and penalties apply using Table: Defense Modifiers and Table: most vital areas are still fully exposed. If one side or the other of
Attack Roll Modifiers as guides. a character’s body is covered, the character receives ½ cover.
78

Degree of Cover (Example) Cover Bonus Reflex


to Defense Saves Concealment (Example) Miss Chance
One-quarter (standing behind a ¼ (light fog; light foliage) 10%
+2 +1
3’ high wall) ½ (shadows; dense fog at 5’) 20%
One-half (fighting from around ¾ (dense foliage, fighting around a 30%
a corner or a tree; standing at corner)
+4 +2
an open window; behind a 9/10 (near total darkness) 40%
creature of same size) Total (attacker blind; total darkness; 50% and must guess
Three-quarters (peering smoke grenade; dense fog at 10’, target’s location
+8 +3
around a corner or a big tree) behind a drywall wall)
Nine-tenths (standing at an
arrow slit; behind a door that’s +10 +41 Table 68: Concealment
slightly ajar)
Total (on the other side of a Degree of Concealment Concealment is subjectively mea-
— —
solid wall) sured as to how well concealed the defender is. Examples of what
might qualify as concealment of various degrees are given in
Table: Concealment. Concealment always depends on the point
1 Half damage if save is failed; no damage if successful.
of view of the attacker.
Table 67: Cover
Concealment Miss Chance Concealment gives the subject of
a successful attack a chance that the attacker missed because of
Cover Defense Bonus Table: Cover gives the Defense bonuses the concealment. If the attacker hits the defender must make a
for different degrees of cover. Add the relevant number to the miss chance percentile roll to avoid being struck. When multiple
character’s Defense. This cover bonus overlaps (does not stack) concealment conditions apply to a defender, use the one that
with certain other bonuses. would produce the highest miss chance. Do not add the miss
chances together.

Cover Reflex Save Bonus Table: Cover gives the Reflex Save 14.5 Special Initiative Actions
bonuses for different degrees of cover. Add this bonus to Reflex Usually a character acts as soon as they can in combat, but
Saves against attacks that affect an area. This bonus only applies sometimes a character wants to act later, at a better time, or in
to attacks that originate or burst out from a point on the other response to the actions of someone else.
side of the cover.

14.5.1 Delay

Striking the Cover Instead of a Missed Target If it ever By choosing to delay, the character takes no action and then
becomes important to know whether the cover was actually acts normally at whatever point in the initiative count the character
struck by an incoming attack that misses the intended target, decides to act. When a character delays they voluntarily reduce
the GM should determine if the attack roll would have hit the their own initiative result for the rest of the combat. When the
protected target without the cover. If the attack roll falls within a character’s new, lower initiative count comes up later in the same
range low enough to miss the target with cover but high enough round, the character can act normally. The character can specify
to strike the target if there had been no cover, the object used this new initiative result or just wait until some time later in the
for cover was struck. This can be particularly important to know round and act then, thus fixing the character’s new initiative count
in cases when a character uses another character as cover. In at that point. A character cannot interrupt anyone’s action with
such a case, if the cover is struck and the attack roll exceeds the a delayed action (as a character can with a readied action; see
Defense of the covering character, the covering character takes below).
the damage intended for the target. If the covering character
has a DEX bonus to Defense or a dodge bonus, and this bonusDelaying Limits The longest a character can delay before
keeps the covering character from being hit, then the original
taking an action is until after everyone else has acted in the
target is hit instead. The covering character has dodged out of
round. At that point, the delaying character must act or else forfeit
the way and didn’t provide cover after all. A covering character
any action in that round. If multiple characters are delaying, the
can choose not to apply their DEX bonus to Defense and/or their
one with the highest initiative modifier (or highest DEX in case
dodge bonus if the character so desires. of a tie) has the advantage. If two or more delaying characters
both want to act on the same initiative count, the one with the
highest initiative modifier can go first. If two or more delaying
14.4.3 Concealment characters are trying to go after one another, the one with the
highest initiative modifier can go last; the others must go first or
Concealment includes all circumstances in which nothing lose their action for the round. If a character loses an action due
substantially physical blocks a blow or shot but something to delaying, they may act on any count on the next turn. Again,
interferes with an attacker’s accuracy. the character cannot interrupt an action.
79

14.5.2 Ready Strike an Object Objects are easier to hit than characters
because they usually don’t move, but many are tough enough to
The ready action lets a character prepare to take an action shrug off some damage from each blow.
later to interrupt another character. On the character’s turn they
prepare to take an action later if a specific trigger is met. Later
in the round, if the readied action is triggered, the character
takes their action before the triggering action. Readying does not
provoke an AoO.

Object Defense and Bonuses to Attack Objects are harder


Readying an Action A character can ready an attack action. or easier to hit depending on their size and whether they are
To do so the character specifies the action they will take and the immobile or being held, carried, or worn by opponents. The
conditions under which the character will take it. Then, any time base Defense of objects is shown on Table: Size and Defense of
before the character’s next action, the character may take the Objects.
readied attack action in response to those conditions. The readied
action occurs just before the event that triggers it. If the trigger is
part of another character’s actions, the readied action interrupts
the other character. The other character continues their actions
once the readied action is completed. The character’s initiative Size (Example) Defense
count changes. For the rest of the encounter, the new initiative Colossal (jetliner) −3
count is the count on which the character took the readied action, Gargantuan (army tank) 1
and the waiting character acts immediately ahead of the character Huge (typical car) 3
whose action triggered the readied action. A character can move Large (big door) 4
as normal, but only as long as the character doesn’t spend the Medium (dirt bike) 5
Combat Points needed to accomplish the readied action. If the Small (chair) 6
character comes to their next action and has not yet performed Tiny (College textbook) 7
the readied action, the character doesn’t get to take the readied Diminutive (paperback book) 9
action (though the character can ready the same action again). If Fine (pencil) 13
the character takes their readied action in the next round before
their regular turn comes up the character’s initiative count doesn’t Table 69: Object Size and Defense
change.

14.6 Special Attacks


If a character spends 12 CP to make an attack against an
This section covers firearms, grappling, explosives, attacking inanimate, immobile object the character receives an automatic
objects, and an assortment of other special attacks. hit with a melee weapon, or a +5 bonus on their attack roll with a
ranged weapon (all ranged weapons are firing single shot). An
object being held, carried, or worn has a Defense equal to the
14.6.1 Aid Another
above figure + 5 + the opponent’s DEX modifier. Striking a held,
In combat, a character can help a friend attack or defend by carried, or worn object provokes an AoO from the character who
distracting or interfering with an opponent. If the character is in holds it. If a character has the Sunder feat, they don’t incur an
position to attack an opponent with which a friend of the character AoO for making the attempt.
is engaged in melee combat, the character can attempt to aid the
friend. The character makes an attack roll against DEF 10. If the
character succeeds, they don’t actually damage the opponent,
but the character’s friend gains either a +2 circumstance bonus
against that opponent or a +2 circumstance bonus to DEF against
that opponent (aiding character’s choice) on the friend’s next turn. Hardness Each object has hardness, a number that represents
how well it resists damage. Whenever an object takes damage,
14.6.2 Planted Explosives subtract its hardness from the damage. Only damage in excess
of its hardness is deducted from the object’s hit points (see Table:
A planted explosive is set in place with a timer or fuse Substance Hardness and Hit Points and Table: Object Hardness
determining when it goes off. No attack roll is necessary to and Hit Points).
plant an explosive; the explosive sits where it is placed until it is
moved or goes off. When a planted explosive detonates, it deals
its damage to all targets within the blast radius of the weapon.

14.6.3 Attack an Object


Hit Points An object’s HP total depends on what it is made of
Sometimes a character needs to attack or break an object or how big it is.
80

Object Hardness HP Break TN Saving Throws Unattended objects never make saving throws.
Lock They are considered to have failed their saving throws. An
Cheap 0 1 10 object attended by a character (being grasped, touched, or worn)
Average 3 5 15 receives a saving throw just as if the character herself were
High quality 5 10 20 making the saving throw.
High security 10 120 35
Ultrahigh security 20 150 10 Breaking Objects When a character tries to break something
Manufactured Objects1 with sudden force rather than by dealing damage, use a STR
Fine 0 1 10 check to see whether they succeed. The TN depends more on
Diminutive 0 1 10 the construction of the object than on the material. If an object
Tiny 1 2 10 has lost half or more of its hit points, the TN to break it decreases
Small 3 3 12 by 2.
Medium 5 5 15
Large 5 10 15 Repairing Objects Repairing damage to an object takes a full
Huge 8 10 20 hour of work and appropriate tools. Without the proper tools, a
Gargantuan 8 20 30 character takes a −6 penalty on their Craft check. At the end of
Colossal 10 30 50 the hour, make a Craft (Structural) check [TN20]. Success restores
Firearm, medium-size 3 5 17 2d6 HP. If damage remains, the character may continue to make
Rope 0 2 23 repairs for as many hours as it takes to restore all the object’s
Simple wooden door 5 10 13 HP.
Strong wooden door 5 20 23
Steel door 10 120 35 14.7 Facing
Cinderblock wall 8 90 35
Chain 10 5 26 All characters have a facing: the direction to the adjacent
Handcuffs 10 10 30 square the character or creature is pointing toward. This means
Metal bars 10 15 30 that a Medium creature standing in a given square has eight
possible facings. The three squares a Small or Medium character
1 Figures for manufactured objects are minimum values. The GM may is pointing toward are its front area. The three squares behind it
adjust these upward to account for objects with more strength and are its rear area. The squares to its left and right are its flanks.
durability. Larger characters have more squares to deal with, but they still
face toward one of eight directions. Their front areas remain the
Table 70: Object Hardness and HP squares in front of them (including those on the front corners);
their rear areas remain the squares behind them (including those
Substance Hardness Hit Points on the rear corners); and their flanks remain the squares directly
to their sides.
Paper 0 2/inch of thickness
Rope 0 2/inch of thickness
Plastic, soft 0 3/inch of thickness 14.7.1 Changing facing
Glass 1 1/inch of thickness As you move, you can freely change your facing, rotating your
Ceramic 1 2/inch of thickness miniature before you step into each new square. In addition, you
Ice 0 3/inch of thickness can change facing at the end of your move. These rules do not
Plastic, hard 2 5/inch of thickness apply if your movement is limited to a 5’ step; see below.
Wood 5 10/inch of thickness If you do not move during your turn, you may change facing
Aluminum 6 10/inch of thickness once at any point during your turn for free. You can turn to face
Concrete 8 15/inch of thickness any direction you like but you cannot change facing more than
Steel 10 30/inch of thickness once.

Table 71: Substance Hardness


14.8 Normal Movement
You can move into any square in your front area at the normal
Energy Attacks Acid and Concussive attacks deal normal
movement cost. As you move you may change your facing as
damage to most objects. Electricity and fire attacks deal half
you enter each new square. Make it clear which way you’re
damage to most objects; divide the damage by 2 before applying
facing as you move if it matters (such as when enemies are near),
the hardness. Cold attacks deal ¼ damage to most objects; divide
and set your miniature’s facing when you’re done moving.
the damage by 4 before applying the hardness.

14.8.1 Moving Backward or Sideways


Ineffective Weapons The GM may determine that certain
weapons just can’t deal damage effectively to certain objects. You’ll usually turn your character in the direction of movement
before making a move. As described above, you may freely make
such changes in facing during movement. However, sometimes
Immunities Objects are immune to non-lethal damage. you’ll want to move without changing your facing to avoid
81

exposing your flank or rear area to an AoO while you move. It military vehicles. The rules can be modified for heavier armored
costs two squares of movement to enter a square on your flank vehicles, and aircraft.
or in your rear area.

14.8.2 Facing And Attacking 15.1 Characters in Vehicles


In general, a character can attack into any square in his front A character in a vehicle fills one of several possible roles, which
area without penalty. Characters who don’t want to change their determines what the character can do.
facing to point toward a foe can attack into their flank areas at a Driver The driver of the vehicle controls its movement. Most
−5 penalty and into their rear areas at a −10 penalty. vehicles have only one position from where the vehicle can be
Characters can make ranged attacks into any square beyond driven, so the person seated there is the driver. Driving a vehicle
their front area without penalty, as shown in the accompanying costs a minimum of 6 Combat Points, which means that the driver
diagram. The penalties for making ranged attacks into flank and may be able to do something else with their Combat Points. There
rear areas are the same as for melee combat. can be only one driver in a vehicle at one time.
Copilot A copilot can help the driver by taking an aid another
14.8.3 Opponent Facing action. The copilot must be seated in a location where they can
see the road and advise the driver (in a car, this generally means
Not only does your facing matter when you’re attacking, but the front passenger seat). Aiding the driver costs 6 Combat Points.
the facing of your opponent does as well. If you’re attacking from A vehicle can have only one copilot at a time. A copilot can also
a foe’s flank area (or the squares beyond it, if you have a reach drive the vehicle if the driver cannot or chooses not to, provided
or ranged weapon), you get a +2 bonus on the attack roll. You there is a second set of controls at the copilot’s seat (usually true
don’t need anyone opposite you on the other side of your foe. If in aircraft, but not ground vehicles).
you’re attacking from a foe’s rear area (or the squares beyond Gunner Some vehicles have built-in weapons. If such a weapon
it), you get a +4 bonus on the attack roll. is controlled from a location other than the driver’s position, a
character can man that position and become the gunner. A vehicle
Faceless Creatures Some creatures have no real facing can have as many gunners as it has gunner positions.
because they can move, attack, and perceive foes equally well in Passenger All other personnel aboard the vehicle are
every direction. Faceless creatures can move or attack into any considered passengers. Passengers have no specific role in the
adjacent square and they can’t be flanked or attacked from the vehicle’s operation, but may be able to fire weapons from the
rear because they don’t have flanks or rears. vehicle or take other actions.

Tiny and Smaller Creatures Tiny and smaller creatures don’t


have facing. They can move or attack in any direction and are 15.2 Scale
otherwise treated as faceless. These rules use two scales. If the encounter involves both
vehicles and characters on foot, use character scale. If the scene
14.8.4 Facing And Perception involves only vehicles and they’re likely to move at much higher
speeds than characters or creatures on foot, use vehicle scale.
It’s much easier to see what’s going on in your front area and
much easier to sneak around behind someone’s back.
15.2.1 Character Scale
Perception Check Characters take a −5 penalty on Perception
checks to spot things in their flank area (or beyond) and a −10 Character scale is identical to the standard scale: It’s carried out
penalty to spot things in their rear area (or beyond). The Combat on a grid in which each square equals 5 feet. In character scale,
Awareness feat helps dampen this penalty. Faceless creatures most vehicles are large enough to occupy multiple squares on
(see above) and creatures with all-around vision ability don’t take the map grid. How many squares a vehicle occupies is specified
this penalty. in the vehicle’s description.
When moving a vehicle, count the squares from the vehicle’s
14.8.5 Readied Actions rear. When turning, pivot the vehicle on the rear square toward
which it is turning. When firing weapons, count squares from the
You can’t ready an action to respond to a trigger that occurs in location of the weapon. In character scale, more than one ground
your rear area if you have to see it happen (such as a doorknob vehicle cannot occupy the same square.
turning), but you can ready an action for a sound-based trigger
(such as the click of latch opening).
15.2.2 Vehicle Scale

15 Vehicle Movement and Combat In Vehicle scale, grids are not used. Instead the GM will
describe the location of objects and obstacles, in reference to the
For simply traveling from point to point, the vehicle used character’s location. It is important to use numerical feet values
is largely a matter of personal style and finances. Skill checks for anything the characters will target, and reference how long it
are only required in extraordinary circumstances. These rules will take the characters to reach a particular obstacle, based on
are primarily focused on ground vehicles: cars, trucks, and light their speed.
82

15.3 Vehicle Sizes Street Speed, Highway Speed and All Out Speed. Each of these
speed categories represents a range of possible movement (see
Vehicles use the same size categories as characters and
Table: Vehicle Speeds and Modifiers). Each movement Phase, a
creatures, as shown on Table: Vehicle Sizes. The vehicle’s size
vehicle moves according to its current speed category.
modifier applies to its initiative modifier, maneuver modifier, and
Defense. The size modifier is already included in the vehicle Speed Req Turn Dist Def Mod Check/Roll Mod
statistics.
Stationary — +0 —
Vehicle Size Size Mod. Examples Observing — +0 +0
Colossal −8 Jumbo Jets, Semi-trucks Cruising 5’ +1 +0
Gargantuan −4 IFVs, APCs, and most aircraft Alley 10’ +1 −1
Huge −2 Mid-sized cars, Luxury cars Avenue 15’ +2 −2
Large −1 Compact cars, Compact trucks Street 20’ +3 −4
Medium +0 Motorcycles, Toy cars, and Mini cars Highway 30’ +5 −6
All Out 35’ +7 −8
Table 72: Vehicle Sizes
Table 73: Vehicle Speed
15.4 Facing and Firing Arcs
15.8.1 Declaring Speed
When dealing with vehicles, the vehicle’s facing (the direction
it’s pointing) is important. Facing indicates the direction in which At the beginning of their action, a driver must declare their
the vehicle is traveling, assuming it isn’t moving in reverse. It speed category for the round. The driver can choose to go one
can also determine which weapons aboard the vehicle can be category faster or slower than the vehicle’s speed category at
brought to bear on a target. the end of the previous round. A stationary vehicle can change
A weapon built into a vehicle can by mounted to fire in one of to observing speed in either forward or reverse. Most vehicles
four directions: forward, aft (rear), right, or left, or be built into a cannot go faster than alley speed in reverse. Not all vehicles
partial or full turret. A partial turret lets a weapon fire into three can reach all speeds, and some vehicles can skip speeds with
adjacent fire arcs (such as forward, left, and right), while a full upgrades.
turret lets it fire in any direction. For vehicles with weapons, a
• Stationary The vehicle is motionless.
weapon’s arc of fire is given in the vehicle’s description.
• Observing Speed The vehicle is rolling at a very slow
15.5 Getting Started speed, usually used to survey areas. It tops out at about 15
miles per hour.
Most vehicles can be entered with 4 Combat Points and started
with 4 more Combat Points. An exception is noted in a vehicle’s • Cruising Speed The vehicle is moving at a brisk pace,
description when it applies. faster than what would be moved to observe, often used
Vehicle combat differs from Character combat, in that there in parking lots and school zones. This speed tops out at
are two phases per round, the Movement Phase and the Attack about 30 miles per hour.
Phase.
• Alley Speed This speed is used for safely maneuvering a
vehicle in tight spaces, such as alleys and parking garages.
15.5.1 Initiative
It tops out at about 45 miles per hour.
Initiative is determined by rolling initiative for each vehicle,
using the vehicle’s initiative modifier. • Avenue Speed This speed is for open roads at a decent
speed, up to about 60 miles per hour.
15.6 Movement Phase • Street Speed The vehicle is traveling at a moderate speed,
up to about 75 miles per hour.
The movement phase is the phase where the vehicles move.
The driver spends 6 Combat Points moving the Vehicle’s speed, • Highway Speed The vehicle is moving at a typical highway
increasing or decreasing the speed category, and performing speed, from about 90 miles per hour.
maneuvers. Initiative order goes as normal, and once every
vehicle in combat has moved, the Attack Phase begins. • All Out Speed The vehicle is traveling extremely fast, more
than 110 miles per hour.
15.7 Attack Phase
15.8.2 The Effects of Speed
The attack phase is the phase that allows both the vehicle and
its occupants to attack. The characters may use as many combat A fast-moving vehicle is harder to hit than a stationary one but
points as they possess attacking or shifting within the vehicle. is also harder to control and to attack from. As shown on Table:
Vehicle Speeds and Modifiers, when a vehicle travels at street
speed or faster, it gains a bonus to Defense. However, that speed
15.8 Vehicle Speed
brings along with it a penalty on all skill checks and attack rolls
Vehicle speed is expressed in eight categories: Stationary, made by characters aboard the vehicle, including Drive checks
Observing speed, Cruising Speed, Alley Speed, Avenue Speed, to control the vehicle and attacks made from it.
83

15.9 Driving a Vehicle and Modifiers affects all Drive checks made by the driver and
attack rolls made by all occupants of the vehicle.
Driving a vehicle cost 6 Combat Points, taken by the vehicle’s
driver. During their move action the driver moves the vehicle
a distance within its speed category. The driver can attempt 15.11.1 Avoid Hazard
maneuvers to change the vehicle’s course or speed. These
maneuvers can be attempted at any point along the vehicle’s Vehicle combat rarely occurs on a perfectly flat, featureless
route. plain. When a vehicle tries to move through a square occupied
The two kinds of vehicle movement are simple maneuvers and by a hazard the driver must succeed on a Drive check to avoid
stunts: the hazard and continue moving.
Structures simply cannot be avoided. Also, if a driver cannot
15.9.1 Simple Maneuvers make a check (if they have used all their Combat Points for the
round in performing other stunts) they automatically fail to avoid
A simple maneuver, such as a 45-degree turn, is easy to the hazard. In such cases, a collision occurs.
perform. Each is free and can be taken as many times as the The TN to avoid a hazard varies with the nature of the hazard.
driver likes while they move the vehicle for no Combat Point cost. On a failed check, the vehicle hits the obstacle. An oil slick
However, simple maneuvers do cost movement, so a vehicle that forces the drive to make a Drive check [TN18] to retain control of
makes a lot of simple maneuvers will not get as far as one going the vehicle. Failing to avoid an object results in a collision with
in a straight line. Simple maneuvers do not require the driver to the object.
make skill checks.

15.9.2 Stunts 15.11.1.1 Caltrops Caltrops are four-pronged steel spikes


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

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


of the following maneuvers: 15.11.1.2 Oil Slick An oil slick is a large pool of oil (or any
hydrophobic, slippery fluid). If the driver fails to avoid this hazard,
they are forced to make a Drive check [TN18] to retain control of
15.10.1 45° Turn
the vehicle.
Any vehicle can make a simple 45° turn as part of its movement.
The vehicle must move forward at least a number of feet equal Hazard TN
to its required turn distance (shown on Table: Vehicle Speeds Caltrops 16
and Modifiers) before it can turn. After the turn, the vehicle must Oil Slick 18
move at least a number of feet equal to its required turn distance.
Small Object (tire, light debris) 8
Medium Object (crate) 12
15.10.2 Ram Large Object (pile of wreckage) 19
At character scale, a driver does not have to perform a Structure —
maneuver to ram another vehicle, they only needs to drive their
Table 74: Avoid Hazard TN
vehicle into the other vehicle, and a collision occurs (see Collisions
and Ramming).
At vehicle scale, however, more than one vehicle can occupy 15.11.2 Bootleg Turn
the same square and not collide, so ramming another vehicle
requires a simple maneuver. The driver moves their vehicle into By making a bootleg turn a driver can radically change
the other vehicle and states that they are attempting to ram. direction without turning in a loop. However, in doing so, the
Resolve the ram as a collision except that the driver of the target vehicle comes to a stop.
vehicle can make a Reflex Save [TN15] to reduce the damage to Before a vehicle can make a bootleg turn it must move in a
both vehicles by half. straight line at least a number of squares equal to its required turn
distance. To make a bootleg turn, simply change the vehicle’s
15.11 Stunts facing to the desired direction. The vehicle ends its movement in
that location, at stationary speed.
Stunts are maneuvers that require a Drive check to perform The TN for a bootleg turn depends on the change in facing.
successfully. Unsuccessful stunts often result in the vehicle ending On a failed check, instead of facing the desired direction, the
up someplace other than where the driver intended. When vehicle only changes facing by 45 degrees. Make a Drive check
this happens, the vehicle collides with any objects in its path. to retain control against a TN equal to the TN for the bootleg turn
Remember that the check/roll modifier from Table: Vehicle Speeds attempted.
84

Facing Change TN Gap Width TN


45° 5 1-3’ (ditch) 15
90° 10 4-7’ (culvert) 20
135° 15 8-15’ (creek, small ravine) 25
180° 20 16-25’ (narrow road, small pond) 30
26-40’ (wide road, small river) 35
Table 75: Bootleg Turn TN Vehicle Speed Category TN Mod
Observational +20
Cruising +15
15.11.3 Dash Alley +10
Avenue +5
With a dash stunt, a driver can increase the vehicle’s speed by
Street +0
one category. This increase is in addition to any speed change
Highway −5
made at the beginning of the driver’s action; if the driver increased
All Out −10
speed at that time, they can accelerate a total of two categories
in the same round. The vehicle’s total movement for the round
Table 76: Vehicle Jump TN
cannot exceed the maximum number of squares for its new speed
category. The squares it has already moved before attempting A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size
the dash count against this total. object; the vehicle may be able to avoid taking collision damage
The TN for a dash is 15. The driver can only succeed at one from the failed jump by treating the far side as a hazard and then
dash per round. continue moving (see Avoid Hazard, above).
On a failed check the vehicle does not change speed categories. A moderately deep gap (4 to 10 feet deep) is equivalent to a
Huge object. The vehicle can only drive out of the gap if the walls
are not too steep.
15.11.4 Hard Brake A deeper gap (11 feet or deeper) is equivalent to a Colossal
object. The vehicle can only drive out of the gap if the walls are
With a hard brake stunt, a driver can reduce the vehicle’s speed not too steep.
by up to one category. This is in addition to any speed change If the gap is filled with water, the vehicle takes only half damage
made at the beginning of his action; if the driver reduced speed from the collision with the ground. However, if the water is too
at that time, they can drop a total of two categories in the same deep or the bottom is too soft (GM’s discretion), the vehicle might
round. The vehicle’s movement for the round ends immediately. not be able to move.
The TN for a hard brake is 15. The driver can only succeed at
one hard break per round. On a failed check, the vehicle does
15.11.7 Sideswipe
not change speed categories. Make a Drive check [TN15] to retain
control (see Losing Control). During a vehicle’s movement, a driver can attempt to sideswipe
a vehicle or other target, either to deal damage without fully
ramming it or to cause another driver to lose control of their
15.11.5 Hard Turn vehicle.
At character scale, a vehicle must be side by side with its target
A hard turn allows a vehicle to make a turn in a short distance (that is, occupying the square or squares directly to its side) and
without losing speed. moving in the same direction. Attempting a sideswipe costs 1
A hard turn functions like a 45° turn simple maneuver, except square of movement.
that the vehicle only needs to move forward a number of feet If the stunt is successful the sideswiping vehicle and the target
equal to half its required turn distance (rounded down). both take damage as if they had collided (see Collisions and
The TN for a hard turn is 15. Ramming), except that the collision multiplier is one-forth, and
On a failed check the vehicle continues to move forward a the target (or driver of the target vehicle) can make a Reflex
number of feet equal to its required turn distance before turning, Save [TN15] to reduce the damage to both by half. If the target is
just as with a simple 45° turn. Make a Drive check [TN15] to retain another vehicle the driver must succeed at a Drive check [TN15]
control. at the beginning of their next action or lose control of the vehicle.
The TN for a sideswipe is 15 and is modified by the relative size
and speed of the target.
15.11.6 Jump
Target Condition TN Modifier
A driver can attempt to jump their vehicle across a gap in their Each size category larger −5
path. Each size category smaller +5
To make a jump the vehicle must move in a straight line a Each speed category of difference −2
number of feet equal to its required turn distance.
The TN for a jump depends on the width of the gap modified Table 77: Sideswipe
by the vehicle’s speed category.
On a failed check, the vehicle fails to clear the gap, and instead On a failed check, both vehicles take damage as though the
falls into it (or collides with the far side). Determine damage as sideswipe attempt was a success. However, the other driver does
for a collision (see Collisions and Ramming). not need to make a check to retain control.
85

15.12 Terrain Highest Speed Damage Die


Observational 1
The Terrain a vehicle is driving on can also change how a Cruising d2
vehicle is controlled, and how fast it can go. Alley d4
Avenue d6
• Paved Road Paved roads are roads made of cement, Street d8
asphalt, or any other kind of standard paving. They have Highway d10
no special rules. All Out d12
Smallest Object or Creature Size # of Dice
• Semi-Paved Road These roads include Gravel, hard Colossal 20
compacted dirt roads, and any other kind of road where Gargantuan 16
traditional paving is not used. They grant a −1 penalty to Huge 12
all Drive checks. Large 8
Medium 4
Small 2
• Wilderness Wilderness includes loose dirt roads, sand, or Tiny 1
any kind of road off the beaten path. When driving on Smaller than Tiny 0
this type of surface, the maximum speed is reduced by 4
categories. Table 78: Collision Damage

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

Table 79: Collision Direction


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

15.14.1 Resolving Collisions


15.14.2 Damage to Vehicles Occupants
The base damage dealt by a vehicle collision depends on the
speed and size of the objects involved. Use the highest speed and When a vehicle takes damage from a collision its occupants
the smallest size of the two colliding objects and refer to Table: may take damage as well. The base amount of damage depends
Collision Damage. on the cover offered by the vehicle.
86

Cover Damage To make a Stealth check use the normal rules for hiding (see
None Same damage taken by vehicle the Stealth skill description). The normal size modifiers apply,
¼ ½ damage taken by vehicle but because the driver is hiding among other vehicles, most of
½ ¼ damage taken by vehicle which are size Large or Huge, they gain a +8 bonus on the check.
¾ or more None This use of the Stealth skill can only be attempted in fairly heavy
traffic; in lighter traffic the GM might not allow it or might apply a
Table 80: Occupant Collision Damage penalty to the check.
A driver can use Presence to make a pursuer think they are
Each of the occupants may make a Reflex save [TN15] to take going a different direction from what the driver intends. Just
half damage. before making a turn onto an off-ramp or side street, make a
Presence check opposed by the pursuer’s Presence check. If the
driver is successful the pursuer takes a −5 penalty on any Drive
15.15 Losing Control
check needed to make the turn to follow the driver. If the other
A collision or a failed stunt can cause a driver to lose control of driver can make the turn using only simple maneuvers and does
his vehicle. In these cases, the driver must make a Drive check to not have to make a Drive check the Presence attempt has no
retain control of the vehicle. If this check is successful the driver effect.
maintains control of the vehicle.
If it fails the vehicle goes into a spin. If it fails by 10 or more, the
vehicle rolls. Remember that the check/roll modifier from Table:
Vehicle Speeds and Modifiers applies to all Drive checks. 15.17 Fighting from Vehicles
An out-of-control vehicle may strike an object or other vehicle.
The following rules provide a further framework for combat
When that happens, a collision occurs.
involving vehicles.
Actions during the Attack Phase of vehicle combat are handled
15.15.1 Spin the same way as actions during personal combat.
The vehicle skids, spinning wildly.
At character scale, the vehicle moves in its current direction a
number of feet equal to the required turn distance for its speed, 15.17.1 Move Actions
then ends its movement. Once it stops, roll 1d8 to determine its
new facing Changing position within a vehicle is usually 5 Combat Points,
At vehicle scale, the vehicle moves 5’ and stops. Roll to especially if the character has to trade places with another
determine its new facing as indicated above. character. If the character’s movement is short and unobstructed,
the character can do it at the cost of regular movement.
1 no change 5 180°
2 right 45° 6 left 135°
3 right 90° 7 left 90°
15.17.2 Attack Actions
4 right 135° 8 left 45°
Anyone aboard a vehicle can make an attack with a personal
Table 81: Vehicle Spin weapon, and drivers and gunners can make attacks with any
vehicle-mounted weapons controlled from their positions.
15.15.2 Roll
The vehicle tumbles, taking damage.
At character scale, the vehicle rolls in a straight line in its current 15.18 Crew Quality
direction for a number of feet equal to the required turn distance
for its speed, then ends its movement. At the end of the vehicle’s Rather than force the GM to create, or remember, statistics for
roll, reorient the vehicle perpendicular to its original direction of
everyone aboard a vehicle, vehicle statistics include a general
travel (determine left or right randomly). “crew quality” descriptor. This indicates a typical crew’s aptitude
At vehicle scale, the vehicle rolls 5 ft before stopping and with the vehicle’s systems. Table: Vehicle Crew Quality shows the
reorienting. five levels of crew quality for GM-controlled vehicle crews, along
At either scale, a vehicle takes damage equal to 2d6 x the with the appropriate check modifier. Use the check modifier for
character scale required turn distance for its speed (use the all skill checks related to the operation of the vehicle (including
required turn distance from character scale even at vehicle scale). Drive and Craft (Mechanical, Electrical or Structural) checks). Use
The vehicle’s occupants take damage equal to 2d4 x the character the attack bonus for all attack rolls performed by the crew. For
scale required turn distance for its speed (Reflex Save [TN15] for quick reference, Table: Crewed Vehicles shows the typical crew
half damage). quality, and the crew’s total initiative and maneuver modifiers,
for the vehicles covered in this book.
This by no means restricts the GM from creating unique
15.16 Hide and Seek
vehicles where the crew’s statistics are included or from using GM
When being pursued, a driver can attempt a Stealth check to characters’ abilities when they drive or attack from vehicles. It’s
lose the pursuer in heavy traffic, or a Presence check to misdirect merely a shortcut to save time if the GM doesn’t have particular
the pursuer before turning onto an off-ramp or a side street. characters behind the wheel.
87

Crew Quality Check Modifier Attack Bonus 15.20 Damaging Vehicles


Untrained −4 −2
All vehicles have hit points which are roughly equivalent to a
Normal +2 +0 character’s hit points. Like most inanimate objects, vehicles also
Skilled +4 +2 have hardness. Whenever a vehicle takes damage, subtract the
Expert +8 +4 vehicle’s hardness from the damage dealt.
Ace +12 +6 When a vehicle is reduced to 0 hit points, it is disabled. Although
it might be repairable it ceases functioning. A vehicle that is
Table 82: Crew Quality
disabled while moving drops one speed category each round
until it comes to a stop. The driver cannot attempt any maneuvers
except a 45-degree turn.
15.19 Attack Options A vehicle is destroyed when it loses hit points equal to twice its
full normal total. A destroyed vehicle cannot be repaired.
Firing a vehicle’s weapon requires the use of Combat Points,
dependent on how it is fired, and uses the driver’s or gunner’s
ranged attack modifier. 15.20.1 Tires
A driver with 5 or more ranks in the Drive skill gains a All ground vehicles need tires to move. Targeting a tire is a
+2 synergy bonus when firing vehicle-mounted weapons while called shot at a −4 to hit the tire. If a vehicle’s tire is hit the driver
driving. must make a Drive check [TN16] or lose control of the vehicle.
Some military vehicles are equipped with fire-control For every tire lost, the vehicle loses one-quarter of its speed.
computers. These systems grant equipment bonuses on attack
rolls with the vehicle-mounted weapons to which they apply.
15.20.2 Energy Attacks
Driving Defensively Just as in melee combat, one can fight
defensively while driving a vehicle, which grants a +2 dodge Vehicles are treated as objects when subjected to energy
bonus to the vehicle’s Defense and applies a −4 penalty on attack attacks.
rolls made by occupants of the vehicle. It has the same Combat
Point cost as normal. 15.20.3 Exploding Vehicles
If the attack that disables a vehicle deals damage equal to
15.19.1 Targeting Occupants half its full normal hit points or more, the vehicle explodes after
1d6 rounds. This explosion deals 15d6 points of Fire damage to
An attack made against a vehicle uses the vehicle’s Defense everyone within the vehicle (Reflex save [TN20] for half damage)
modified by its speed category. Attackers can choose instead to and half that much to everyone and everything within 30 feet of
target specific vehicle occupants. the explosion (Reflex save [TN15] for half damage).
An attack against a vehicle occupant is made like any other
attack. Remember, however, that a character in a vehicle gains 15.20.4 Repairing Damage
bonuses to Defense from both the vehicle’s speed and any cover
it provides. Repairing damage to a vehicle takes a full hour of work, a
mechanical tool kit, and a garage or some other suitable facility.
Without the tool kit, a character takes a −4 penalty on their Craft
15.19.2 Cover check. At the end of the hour, make a Craft (Structural) check
[TN20]. Success restores 2d6 HP. If damage remains, the character
When a character fires from a vehicle, objects or other vehicles may continue to make repairs for as many hours as it takes to
in the way can provide cover for the target. restore all of the vehicle’s HP.
88

Chapter VII
Registration Rating Knowledge Time Cost
Equipment Licensed
(Business) TN
15
Required
5 days 5
Restricted 20 1 week 10
1 Restricted Objects Military & Police 25 2 weeks 20
Illegal 30 3 weeks 35
Some objects require licenses to own or operate, or are
restricted in use to qualifying organizations or individuals. In such Table 83: Equipment, Licenses
cases, a character must purchase a license or pay a fee to legally
own the object. A license or fee is a separate item, purchased
in addition to (and usually before) the object to which it applies. 3 The Black Market
The four levels of restriction are as follows. When dealing with
Sometimes a character wants to obtain an object without
licenses and weapons, the license type includes any papers or
going through the hassle of getting a license first. Almost anything
cards necessary to carry the weapon, open or concealed, without
is available on the black market. Knowledge (Streetwise) checks
being hassled by law enforcement.
can be used to locate a black market merchant. The TN is based
on where the character is searching: 15 in a big city, 20 in small
• None No license or restriction is required to own or operate
towns, 25 or higher in rural areas. Objects purchased on the black
the object.
market are more expensive than those purchased legally. Add
the black market purchase percentage increase to the object’s
• Licensed The owner must obtain a license to own or cost. Obtaining an object on the black market takes a number of
operate the object legally. Generally, the license is not days according to the Time Required column on Table: Licenses.
expensive, and obtaining it has few if any additional legal The process can be hurried, but each day cut out of the process
requirements. (to a minimum of one day) increases the purchase cost by an
additional 25%.
• Restricted Only specially qualified individuals or organiza-
tions are technically allowed to own the object. However, Registration Rating Black Market
the real obstacles to ownership are time and money; Price Increase
anyone with sufficient patience and cash can eventually Licensed 25%
acquire the necessary license. Restricted 20%
Military & Police 100%
• Military & Police The object is sold primarily to Illegal 200%
legitimate police and military organizations. An M&P
restriction is essentially the same as Restricted, except Table 84: The Black Market
that manufacturers and dealers are generally under tight
government scrutiny and are therefore especially wary of
selling to private individuals. 4 New Vs. Used
The prices listed for the various objects are the price you’d
• Illegal The object is illegal in all but specific, highly regulated pay for something NIB (New in Box), but often characters will
circumstances. either try to purchase something used or try to sell extra gear.
When purchasing or selling something used, use these rates.

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


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

To purchase a license or pay necessary fees, a character • Like New 90% of normal price. No major problems, gear
pays the fee on the chart, and waits the appropriate time. To works as advertised and includes most, if not all of the listed
speed the process, the hero may attempt a Knowledge (Business) equipment.
check at the listed TN. Success results in the license being issued
in 1d4 days. During character creation, a character only needs to • Good 75% of normal price. Object shows some wear, but
purchase the license or pay the fee; the time required takes place still works as advertised, does not include any of the extra
before game play begins. As a general rule, a character must listed gear outside of what’s attached to it.
obtain the appropriate license before buying a restricted object. • Fair 50% of normal price. Object shows wear and has light
When a character has purchased the appropriate license once, damage, firearms would have to be cleaned in this state,
it is applicable for all items with the same rating, so a character and cars may have to have minor repairs (15% HP lost or
does not have to purchase a license for each item of the same less)
level. A higher license grants the ability to purchase any object at
the same restriction level or lower. Legitimate dealers will not sell • Usable 25% of normal price. Objects need repair to use
restricted objects to a character who does not have the necessary functionally, firearms considered damaged and need to
license. However, a character may be able to turn to the black be repaired before use, cars would need major repairs
market to obtain restricted objects without a license. (16-25% HP lost)
89

• Poor 10% of normal price. Objects are basically junk at Condition Stealth Modifier
this point. Firearms are no more than spare parts (or a Clothing is tight or small −4
spare magazine), a vehicle would have to be rebuilt from Clothing is especially loose or +2
this stage (50% or more HP lost). bulky
Clothing is specifically modified +2
for concealing object
5 Mastercraft Objects Firearm is carried in a concealed +2
carry or holdout holster
Weapons, armor, and some other types of equipment can Firearm is carried in a shoulder +1
be constructed as mastercraft objects. The exceptional quality of holster
these objects provides the user a bonus on attack rolls, damage, Size of weapon or object
defense, or some other characteristic that improves when the Fine +12
object is used. A mastercraft object that provides a +1 bonus
Diminutive +8
and can usually be purchased on the open market as a custom
Tiny +4
version of a common object. The increased cost of this item is
Small +0
75% of the item’s cost.
Medium −4
A rare few objects are of mastercraft quality even without
Large −8
customization. The off-the-shelf version of the object is of such
Huge or larger Can’t conceal
high quality that it is always provides a +1 bonus. In these cases,
the cost is not increased, as such objects are already priced higher
Table 85: Concealing Weapons & Objects
than similar objects of lower quality.
Mastercraft objects with a bonus of +2 or +3 are considered
grandmastercraft and are not common and are generally not 6.4 Spotting Concealed Objects
for sale. If a grandmastercraft +2 object could be found for Noticing a concealed weapon or other object requires a
purchase, its cost would add 125% to the normal cost. The cost Perception check. The TN varies: If the target made a roll when
of a grandmastercraft +3 object would add 200% to the normal concealing an object, the TN of the Perception check to notice the
cost. object is the same as the target’s check result (an opposed check,
in other words). If the target took 10 on their Stealth check, use
this formula:
6 Concealed Weapons and Objects Target’s Stealth Skill Modifier (including Modifiers from
the above table) + 10 = Perception TN
It is assumed that when attempting to conceal a weapon or An observer attempting to spot a concealed object receives a
other object, a character is wearing appropriate clothing. Drawing −1 penalty for every 10’ between him or herself and the target,
a concealed weapon is more difficult than drawing a regularly and a −5 penalty if distracted. Patting someone down for a hidden
holstered weapon. Keeping the weapon in an easier-to-draw weapon requires a similar check. However, the skill employed in
position makes concealing it more difficult. Perception, and the searcher receives a +4 circumstance bonus
for the hands-on act of frisking the target. Some devices may
6.1 Waistband Carry also offer bonuses under certain circumstances (a metal detector
offers a bonus to Perception checks to find metal objects, for
Waistband carry is holstering a weapon in the waistband without example).
a proper holster. When carrying a weapon in this manner, it isn’t
properly secured, and will fall out under any strenuous movement.
When waistband carrying, a character must make a Reflex Save
6.5 Spotting Concealable Armor
[TN15] to keep their weapon in their belt when doing any actions Concealable armor can be worn under clothing if the wearer
that cause them to roll an Attack Roll or a DEX or STR based skill. wants it to go unnoticed. Don’t use the modifiers from Table:
If they fail this check, the weapon falls to the ground. Concealing weapons and objects when wearing concealable
armor. Instead, anyone attempting to notice the armor must
make a Perception check [TN30].
6.2 Stealth Checks
To conceal a weapon or other object, make a Stealth check. A
character concealing an object before they head out into public 7 Living in Luxury
can usually take 10 unless they are rushed, trying to conceal it
The price given are for average quality items. It is possible
when others might see, or under other unusual constraints. Stealth
to purchase similar items with luxury features, generally by
may be used untrained in this instance, but the character must
increasing the cost by 20%. Although such items are more
take 10.
expensive, they offer no additional features or game benefits.

6.3 Concealment
8 Carry Capacity
The object’s size affects the check result, as shown below. The
type of holster used or clothing worn and any attempt to make a A character’s carrying capacity depends directly on the
weapon easier to draw can also affect the check. character’s STR score.
90

Medium Load A medium encumbered character performs as


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

Size Bipedal Quadruped Handbag Handbags provide another way to carry 32 ounces
of equipment. The wealth point cost shown is for a basic bag;
Fine 1/8 ¼ high-fashion purses can be exponentially expensive.
Diminutive ¼ ½
Tiny ½ ¾
Small ¾ 1 Range Pack This lightweight black bag has a spacious inner
Medium 1 1½ compartment capable of holding roughly 230 ounces of gear
Large 2 3 and can hold an additional 64 ounces in six zippered external
Huge 4 6 compartments. The larger version holds 400 ounces of equipment
Gargantuan 8 16 in the internal compartment and another 96 ounces in the
Colossal 16 24 zippered external pouches. A range pack easily holds several
pistols and a submachine gun and the larger version can hold
Table 86: Carry Capacity & Different Sizes disassembled rifles. A Range pack gives a character a +1
equipment bonus to STR for the purpose of determining carrying
capacity.
8.2 Tremendous Strength
For STR scores not listed, find the score between 20 and 29 Duffel Bag A simple bag with either zipper or draw sting
that has the same ones digit as the creature’s STR score. Multiply closures and a strap, duffel bags come in all different sizes and
the figures by 4 if the creature’s STR is in the 30s, 16 if its in the shapes. The small bag can hold about 320 ounces of equipment,
40s, 64 if its in the 50s, and so on. while the large can hold up to 320 ounces of equipment.
91

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

Table 87: Carry Capacity


92

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

Table 88: Equipment, Bags & Boxes Ghillie Suit The ultimate in camouflage, a ghillie suit is a loose
mesh over garment covered in strips of burlap in camouflage
of the purchaser’s choice. Other camouflaging elements can
9.2 Clothing easily be added. A figure under a ghillie suit is nearly impossible
The items described here represent special clothing types or to discern. A character wearing a ghillie suit with appropriate
unusual outfits that a character might need to acquire. For the coloration gains a +10 bonus on Stealth checks. The suit’s
most part, clothing choice is based on character concept. It is coloration can be changed for 6 CP. However, the bulky suit
assumed that a character owns a reasonable wardrobe of the imposes a penalty of −4 on all DEX checks, DEX-based skill checks
sorts of clothes that fit their lifestyle. Sometimes, however, a (except Stealth), and melee attack rolls.
character might need something out of the ordinary. When that’s
the case, they will have to purchase it like any other piece of gear. Outerwear In addition to keeping a character warm and dry,
Clothes have three effects on game mechanics: one on Presence coats and jackets provide additional concealment for things a
checks, one on Stealth checks, and one on Environmental factors. character is carrying (they often qualify as loose or bulky clothing;
First, clothing is part of a disguise. see Concealed Weapons and Objects).
See the Presence skill description for more on how appropriate
dress affects Presence checks. Clothes also help to hide firearms, Coat An outer garment worn on the upper body. Its length and
body armor, and small objects. Tightly tailored clothing imposes style vary according to fashion and use. It grants the wearer a
a penalty on an attempt to conceal an object; clothing purposely +1 to Fortitude Saves made to resist the effects of cold weather.
tailored to conceal objects provides a bonus. Clothing also The price listed is for a simple coat, high-fashion clothing can be
includes worn accessories, such as holsters, sheathes, and armor. exponentially expensive.
An outfit of clothing represents everything a character needs
to dress a part: pants or skirt, shirt, undergarments, appropriate
Fatigue Jacket A lightweight outer garment fashioned after the
shoes or boots, socks or stockings, and any necessary belt or
fatigue uniforms worn by military personnel when performing
suspenders. The clothes a character wears does not count against
their standard duties.
the weight limit for encumbrance. Each outfit has a level that is
appropriate for a given temperature range (very hot, hot, mild,
cold, or very cold), and the wearer can remove layers or roll up Overcoat A warm coat worn over a suit jacket or indoor
cuffs to make it acceptable, if not completely comfortable, for the clothing. The price listed is for a simple overcoat, high-fashion
next higher range. The Price listed is for the base set of clothes, clothing can be exponentially expensive.
high-fashion clothing can be exponentially expensive.
Parka This winter coat grants the wearer a +2 to Fortitude Saves
Business A business outfit generally includes a jacket or blazer, made to resist the effects of cold weather.
but can incorporate everything up to, and including three piece
suits. Business clothing tend to look sharp and well groomed Work Gloves These gloves are thick leather working gloves,
without being overly formal. protecting from heat, cold, and generally corrosive or sharp
objects, allowing someone to work comfortably with these objects
Casual Casual clothes range from cut-off jeans and a T-shirt to and elements.
neatly pressed khakis and a hand-knit sweater.
Utility belts Tool belts and police gun belts fall into this category.
Formal From a little black dress to a fully appointed tuxedo, They can comfortably hold 144 ounces of equipment and keep
formal clothes are appropriate for ‘‘black tie’’ occasions. Special them on hand at all times.
93

Flotation Vest A character wearing a flotation vest need not Night Vision Goggles Night Vision Goggles are goggles that
make Athletics checks to stay afloat, and their encumbrance load use passive light gathering to improve vision in near-dark and
is considered 50 lbs. lighter for the purpose of determining weight dark conditions. They grant the user the ability to see in darkness,
penalties with Athletics checks to swimming. A flotation vest can but because of the restricted view, grant a −5 penalty to all sight
be worn over normal clothing and light to medium armor. based perception checks made by someone wearing them. When
in complete darkness, NVGs must either be used with an infrared
Gas Mask The gas mask provides full protection against the illuminator (+8 to the cost), or use another source of infrared light.
effects of tear gas, pepper balls, and chemical irritants and grants Mounts can be purchased to mount the NVGs to a Combat Helmet,
the wearer a +4 bonus to Fortitude Saves made to resist inhaled at +1 to the cost.
contaminants. The chracter can also purchase filters that can
protect against a single specific type of inhaled poison for 2 WP. Object Sz Wt Cost Restr
Flash Goggles T 6 1 None
Object Sz Wt Cost Restr Sunglasses T 6 4 None
Business, Hot M 48 5 None IRGs S 20 40 None
Business, Mild M 32 5 None NVGs S 26 7 None
Business, Cold M 64 6 None
Casual, Very Hot M 30 2 None Table 90: Equipment, Eyewear
Casual, Hot M 48 2 None
Casual, Mild M 32 3 None 9.4 MOLLE
Casual, Cold M 64 4 None
Formal, Hot M 48 6 None Modular Lightweight Load-carrying Equipment (MOLLE) is
Formal, Mild M 32 7 None customizable load-bearing equipment utilized by various armed
Formal, Cold M 64 8 None forces. MOLLE can be configured to the user’s specifications,
Fatigues, Hot M 48 7 None based on the needs of the user. MOLLE has a number of
Fatigues, Mild M 32 6 None attachment slots, that can be filled by various pouches.
Fatigues, Cold M 64 9 None
Uniform M 32 See text None Kit Pouch (1 slot per 5 pounds) This pouch can hold a small
Ghillie Suit M 96 6 None kit, keeping it on hand at all times for quick use.
Coat M 32 2 None
Fatigue Jacket M 28 3 None
Overcoat M 50 3 None Holster Pouch (2 slots) This pouch encompasses a holster that
Parka M 80 7 None holds a firearm of medium or smaller size.
Work Gloves S 6 1 None
Utility Belt S 29 2 None Single Large Magazine Pouch (1 slot) This pouch can hold a
Flotation Vest M 16 1 None single rifle, machine pistol, or SMG magazine.
Gas Mask M 25 4 None
Filters, Gas Mask T 4 2 None
Dual Large Magazine Pouch (1 slot) This pouch can hold two
rifle, machine pistol, or SMG magazines.
Table 89: Equipment, Clothing

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

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

Infared Goggles Infared Goggless are goggles that use heat


Cased Ammunition Pouch (1 slot) This pouch can hold fifty
signatures to locate targets. They grant the user the ability to see
rounds of cased ammunition, either in stripper clips or loose
any target that is warmer than their surroundings in darkness, but
rounds.
because of the restricted view, grant a −5 penalty to all sight based
perception checks made by someone wearing them. Mounts can
be purchased to mount the IRGs to a Combat Helmet, at +1 to the Grenade Pouch (1 slot) This pouch can hold two grenades,
cost. either hand grenades or grenade launcher grenades.
94

Shell Loops (1 slot) This pouch is a simple group of elastic 9.5 General Kits
loops made to hold shotgun shells. The loops can hold six shells
of any gauge. Using shell loops negates the necessity to reach General Kits are professional gear packages that support skill
into a pack to retrieve ammunition. checks. Each kit is presented in 3 sizes, and though the contents
of each set of kits is widely varied, all kits share the same rules.
The kits list everything that comes with the selected kit.
Cartridge Loops (1 slot) This pouch is a simple group of elastic
loops made to hold cased rounds. The loops can hold ten rounds Kit Sizes
of any caliber. Using cartridge loops negates the necessity to
Small Kit This bare essentials kit reduces the penalty to
reach into a pack to retrieve ammunition.
a −2 with skill checks.
Standard Kit This specialized field package confers the
Utility Pouch (2 slots) This general purpose pouch can hold benefits of the small kit and grants a +2 equipment bonus
small electronic devices, such as a radio, GPS, cell phone, or other with skill checks.
devices. Utility pouch can also be used to carry 100 round linked Deluxe Kit This expert tool suite confers the benefits of
belts of ammunition. It can comfortably hold 64 ounces. the small and standard kits, and grants a +4 equipment
bonus with skill checks. Often, however, deluxe kits are
Plate Carrier Pouch (6 slots) This pouch is specially built to too large or bulky for easy transport.
hold trauma plates that can help decrease damage taken.
Using Supplies & Replenishing Kits
Weapon Carrier Loops (6 slots) These loops secure a large
weapon to the back of the wearer, allowing them to carry a large Generally, most kits can be used multiple times without
weapon without a sling. It takes 5 minutes to attach or remove a worrying about supplies. When using a first aid or surgery
weapon from these loops. kit, however, the bandages, disinfectant, and disposable
medical supplies are to be disposed of and will eventually
Quiver Pouch (3 slots) This pouch holds 20 arrows or crossbow need to be replenished.
bolts.
• A small first aid kit can be used 4 times and costs 1
WP to replenish.
Sheath Pouch (1 slot) This pouch encompasses a sheath that
holds a melee weapon of small or smaller size. • A standard first aid kit can be used 10 times and
costs 3 WP to replenish.
Canteen Pouch (1 slot) This pouch can hold a single canteen • A deluxe first aid kit can be used 25 times and costs
for easy use and access. 9 WP to replenish.

Hydration Pouch (4 slots) • A surgery kit can be used 12 times and costs 9 WP
to replenish.
This pouch carries a hydration bladder that holds 1 gallon of
desired liquid, usually water.

Object Sz Wt Cost Restr Small Chemistry Kit Personal microscope, scale, test tube
Kit Pouch S 8 3/slot None stand, analytical and precision balances, multiple various volume
beakers and styrene cylinders, alcohol lamp, digital multimeter,
Holster Pouch S 8 2 None
12’’ thermometer, ten shallow 4’’ dishes, plastic funnel, legal
Single Large Magazine Pouch S 8 1 None
chemical samples.
Dual Large Magazine Pouch S 10 2 None
Quad Large Magazine Pouch S 12 3 None
Sextuple Large Magazine Pouch S 16 3 None Standard Chemistry Kit Small chemistry kit plus professional
Small Magazine/Speedloader Pouch S 8 1 None burner, professional microscope with integral camera, ultraviolet
Shell Pouch S 8 1 None examination lamp, personal centrifuge, water bath, flash
Cased Ammo Pouch S 7 1 None evaporator, licensed chemical samples.
Grenade Pouch S 9 1 None
Shell Loops S 4 1 None Deluxe Chemistry Kit Standard chemistry kit plus wide-angle
Cartridge Loops S 4 1 None dissection microscope, electric muffle furnace, draft and vacuum
Utility Pouch S 10 1 None ovens, chromatogram viewer, professional centrifuge, illegal
Plate Carrier Pouch L 18 5 None chemical samples.
Weapon Carrier Loops M 11 4 None
Quiver Pouch M 16 2 None Object Sz Wt Cost Restr
Sheath Pouch S 9 1 None Chemistry Kit, Small H 30 lb. 70 None
Canteen Pouch S 16 1 None Chemistry Kit, Standard H 75 lb. 140 L
Hydration Pouch M 40 4 None Chemistry Kit, Deluxe G — 210 R

Table 91: Equipment, MOLLE Table 92: Equipment, General Kits


95

Small Construction Kit Sledgehammer (non-weapons grade), Deluxe Disguise Kit Standard disguise kit plus wound and
power drill, power saw, nail gun, caulking gun, shovel, hard hat, deformity prostheses with fake blood, full-face latex mask
work gloves, safety goggles, tool belt, trowel, steel-toe boots, molds, detailed photographic records of potential subjects, minor
stud finder, duct tape, sand paper, tape measure, and building props (canes, height-altering shoes, etc.), digital photo makeover
supplies (cement and drywall mix, lumber, glass, and so on as software.
needed), paint and painting supplies (brushes, mixing tins, etc.),
Do-It-Yourself handbook. Object Sz Wt Cost Restr
Disguise Kit, Small M 20 lb. 6 None
Disguise Kit, Standard M 35 lb. 10 None
Standard Construction Kit Small construction kit plus drill Disguise Kit, Deluxe H 50 lb. 20 None
press, grinder, lathe, table saw, sawhorse, cutting torch, shop
vacuum cleaner, woodworking tools, and metalworking tools. Table 95: Equipment, General Kits

Deluxe Construction Kit Standard construction kit plus mini- Small Electronics Kit Wire crimper/cutter/stripper, screw-
bulldozer, cement mixer, portable generator, two-wheel transport drivers (assorted small sizes), needle-nose pliers, soldering iron
trailer (for use with any non-personal ground vehicle). and roll of solder, flux, electrical tape (40’), epoxy glue, voltage
meter, circuit tester, compressed air duster, wire (varying lengths
Object Sz Wt Cost Restr and widths), assorted spare components (resistors, capacitors,
screws, LEDs, etc.), assorted spare batteries, pocket reference of
Construction Kit, Small H 50 lb. 25 None
component color codes and mathematical conversions.
Construction Kit, Standard G 500 lb. 35 None
Construction Kit, Deluxe C — 200 None
Standard Electronics Kit Small electronics kit plus electrostatic
Table 93: Equipment, General Kits mat, de-soldering iron/vacuum, personal oscilloscope, signal
generator, table arm lamp with magnifying glass, common
schematic manuals.
Small Demolitions Kit Dentist’s mirror, non-conductive simple
tools (sticks, tweezers, dull blades), wire crimper/cutter/stripper,
Deluxe Electronics Kit Standard electronics kit plus 2-person
needle-nose pliers, pocket knife, cigarette lighter or waterproof
clean room, EPROM burner, oscilloscope, microscope, RF meter.
matches, tape (duct, masking, and electrical, 25’ each), grease
pencils, chem-lights, pen flashlight, good-luck charm. Object Sz Wt Cost Restr
Electronics Kit, Small L 20 lb. 7 None
Standard Demolitions Kit Small demolitions kit plus hand-held Electronics Kit, Standard H 200 lb. 15 None
blasting machine, electrical wire, non-electric fuse (75’), marker Electronics Kit, Deluxe C — 40 None
flags.
Table 96: Equipment, General Kits
Deluxe Demolitions Kit Standard demolitions kit plus fiber
Small First Aid Kit Adhesive bandages (various shapes and
optic probe, spectrometer, geiger counter, explosives reference
sizes), gauze (pads and rolls), elastic compress bandages, blister
manuals (CD-ROM or hard copy).
pads, wooden splints, tourniquets, latex gloves, thermometer,
tweezers, razor blades, safety pins, cotton swabs (dry and alcohol-
Object Sz Wt Cost Restr saturated), antibacterial soap, antiseptic solution, antibiotic cream,
Demolitions Kit, Small S 80 6 None surgical tape, painkiller pills, antihistamine pills, antiviral pills,
Demolitions Kit, Standard L 50 lb. 20 R antacid pills, salt tablets.
Demolitions Kit, Deluxe L 60 lb. 25 R
Standard First Aid Kit Small first aid kit plus CPR mask,
Table 94: Equipment, General Kits
stethoscope, shears, forceps, surgical needles and roll of suturing
thread, burn gel, sedative pills, folding stretcher, antivenin solution,
Small Disguise Kit Makeup base (flesh tones, shadows, disposable syringes, blankets, stuffed animal, medical reporting
highlights, rouge, etc.), pigments, makeup binding compound forms and waterproof marker.
(to prevent sweating off of the disguise), putty and liquid latex
compound (for sculpting scars, boils, warts, etc.), spirit gum Deluxe First Aid Kit Standard first aid kit plus portable
adhesive, clear adhesive surgical tape, assorted fake facial defibrillator, intravenous blood expander and fluid packs, oxygen
hair, makeup brushes and sponges, facial cleanser, general tank and mask, backboard, cervical collar, local anesthetic
personal grooming items (hairbrush, comb, toothbrush, nail solution, field surgical tools. This kit can be used as a small
clippers, tweezers, razor), lighted makeup mirror. surgery kit.

Object Sz Wt Cost Restr


Standard Disguise Kit Small disguise kit plus 2 or 3 changes
of casual clothing, colored contact lenses, wigs, incidental props First Aid Kit, Small S 80 2 None
(eye patches, gold teeth, glasses, etc.), hair net or bandanna, soap First Aid Kit, Standard M 20 lb. 6 None
and hand towels, hair dyes and colors (whitener, highlights, etc.). First Aid Kit, Deluxe L 80 lb. 15 None
96

Table 97: Equipment, General Kits Object Sz Wt Cost Restr


Visual Art Kit, Small L 80 3 None
Small Lockpicking Kit Picks and shims (assorted sizes and Visual Art Kit, Standard L 160 10 None
shapes), tweezers, stethoscope, screwdrivers (assorted small Visual Art Kit, Deluxe G 25 lb. 25 None
sizes), penlight.
Table 100: Equipment, General Kits

Standard Lockpicking Kit Small lockpicking kit plus slim jim


auto entry tools, keyhole saw, glass cutter, power drill, ball-peen 9.6 Specialty Kits
hammer, metal files, stethoscope. While the Kits listed provide bonuses to general aspects of skills,
the specialty kits focus on a specific, but useful aspect of a skill.
Deluxe Lockpicking Kit Standard lockpicking kit, plus key Specialty Kits provide a bonus to a specific aspect of a skill.
blanks, key grinder, lock samples (for practice, disassemble,
and analysis), fiber optic probe, library of lock manufacturer’s Firearm Cleaning Kit A firearm cleaning kit contains various
catalogs. brushes, oils, bore cleaners, and polishes, that allow the
maintaining of a firearm. Without one, it is impossible to maintain
Object Sz Wt Cost Restr and clean a firearm. One cleaning kit will work for all types
Lockpicking Kit, Small S 32 2 None of firearms. A cleaning kit grants a +4 equipment bonus when
Lockpicking Kit, Standard L 25 lb. 7 None restoring a weapon’s unreliability level due to age.
Lockpicking Kit, Deluxe H 150 lb. 15 L
Gunsmithing Kit Most gunsmiths assemble their toolkits
Table 98: Equipment, General Kits
gradually as their skills grow. This kit represents a complete
collection typical for an experienced gunsmith, including
Small Mechanics Kit Tool box, car jack, screwdrivers (assorted watchmaker’s screwdrivers, metal files, clamps, punches, a small
sizes), wrenches (assorted sizes), socket set, pliers (regular and hammer, and a micrometer calipers. It also contains a firearm
needle-nose), metal file, hammer, measuring tape, flashlight, cleaning kit (above) with brushes and rods suitable for all calibers
pressure gauge, waterproof markers, baling wire, epoxy glue, and barrel lengths. A Gunsmithing kit grants a +4 equipment
tape (duct, masking, and electrical), machine oil, wax, work gloves, bonus when repairing a firearm or when performing upgrades
safety goggles, professional solvents/cleaners, rubber gaskets, on any firearm.
tarp, electrical wires and tubing, clamps, tap and die set.
Reloading Kit A Reloading kit contains All of the tools necessary
Standard Mechanics Kit Small Mechanics kit, plus diagnostic for reloading small arms ammunition, including powder measures,
machine, timing light, electric drill, hacksaw, shop lights, hot glue
a reloading press, a small digital scale, a case cleaner, and
gun, air blower, crowbar, snake light, paint sprayer. ballistics reference manuals, as well as the various dies needed
to reload all kinds of ammunition. It allows a character to reload
Deluxe Mechanics Kit Standard Mechanics kit, plus 1-ton crane, ammunition.
hydraulic car lift, bench lathe, bench vise, rotary saw, welding
torch, air compressor, angle grinder, block and tackle. Surgery Kit A Surgery Kit is a kit used for performing surgery,
such as pulling out bullets and closing up wounds. It contains a
Object Sz Wt Cost Restr box of Latex gloves, surgical scissors, scalpels and extra blades,
Mechanics Kit, Small L 30 lb. 7 None surgical needles and suturing thread, forceps, a small box of 20
Mechanics Kit, Standard H 100 lb. 15 None disposable syringes, gauze (pads and rolls), sponges, surgical tape,
Mechanics Kit, Deluxe G — 50 None cotton swabs (dry and alcohol-saturated), disinfectant solution,
sedative pills, head-mounted flashlight, a small pack of surgical
Table 99: Equipment, General Kits masks, sterile draping cloth, plastic safety goggles, surgical staple
gun, local anesthetic and antibiotics, blood coagulant solution,
suction bulb, clamps, intravenous blood expander, fluid packs,
Small Visual Art Kit Sketchpads of various sizes, colored
a rib spreader, bone saws, a heart monitor, a defibrillator,
chalk, art gum, pencils of various hardness and colors, a small
intravenous blood packs, an anesthesia tank and mask, and
watercolor set including 12 colors, various small brushes.
an oxygen tank and mask. A Surgery Kit grants a +4 Equipment
bonus while performing a surgery.
Standard Visual Art Kit Small visual art kit, plus poseable
wooden model, small cloth canvas, easel, set of various oil based Forgery Kit A Forgery kit is used in the finer points of creating
paints with a color chart, calligraphy paper with brushes and fake documents, for creating borders, stamps, and papers.
various bottles of colored ink, and medium sized brushes. It includes a Fine-edge knife set, ink pads with various inks,
blank stamps, colored pens, paint and fine brushes, stencils, a
Deluxe Visual Art Kit Standard visual art kit, plus plaster mix, magnifying glass, a disposable camera, a scale, calipers, tweezers,
pure pigments, mortar and pestle, water based paints, digital color fine-grain sandpaper, a document scanner, a laminator, a foil
analyzer, large cloth canvas, large brushes, paper of various press, a shrink wrapper, a table arm lamp with magnifying glass,
textures and materials, hammer and chisel, and a beret. holographic film, currency/document manual, a display case, a
97

personal printing press, and casting supplies and various molding Cell Phone A digital communications device that comes in a
materials (plaster, plastic, etc.). It grants a +6 Equipment Bonus hand-held model, a cell phone works in any area covered by
while creating Forgeries. cellular service.

Climbing Kit A climbing kit is a kit used to scale tall landmarks, Standard This cell phone is the standard slide or flip phone,
such as buildings, rocks, or other objects. It contains a backpack that can call, send and receive text messages. This phone
or waist pack, rope (150 feet, rated for 1,200 pounds),a wristwatch has a battery life of five days before it needs recharging.
altimeter, climbing harness, leather gloves and finger tape, rock
shoes or crampons, carabiners, various markers, belayers, cams,
Smartphone These modern marvels are packed with all
quickdraws, ascendents, cordlettes, a chalk bag, pitons and a
the latest features. Besides calling, receiving and sending
hammer, crampons, and an ice ax. It grants a +4 while climbing.
text messages, these phones can also take pictures (At a −3
if using the Craft (Visual Art) Skill), record sounds, use the
Authentication Kit An authentication kit is a kit used to verify internet and look up things (at a −4 if using the Technology
the authenticity of documents, money, gold, and other types of Use Skill) and play music. This phone has a battery life of
valuable or important artifacts or objects. It includes a Hand- two days before it needs recharging.
held microscope, a magnifying glass, personal standard and
black lights, an infrared viewer, a document scanner, a chemical
analyzer, 3D modeling and comparison software, signature Computer Whether a desktop or notebook model, a computer
analysis software (CD-ROM), a video spectral comparator (with includes a keyboard, a mouse, a monitor, speakers (or
built-in microscope, video camera, and high-resolution color headphones), a DVD-RW drive, a network card, and the latest
printer),and a back-illuminated comparison table. It grants a processor. A character needs a computer to make Technology
+6 while checking for forgeries. Use checks.
Object Sz Wt Cost Restr
Firearm Cleaning Kit S 48 3 None Desktop Bulky but powerful, these machines are common
Gunsmithing Kit L 20 lb. 20 None on desks everywhere.
Reloading Kit H 50 lb. 25 None
Surgery Kit L 35 lb. 40 None Notebook Slim, lightweight, and portable, notebook
Forgery Kit H 400 lb. 20 None computers have most of the functions available on desktop
Climbing Kit H 30 lb. 18 None computers.
Authentication Kit H 200 lb. 40 None
Tablet A Tablet computer is a computer that consist of
Table 101: Equipment, Specialty Kits nothing but a touch screen. They interface completely
wirelessly, and usually only contain two slots: the charging
9.7 Computers and Consumer Electronics port and the headphone jack. They are significantly smaller
than even the smallest of laptops, and are extremely
Rules for operating computers appear under the Technology portable.
Use skill. Some of the items in this section have monthly
subscription costs as well as initial purchase costs. The Wealth
Point cost accounts for both costs; once a character has obtained Upgrade A character can upgrade a desktop or notebook
the item, they don’t have to worry about ongoing subscription computer’s processor to provide a +1 equipment bonus on
costs. Technology Use checks, for a maximum of +5. Upgrades
cost 3 WP per increment for a desktop and 8 WP per
increment for a notebook.
Cameras Still and Video cameras let a character capture a
record of what they have seen. A camera is needed to use the
photography aspect of the Craft (Visual Art) skill.
Radio This hand-held radio transceiver communicates with any
Commercial Grade Encompassing hundreds of ‘‘brick’’ similar device operating on the same frequency and within range.
digital cameras and flash video cameras, these cameras are
quick point and shoot, and can take hundreds of pictures Basic This dime-store variety has only a few channels.
before needing to be downloaded. Anyone else using a similar radio within range can listen in
on the character’s conversations. It has a range of 2 miles.
Professional Grade These DSLR Cameras and High
Definition Video Cameras are used by professional
photographers for their high detail, granting a +1 to Craft Professional This high-end civilian model allows a
(Visual Art) skill check. character to program in twenty different frequencies from
thousands of choices—making it likely that the character
Disposable A 35mm camera with film built in can be can find a frequency that’s not being used by anyone else
purchased from vending machines, tourist traps, drugstores, within range. The device can be used with or without a
and hundreds of other places. Once the film is used, the voice-activated headset (included). It has a range of 15
entire camera is turned in to have the film developed. miles.
98

Object Sz Wt Cost Restr speedloaders or a second gun under the opposite armpit to
Camera, Commercial T 12 5 None balance the weight. This holster grants a +1 bonus to Stealth
Camera, Professional S 32 15 None checks to hide all Small and smaller guns when worn with
Camera, Disposable (2) T 10 1 None outerwear.
Cell Phone, Standard D 15 1 None
Undercover Holster This holster is padded to break up
Cell Phone, Smartphone D 18 12 None
the outline of a firearm, usually worn on the small of the
Desktop Computer L 15 lb. 16 None back. It grants a +6 stealth to hide all Small and smaller
Notebook Computer M 96 20 None guns, however it cost 6 additional combat points to draw
Tablet S 21 20 None the firearm from this holster.
Radio, Basic T 20 1 None
Radio, Professional T 35 4 None Tummy Holster An elastic band worn under a shirt that
holds a firearm, as well as two spare magazines, right
Table 102: Equipment, Consumer Electronics against the abdomen region. It grants a +4 bonus to Stealth
checks to hide all Small and smaller guns, but the Combat
9.8 Weapon Accessories Point cost to draw the firearm is 4 points more.

Weapon accessories include holsters and sheaths to hold Quick Draw Holster This holster, worn on the belt or hip,
weapons, quivers and ammo pouches to keep ammunition close is designed for characters who wish to have a faster draw
by, as well as cases to store larger weapons. with their weapon. A quick draw holster is designed for a
specific firearm, and can not be used with any other firearm
Holsters A device used to hold or restrict the undesired but the one it was designed for. A quick draw holster can
movement of a firearm, most commonly in a location where be purchased for all medium and smaller firearms. When
it can be easily withdrawn for immediate use. Holsters allow a drawing from a quick draw holster the Combat Point cost
character to draw a firearm for 3 Combat Points. Holsters are to draw the firearm is 1 point less.
generally available for all Medium or smaller firearms. Gun Belt A loose leather holster that allows the gun to
sit comfortably in the holster, commonly used with single
Belt Holster A simple, no-frills holster that slips through a
action revolvers, but it can be purchased for any medium
belt and is usually made of leather. It holds any Medium
and smaller gun. The single gun holster holds one gun and
and smaller firearm. Because of its placement, it can only
36 extra cartridges on the belt, and the dual gun holster
be concealed with outerwear and even then it grants a −4
holds two guns and 24 extra cartridges on the belt. The
penalty to all Stealth checks to hide the gun.
shotgun version of this holster can hold a single gun, and
Concealed Carry Holster This holster is worn on the belt 15 shotgun shells.
inside the waistband or in the small of the back. This holster
grants a +2 bonus to Stealth checks to hide all Small and Sheaths A sheath is a device used to restrict the movement of
smaller guns. a melee weapon, most commonly located where it can easily
withdrawn for immediate use, and kept out of the way when not
Pocket Holster This holster may be a fake wallet or a being used. Sheaths are generally available for all large and
formed stiff cloth that helps to break up the pattern of a smaller melee weapons.
firearm in a pocket. This holster grants a +3 bonus to Stealth
checks to hide all Tiny and smaller guns. Concealed Sheath This sheath is a worn on the inside of the
waistband. This sheath grants a +2 bonus to Stealth checks
Ankle Holster This holster is a holster that attaches to
to hide all Small and smaller melee or thrown weapons.
the ankle, providing concealment for the weapon without
worrying about printing or showing the weapon accidentally. Shoulder Sheath This sheath uses a set of straps around
This holster grants a +4 bonus to Stealth checks to hide all both of the wearer’s shoulders to stash two melee weapons,
Tiny and smaller guns, but the Combat Point cost to draw one under each armpit. This holster grants a +1 bonus to
the firearm is 3 points more. Stealth checks to hide all Small and smaller weapons, when
Tactical Holster and Holder This holster is worn on the worn with outerwear.
thigh, with a strap attaching it to the belt, or on the hip, Holdout Sheath This sheath is an ankle strap or thigh clip.
attached to a belt. It also comes with a tactical holder, which Grants a +2 bonus to Stealth checks to hide all Tiny and
can be purchased in any combination to hold handgun smaller melee or thrown weapons.
magazines, speedloaders, standard flashlights, or pairs
of handcuffs. A tactical holder can be purchased to hold Tactical Sheath This sheath is worn either on the back
a single handgun magazine and a pair of handcuffs, for attached to a strap or on the hip attached to a belt. A
example. Using a tactical holder eliminates the need to Tactical sheath can fit any Large or smaller melee weapon.
reach into a pocket or bag to retrieve the holstered items.
A Tactical Holder can also be purchased by itself for 1 WP. Undercover Sheath This sheath is padded to break up the
outline of a weapon, and is usually worn on the small of
Shoulder Holster This holster uses a set of straps around the back. It grants a +6 bonus to Stealth checks to hide all
both of the wearer’s shoulders to stash the gun under Small and smaller weapons, however it cost +6 CP to draw
one armpit, with pouches for two handgun magazines or a weapon from this sheath.
99

LBE Gear Load Bearing Equipment is equipment used to carry weapon he is using in order to take advantage of this accessory.
a fighting load, and keep it handy at all times. When using a LBE A character may also duct tape two magazines together for the
rig, the weight of all weapons and equipment in the rig is halved. same effect but the weapon gets a −5 penalty to Stealth checks
LBE gear can be worn over any armor that doesn’t have any to hide the weapon when using this method. The clip must be
MOLLE slots or attachments. They are also printed in camouflage purchased for a specific type of magazine, and are not compatible
patterns: woodland, desert, winter, urban (gray patterned), and with any other magazine.
black are available. When worn in an appropriate setting, LBE
gear grant a +2 bonus on Stealth checks. Speedloader A speedloader holds a number of cartridges in a
ring, in a position that mirrors the chambers in a revolver cylinder.
Pistol Rig A pistol rig has a tactical holster, spaces for six Using a speedloader saves time in reloading a revolver, since a
handgun magazines or speedloaders, a grenade loop that character can insert all the cartridges at once. Speedloaders come
can hold a single grenade and two utility pouches, that can in sizes from five to nine rounds, in various calibers. Speedloaders
comfortably hold six pounds each. can be purchased in any size and any caliber, and cost 1 WP per
SMG rig An SMG rig has spaces for six SMG or machine 2 speedloaders in that configuration.
pistol magazines, two grenade loops that can hold a single
grenade each, and a utility pouch that can comfortably Cartridge Wallet A wallet made of cloth or leather and keeps
hold six pounds. ammunition dry and separated. Cartridge wallets can be made for
any caliber and hold 10 cartridges. They are often used for special
Shotgun Rig A shotgun rig has shell loops that can hold ammunition that is best kept away from general ammunition.
fourty shotgun shells, two grenade loops that can hold
a single grenade each and two utility pouches that can
Shell Belt A belt that is specially made to hold 25 shotgun shells
comfortably hold six pounds each.
for quick access but disallows the wearing of any holster or
Rifle Rig A rifle rig has spaces for four rifle magazines, two gunbelt when worn. Using a shell belt negates the necessity to
grenade loops that can hold a single grenade each, and a reach into a pack to retrieve ammunition.
utility pouch that can comfortably hold six pounds.
Shell Bag A canvas bag worn on the waist that holds up to
Concealment Case A case disguised as an inconspicuous 45 shotgun shells for quick access. It doesn’t keep the shells
object, such as a guitar case or violin case, that has a separated and multiple shells will often mix up in the bag. Using
secret compartment for storing a large or smaller weapon. A a shell bag negates the necessity to reach into a pack to retrieve
concealment case can comfortably hold a single large Weapon, ammunition.
two Medium weapons, four Small weapons, eight Tiny weapons,
or sixteen Diminutive weapons. The case grants a +10 bonus to Shell Caddy A small metal caddy worn on the belt, that
Stealth checks when hiding a Large or smaller weapon within it. discreetly holds 4 shotgun shells for quick access. Because of its
size, it is easily concealable and grants a +3 to all Stealth checks
Roll Case A soft case designed to be rolled up while carried. It to hide it. Using a shell caddy negates the necessity to reach into
allows for the storing of both weapons and ammunition in the a pack to retrieve ammunition.
same place securely. A small roll case can hold a single firearm
of medium size or smaller and 40 rounds of ammunition, with Magazine Caddy A small metal or plastic caddy worn on the
the larger version holding two medium sized weapons and 100 belt and holds a single rifle or SMG magazine with a capacity of
rounds of ammunition. 30 rounds or less. Using a magazine caddy negates the necessity
to reach into a pack to retrieve ammunition.
Quiver A container for arrows or crossbow bolts worn either
on the back attached to a strap, or on the hip attached to a belt. Cartridge Belt A cartridge belt is a belt that is specially made to
A quiver can hold 20 arrows or crossbow bolts. hold 55 cased rounds for quick access, but disallows the wearing
of a belt holster, quick draw holster, tactical holster, concealed
Removable Magazine A device that stores cartridges in an carry holster, undercover holster, or a gunbelt when worn. Using
encasing, that is removable from the firearm. The magazine a cartridge belt negates the necessity to reach into a pack to
functions by moving the cartridges stored in the magazine into a retrieve ammunition.
position where they may be loaded into the chamber by the action
of the firearm. For weapons that use a removable magazines, a Bandolier A strap of leather or nylon webbing that is worn
character can purchase extras. Loading these extra magazines around the shoulder and holds ammunition or objects. Commonly
ahead of time and keeping them in a handy place makes it easy worn when hunting or to carry more items readily available. Using
to reload a weapon in combat. The price and capacity of a a bandolier negates the necessity to reach into a pack to retrieve
removable magazine is listed with the weapon’s statistics. a stored object but also makes it clearly visible.
Shell Bandolier Holds 60 shotgun shells.
Double-Magazine Clip Sometimes referred to as a ‘‘jungle-
Cased Round Bandolier Holds 45 rounds of cased
style magazine’’, this accessory binds two machine pistol, rifle,
ammunition.
SMG, machine gun, or shotgun box magazines together for
quicker reloading, allowing the user to perform one reload at Grenade Bandolier Holds 8 grenades of either the thrown
1 less Combat Point. The character must be proficient in the or fired variety.
100

Refill Tube A plastic tube that holds 100 paintballs for quick Table 103: Equipment, Weapon Accessories
reloading. Comes with a harness to hold the tubes on one’s belt
for easy access. 9.9 Survival, Security and Professional Gear
Stripper Clips Stripper clips are used to keep ammunition This is a list of gear that could provide useful to characters.
together in order to facilitate faster reloading of magazines or While this book is not here to catalog every single item a character
firearms with internal magazines. can use, it is a guide. If a character wishes to purchase something
not in the book, the GM can simply set a wealth point cost based
Caliber Capacity Clips/WP Restr on the real cost of the item, where 1 WP is equal to 20 USD.
5.56x45mm NATO/.223 Remington 10 40 None
7.62x51mm NATO/.308 Winchester 5 20 None Metal Detector This handheld device provides a +10 bonus on
7.62x51mm NATO/.308 Winchester 10 40 None all Perception checks involving metal objects.
.30-06 Springfield 5 10 None
M1 Garand Enbloc 8 5 None Flare Gun When fired into the air at night, a flare illuminates
7.62x39mm 10 40 None a 60’ radius as if lit by daylight for 10 rounds. When used as
7.62x54mmR 5 20 None a signal, a flare may be spotted at a distance of 5 miles with
.303 British 5 15 None a successful Perception check, [TN20] during the day or [TN15]
7.63x25mm Mauser/7.62x25mm Tokarev 8 20 None at night. A flare gun may also be used as a weapon, having a
7.92x57mm Mauser 5 20 None maximum range of 40’ and doing 1d4 Fire damage. Anyone shot
7.63 Mannlicher 8 10 None with a flare gun must make a Reflex Save [TN15] or be caught on
7.7x58mm Arisaka 5 20 None
fire. A flare gun can also ignite flammable material and fluids.
6.5x50mm Arisaka 5 15 None
Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can
Object Sz Wt Cost Restr snip through padlocks or chain-link fences. Using a bolt cutter
requires a STR check [TN10].
Double Magazine clip T 4 4 None
Speedloader (2) T 8 1 None
Shell Belt M 16 3 None Duct Tape The usefulness of duct tape is limited only by a
Cartridge Belt M 16 3 None character’s imagination. Duct tape can support up to 200 pounds
Bandolier, Shell M 32 2 None indefinitely or up to 300 pounds for 1d6 rounds. Characters
Bandolier, Cased Round M 32 4 None bound with duct tape must make a STR or DEX check [TN20] to
Bandolier, Grenade M 32 1 None free themselves. A roll provides 70 feet of 2 inch wide tape.
Shell Bag S 16 1 None
Shell Caddy D 6 1 None Bluetooth headset Cheap and promiscuously available, these
Magazine Caddy D 7 2 None headsets allow you to communicate hands-free. All cell phones
Cartridge Wallet S 6 1 None and Professional-level radios can sync with them.
Refill Tube (4) S 10 1 None
Concealment Case L 64 5 None Musical Instruments A musical instrument is a device created
Quiver S 14 1 None or adapted for the purpose of making musical sounds. A character
Roll Case, Small L 32 2 None cannot use any Perform skills that involve instruments without a
Roll Case, Large L 45 4 None musical instrument.
Holster, Belt S 16 1 None
Holster, Pocket T 8 2 None Keyboard A portable keyboard or Keytar needed to use
the Perform (Keyboard Instrument) Skill.
Holster, Concealed Carry S 10 2 None
Holster, Ankle T 10 4 None Percussion A set of drums needed to use the Perform
Holster, Tactical S 20 2 None (Percussion Instrument) Skill.
Holster, Shoulder M 16 3 None
Holster, Quick Draw S 32 9 None Stringed An electric or acoustic guitar, a harp, a sitar,
Holster, Tummy S 9 3 None or various other stringed instruments needed to use the
Holster, Undercover S 12 6 None Perform (Stringed Instrument) Skill.
Holster, Gunbelt M 48 4 None Wind A flute, trumpet, french horn, saxophone or various
Sheath, Concealed S 8 1 None wind instruments needed to use the Perform (Wind
Sheath, Holdout T 6 1 None Instrument) skill.
Sheath, Tactical L 12 2 None
Sheath, Shoulder M 12 3 None
Shovel A shovel is a tool for lifting and moving loose material
Sheath, Undercover S 7 5 None
such as coal, gravel, snow, soil, or sand. This particular variant is
LBE Gear, Pistol Rig M 32 3 None
an Entrenching tool, a compact version of the full sized shovel.
LBE Gear, SMG Rig M 32 2 None When pressed into battle as a weapon, it carries the same stats as
LBE Gear, Shotgun Rig M 32 2 None a shortsword, but always has a −2 to attack as it is an improvised
LBE Gear, Rifle Rig M 32 2 None weapon.
101

Caltrops Caltrops are four-pronged steel spikes designed so Standard This heavy metal flashlight projects a beam 30’
that one prong is pointing up when the caltrop rests on a surface. long and 15’ across at its end. There are wearable versions
A character scatters caltrops on the ground to injure opponents, of these flashlights that can be clipped to clothing to facilitate
or at least slow them down. One bag of twenty-five caltrops hands free usage, which cost +1 WP of the listed price.
covers a single 5’ square. Each time a creature moves through a
Battery Flood Practically a handheld spotlight, this item
square containing caltrops at any rate greater than 15 feet a turn
projects a bright beam 100’ long and 50’ across at its end.
or each round a creature spends fighting in such an area, the
caltrops make a touch attack roll (BAB +0). A caltrop deals 1 point
of damage on a successful hit, and the injury reduces foot speed Rope 200 feet of paracord that can support up to 500 pounds.
to 2 CP per 5’ (a successful Treat Injury check [TN15] or one day’s
rest removes this penalty). Improvised versions of this weapon Tent A tent keeps a character warm and dry in severe weather,
include jacks and d4 gaming dice. These improvised weapons do providing a +2 equipment bonus on Fortitude saves against the
not work on vehicles, however. A charging or running creature effects of cold weather.
must immediately stop if it steps on a caltrop. See the avoid
hazard stunt for the effect of caltrops on vehicles. Multipurpose Tool This device contains several different
screwdrivers, a knife blade or two, a can opener, a bottle opener,
Binoculars Binoculars are useful for watching opponents, wild a file, a short ruler, scissors, tweezers, and wire cutters. The whole
game, and sporting events from a long distance. thing unfolds into a handy pair of pliers. A multipurpose tool can
lessen the penalty for making Craft (Mechanical), Craft (Electronic),
Standard Standard binoculars reduce the range penalty Craft (Structural), Demolitions, or Disable Device checks without
for perception checks to −1 for every 50’ (instead of −1 for appropriate tools to −4 instead of the normal −6. The tool is useful
every 10’). Using binoculars for Perception checks takes for certain tasks as determined by the GM, but may not be useful
five times as long as making the check unaided. in all situations.

Rangefinding In addition to the benefit of standard Canteen A water bottle designed to be used by hikers, campers,
binoculars, rangefinding binoculars include a digital readout soldiers, and workers in the field. Holds 2 quarts of liquid.
that indicates the exact distance to the object on which they
are focused. Fire Extinguisher This portable apparatus uses a chemical
spray to extinguish small fires. The typical fire extinguisher ejects
Night Vision Binoculars Night vision binoculars function the enough extinguishing chemicals to put out a fire in a 10’-by-10’
same as standard binoculars in normal light. In darkness, area and contains enough material for two such uses. It does 1d4
however, users looking through them see as if they were Cold damage when sprayed.
using night vision goggles.
Handcuffs Handcuffs are restraints designed to lock two
Camp Axe This axe can be used to chop down small trees, as limbs—normally the wrists—of a prisoner together. They fit
an impromptu weapon, or to hammer in stakes for a tent. any Medium-size or Small human or other creature that has an
appropriate body structure.
Flare A flare is a bright chemical burning reaction in a stick, Steel These heavy-duty cuffs have Hardness 10, 10 HP,
that negate penalties for darkness within its illuminated areas. It Break [TN30], and require a Disable Device check [TN25]
projects light in a 40’ circle from itself, and lasts for 1 hour per or Acrobatics check [TN35] to remove without the key.
flare. Once activated, it can’t be turned off or reused. It can also
be used to immediately set any flammable material or substances Zip-Tie These are single-use disposable handcuffs, much
ablaze. like heavy-duty cable ties. They have Hardness 0, 4 HP,
Break [TN25]. They can only be removed by cutting them
off, Disable Device and Acrobatics checks automatically fail.
Compass A compass relies on the Earth’s magnetic field to
determine the direction of magnetic north.
Map While a compass or GPS receiver can help characters find
their way through the wilderness, a map can tell a character
Chemical Light Stick This disposable plastic stick, when where they’re going and what to expect when they get there.
activated, uses a chemical reaction to create light for 6 hours. It
projects light in a 10’ circle from itself. Once activated, it can’t be Road Atlas Road atlases are available for the entire United
turned off or reused. States and show all major roads in each state. They can
also be purchased for most major metropolitan areas and
detail every street in the entire region.
Flashlight Flashlights come in a wide variety of sizes and quality
levels. Those covered here are professional heavy-duty models Tactical Map A tactical map covers a small area—usually
rugged enough to withstand the rigors of heavy modern use. a few miles on a side—in exacting detail. Generally, every
Flashlights negate penalties for darkness within their illuminated building is represented, along with all roads, trails, and
areas. areas of vegetation. Tactical maps are not available for
all areas and generally need to be ordered from federal
Penlight This small flashlight can be carried on a key ring. mapping agencies, while not expensive they can take a
It projects a beam of light 10’ long and 5’ wide at its end. week or longer to obtain.
102

Lighter This is either an oil or butane cigarette lighter that can Object Sz Wt Cost Restr
be used to create fire at a moment’s notice. Metal Detector S 14 2 None
Bluetooth Headset D 2 2 None
Bolt cutter M 80 1 None
Multipurpose tool T 16 3 None
Matches For the cigar connoisseur or one who simply likes Shovel S 32 2 None
to strike wood to seem dramatic, these matches come in a Caltrops (25) S 2 2 None
large batch. The price listed is for one hundred boxes of twenty Duct tape T 32 1 None
matches. Canteen (2) S 16 1 None
Parachute, Military L 6 22 None
Parachute, Reserve M 1 30 None
Parachute, Sports L 8 25 None
Parachute, BASE Jumping L 10 28 None
Sleeping Bag This lightweight sleeping bag rolls up compactly.
Handcuffs, Steel T 16 2 None
It can keep a character warm even in severe weather, providing
Handcuffs, Zip-tie (10) D 8 1 None
a +1 equipment bonus on Fortitude Saves against the effects of
Instrument, Keyboard L 12 lb. 13 None
cold weather.
Percussion Instruments H 50 lb. 14 None
Stringed Instruments L 112 10 None
Wind Instruments T 16 8 None
Camp Axe S 32 2 None
Parachute A parachute is a device used to slow down an object Flare (2) T 8 1 None
in free fall through an atmosphere. They come in various types, Binoculars, Standard S 32 2 None
based on use, but all stop fall damage from heights greater Binoculars, Rangefinding S 48 8 None
than 100’ and reduce falling damage by 1 die per round spent Binoculars, Night Vision S 64 12 None
descending. Chemical Light Sticks (5) T 3 1 None
Compass D 2 2 None
Fire Extinguisher M 32 2 None
Military Parachute A typical circular canopy used Flashlight, Penlight D 6 1 None
for static line jumps. A standard military chute has Flashlight, Standard T 14 5 None
limited maneuverability, being designed for simplicity and Flashlight, Battery Flood S 32 5 None
reliability. These parachutes fall straight down. Road Atlas T 9 3 None
Tactical Map T 8 5 None
Portable Stove T 32 2 None
Reserve Parachute A small emergency parachute Rope (200’) L 12 lb. 1 None
designed to be worn on the chest and used if the jumper’s
main chute fails. A reserve chute is a lifesaving, rather than Table 104: Equipment, Survival, Security, & Professional Gear
aerobatic device, and do not possess the maneuverability
that Sports Parachutes have. These parachutes fall straight
down.

Sports Parachute A rectangular aerobatic parachute. Band-It The band-it is an elastic sleeve that is placed on
Consumer models tend to be brightly-colored for aesthetic prisoners leg or arm, that has a remote transmitter with a
appeal and emergency visibility, but a character can matching remote. When activated, it sends a strong electrical
purchase a darker parachute at request. Sports parachutes pulse through the wearer’s body, that incapacitate the person
allow a character to glide at 200 feet per round forward wearing it. When Activated, the band-it, the wearer of the band-it
as they fall, as well as make a turn after moving 100 feet. must make a Fortitude Save [TN17] or be paralyzed for 1d4 rounds.
The band-it comes with one remote that has a 200 foot range.

BASE Jumping Parachute A high drag parachute used


for jumping off of static structures such as bridges and
skyscrapers. These parachutes fall straight down at 10 feet
per round.
Spotting Scope A spotting scope is a highly magnified scope
that is used for target identification, hit confirmation, and assisting
a sniper in acquiring a target. When used by a spotter who is
within hearing range of a sniper, the sniper gains a bonus to all
Battering Ram A battering ram is rather self explanatory, a ranged attacks equal to the spotter’s ranged attack bonus, as
heavy metal ram used to knock down doors. When using it to long as the spotter is spotting for that sniper. Only one sniper
break down a door, the character is considered to have +4 STR. can take advantage of a spotter and their scope at a time.
103

Object Sz Wt Cost Restr Small Rifle Small rifle calibers include


.30 Carbine
Sleeping Bag M 64 2 None
6.8mm Remington SPC
Tent, 2-person dome M 64 2 None
Tent, 4-person dome M 112 4 None
Medium Rifle Medium rifle calibers include
Tent, 8-person dome L 160 8 None
Lighter D .5 1 None 5.56x45mm NATO .243 Winchester
Matches F .1 1 None 5.8x42mm 6mm Lee Navy
Battering Ram M 282 13 None 6.5x50mm Arisaka .300 AAC Blackout
5.45x39mm .17 Remington
Band-It S 4 30 R
Spotting Scope M 24 25 None
Flare Gun S 9 2 None Large Rifle Large Rifle calibers include

7.62x51mm NATO 8mm Lebel


Table 105: Equipment, Survival, Security, & Professional .303 British 7.62x39mm
Gear(Cont.) 7.92x57mm Mauser .458 SOCOM
.30-06 Springfield
7.5x54mm French
.30-40 Krag
7x57mm Mauser
9.10 Reloading Supplies 7.7x58mm Arisaka
7.92x33mm Kurz
.300 Winchester Magnum
Reloading supplies spans everything from the powder to the .45-70 Government .30-30 Winchester
7.62x54mmR 6mm Lee Navy
cases, that are needed to reload ammunition.

Huge Rifle Huge Rifle calibers include


Cases Cases are split into eight different categories, based on
the type of ammunition. Each category’s price is listed for a single .338 Lapua 14.5x114mm 13.9x99mmB
unit, which is enough to create a single batch of ammunition. When .50 BMG 20x125mm 20x102mm
purchasing a unit of cases, a specific caliber must be specified. .56-56 Spencer 20x105mm
.50-70 Government 12.7x108mm

Tiny Pistol Tiny pistol calibers include Shotgun Shell Shotgun shells include

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


.25 ACP 20 Gauge 12 Gauge

Powder The powder listed here is modern smokeless powder


Small pistol Small pistol calibers include
and provides enough for one batch of any caliber of ammunition.
9x19mm 7.63 Mannlicher
.38 Special 7.63x25mm Mauser
Payloads Payloads are split into two categories, cased and
.38 Long Colt 7.62x25mm Tokarev shell, and the types available for each vary differently. Each
.38/200 .38 ACP listing is enough for a single batch of ammunition, but a specific
.38 S&W caliber must be specified.
.38 Super
.380 ACP
.22 TCM
8x22mm Nambu
.327 Federal Magnum
9x18mm PM Cased Ammunition Payloads
.40 S&W 7.65 Longue
.41 Long Colt .38 Winchester Hardball These are plain cast lead bullets with a rounded
9mm Japanese Revolver 7.62x38mmR nose. They have no special rules.
Semi-Wadcutters These are plain cast lead bullets with a
Large pistol Large pistol calibers include tapered nose and sharp edges. It grants a +2 damage per
damage dice to unarmored targets within the rst two range
.45 ACP .50 Action Express increments and a +10% error range.
.45 GAP 9x23mm Steyr
.455 Webley .454 Casull Steel Core These are lead bullets with a hardened steel
.44 American .50 GI core. They grant a +3 damage bonus to armored targets.
.44 Russian .460 Rowland
.44 Special
.44 AMP JHP, Light These are light Jacketed Hollow Points. They
.44 Magnum grant a +1 damage bonus plus +1 damage bonus per damage
.45 Winchester Magnum
.44-40 Winchester
.45 Long Colt .500 S&W Special dice over 4, against unarmored targets, and reduce the
.357 Magnum .500 S&W Magnum Recoil Penalty by 1.
.357 SIG .500 WE
10mm Auto .45 S&W JHP, Standard These are standard Jacketed Hollow Points.
7.62x38mmR .476 Enfield They grant a +2 damage bonus plus +1 damage bonus per
damage dice over 3, against unarmored targets.
Tiny Rifle Tiny rifle calibers include JHP, Heavy These are heavy Jacketed Hollow Points. They
grant a +2 damage bonus plus +1 damage bonus per
5.7x28mm 4.6x30mm damage dice over 2, against unarmored targets.
104

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

Table 106: Equipment, Reloading Supplies

Shell Ammunition Payloads 9.11 Food, Drink, and Recreational Equipment


Food and drink range from fine wine with a nice Italian meal
Lead These are simple lead balls. They come in slug, 00 to powdered orange drink with an MRE. The food listed here is
buckshot, #4 buckshot, and #3, #6 and #9 birdshot. more representative of what a character would encounter out in
the field.

Glass These are glass marbles in 00 buckshot and slug


MRE An MRE (Meal, Ready to Eat) is a self contained individual
sizes. They deal Slashing damage instead of Ballistic.
field ration issued by militaries to feed their soldiers while away
from organized food facilities. They are also popular with
survivalists and hikers for their compact size and filling nature.
Wood These are wooden dowels cut to fit in the selected
shell. They deal Bludgeoning damage instead of Ballistic Military The Military MRE has enough food to feed a single
and reduce the range increment of the firearm by half. character for an entire day, even if they don’t taste all that
great.

Buckshot/Birdshot Mix This load is a mixture of both Civilian The Civilian MRE is more focused on taste and loses
birdshot and buckshot, allowing for a better spread pattern calories, feeding a character for half a day.
as well as the solid punch of buckshot. They grant a +2 to
attack rolls at −1 damage die.
Trail Rations A trail ration is a mix of high calorie content foods,
usually containing dried fruit and nuts. The price listed is for a
Silver These are cast silver pellets. They come in slug, 00 box of twelve.
buckshot, #4 buckshot, and #3, #6 and #9 birdshot.
Jerky Jerky is lean meat that has been trimmed of fat, cut into
strips, and then dried to prevent spoilage. Nearly any muscle
meat can be made into jerky and is often carried by outdoorsmen,
Primers This is a box of either pistol, rifle, or shotgun primers. hikers, and campers as a source of low fat, high protein food.
It contains 500 primers of the selected type. The packaging listed is for six 8 ounce bags.
105

Canned Soda Canned soda is a 12 oz, that is packaged in a Electronic Cigarettes An electronic cigarette, also known as
aluminum can. These serve as tasty drinks on a cool day, or as an e-cig, is a battery powered device that simulates smoking. It
ammunition for the X-Products Can-Cannon. The price listed is delivers nicotine into the lungs via a nicotine, propylene glycol,
for 4 cases of 12 cans per case. and flavoring mixture, designed to look like, but be much healthier
than, cigarettes, as instead of smoke, it produces water vapor
Drinks Drinks are a wide variety of flavors and types, all having as its byproduct. Electronic cigarettes come in a massive array
their effects. When a character drinks, they must make a Fortitude of flavors, from regular tobacco flavor to things such as mint,
Save [TN(10 + number of servings they have had at a time)], or key lime pie, and even cinnamon roll. They take on a variety
become inebriated. of appearances as well, from a thin cigarette like look, to a
customizable tank and battery. The price listed is for a full kit that
Beer Beer is the world’s most widely consumed and includes one tank, one battery with charging apparatus, and two
probably oldest alcoholic beverage; it is the third most flavors.
popular drink overall, after water and tea. It is produced by
the brewing and fermentation of sugars, typically derived Object Sz Wt Cost Restr
from malted cereal grains, particularly barley and wheat.
MRE, Civilian S 16 1 None
The price for beer is for a pack of twelve. Each beer is a
MRE, Military (2) S 16 1 None
serving.
Trail Rations (12) S 8 1 None
Wine Wine is an alcoholic beverage made of fermented Jerky S 48 1 None
fruit juice, usually from grapes. The price listed is for a Canned Soda(72) T 13 1 None
single bottle, which contains six servings. Beer S 16 1 None
Wine S 16 2 None
Brandy Brandy is a spirit produced by distilling wine, Brandy S 16 4 None
typically taken as an after-dinner drink. The price listed is
Gin S 16 2 None
for a single bottle, which contains about 30 servings.
Rum S 32 2 None
Gin Gin is a spirit which derives its predominant flavor from Tequila S 32 2 None
juniper berries, used in drinks such as martinis, and gin and Vodka S 32 2 None
tonics. The price listed is for a single bottle, which contains Whiskey S 32 2 None
about 30 servings. Cigarettes F 1 2 None
Cigars D 4 3 None
Rum Rum is a distilled spirit made from sugarcane by- E-cig Kit S 12 1 None
products such as molasses, or directly from sugarcane juice, E-cig, Additional Flavors (4) T 2 1 None
by a process of fermentation and distillation. It is used in
drinks such as rum punch, Mojitos, and Pina Coladas. The Table 107: Equipment, Food & Drink
price listed is for a single bottle, which contains about 35
servings.
Tequila Tequila is a spirit made from the blue agave plant.
9.12 Pharmaceutical Drugs and Poisons
The price listed is for a single bottle, which contains about Pharmaceutical drugs, also referred to as medicine, can be
20 servings. loosely defined as any chemical substance intended for use in
Vodka Vodka is a distilled beverage composed primarily of the medical diagnosis, cure, treatment, or prevention of disease.
water and ethanol with traces of impurities and flavorings. When using medicine, only the highest modifier applies.
Vodka is made by distillation of fermented substances such
as grains, potatoes, or sometimes fruits. The price listed is Antibacterials and Antivirals An antibacterial is a compound
for a single bottle, which contains about 25 servings. or substance that kills or slows down the growth of bacteria.
Whiskey Whiskey is a type of distilled alcoholic beverage Antiviral drugs are a class of medication used specifically for
made from fermented grain mash. Different grains are treating viral infections. Both are used to combat against diseases,
used for different varieties, including barley, malted barley, and grant a bonus to Fortitude Saves toward Disease. The cost of
rye, malted rye, wheat, and maize (corn). The price listed the drug is dependent on the actual fortitude save of the disease.
is for a single bottle, which contains about 15 servings. The Price listed is for five doses.

Cigarettes and Cigars A cigarette is a small roll of finely cut Object Sz Wt Cost Restr
tobacco leaves wrapped in a cylinder of thin paper for smoking. +1 bonus F 4 4 None
A cigar is a tightly-rolled bundle of dried and fermented tobacco +2 bonus F 4 8 None
that is ignited so that its smoke may be drawn into the mouth. +3 bonus F 4 12 None
Smoking a pack of cigarettes or a single cigar causes 1 non-lethal +4 bonus F 4 16 None
HP damage per pack smoked. If a character loses their last non- +5 bonus F 4 20 None
lethal hit point due to smoking, they are nauseated for two hours +6 bonus F 4 24 None
and gain that hit point back after those two hours. The price listed +7 bonus F 4 28 None
is for a box of twenty cigars, or a carton of cigarettes, which
contains ten packs of twenty cigarettes each. Table 108: Equipment, Pharmaceuticals, Antibacterial/Antiviral
106

Analgesics/Painkillers These medicines allow a character to Object Sz Wt Cost Restr


ignore pain, and allow them to continue fighting, but only for a Antidote F 4 See text None
limited time. When the effects wear off, the healing affect of the
painkillers go with it. Painkillers can only be given to a character Table 112: Equipment, Pharmaceuticals, Antidote
with at least 1 XHP. A player who has 0 or less CHP has suffered
serious injuries and must receive medical attention and can not
use painkillers. The price listed is for one dose, and each dose Spray-on Bandage Spray-on bandage is antiseptic and
lasts for 1d3 hours. bandage all in one convenient little bottle used for small nicks
and scratches. It heals 1 damage per use and can only be used
Object Sz Wt Cost Restr
to restore XHP that was lost by by Slashing or Piercing damage.
Restore 1d4 XHP F 4 8 None The price listed is for a 10 dose bottle.
Restore 2d4 XHP F 4 12 None
Restore 3d4 XHP F 4 16 L
Restore 4d4 XHP F 4 20 L Object Sz Wt Cost Restr
Restore 5d4 XHP F 4 24 R Spray-on Bandage T 4 2 None

Table 109: Equipment, Pharmaceuticals, Painkillers Table 113: Equipment, Pharmaceutical Equipment

Hemostat These Medicines promote the clotting of blood. They


reduce the bleed damage based on the level of the hemostat. Poisons Poisons are chemical substances that can cause
The price listed is for 2 doses. disturbances to organisms, usually by chemical reaction or other
activity on the molecular scale, when a sufficient quantity is
Object Sz Wt Cost Restr absorbed by an organism. While nearly any substance ingested,
Remove 1 bleed damage F 4 5 None injected, or inhaled into the body technically counts as a poison,
Remove 2 bleed damage F 4 11 None the poisons listed here are specifically listed for their effects. The
Remove 3 bleed damage F 4 17 None price listed is for 5 doses in a synthesized solid, liquid poison
Remove 4 bleed damage F 4 23 None stored in a bottle, or a gas stored in a pressurized cylinder.
Remove 5 bleed damage F 4 29 None
Object Sz Wt Cost Restr
Table 110: Equipment, Pharmaceuticals, Hemostat
Arsenic S 16 8 R
Antiseptics Antiseptics are substances that are applied to Atropine (2) S 16 3 R
destroy microorganisms that are living on objects. These Blue Vitriol (2) S 16 3 R
medicines give a bonus to all Treat Injury checks when used. Chloral Hydrate S 16 15 R
The amount listed is for 4 doses. Cyanide S 16 35 M&P
Cyanogen S 16 12 M&P
Weak Antiseptic These include distilled spirits, as well as DDT S 16 13 I
watered down isopropyl alcohol. They grant a +1 to Treat Lead Arsenate (Gas) S 16 2 R
Injury. Lead Arsenate (Solid) S 16 2 R
Mustard Gas S 16 3 M&P
Standard Antiseptics These include grain alcohol and Paris Green (Gas) S 16 8 None
proper strength isopropyl alcohol. They grant a +2 to Paris Green (Solid) S 16 8 None
Treat Injury.
Sarin S 16 35 I
Strong Antiseptics This includes iodine. They grant a +3 Strychnine S 16 12 R
to Treat Injury. Tear Gas S 16 8 R
Tranquilizer S 16 4 R
Concentrated Antiseptics This includes hydrogen perox- VX S 16 300 I
ide. They grant a +4 to Treat Injury.
Table 114: Equipment, Poisons
Object Sz. Wt. Cost Restr.
Weak F 4 2 None
Standard F 4 6 None 9.13 Narcotics
Strong F 4 12 None
Concentrated F 4 16 None Cannabis A genus of flowering plants that has long been used
for fiber (hemp), seed and seed oils, medicinal purposes, and as
Table 111: Equipment, Pharmaceuticals, Antiseptics a recreational drug. A character may smoke 1 ounce of cannabis
and roll a set of dice dependent on the potency. This roll is both
Antidote Antidote is a substance used to counteract a specific the penalty to Will Saves and their AGL modifier and a bonus
poison. The cost per antidote is the raw material cost for the to their XHP. The effect lasts for 5d12 minutes. Should the AGL
poison + 15, and the character purchasing must know the specific penalty exceed the character’s DEX score, it is treated as 0 until
poison used. The cost is for a single dose. the drug’s effect wears off.
107

Potency Dice Rolled Object Sz Wt Cost Restr


Weak 1d2 Cannabis, Weak T 4 1 I
Normal 1d3 Cannabis, Normal T 4 2 I
Strong 2d3 Cannabis, Strong T 4 4 I
Concentrated 2d3+1 Cannabis, Concentrated T 4 8 I
Coca Leaf (16) T 1 2 R
Table 115: Cannabis Potency Cocaine T 1 80 I
Adderall (10) D 2 4 L
Coca Leaf The leafy part of the coca plant, chewed to reduce MDMA D 1 2 I
tiredness and encourage recuperation. A character may chew a Opioid, Restore 2d10+1 HP F 4 5 L
leaf for up to 1 hour. If a character is exhausted, they are now Opioid, Restore 3d10+1 HP F 4 10 R
fatigued. If a character is fatigued, it takes half the amount of Opioid, Restore 4d10+1 HP F 4 15 I
time to become well rested. Sold in packs of 16 leaves. Hallucinogens F 3 1d6 I

Table 116: Equipment, Narcotics


Cocaine Cocaine is the processed version of the coca plant,
used as a strong stimulant. It is primarly used as a recreational
drug. A character may injest, inject, or inhale one dose of 10 Armor
cocaine(1/8 oz) to gain 5 additional Combat Points every round
for 1 minute. The character may inject subsequent doses to Armor comes in three different types:
lengthen the time this bonus last by 1 minute, but does not grant Impromptu armor includes items that provide protection even
any additional Combat Points. After each dose is injest, inject, or though they were not designed for that purpose, such as leather
inhaled, a character immediately makes a Fortitude Save [TN25]. biker’s jackets and football pads.
If a character fails this save, they take CHP damage equal to the Concealable armor is modern body armor designed to fit
Combat Point bonus they received. The TN increases by 5 for underneath regular clothing. It can be worn for extended periods
each dose of Cocaine taken within 6 weeks of the first dose. Sold of time without fatiguing the wearer. Concealable armor can also
in 1 oz of powder. be worn under Impromptu or Tactical armor.
Tactical armor is modern body armor that fits over clothing
Adderall A pharmaceutical pill marketed as a treatment for and can’t be easily concealed. Its weight and bulk make it
ADHD, ADD and other similar disorders. A character can consume impractical to wear all the time and is generally only donned
a single pill, which reduces craft checks of 24 hours in length or when a specific dangerous confrontation is likely. Because it
more by 1d4 hours, and craft checks of 1 week in length or more is worn over clothing in tactical situations, tactical armor often
by 1d3 days. This effect lasts for one week. Adderall is packaged has pockets, clips, and MOLLE attachment points for carrying
in a small bottle containing 10 pills. weapons, grenades, ammunition, flashlights, first aid kits, and
other items.
MDMA An empathogenic drug that causes euphoria, a • Equipment Bonus The equipment bonus is the bonus to
diminished sense of anxiety, and mild psychedelia. A character DEF a character gets if they are proficient in the armor, and
can consume a single pill which grants a +2 bonus to all Reflex it has not run out of AP. The Equipment bonus only applies
and Will Saves. This bonus lasts for 30 minutes. After the effect to areas it protects.
wears off the character is considered Exhausted. A character can
consume at least 32 ounces of water to halve the time it takes • Maximum AGL Bonus The maximum AGL Bonus you can
to recover from their exhaustion. MDMA is distributed in loose, apply toward your defense, when wearing the armor.
singular pills.
• Armor Penalty This penalty applies to the following skills if
the character isn’t proficient in the worn armor: Acrobatics,
Opioids These medicines allow a character to ignore pain, and
Athletics, Craft (All), Demolitions, Disable Device, Drive,
allow them to continue fighting, but only for a limited time. These
Perform, Pilot, Ride and Stealth. If a character is proficient in
are much stronger versions of the over the counter painkillers
the armor, the penalty only applies to Athletics, Acrobatics,
and as such require proper documentation to possess. When
and Stealth.
the effects wear off, the healing effect of the opioid goes with it.
Opioids can be given to a character with at least 1 CHP. Opioids • CP Loss How much the armor slows a character down
will restore both CHP and XHP, but will always restore CHP before when worn. The character has to spend this amount of
XHP. The price listed is for one dose and each dose lasts for Combat Points from their Combat Point pool before they
1d3 hours. After taking a single dose, the character takes 1 CON can move.
damage that heals normally.
• Damage Reduction This is represented on how much
Hallucinogens These vary in presentation, type, and duration, damage the armor negates, and what type of damage
but they all do the same thing—make the character hallucinate. is reduced.
When a character takes a single dose of a hallucinogen, they take
3d3 WIS damage. This effect lasts 2d2 hours and the damage – Sl Slashing | Pi Piercing | Bl Bludgeoning | Ba Ballistic
lasts as long as the effect. – F Fire | C Concussion
108

• AP Armor points are a representation of how much damage Corrections Vest This armor is designed for use in prisons,
armor can take. When armor protects a character from where firearms are less of a threat than improvised melee
damage using its damage reduction, it subtracts the damage weapons.
done from its AP score. Armor points are only subtracted
to applicable damage. Armor can be repaired at 1 WP per MOLLE Vest This tactical gear is covered in MOLLE, which
Armor point. Armor only protects against certain types of allows different accessories to be mounted according to the user’s
damage. If a character is attacked and his armor does not specifications. This armor has 12 MOLLE slots.
cover the certain type of damage, the Damage Reduction
for the armor does not apply, and they take the full damage
to their hit points. When an armor has run out of AP, it also Plastron Fencers wear this quilted canvas armor, which protects
stops providing an Equipment Bonus to DEF. the torso, arms, and groin against parries, thrust, and swipes from
foils, epees and sabres.

10.1 Light Armor


10.2 Medium Armor
Light Football Pads This suit of armor is worn by professional
and amateur players alike, and includes shoulder, leg, and Concealable Vest This standard Kevlar vest is worn by most
arm pads. This type is normally worn by running backs and law enforcement officers under their uniform shirts.
quarterbacks, sacrificing extra armor for range of motion. Special Notes Grants a +4 bonus to Stealth checks against
Special Notes This armor protects the arms and legs of the noticing the armor.
wearer, providing DR and Defense to all listed areas.
Concealable Fight Vest This is a variation on the standard
Motorcycle Jacket This is the bare minimum for the modern Kevlar vest is worn by most law enforcement officers under their
motorcyclist and consists of leather gloves and a leather uniform shirts, sacrificing some ballistic damage protection to
motorcycle jacket. It grants the wearer a +1 to Fortitude Saves protect against swords and arrows.
made to resist the effects of cold weather. Special Notes Grants a +4 bonus to Stealth checks against
Special Notes This armor protects the arms of the wearer, noticing the armor.
providing DR and Defense to all listed areas.
Motorcycle Armor This suit of modern armor is worn by
Motorcycle Cut This is a thick leather vest worn by motorcyclist, motorcyclist to protect from falls. It includes gloves and a
a particular common sight on Motorcycle club members. They motorcycle jacket. It grants the wearer a +1 to Fortitude Saves
have hidden pockets that contain a holster-sheath that will hold made to resist the effects of cold weather.
one small or smaller sized weapon, and a pouch that can hold 2 Special Notes This armor protects the arms and hands of the
magazines or speedloaders. Any objects in these pockets gain a wearer, providing DR and Defense to all listed areas.
+1 to stealth to hide these objects.
Light Duty Vest A lightweight tactical vest with Kevlar designed
Light Undercover Shirt Designed for deep undercover work for extend use by riot police and forces on alert for potential attack.
where the user must not appear to be armed or armored, this This tactical gear is covered in MOLLE, which allows different
garment consist of a t-shirt with a band of Kevlar sewn in around accessories to be mounted according to the user’s specifications.
the torso. This armor has 5 MOLLE slots.

Flak Vest A flak vest is a light vest worn by aircraft personnel Riot Vest This vest is a variation on the light duty vest, designed
to protect against flak cannons, but can also be used to protect for more melee combat confrontations over ballistic threats.
against grenades. This tactical gear is covered in MOLLE, which allows different
accessories to be mounted on to the user’s specifications. This
Low-Profile Armor This set of body armor is visually armor has 5 MOLLE slots.
indistinguishable from a common vest, sweater, pullover, suit coat,
or jacket. Often used by employees of corporations, particularly Tactical Vest The standard body armor for police tactical units,
those employed as security or bodyguard personnel. this vest provides full torso protection in the toughest flexible
protective materials available. This tactical gear is covered
Undercover Vest Covering a larger area of the torso, this vest in MOLLE, which allows different accessories to be mounted
provides better protection than the light undercover shirt and according to the user’s specifications. This armor has 6 MOLLE
low-profile armor but is also more easily noticed. It is best used slots.
when the armor should remain unseen but the wearer doesn’t
expect to face much scrutiny. Heavy Football Pads This suit of armor is worn by professional
Special Notes Grants a +2 bonus to Stealth checks against and amateur players alike, and includes shoulder, leg, and arm
noticing the armor. pads. This type is normally worn by linebackers and ‘‘heavy
hitter’’ positions, sacrificing movement for extra padding and
Turnout Coat This fireman’s coat is made of a thick, flame armor.
resistant and waterproof material. Special Notes This armor protects the arms, legs, feet and
Special Notes This clothing cannot catch fire. hands of the wearer, providing DR and Defense to all listed areas.
109

10.3 Heavy Armor Ceramic Plates These are ballistic ceramic plates, built for a
compromise between strength and weight.
Red Man Suit This heavily padded suit is used primarily for
unarmed and blunt-weapon melee combat training, allowing
Steel Plates These are heavy steel inserts, used for multiple
opponents to throw full-force blows without injuring their training
rifle round hits, at the cost of weight.
partners.
Plate Type CP Loss DR AP Wt Cost
Motorcycle Suit This suit of modern armor is worn by Titanium 0 6/Ba, Pi 18 48 8
motorcyclist to protect from falls. It includes gloves, pants, a Ceramic 1 18/Ba, Pi 36 64 15
spine protector, and an armored jacket. It grants the wearer a +1 Steel 2 9/Ba, Pi 54 88 10
to Fortitude Saves made to resist the effects of cold weather.
Special Notes This armor protects the arms and hands of the Table 118: Equipment, Armor Plates
wearer, providing DR and Defense to all listed areas.
10.5 Helmets
Special Response Vest Built like the tactical vest, but
Helmets keep the most important part of most creature’s body
incorporating groin and neck protection as well as a trauma plates
safe: the head. When calculating the damage for a called shot to
over the chest and back. This tactical gear is covered in MOLLE,
the head, use the damage reduction (if any) for the hat or helmet.
which allows different accessories to be mounted according to
the user’s specifications. This armor has 7 MOLLE slots.
Motorcycle Helmet These helmets come in various sizes and
colors and protect the wearer from wind and small objects when
Forced Entry Unit This armor consist of heavy torso jacket, with moving at a fast pace, as well as when falling.
trauma plate holders that cover the chest and back, neck and
groin guards, and arm protection. This tactical gear is covered in
Sports Helmet Used in various sporting events to protect the
MOLLE, which allows different accessories to be mounted on to
wearer’s head.
the user’s specifications. This armor has 8 MOLLE slots.
Special Notes This armor protects the arms and hands of the
wearer, providing DR and Defense to all listed areas. This Armor Ballistic Combat Helmet The standard helmet usually issued
can accept a single set of Armor Plates. to combat forces in the military that protects against shrapnel
and glancing bullets.

Crash Rescue Suit This reflective, full-body suit is exclusive


Steel Combat Helmet A surplus helmet from wars gone by,
to fire departments expecting to deal with high radiant heat or
having fallen out of favor in light of new lighter and sturdier
savage burning liquids. It is rated to protect against sustained
options. They can be found in thrift stores and army-navy stores
exposure to temperatures of 1,500°F and short exposure to
alike.
2,000°F, and includes a hood with a reflective faceplate, mittens,
and boots. A crash rescue suit contains a 30 minute air supply.
Riot Helmet Used by police forces when containing a
Special Notes This clothing cannot catch fire.
disturbance or riot. It has a clear Plexiglas shield on the front that
protects against thrown objects and chemical weapons.
EOD Suit This armor consists of a complete anti-explosive
armor setup, used by bomb disposal technicians to diffuse live Helmet Type Type DR Wt Cost AP
bombs. It includes heavy ballistic armor, as well as a see-through Motorcycle I 6/Bl, Sl 30 5 12
ballistic visor and helmet. Sports I 4/Bl 24 2 15
Special Notes This armor protects the head, arms, legs, feet Combat, Ballistic T 5/Ba, Bl 32 10 20
and hands of the wearer, providing DR and Defense to all listed Combat, Steel T 2/Ba, Bl 48 2 25
areas. Riot T 8/Bl 30 3 18

Table 119: Equipment, Armor, Helmets

10.4 Armor Plates 10.6 Armor Upgrades


These trauma plates can be placed in armor, either by being Armor can be customized to grant additional bonuses toward
built in, or placed in a MOLLE attachment, to increase its armor, or increase the armor rating of normal clothing.
effectiveness against bullets and shells. Trauma plates cannot be
repaired, and must be replaced after they are used up. The price Camouflage Patterning This upgrade covers a piece of armor
and listing are for a set of plates that protect the center mass or clothing in camouflage paint or cloth, which gives a +2 to
area, which includes the back and torso. Only one set of plates Stealth when worn in the applicable setting.
may be used at a time.
MOLLE Fitting This upgrade fits armor or clothing with MOLLE
Titanium Plates These plates are made from high grade slots, which allows different accessories to be mounted according
titanium, and provide decent protection with the added comfort to the user’s specifications. Gives 2 MOLLE slots per upgrade.
of light weight. Armor or clothing can have no more than 20 MOLLE slots.
110

Type Equipment Max AGL Armor CP Damage Reduction AP Wt Cost


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

Table 117: Equipment, Armor

Hidden Compartment Fitting This upgrade fits armor or Weapons are also classified by size. Medium and smaller sized
clothing with a hidden compartment that gives a +4 to Stealth to weapons can be used with one hand. Large or larger sized
hide an object. An object of tiny or smaller size may be hidden weapons require two hands to use.
in the compartment. A small or smaller weapon is considered a light weapon and is
easier to use in a character’s off-hand.
Custom Fitting This upgrade fits the armor to a specific wearer, Improvised Weapons
granting the wearer +1 maximum AGL bonus, a 50% increase in
AP, and a +1 equipment bonus to DEF. Any improvised weapon does the same amount of
damage as a real weapon in its class, but unlike real
Armor Upgrade Cost weapons, improvised weapons are not designed to take
Camouflage Patterning 2 the amount of stress a real weapon can take. An
MOLLE Fitting 1 improvised weapon have a −2 attack penalty and a 50%
Hidden Compartment Fitting 3 chance of breaking each time it is used.
Custom Fitting 100%

Table 120: Equipment, Armor Upgrades


11.1.1 Simple Melee Weapons
11 Weapons Generally inexpensive and light in weight, simple weapons
nevertheless get the job done. Any humanoid character can use
The weapons covered here are grouped into categories Simple Melee weapons without penalty.
based on their general utility: melee weapons and ranged
weapons
Brass Knuckles These pieces of molded metal fit over the
outside of a character’s fingers and allow him or her to deal lethal
11.1 Melee Weapons
damage with an unarmed strike instead of nonlethal damage. A
Melee weapon damages are classified according to type: strike with brass knuckles is otherwise considered an unarmed
bludgeoning (weapons with a blunt striking surface), energy (of a attack. When used by a character with the Brawl, Improved Brawl,
specific type), piercing (weapons with a sharp point), and slashing or Street Fighting feat, brass knuckles increase the base damage
(weapons with an edged blade). Certain types of armor only dealt by an unarmed strike by +1. An improvised version of this
protect against particular forms of damage. weapon is a set of heavy finger rings.
111

Wrist Wraps These are cloth wrist wraps with padding and a Tool Hammer A household hammer that can be found in any
velcro strap that is used to secure them to the wearer, often used hardware store in the world. Improvised versions of this weapon
for all types of fighting while still allowing use of the hands for include short lengths of pipe, stone statuettes, and tire irons.
other issues, or even use other weapons while wearing them.
Wrist wraps only provide non-lethal damage, unless otherwise
granted by a feat. When used by a character with the Brawl, Sledgehammer A common rock-breaking implement and is
Improved Brawl, or Street Fighting feat, wrist wraps increase the stunningly effective, though slow and cumbersome to use.
base damage dealt by an unarmed strike by +1. An improvised Improvised versions of this weapon include CD racks, iron
version of these are tightly wrapped cloth bandages. crowbars, and table lamps with heavy bases.

Push Blade/Punch Dagger This blade extends in line with the Stun Gun Although the name suggests a ranged weapon, a stun
wielder’s arm when held in a clenched fist. An improvised version gun requires physical contact to affect its target. The Taser is
is a corkscrew. a ranged weapon with a similar effect. On a successful hit, the
stun gun deals 1d3 Electricity damage (do not add the character’s
Field Knife A field knife is a larger knife, usually with a thick, POW bonus), and the target must make a Fortitude Save [TN15] or
hearty blade that is used in the field, for camping. Improvised be paralyzed for 1d6 rounds. Improvised versions of this weapon
versions of this weapon include cleavers and large kitchen knives. include cattle prods and electric cords with stripped insulation.

Survival Knife A typical fighting knife and also represents a Stun Shield A shield composed of high impact plastic, complete
variety of field weapons like daggers and bayonets. Improvised with inlaid electrical contacts, that when the shield is activated, will
versions of this weapon include broken bottles and large kitchen shock and incapacitate the person struck. A stun shield provides
knives. one-quarter cover in one direction. A stun shield has to be
activated, which cost 2 Combat Points. On a successful hit with
Pocket Knife A pocket knife is a knife that is deposited in the an activated shield, the stun shield deals 1d3 points of Electricity
pocket, or in a small sheath that is usually worn all day or carried damage (do not add the character’s POW bonus) and the target
all day. A pocket knife is 3-6’’ long. Examples are numberous must make a Fortitude Save [TN13] or be paralyzed for 1d2 rounds.
in nature. Improvised versions of this weapon include ice picks,
letter openers, straight razors, and screwdrivers.
Riot Shield A shield composed of high impact plastic, often used
in riot situations by law enforcement. A riot shield provides one-
Escape Knife An easily hidden blade, commonly stashed in a quarter cover in one direction. Improvised versions of riot shields
place where the owner might be able to grab it when tied up. include end tables, trash-can lids and low quality, homemade
Improvised versions of this weapon include prison shivs, throwing versions. Riot shields do not provide cover against any weapons
knives and pieces of broken glass. that provide Plasma or Ballistic damage.

Light Club A light club is less than 8’’ long, lighter than 3
pounds, and easily used with one hand. There are countless Entry Shield A shield used in high risk situations to protect
examples, including such deliberately crafted items as escrime against gunfire. An entry shield provides three-quarters cover
sticks, kubatons and metal batons. Improvised versions of this in one direction. A shield may be used to bat, bash, or shove
weapon include chair legs, broken pool cues, tire irons, and small opponents. Improvised versions of entry shields include heavy
tree branches. steel plates.

Medium Club A medium club is between 8’’ and 12’’, lighter than Pistol Whip Not a melee weapon in the traditional sense, rather
3 pounds, and can be used with one hand. There are countless using the side of a handgun to strike a target. While pistol whipping
examples, including such deliberately crafted items as escrime is an improvised weapon, it does not incur the penalties for being
sticks, metal batons, and police clubs. Improvised versions of one. If a character provokes an AoO on a character wielding a
this weapon include chair legs, frying pans, pool cues, framing handgun that can pistol whip, that character can use the pistol
hammers, tire irons, and small tree branches. whip to perform their AoO. A pistol whip can not be upgraded with
any melee upgrades. Adds the character’s POW to the damage
Heavy Club A heavy club is between 12-24’’ long, weighs as normal.
between 3-6 pounds, and requires the use of 2 hands. The
classic modern example is the wooden baseball bat. Improvised Handgun Weight Damage
Handgun Weight Damage
versions of this weapon include chairs, table legs, crowbars, heavy 0-8 oz. 1
tree branches, and lengths of thick cable. 49-56 oz. 1d4+1
9-16 oz. 1d2
57-64 oz. 1d4+2
17-24 oz. 1d3
65-72 oz. 2d4
Sap This weapon consists of a soft leather sack loaded with lead 25-32 oz. 1d2+1
73-80 oz. 3d3
shot. It is typically brought down on the back of an opponent’s 33-40 oz. 1d4
head, knocking him out cold. Improvised versions of this weapon 81+ oz. 3d3+2
41-48 oz. 2d2
include sweat socks stuffed with rolls of quarters or marbles. This
weapon does Non-lethal damage only. Table 121: Pistol Whip Damage
112

Rifle Butt A rifle butt is not a melee weapon in the traditional Broadaxe A broadaxe is a heavy single-bladed axe is intended
sense, rather using the butt of a longarm to strike a target. While for heavy chopping projects. An improvised version is a lumber
butt stroking is an improvised weapon, it does not incur the axe.
penalties for being one, nor will it break if used as a weapon.
All weapons with a fixed stock can be used to butt stroke. If a Hand Axe A hand axe is a light single-bladed axe normally
character provokes an AoO on a character wielding a longarm used in one hand. An improvised version of this is a hatchet,
that can butt stoke, that character can use the rifle butt to perform throwing axe or a camp axe.
their AoO. A rifle butt can not be upgraded with any melee
upgrades. Shortsword A shortsword is a short-bladed sword is heavily
weighted toward the handle and primarily used to pierce and
Weapon Dmg Critical Type Sz Wt Cost puncture opponents. A classic example is a wakizashi. A modern
Brass 1d4 16-18 Bl T 18 2 version is a machete and an improvised version is a garden
Knuckles spade.
Wrist Wraps 1d3+1 16-18 Bl T 4 1
Push Blade 1d3 16-18 Pi T 16 2 Bastard Sword A bastard sword is a long, narrow one-handed
Pistol Whip See 16-18 Bl — — — sword which often features a handle designed for easy two-
text handed use. A classic example is a katana. An improvised version
Rifle Butt 1d6 16-18 Bl — — — of this weapon is a lumber saw.
Field Knife 2d2 14-18 Sl M 32 4
Survival Knife 1d4 14-18 Sl S 24 2 Broadsword A broadsword features a slightly shorter and
Pocket Knife 1d4 15-18 Pi T 16 1 heavier blade than a bastard sword. A scimitar is a classic
Escape Knife 1d2 16-18 Pi D 6 3 example. An improvised version is the blade of a paper cutter.
Light Club 1d6 16-18 Bl S 20 2
Medium Club 2d3 16-18 Bl M 28 2 Longsword A longsword is narrow-bladed sword is often longer
Heavy Club 1d8 16-18 Bl L 32 3 than the wielder is tall. Classic examples include a Scottish
Tool Hammer 2d4 16-18 Bl S 26 1 claymore and Japanese ōdachi. An improvised version might
Sledgehammer 3d4 16-18 Bl L 160 3 be a piece of rebar.
Sap 1d6 16-18 Bl S 32 1
Stun Gun 1d3 16-18 Elec T 18 2 Rapier A lightweight sword with a thin blade. A character may
Riot Shield 1d4 16-18 Bl M 48 6 select this weapon for the Weapon Finesse feat. An improvised
Entry Shield 1d6 16-18 Bl L 208 75 version of this weapon might be a car antenna.
Stun Shield 1d4 16-18 Bl M 48 14
Sabre A sword that has a curved, single-edged blade and a
Table 122: Simple Melee Weapons rather large handguard, covering the knuckles of the hand as
well as the thumb and forefinger. Sabres may be used to slash
or thrust, and as such the user may select what kind of damage
11.1.2 Archaic Melee Weapons they wish to use before attacking. A character may select this
weapon for the Weapon Finesse feat. An improvised version of
Most of these weapons deal damage by means of a blade or a this weapon would be extremely unlikely.
sharp point. Some of them are moderately expensive, reflecting
their archaic nature in modern society.
Cutlass A short, broad sabre with a straight or slightly curved
Archaic Melee Weapon Proficiency Groups blade sharpened on the cutting edge and a hilt often featuring
a solid cupped or basket shaped guard. A character may select
Combat Swords Shortsword, bastard sword, broadsword, this weapon for the Weapon Finesse feat. An improvised version
and longsword of this weapon would be extremely unlikely.
Fencing Swords Rapier, sabre, cutlass, and parrying
dagger Parrying Dagger Parrying daggers are a category of small
Axes Battle-axe, broadaxe, and hand axe handheld knives, designed to be used as off-hand weapons in
Staffs Long staff, quarterstaff, and short staff conjunction with a single-handed sword such as a rapier or sabre.
Bows Compound bow, recurve bow, crossbow and spear As the name implies they were designed to parry or defend. An
gun improvised version of this weapon is extremely unlikely.
Spears Spears and attached bayonet, Halberds When used by a character with the Two Weapon Defense feat,
Maces Light and heavy mace a parrying dagger grants a +2 equipment bonus to DEF, and when
Picks Light and heavy pick fighting defensively or using the parry reaction, the character
gets an additional +2 to DEF.

Short Staff A short staff is roughly waist- to chest-high on its


Battle-axe A battle-axe is generally a single-bladed axe that wielder. A classic example is the jo stick. Improvised versions of
often features a metal spike on one end for piercing attacks. An this weapon include ski poles and the remains of a long staff cut
improvised version is a fire axe. in two. Short Staffs can be used to perform trip attacks.
113

Quarterstaff A quarterstaff is roughly the same height as its one-handed instrument that includes a single point. An improvised
wielder. Improvised versions of this weapon include broom version of this weapon might include rock cutting picks.
handles, handy tree branches, skis, and walking sticks. A
character can strike opponents up to 10’ away with a quarterstaff,
but can’t use it against an adjacent foe. Quarterstaffs can be used Heavy Pick A larger, two-handed version of the light pick.
to perform trip attacks. An improvised version of this weapon might include a miner’s
pickaxe.
Long Staff A long staff ranges from 1-2’ taller than its wielder.
A classic example is the bo stick. Improvised versions of this
Weapon Dmg Critical Type Sz Wt Cost
weapon include flagpoles and long pipes. A character can strike
opponents up to 15’ away with a long staff, but can’t use it against Battle-axe 1d10 15-18 Sl L 128 4
an adjacent foe.Long staffs can be used to perform trip attacks. Broadaxe 1d8 15-18 Sl L 80 3
Hand Axe 1d6 15-18 Sl M 48 2
Shortsword 1d6 15-18 Sl M 32 2
Rifle Bayonet The statistics given describe a bayonet fixed at
Bastard 2d6 15-18 Sl L 80 5
the end of a longarm with an appropriate mount. With the bayonet
Sword
fixed, the longarm becomes a double weapon, club-like at one
Broadsword 1d6 13-18 Sl M 96 5
end and spear-like at the other. A character can fight with it as if
Longsword 1d8 14-18 Sl L 50 6
fighting with two weapons, but if the character does so, they incur
all the normal attack penalties associated with fighting with two Rapier 1d6 14-18 Pi M 48 5
weapons, as if using a one-handed weapon and a Small weapon. Sabre 1d8 15-18 Sl Pi M 50 5
Any Survival knife or Field Knife can be used as a bayonet, gaining Cutlass 1d6 15-18 Sl S 40 6
the damage of the selected knife, and any contact upgrades that Parrying 1d3 16-18 Sl S 18 2
were placed on the knife transfer over to the rifle bayonet. The Dagger
clublike end of a rifle bayonet is a rifle butt and incurs all the Long Staff 1d10 16-18 Bl L 64 5
bonuses and penalties of one. A character can strike opponents Quarterstaff 1d8 16-18 Bl L 48 4
up to 10’ away with the blade end of a rifle bayonet, but can’t Short Staff 1d6 16-18 Bl M 32 3
use it against an adjacent foe. Rifle Bayonet See 16-18 Pi L 80 2
Text Bl
1d6
Short Spear A short spear is roughly waist- to chest-high on
Long Spear 2d8 15-18 Pi L 96 5
its wielder. A classic example is the hasta. Improvised versions
2d10 Bl
of this weapon include hiking poles and the remains of a long
Short Spear 2d4 15-18 Pi M 64 4
spear cut in two. A character can strike opponents up to 10’ away
2d6 Bl
with a short spear, but can’t use it against an adjacent foe. Short
Light Mace 1d12 16-18 Bl M 80 6
Spears can be used to perform trip attacks.
Heavy Mace 2d12 16-18 Bl L 144 8
Light Pick 1d10 13-18 Pi M 48 7
Long Spear A long spear ranges from 1-2’ taller than its wielder. Heavy Pick 3d6 13-18 Pi L 128 15
Classic examples are pike or naginata. Improvised versions of Halberd 2d6 16-18 Pi Sl Bl L 96 11
this weapon include flagpoles with points and long pipes with
sharp ends. A character can strike opponents up to 15’ away Table 123: Archaic Melee Weapons
with a long spear, but can’t use it against an adjacent foe. Long
Spears can be used to perform trip attacks.
11.1.3 Exotic Melee Weapons
Halberd Consists of an axe blade topped with a spike mounted Most exotic weapons are either atypical in form or improved
on a long shaft very much like a spear. Has a hook on the opposite variations of other melee weapons. Because each exotic weapon
end, for graping long reaching enemies. Halberds may be used is unique in how it is manipulated and employed, a separate
to bash, slash or thrust, and as such the user may select what Exotic Melee Weapon Proficiency feat is required for each one in
kind of damage they wish to use before attacking. A character order to avoid the −4 non-proficient penalty.
can strike opponents up to 10’ away with a halberd, but can’t use
it against an adjacent foe. Halberds can be used to perform trip
attacks. Great Sword A great sword is a massive two-handed sword is
reminiscent of an iron beam with a handle and a cutting edge. A
Light/Heavy Mace A light mace is a development of the club classic example is the German zweihänder. Improvised versions
weighted with flanges to deal more damage to the target. A heavy of this unique weapon are extremely unlikely.
mace is just as a light mace, but must be wielded with two hands.
This weapon does Bludgeoning damage. Improvised versions of Jagged Sword A jagged sword has an irregular blade that
this weapon would include baseball bats with nails or rivets. savagely shreds an opponent’s armor or flesh. Classic examples
include the Chinese nine-ring broadsword. An improvised version
Light Pick A weapon designed to concentrate its force on a is a long nail-ridden board. This type of sword is treated as
small penetrating point in order to defeat armor. It is a small, having the Jagged upgrade.
114

Weighted Chain A weighted chain consists of a light 10-15’ chain Khepesh A khepesh is a sword with an outwardly curving sickle
and a set of metal weights used to entangle an opponent, or their blade, that curls back into a hook. A character can make a trip
weapon. It can be whirled quickly, striking with hard blows from attack with the Khepesh The character does not provoke an AoO,
the weights. An improvised version of this weapon is a pair nor can the character be tripped when using a Khepesh to trip.
of horseshoes tied to the ends of a rope. The weighted chain
can be used as a double weapon. A character can fight with it
as if fighting with two weapons, incurring all the normal attack Kukri This heavy, curved dagger has its sharp edge on the
penalties as if using a one-handed weapon and a Small weapon. inside of the curve. Improvised versions of this unique weapon
In this case, the character can only strike at an adjacent opponent. are extremely unlikely. For the purpose of attacks and feats, this
A weighted chain has a range increment of 10’. A character may weapon is considered a knife.
select this weapon for the Weapon Finesse feat.
Maquahuitl A maquahuitl is a weapon shaped like a wooden
Whip Chain A whip chain is a flexible weapon is similar to a sword, that has its sides embedded with prismatic blades made
three-section staff, featuring 8-10 short metal bars, connected by from obsidian. It was similar to a large wooden club with cuts
3-4 links of chain. It is wielded much like a whip, with a single in the side to hold the sharpened obsidian, and can be used to
handle at one end. An improvised version of this weapon might both inflict ripping slashing damage, or bludgeoning damage.
consist of links of steel cable. When using a Maquahuitl, the player must declare what kind of
damage they are attempting to inflict. This weapon has two sets
The whip chain can be used as a reach weapon. If a character
of damage types, damage values and critical threat levels, which
uses the chain as a reach weapon, they can strike opponents up
is determined by which damage the character chooses to inflict.
to 10 feet away. In addition, unlike other weapons with reach, the
character can use it against an adjacent foe. Because a chain can
wrap around an enemy’s leg or other limb, a character can make Nunchaku A popular martial arts weapon, the nunchaku is
a trip attack with it. If the character is tripped during their own trip made of two wooden shafts connected by a short length of
attempt, the character can drop the chain to avoid being tripped. rope or chain. Improvised versions of this unique weapon are
When using a chain, the character receives a +2 equipment bonus extremely unlikely.
when attempting to trip, or disarm (including the roll to avoid
being disarmed if the character fails to disarm the opponent). A
weighted chain has a range increment of 10’. A character may Sai and Jitte A Sai is a weapon that has a pointed, prong shaped
select this weapon for the Weapon Finesse feat. metal baton, with two curved prongs called yoku projecting from
the handle, that are used to trapping strikes and blocking attacks.
A Jitte is a single shafted sai with a small hook protruding upward,
Flail This weapon consists of a spiked iron ball attached to an used to block, catch, and even break swords. The character
iron or wooden rod by a long piece of chain. No improvised receives a +2 bonus when using a Sai or Jitte to disarm an enemy
weapons mimic this unique weapon. using a Combat or Fencing Sword.

Garrote This weapon consists of a short cord, often with handles Three-Section Staff Originally a farm implement for threshing
at each end. It is used to improve leverage when choking someone grain, this weapon is composed of three sections of wood of
from behind and grants a +2 equipment bonus to all grapple equal lengths, joined at the ends by chain, leather, or rope. The
checks to strangle. Improvised versions of this weapon include three-section staff requires two hands to use. Improvised versions
shoelaces and lengths of extension cord. of this unique weapon are extremely unlikely.
The three-section staff is a double weapon. A character can
fight with it as if fighting with two weapons, but if they do, the
Chainsaw Military and police units use powered saws to cut
character incurs all the normal attack penalties associated with
through fences and open doors rapidly. They are sometimes
fighting with two weapons, as if using a one-handed weapon and
pressed into service as weapons, often by people who watch too
a Small weapon.
many movies. Improvised versions of this unique weapon do not
exist.
Weapon Dmg Critical Type Sz Wt Cost
Weighted 1d6 16-18 Bl L 85 6
Injection Knife An injection knife is a diving knife that has a Chain
CO2 cartridge in the handle. When stabbed into an object, a small Whip Chain 1d6 16-18 Bl L 70 7
button can be pressed (for 1 CP) that will inject freezing cold CO2 Great Sword 2d10 14-18 Sl H 128 10
into its target. It has an internal magazine of one and requires
Jagged Sword 1d6 16-18 Pi/Sl M 96 7
a new CO2 cartridge for every use. Improvised versions of this
Garrote Special — — T 8 2
unique weapon do not exist. Critical Strikes from this weapon
Injection Knife 1d4 16-18 Pi S 19 20
only change the initial blade damage and not the Cold damage.
8d4 Cold
Chainsaw 4d6 16-18 Sl L 176 6
Kama A kama is a wooden shaft with a scythe blade extending Flail 3d4 16-18 Pi/Bl L 144 8
at a right angle out from the shaft. Improvised versions of this
unique weapon are extremely unlikely. Table 124: Exotic Melee Weapons
115

11.2.0.1 Firearm Basics Different types of firearms accept


Weapon Dmg Critical Type Sz Wt Cost ammunition in different ways. The box magazine is the most
Kama 2d6 16-18 Sl S 40 2 common method for loading modern firearms. The box magazine
Khepesh 1d12 15-18 Sl L 60 20 is essentially a detachable box that holds a number of ammunition
Kukri 1d4 12-18 Sl S 18 4 cartridges. The magazine is inserted into a well on the weapon
Maquahuitl 1d6 15-18 BlSl M 85 14 to load it. When the weapon is fired, it takes a cartridge from
2d6+1 16-18 the magazine and sends the bullet down range. After firing, the
Nunchaku 1d6 16-18 Bl S 16 3 action is cycled to load the next cartridge. In automatic weapons,
Sai/Jitte 1d4 16-18 Bl S 24 5 this occurs mechanically as part of the firing cycle. When the
Three-Section Staff 1d12 16-18 Bl L 100 4 magazine is empty, it is removed and replaced with a fresh one.
Secondly, there are revolvers. Instead of getting ammunition from
Table 125: Exotic Melee Weapons, Cont. a box magazine, a revolver has a rotating cylinder that holds the
ready ammunition. As the weapon is fired, the chamber revolves
to advance the next cartridge to the firing position. Thirdly, there
are belt fed weapons, which fire ammunition from interlinked belts.
As the weapon is fired, the old belt link is moved to the side, and
11.2 Firearms
the link with the new ammunition comes forward. Finally, there is
Ranged weapons are classified into three categories: the internal magazine, holding ammunition in a non-detachable
firearms, non-ballistic, and thrown. When using any ranged part of the weapon. Internal magazines include tubular magazines,
weapon the wielder applies their MRK modifier to the attack roll. which consists of a metal tube running along the barrel, usually
underneath it, that holds the ready ammunition. As each bullet or
Range Increment & Range Penalty shell is fired, a spring pushes the next cartridge in the tube back
to be fed into the firing chamber. There are also blind magazines.
All ranged weapons have a range increment. The range Blind magazines are similar to a box magazines, except that they
penalty for a ranged weapon depends on what weapon are built into the weapon and are not removed. Instead, the action
the character is using and how far away the target is. is opened and cartridges are inserted directly into it. Tubular
Any attack from a distance of less than one full range magazines are most common in shotguns, and blind magazines
increment is not penalized for range. However, each are used on some precision-target rifles or sniper rifles. After
full range increment causes a cumulative −2 penalty the weapon is loaded with ammunition, it must be cocked. This
on the attack roll. When a weapon uses shells, the means that the bolt or hammer is drawn back into position and
range increment affects both its attack and damage roll, the first cartridge is loaded from the magazine into the firing
providing a cumulative −2 penalty for each. Ranged chamber. The weapon is then ready to be fired.
weapons that fire projectiles can shoot at ranges up to ten
increments. Thrown weapons have a maximum range of
five range increments. Once the gun is loaded, the shooter pulls the trigger to fire
it. Pulling the trigger sets the firing cycle in motion. The trigger
mechanism moves an internal arm or lever, called the sear, which
Handguns, machine pistols, sub-machine guns, carbines, releases the weapon’s hammer or firing pin. The hammer springs
shotguns, rifles, grenade launchers, machine guns and some forward, striking the back of the cartridge where the primer is
rocket launchers are all personal firearms. A personal firearm is located. The impact detonates the primer, which in turn ignites
any firearm designed to be carried and used by a single person. the propellant and fires the projectile. With single-shot weapons,
Firearms are cartridge weapons. A cartridge is a self-contained that is all that happens. The user must then manually cycle the
package consisting of the projectile, the propellant, a primer, and action, which accomplishes three things. First, the empty cartridge
a casing to hold it all together. The projectile is the bullet or shot case is extracted and ejected from the weapon. Then, the next
that the weapon fires. The propellant is a charge of gunpowder. cartridge in the magazine feeds into the firing chamber, or the
When the round is fired, the propellant charge burns up very user reloads the firearm by hand. Finally, the bolt closes on the
quickly; in a tiny fraction of a second. In doing so, it expands to chamber, which seals it, cocks the firing pin back, and readies the
many times its original volume. This creates tremendous pressure weapon for firing again. Double shot weapons can be fired twice,
within the weapon, which forces the bullet or shot down the gun’s one for each barrel, before this must take place. On auto-loading
barrel and out toward the target. The primer is a small explosive weapons (those that operate semi-automatically or automatically),
cap in the base of the cartridge. When the primer is struck by the this process of cycling is carried out by the mechanical action
weapon’s hammer or firing pin, it explodes. This, in turn, ignites of the weapon. The action cycles by itself, driven either by the
the propellant and fires the weapon. The casing is a cylindrical recoil force or the pressure from the propellant gases. For semi-
shell that holds the various components together. The bullet goes automatics, the user simply pulls the trigger again to fire another
at one end, and the primer goes at the other. The propellant shot and repeat the cycle, until the magazine is emptied and the
charge goes in between. In high-powered weapons, such as rifles, weapon must be reloaded. On automatic designs, the action will
casings are often necked, meaning that the casing is wider than continue to cycle and fire as long as the trigger is held down or
the bullet. This configuration allows more propellant to be loaded, until the weapon runs out of ammunition. Select-fire weapons are
which results in a more powerful blast when the weapon is fired. those capable of firing in either semiautomatic or automatic mode,
Casings are usually made out of metal (brass is the most common as desired. Bolt, Pump, and Lever action weapons require the user
material). Shotgun shells are often made from paper or plastic to work the action themselves, to remove the used casing, and
instead. chamber a new round into the barrel, to be fired again. Single
116

Action firearms require the hammer to be pulled back manually, Error Range can be removed from weapons that are
which prepares for the next shot to be fired. manufactured with it by upgrading the weapon with Clockwork
Any firearm that uses a box magazine, or any lever action Action, or a Precision Upgrade. There are many things that can
or pump action weapon can carry an extra cartridge in the increase the Error Range in a weapon, and make it unreliable to
chamber. To put a cartridge in the chamber, the weapon is use. Weapons with cylinders, single shot weapons, and specially
loaded as normal. (Chambering a round is part of the normal noted weapons do not suffer the error range penalty that comes
loading process.) Then the magazine is removed, an extra bullet from using alternate types of ammunition.
or shell is added (to replace the one that was chambered), and
the magazine is reinserted. This process takes 12 Combat Points.
For lever action and pump action weapons, the weapon is loaded Age Age and heavy use can render a weapon unreliable. While
as normal. (Chambering a round is part of the normal loading this should never be a factor through the degree of time and
process). Then an extra bullet or shell is added (to replace the use typical to a normal campaign, the GM can determine that an
one that was chambered), this process takes 4 Combat Points. older weapon obtained by the characters is already unreliable
Generally, the closer a target is to the shooter, the easier it is due to age. A weapon that has been sitting in a museum might
to score a hit. The farther away a target is, the smaller it appears not become unreliable for fifty years, but one that has sat in the
and the more difficult it is to hit. To counteract this difficulty, the leaky trunk of an abandoned car for a couple of months might be
use of telescopic scopes has become popular. A telescopic scope unreliable. This grants a +40 towards the weapon’s error range
gives the shooter a magnified view of a distant target, facilitating and only goes away if the weapon is repaired and cleaned (Craft
aim. It also uses a targeting reticule or cross hair to identify the (Mechanical) Repair [TN20]).
bullet’s point of impact. When a scope is fitted to a rifle, it must be
zeroed, meaning that it must be adjusted so that the cross hairs Damage Any firearm that has taken 1 point or more of damage
accurately show the actual impact point at a given range. This is unreliable. This grants a +15 toward the weapon’s error range
process requires the personal weapons proficiency, and 5 bullets and only goes away if the weapon is repaired (Craft (Mechanical)
or shells, as well as somewhere to test fire the weapon. Repair [TN22]).
All firearms are ballistic damage weapons and have a critical
threat range of 16-18, unless otherwise noted.
Using a magazine with a higher capacity than the standard Immersion Immersion in water, mud, or other liquids can affect
magazine issued imposes a −4 penalty to Stealth checks to hide reliability. Any time a weapon is immersed in a liquid it gains a
the weapon. +20 toward the weapon’s error range. Slight wetness, such as
that caused by rain, is not sufficient to affect the weapon. The
Restricted Weapons error range increase goes away when the weapon is dried out,
which takes 1 minute if the weapon is disassembled and dried by
Restricted weapons generally fall into two areas: Short
hand, or 6 hours if it is left to dry on its own.
Barreled Shotguns and Short Barreled Rifles.
A short barreled shotgun is a shotgun that has a
barrel that is shorter than 18 inches, usually cut down Unreliable Ammunition Alternate forms of ammunition can
with the ammunition tube reduced as well. Short barrel cause a weapon’s error range to increase and affect the
shotguns are often used by police officers for their ease weapon’s overall reliability. The error range goes away when
of maneuverability in vehicles and tight spaces, as well the ammunition is removed or is no longer used.
as to have a small weapon for breaching. Short barrel
shotguns also include mountable weapons for rifles. Error Range Attack Roll Error Range Attack Roll
A short barrel rifle is a rifle that has a barrel less than
5-15% 3 50% 3-10
16 inches. A short barrel rifle also encompasses carbine
20% 3-4 55% 3-11
rifles, that have barrels that meet the prerequisites. SBRs
are often used by tank crews, who need a weapon that 25% 3-5 60% 3-12
takes the full power ammunition, but that is smaller in size, 30% 3-6 65% 3-13
and can be compatible with magazines and ammunition 35% 3-7 70% 3-14
of full sized and even carbine rifles. 40% 3-8 75% 3-16
45% 3-9 80-100% Any

Table 126: Error Range Natural Attack Rolls


11.2.0.2 Error Range Error Range represents the likelihood
a firearm will fail when used. When combat starts, the GM secretly
rolls a d% for every weapon that has error range. If the roll is 11.2.0.3 Recoil Recoil is the reaction of the projectile firing
equal to or less than the weapon’s total error range then the out of the barrel of a firearm. In single shots, recoil is not an
weapon has the possibility to jam during this combat. Combat issue; enough time is given between shots so that recoil can be
proceeds as normal, but if a character using an affected firearm absorbed and aim reacquired. In multishots, recoil can affect
rolls a specific natural attack roll, the firearm has become jammed; aim and throw off shots. All calibers have a recoil modifier, that
the weapon can’t be fired until the shooter spends 12 Combat will modify all firearm attacks that take use of the Caliber Recoil
Points to clear the jam. Anytime a weapon’s error range changes Penalty. The strength score of a character will modify the recoil
during combat, the GM rerolls using the new error range to see of a firearm, at the rate of STR−10. While the strength score
if the change had a negative or positive effect on the weapon’s can eliminate the recoil penalty, it can never provide a bonus to
possibility of jamming. ranged attacks.
117

11.3 Firearms Tables DAO Double Action Only is similar to DA but the hammer can
not be cocked back. Double Action Only firearms are considered
Firearm The name and model of the firearm.
semi-automatic firearms.

Caliber The caliber the firearm fires. Multiple listings with a


slash means that the firearm can chamber and fire any of the PA Preset Action, the action is at half-cock giving a light trigger
listed calibers. Multiple listings without a slash means that the pull. Preset Action firearms are considered semi-automatic
weapon can chamber both rounds at the same time. firearms. All single shot attacks have a +1 attack bonus.

What about .223 & .308?


Lever Action The firearm has a lever that must be worked after
The following calibers may also use listed calibers as if each shot. Attacks cost +3 CP when firing from a prone position,
they were listed together. This does not go the other way. but −1 CP when performing single shot attacks.

• 5.56x45mm NATO 99K .223 Remington


Pump Action The firearm has a pump on the forearm that is
• 7.62x51mm NATO 99K .308 Winchester worked back and forth to cycle a new round.

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


Magazine The size of all available magazines for the firearm, disconnecter and will discharge if pumped while the trigger is
how much each one costs, and what kind of feeding mechanism held down.
the firearm uses. Listings of specific firearms means that this
firearm uses that type of magazine, and they are interchangeable,
Bolt Action The firearm has a bolt that must be worked after
if the magazine size, firearm model, and caliber match on both
each shot, expending the empty shell and reloading a new round.
firearms.
All single shot attacks have a +1 attack bonus, but cost +1 CP.
Magazine listings are given as Type:Size:Cost. Size
listings separated with a | indicate that multiple sizes are available
for that price. Listings separated with a / indicate a new size:cost Self Loading Each pull of the trigger reloads the firearm. It is
pair. synonymous with Semi-automatic, and Self Loading firearms are
considered semi-automatic firearms.
Upgrade Points (Upg) The type of upgrades the firearm can
accept. Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
F Frame / B Barrel / O Optics / T Tactical variants. 2RB Stands for 2 round burst, which allows the firearm
to perform 2 round burst fire attacks, and 3RB stands for 3 round
Range Increment (Rng) The range increment for the firearm. burst, which allows the firearm to perform 3 round burst fire
All Shotgun range increments affects both their damage and attacks.
range. All benefits from upgrades have been already calculated
in the weapon’s range increment.
Auto Stands for fully automatic where the firearm will continue
to fire as long as the trigger is pressed down. The firearm can
Rate of Fire (RoF) The rate of fire for the firearm or the perform autofire, suppressive fire, sweepfire, sprayfire or burst
action of the firearm. fire attacks. Slow autofire means the weapon has a slow rate
of fire. Slow autofire requires more rounds but gains a +1 attack
SA Single Action requires the hammer to be pulled back before bonus to all autofire, suppressive fire, burst fire, sweepfire and
firing again. Single action firearms that take box magazines or sprayfire attacks. Medium autofire has a standard rate of fire. It
have internal magazines are considered semi-automatic firearms. has no penalties or bonuses to it’s attacks. Fast autofire requires
All Single Action firearms gain a +1 attack bonus on all single shot less rounds but has a -1 attack penalty to all autofire, suppressive
and potshot attacks. Single Action firearms with cylinders cost +1 fire, burst fire, sweepfire and sprayfire attacks.
CP when performing a single shot attack. S Slow / M Medium / F Fast

DA/SA Double Action/Single Action where the first shot is a Single The firearm can only hold a single round and must be
heavy double action pull and the second is a crisp single action reloaded after every shot.
pull. DA/SA firearms are considered semi-automatic firearms.
All single shot and potshot attacks after the first gain a +1 attack
bonus. The first shot has no bonus or penalty, but the hammer Double The firearm has two triggers that can be depressed at
may be cocked back for 1 CP, giving a +1 attack bonus for the the same time, to perform a double-fire attack, or one at a time
first shot. to perform two single attacks.

DA Double Action is similar to DA/SA but every shot is a heavy OB The bolt locks back and slams forward with every pull of
double action pull. Double Action firearms are considered semi- the trigger. Open Bolt firearms have a −2 attack penalty for single
automatic firearms. The hammer is exposed and can be cocked shot attacks, a −1 penalty for all multi-shot attacks and -1 CP cost
back for 1 CP, gaining a +1 attack bonus on single shot and potshot when reloading,. They can’t have +1 round chambered and can’t
attacks. be cycled without firing a round.
118

CB The bolt is closed on a full chamber. Closed Bolt firearms 11.4.0.1 Revolvers A revolver is a repeating firearm that
can have +1 round chambered. has a cylinder containing multiple chambers and at least one
barrel for firing. Capacity for a revolver can be as little as 3 rounds,
and as many as 10, but 5 and 6 round cylinders are the most
Size (Sz) The size of the firearm. The smaller size denotes
common. Revolvers predated semi-automatic pistols, praised in
how large the weapon is when it is folded up, while the larger size
their time for their ability to fire multiple shots without reloading,
denotes how large the weapon is fully extended, or assembled.
nor resorting to having multiple barrels to do as such. Revolvers
A small or smaller weapon is considered a light weapon and is
provide an advantage in the fact that a misfiring cartridge does not
easier to use in a character’s off-hand.
put a gunfighter out of commission; only a trigger pull is needed
to advance to the next round. Revolvers are also generally less
Weight (Wt) How much the firearm weighs with all of the complicated on an end user level, being easier to maintain and
accessories it comes standard with. operate, but much harder to repair. Revolvers, however, usually
have low capacities, when compared to autoloading pistols (The
highest capacity revolver at 10 rounds, is only the mid level for an
Wealth Point Cost The cost of the firearm to purchase, not
autoloading pistol), and nearly all models are unable to effectively
including the license.
use suppressors.
Revolvers themselves fall into various categories based on
Error Range (Err) The range of error the firearm possesses how they are cocked, and how they are loaded.
when purchased brand new.
11.4.0.2 Single Action, Double Action, and Double Action
Only With a single-action revolver (SA), the hammer is
What you receive when you purchase the firearm, fully manually cocked, usually with the thumb of the firing or supporting
assembled. If the firearm has a permanent piece of equipment, hand. This action advances the cylinder to the next round and
that equipment cannot be removed or modified. These listings locks the cylinder in place with the chamber aligned with the
only include anything above and beyond the empty firearm. barrel. The trigger, when pulled, releases the hammer, which
fires the round in the chamber. To fire again, the hammer must be
11.4 Handguns manually cocked again. This is called ‘‘single-action’’ because the
trigger only performs a single action, of releasing the hammer.
‘‘I know what you’re thinking. ’Did he fire six shots or only Because only a single action is performed and trigger pull is
five?’ Well, to tell you the truth, in all this excitement I kind lightened, firing a revolver in this way allows most shooters to
of lost track myself. But being as this is a .44 Magnum, the achieve greater accuracy. Additionally, the need to cock the
most powerful handgun in the world, and would blow your hammer manually acts as a safety. The Colt Paterson Revolver,
head clean off, you’ve got to ask yourself one question: ’Do the Walker Colt, the Colt’s Dragoon and the Colt Single Action
I feel lucky?’ Well, do ya, punk?’’ —Harry Callahan Army pistol of the American Frontier era are all good examples
A handgun is a firearm designed to have the potential to be of this system. A single action revolver can be used to perform
held and operated by one hand, although not necessarily used fanning attacks, where the supporting hand rapidly cocks the
that way. This characteristic differentiates handguns as a general hammer back and the primary hand simply holds the trigger
class of firearms from long guns such as rifles and shotguns down, allowing for a volley of lead at a cost of accuracy.
(which are usually mounted against the shoulder). Major handgun With a double-action(DA) revolver, the stroke of the trigger
subtypes are the revolver and pistol, and are split into various pull generates three actions: the hammer is pulled back to the
subtypes based on size and use. cocked position, the cylinder begins to be indexed to the next
There are handguns that are available to suit nearly any round, and then the hammer is released to strike the firing pin.
budget. Low-cost models featuring simple operating systems, Thus double action means that a cocking action separate from
crude manufacturing, and low-quality materials are widely the trigger pull is unnecessary; and every trigger pull will result in
produced. while more reliable and sophisticated service weapons a complete cycle. This allows uncocked carry while also allowing
that are suitable for more active use form the middle of the draw-and-fire using only the trigger. A longer and harder trigger
market. At the high end are advanced custom pistols, produced stroke is the trade-off, but this drawback can also be viewed as a
for Olympic-class target shooting, exclusive private collections, safety feature, as the gun is safer against accidental discharges
or specialized forces, such as SWAT. from being dropped.
Handguns differ from long guns in the fact that they are Most double-action revolvers may be fired in two ways. The
generally regarded as more personal weapons: The style, model, first way is single-action, exactly the same as a single-action
and even caliber, can tell quite a lot about a character, and they revolver; the hammer is cocked with the thumb, which indexes
are generally selected by hand, rather than issued. Handgun the cylinder, and when the trigger is pulled, the hammer is tripped.
selection generally mirrors personal preference out in combat, The second way is double action.
more so than long guns as a handgun is generally always worn, Certain revolvers, called double action only (DAO), lack the
and only drawn when needed. They are also easier to conceal latch that enables the hammer to be locked to the rear, and thus
than a long gun, allowing for a seemingly unarmed appearance can only be fired in the double action mode. With no way to
when worn with the correct holster and clothing. A handgun lock the hammer back, DAO designs tend to have bobbed or
should always be chosen carefully, the character’s personality, spurless hammers, and may even have the hammer completely
backstory, and preference should definitely have some sway and covered by the revolver’s frame. These are generally intended
appearance in their choice. for concealed carrying, where a hammer spur could snag when
119

the revolver is drawn. The potential reduction in accuracy in 11.4.0.5 Top Break Revolvers The next method used for
aimed fire or the ability to perform a fanning attack is offset by loading and unloading cartridge revolvers was the top break
the increased capability for concealment. design. In a top-break revolver, the frame is hinged at the bottom
front of the cylinder. Releasing the lock and pushing the barrel
down exposes the rear face of the cylinder. In most top-break
11.4.0.3 Front Loading Revolvers The first revolvers were revolvers, this act also operates an extractor that pushes the
front loading, and were a bit like muskets in that the powder and cartridges in the chambers back far enough that they will fall free,
bullet were loaded separately. These were caplocks or ‘‘cap and or can be removed easily. Fresh rounds are then inserted into
ball’’ revolvers, because the percussion cap method of priming the cylinder. The barrel and cylinder are then rotated back and
was the first to be compact enough to make a practical revolver locked in place, and the revolver is ready to fire.
feasible. When loading, each chamber in the cylinder was rotated Top break revolvers can be loaded more rapidly than
out of line with the barrel, and charged from the front with loose fixed-frame revolvers, especially with the aid of speedloaders.
powder and an oversized bullet. Next, the chamber was aligned However, this design is much weaker and cannot handle high
with the ramming lever underneath the barrel. Pulling the lever pressure rounds. While this design is mostly obsolete today,
would drive a rammer into the chamber, which sealed it and held supplanted by the stronger yet equally convenient swing-out
the ball and powder securely in place. Finally, the user would design, manufacturers have begun making reproductions of late
place percussion caps on the nipples on the rear face of the 19th century designs for use in cowboy action shooting.
cylinder.
After each shot, a user was advised to raise his revolver
11.4.0.6 Swing Out Cylinder Revolvers The last and most
vertically while cocking back the hammer so as to allow the
modern method of loading and unloading is the swing out cylinder.
fragments of the spent percussion cap to fall out safely. Otherwise,
The cylinder is mounted on a pivot that is coaxial with the
the fragments could fall into the revolver’s mechanism and jam it.
chambers, and the cylinder swings out and down (to the left
Caplock revolvers were also vulnerable to ‘‘chain fires’’, wherein
in most cases). An extractor is fitted, operated by a rod projecting
hot gas from a shot ignited the powder in the other chambers.
from the front of the cylinder assembly. When pressed, it will
This could be prevented by sealing the chambers with cotton,
push all fired rounds free simultaneously (as in top break models,
wax, or grease.
the travel is designed to not completely extract longer, unfired
Loading a cylinder in this manner was a slow and awkward
rounds). The cylinder may then be loaded, singly or again with a
process and generally could not be done in the midst of battle.
speedloader, closed, and latched in place.
Some soldiers solved this by carrying multiple revolvers in the
The pivoting part that supports the cylinder is called the crane; it
field. Another solution was to use a revolver with a detachable
is the weak point of swing-out cylinder designs. Using the method
cylinder design. These revolvers allowed the shooter to quickly
often portrayed in movies and television of flipping the cylinder
remove a cylinder and replace it with a full one, much like how
open and closed with a flick of the wrist can in fact cause the
modern pistols use magazines.
crane to bend over time, throwing the cylinder out of alignment
with the barrel. Lack of alignment between chamber and barrel
11.4.0.4 Fixed Cylinder Revolvers In many of the first is a dangerous condition, as it can impede the bullet’s transition
generation of cartridge revolvers (especially those that were from chamber to barrel. This gives rise to higher pressures in the
converted after manufacture), the pin on which the cylinder chamber, bullet damage, and the potential for an explosion if the
revolved was removed, and the cylinder taken from the gun bullet becomes stuck.
for loading. Later models used a loading gate at the rear of the The shock of firing can also put a great deal of stress on the
cylinder that allowed one cartridge at a time to be accessed for crane, as in most designs the cylinder is only held closed at one
loading, while a rod under the barrel could be pressed backwards point, the rear of the cylinder. Stronger designs use a lock in the
to extract the fired case. Most revolvers using this method of crane as well as the lock at the rear of the cylinder. This latch
loading are single-action revolvers. The removable-cylinder provides a more secure bond between cylinder and frame, and
design is employed in some modern ‘‘micro-revolvers’’ (usually allows the use of larger, more powerful cartridges. Swing out
in .22 caliber), in order to simplify their design. These weapons cylinders are rather strong, but not as strong as fixed cylinders,
are small enough to fit in the palm of the hand. and great care must be taken with the cylinder when loading, so
The loading gate on the original Colt designs (and on nearly as not to damage the crane.
all single-action revolvers since, such as the famous Colt Single
Action Army) is on the right side, which was done to facilitate 11.4.0.7 Single Shot and Semi-Automatic Pistols A
loading while on horseback; with the revolver held in the left single shot pistol is a type of handgun which uses a single chamber
hand, the cartridges can easily be ejected and loaded with the and barrel, where the shot or cartridge is loaded in and then fired.
right. A single shot pistol must be reloaded after every shot. Single shot
Since the cylinder in these revolvers is firmly attached at the handguns have generally fallen out of favor for revolvers, and
front and rear of the frame, and since the frame is typically semi-automatic handguns because of their increased capacity and
full thickness all the way around, fixed cylinder revolvers are ease of loading, but still hold some value as last ditch and backup
inherently strong designs. Because of this, many modern large weapons. A semi-automatic pistol is a type of handgun which
caliber hunting revolvers tend to be based on the fixed cylinder uses a single chamber and barrel, with a mechanism powered
design. Fixed cylinder revolvers can fire the strongest and most by the previous shot to load a fresh cartridge into the chamber.
powerful cartridges, but at the price of being the slowest to load One round is fired each time the trigger of a semi-automatic
and cannot use speedloaders for loading, as one chamber is pistol is pulled. A semi-automatic pistol harnesses the energy of
exposed at a time to the loading gate. one shot to reload the chamber for the next, typically via recoil
120

operation, blowback, or gas operation. After a round is fired, the A Pre-set Action (PA) is a blend of Single Action (SA), and Double
spent casing is ejected and a new round from the magazine is Action/Single Action (DA/SA). Upon firing a cartridge or loading
loaded into the chamber, allowing another shot to be fired as the chamber, the hammer or striker will rest in a partially cocked
soon as the trigger is again pulled. position. The trigger serves the function of completing the cocking
Most types of semi-automatic pistols rely on a removable cycle and then releasing the striker or hammer. While technically
magazine to store ammunition before it is fired, usually inserted two actions, it differs from a double-action trigger in that the
inside the grip. These magazines can hold anywhere from 3 to 100 trigger is not capable of fully cocking the striker or hammer.
rounds, though magazines between 5 and 20 are most common. It differs from single action in that if the striker or hammer
Semi-automatic Pistols provide an advantage in capacity, as they were to release, it would generally not be capable of igniting
hold two to three times more than a revolver of similar size. the primer. Preset actions also benefit in the fact that the first shot
Semi-automatic pistols are generally more complex to operate has the same trigger pressure as the subsequent shots, but have
and maintain on an end user level, but easier to repair. a downside where the slide must be racked if the round fails to
Semi-automatic pistols fall into various categories based on fire, in order to reset the action.
how they are cocked, and what kind of magazine they posses. Some modern semi-automatic pistols are double action only
(DAO); that is, once a round is chambered, each trigger pull
11.4.0.8 Single Action, Double Action/Single Action, Double will cock the hammer, striker, or firing pin, and will additionally
Action Only, and Pre-Set Action Typically, the first round is release the same to fire a cartridge in one continuous motion.
manually loaded into the chamber by pulling back and releasing Each pull of the trigger on a DAO semi-automatic pistol requires
(‘‘racking’’) the slide mechanism. After the trigger is pulled and the the same amount of pressure. The Kel-Tec P-32 is an example
round is fired, the recoil operation of the handgun automatically of a DAO action. DAO semi-automatic pistols are most generally
extracts and ejects the shell casing and reloads the chamber. This recommended only in the smaller, self-defense, concealable
mode of operation generally allows for faster reloading, although pistols, rather than in target or hunting pistols. A notable exception
semi-automatic pistols are potentially more prone to malfunctions are Glock pistols which optimize preset triggers (similar to DAO)
than revolvers due to their more complex design and mechanism. but the striker is partially cocked back as the slide closes. This
A single-action (SA) semi-automatic pistol must be cocked by allows for significantly shorter trigger pulls than DAO. The trigger
first operating the slide or bolt, or, if a round is already chambered, spring can be replaced with a lighter one and paired with a
by cocking the hammer manually. The famed Colt M1911 is an low-strength sear connector resulting in lightened trigger pulls to
example of this style of action. All SA semi-automatic pistols improve a shooter’s accuracy.
exhibit this feature, and automatically cock the hammer when
the slide is first ‘‘racked’’ to chamber a round. A round can also 11.4.0.9 Fixed and Removable Magazine Nearly all semi-
be manually inserted in the chamber with the slide locked back. automatic pistols use a removable magazine, which can be taken
Then the safety can be applied. from the magazine well, reloaded, and then replaced in the pistol.
Standard modern semi-automatic pistols are usually double- This facilitates a much quicker reload time by carrying around
action/single-action (DA/SA). In this design, the hammer or striker more magazines that have been prefilled with ammunition. In
may be either thumb-cocked or activated by pulling the trigger most handguns, even with the magazine removed, it can still be
when firing the first shot. The hammer or striker is re-cocked fired if there is a round in the chamber.
automatically during each firing cycle. In double-action/single- The fixed pistol magazine generally uses stripper clips or loose
action (DA/SA) pistols, the first pull of the trigger requires roughly rounds to reload a handgun, which is pushed into the internal
twice as much pressure as subsequent firings, since the first pull magazine, and then stowed or tossed away. These are generally
of the trigger also cocks the hammer (if not already cocked by slower than removable magazine pistols, as the action generally
hand). The Beretta 92FS, a full-sized, service, semi-automatic has to be locked back before reloading, and if a character is
pistol is an example of this style of action. A common mode of caught in the middle of reloading, they can not fire. Reloading
carry for DA/SA semi-automatic pistols is with the magazine full, also has to be done after the firearm has completely expended
a round chambered, and the gun holstered and uncocked with all of its ammunition (or all of the ammunition has been removed),
the external safety off. which doesn’t allow for topping off rounds in a timely manner.

11.4.1 Modern Handguns


The handguns listed under this section represent the selection from the mid 1950s to the present day. These are the mostly commonly
encountered handguns in this day and age.
121

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


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

Table 127: Cheap Modern Holdout Handguns


122

11.4.1.1 Modern Holdout Handguns A holdout handgun is a Cheap Modern Holdout Handguns
handgun designed as a last ditch defensive weapon, to be drawn
when all other weapons are compromised. Holdout handguns go Davis Derringer (Any caliber)
well with a pocket holster, conceal carry holster, ankle holster, This weapon is not affected by the error range that comes from
or tummy holster, but can also be stuck in a belt holster if one using alternate forms of ammunition.
wishes.
Jimenez J.A. 22 two 6 round magazines

Jimenez J.A. 25 two 6 round magazines

Jimenez J.A. 380 two 6 round magazines

Jimenez J.A. 32a two 6 round magazines

North American Arms Mini Revolver (Any caliber)


This weapon is not affected by the error range that comes from
using alternate forms of ammunition.
Holdout handguns generally make poor sidearms, because of
low capacity, weak calibers, or lack of barrel length to get the P-64 This weapon receives a +2 to all stealth checks made to
desired accuracy at a distance one would use a sidearm. They hide the weapon.
are generally reserved for people who need a handgun, but they two 6 round magazines
don’t need it to be big, flashy, or often times, expensive, or if one
needs to stow a handgun in a small area, such as under the seat Raven Arms MP-25
of a car, or in a glove compartment. one 6 round magazine
123

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


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

Table 128: Mid-range Modern Holdout Handguns

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


American Derringer COP .357 Mag/.38 Int:4 F 20’ DAO T 28 21 0% L
4-Shot Spc
Bond Arms Texas 9x19mm Int:2 F 25’ SA S 20 20 0% L
Defender
Bond Arms Texas .357 Mag/.38 Int:2 F 25’ SA S 20 20 0% L
Defender Spc
Bond Arms Texas .45 LC/.410 Int:2 F 25’ SA S 20 20 0% L
Defender Bore
Bond Arms Texas 10mm Auto Int:2 F 25’ SA S 20 20 0% L
Defender
Bond Arms Texas .22 LR Int:2 F 25’ SA S 20 20 0% L
Defender
Bond Arms Texas .45 ACP Int:2 F 25’ SA S 20 20 0% L
Defender
Colt Mustang .380 ACP Box:6|7|10:1 FB 20’ SA T 18 25 0% L
Colt Mustang XSP .380 ACP Box:6|7|10:1 F B 1T 20’ SA T 18 35 0% L
CZ 92 .25 ACP Box:8:1 F 15’ DAO T 10 19 0% L
Double Tap Tactical Pistol .45 ACP Int:2 F 20’ DAO T 12 25 0% L
Double Tap Tactical Pistol 9x19mm Int:2 F 20’ DAO T 12 25 0% L
Heizer Defense PS1 .45 LC/.410 Int:1 F 15’ DAO T 21 20 0% L
Bore
IMI Micro Desert Eagle .380 ACP Box:6:2 F 20’ DAO D 14 22 0% L
North American Arms .380 ACP Box:6:1/10:2 FB 20’ DAO D 18 17 0% L
Guardian
Precision Small Arms .25 ACP Box:6:2 F 20’ PA D 12 24 0% L
PSP-25
Rohrbaugh R9 9x19mm Box:6:3 F 20’ DAO D 13 55 0% L
Ruger LCP .380 ACP Box:6:1 FB 25’ PA D 10 17 0% L
Sig-Sauer P238 .380 ACP Box:6|7|10:1 FB 20’ SA T 15 26 0% L
Sig-Sauer P290 9x19mm Box:6:1 FB 20’ DAO T 20 28 0% L
Sig-Sauer P938 9x19mm Box:6|7:1 FB 20’ SA T 16 32 0% L
Semmerling LM4 .45 ACP Box:4:2 FB 15’ DAO T 19 45 0% L
Stealth-1 .45 ACP Box:7|8|10:1/4:3 FB 20’ SA T 16 35 0% L
Taurus 732 TCP .32 ACP Box:6:1 FB 25’ DAO D 10 17 0% L
Taurus 738 TCP .380 ACP Box:6:1 FB 25’ DAO D 10 18 0% L

Table 129: Expensive Modern Holdout Handguns


124

Mid-range Modern Holdout Handguns Expensive Modern Holdout Handguns North American Arms Guardian (.380
ACP) This weapon receives a +2 to all
stealth checks made to hide the weapon.
American Derringer COP 4-Shot
Beretta 3032 Tomcat two 6 round magazines
This weapon is not affected by the error
two 7 round magazines
range that comes from using alternate
forms of ammunition. Rohrbaugh R9 one 6 round magazine
This weapon is a mastercraft weapon and
Beretta 21 Bobcat (.22 LR) grants a +1 bonus on attack rolls.
two 7 round magazines Bond Arms Texas Defender (any
caliber) Ruger LCP two 6 round magazines
This weapon receives a +2 to all stealth
Beretta 21 Bobcat (.25 ACP) checks made to hide the weapon.
two 8 round magazines Sig-Sauer P290 two 6 round magazines
This weapon is not affected by the error
range that comes from using alternate
forms of ammunition. Sig-Sauer P238 two 6 round magazines
Downsizer WSP (Any caliber) Uses Mustang magazines
This weapon is not affected by the error
range that comes from using alternate Colt Mustang one 6 round magazine Sig-Sauer P938 two 6 round magazines
forms of ammunition. Uses Mustang magazines
Semmerling LM4 two 4 round maga-
Colt Mustang XSP one 6 round maga- zines
Kel-Tec P-32 two 7 round magazines zine This weapon is not affected by the error
Uses Mustang magazines range that comes from using alternate
forms of ammunition.
North American Arms Guardian (.32 This weapon must be cycled after each
ACP) two 6 round magazines CZ 92 one 8 round magazine
shot, as it will not load itself.

Double Tap Tactical Pistol (either Stealth-1 two 4 round magazines


Precision Small Arms PSP-25 one 6
caliber) This weapon receives a +2 to all stealth
round magazine
This weapon is not affected by the error checks made to hide the weapon.
range that comes from using alternate Uses 1911 magazines
forms of ammunition.
Taurus PT25 two 9 round magazines
Taurus 732 TCP two 6 round magazines
IMI Micro Desert Eagle
Taurus P22 two 8 round magazines two 6 round magazines Taurus 738 TCP two 6 round magazines
125

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Backup 9x19mm Box:5:1 FB 20’ DAO S 18 12 10% L
AMT Backup .45 ACP Box:5:1 FB 20’ DAO S 18 12 10% L
Accu Tek 380 II .380 ACP Box:6:1 FB 25’ SA T 23 7 10% L
Bersa Thunder 380 .380 ACP Box:7|8|9:1 FB 25’ DA/SA T 20 10 0% L
Canik Stingray 9x19mm Box:15:1 F B 1T 30’ DA/SA S 32 11 0% L
Canik Stingray .40 S&W Box:13:1 F B 1T 30’ DA/SA S 32 11 0% L
Canik Stingray-C 9x19mm Box:10:1 F B 1T 25’ DA/SA S 28 11 0% L
Canik Stingray-C .40 S&W Box:11:1 F B 1T 25’ DA/SA S 28 11 0% L
Canik TP40 .40 S&W Box:13:1 F B 1T 30’ PA S 22 12 0% L
Canik TP9 9x19mm Box:15:1 F B 1T 30’ PA S 22 12 0% L
Charter Arms Mag Pug .357 Mag/.38 Cyl:5 FB 30’ DA S 23 12 5% L
Spc
CZ-82 9x18mm PM Box:12:1 F B 25’ DA/SA S 30 11 0% L
Hi-Point Model 40W .40 S&W Box:8:1 F B 25’ PA S 35 6 10% L
Hi-Point Model C 9x19mm Box:8:1 F B 25’ PA S 29 5 10% L
Hi-Point Model JH .45 ACP Box:7:1 F B 25’ PA S 35 6 10% L
Jimenez J.A. NINE 9x19mm Box:12:1 F B 30’ SA S 30 5 20% L
Jimenez LC380 .380 ACP Box:12:1 F B 25’ SA S 30 4 20% L
Kel-Tec P-11 9x19mm Box:10|12|15:1/20:2 F B 25’ DAO S 15 11 5% L
Kel-Tec P-40 .40 S&W Box:7:1 F B 25’ DAO S 14 11 5% L
Kel-Tec PF-9 9x19mm Box:7:1 F B 20’ DAO T 12 10 5% L
Norinco Type 59 .380 ACP Box:8:1 F B 25’ DA/SA S 26 8 5% L
Norinco Type 59 9x18mm PM Box:8:1 F B 25’ DA/SA S 26 12 5% L
PM 9x18mm PM Box:8:1 F B 25’ DA/SA S 26 10 0% L
SCCY CPX-2 9x19mm Box:10:1 F B 25’ DAO S 15 12 5% L
Taurus Model 327 .327 Fed Cyl:6 F B 20’ DA T 22 12 10% L
Mag
Taurus Model 85 .38 Special Cyl:5 FB 20’ DA T 21 10 5% L
Taurus Model 94 .22 LR Cyl:9 FB 25’ DA S 24 12 5% L
Taurus Model 941 .22 WMR Cyl:8 FB 25’ DA S 24 10 5% L

Table 130: Cheap Modern Backup Handguns


126

11.4.1.2 Modern Backup Handguns Canik Stingray (.40 S&W) two 13 round Kel-Tec P-40
A backup handgun is a scaled down magazines This weapon receives a +2 to all stealth
version of a service revolver or pistol, checks made to hide the weapon.
designed for easy concealment. Their Canik Stingray-C (9x19mm) two 10 one 7 round magazine
ammunition capacities are likewise scaled round magazines
down, however, making them decent This weapon receives a +2 to all stealth PM
sidearms, but not the first to be chosen.. checks made to hide the weapon. This weapon receives a +2 to all stealth
Backup Handguns go well with Shoulder
checks made to hide the weapon.
holsters, Belt holsters, Ankle holsters or
Canik Stingray-C (.40 S&W) two 11 one 8 round magazine
even Tactical Holsters.
round magazines Uses Makarov magazines.
Backup handguns are generally the
This weapon receives a +2 to all stealth
go-to guns when a main sidearm is
checks made to hide the weapon.
compromised, or is otherwise unavailable. Norinco Type 59 (.380 ACP)
They make decent sidearms for smaller This weapon receives a +2 to all stealth
framed people, where a full sized handgun Charter Arms Mag Pug
checks made to hide the weapon.
would be unwieldy or uncomfortable, or This weapon is not affected by the error
one 8 round magazine
when decent, hard hitting firepower is range that comes from using alternate
needed, but not at the size of a full forms of ammunition.
sized handgun. They should not be Norinco Type 59 (9x18mm PM)
discarded because of their backup nature: CZ-82 two 12 round magazines This weapon receives a +2 to all stealth
Backup handguns are often chambered checks made to hide the weapon.
in serviceable calibers, and often take Hi-Point Model C one 8 round magazine
the same magazines as their larger This weapon receives a +2 to all stealth Uses Makarov magazines.
counterparts. checks made to hide the weapon.
two 8 round magazines SCCY CPX-2 two 10 round magazines
Cheap Modern Backup Handguns This weapon receives a +2 to all stealth
Hi-Point Model JH checks made to hide the weapon.
AMT Backup (9x19mm) This weapon receives a +2 to all stealth
This weapon receives a +2 to all stealth checks made to hide the weapon.
Taurus Model 94
checks made to hide the weapon. two 7 round magazines
This weapon receives a +2 to all stealth
one 5 round magazine
checks made to hide the weapon.
Hi-Point Model 40W
AMT Backup (.45 ACP) This weapon receives a +2 to all stealth
This weapon receives a +2 to all stealth checks made to hide the weapon. Taurus Model 941
checks made to hide the weapon. two 8 round magazines This weapon receives a +2 to all stealth
one 5 round magazine checks made to hide the weapon.
Jimenez J.A. NINE
Accu Tek 380 II two 6 round magazines two 12 round magazines Taurus Model 85
This weapon is not affected by the error
Bersa Thunder 380 Jimenez LC380 two 12 round magazines range that comes from using alternate
one 7 round magazine forms of ammunition.
Kel-Tec PF-9 one 7 round magazine This weapon will not explode if using
Canik TP9 two 15 round magazines overpressure ammunition.
Kel-Tec P-11
Canik TP40 two 13 round magazines This weapon receives a +2 to all stealth Taurus Model 327 .327FedMag
checks made to hide the weapon. This weapon is not affected by the error
Canik Stingray (9x19mm) two 15 round one 10 round magazine range that comes from using alternate
magazines Uses 6906 magazines. forms of ammunition
127

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Backup .357 Mag/.38 Spc Box:5:1 FB 20’ DAO S 18 15 10% L
ATI Fat Boy .45 ACP Box:12:2 FB 20’ SA S 36 22 5% L
ATI Titan .45 ACP Box:6|7|8|10:1 FB 20’ SA S 29 19 5% L
Beretta 84 .380 ACP Box:13:1 FB 30’ DA/SA S 23 19 0% L
Beretta 86 .380 ACP Box:8:1 FB 30’ DA/SA S 23 22 0% L
Beretta 9000D .40 S&W Box:10:1 FB 25’ DAO S 27 22 0% L
Beretta 9000D 9x19mm Box:12:1 FB 25’ DAO S 26 22 0% L
Beretta 9000F .40 S&W Box:10:1 FB 25’ DA/SA S 26 24 0% L
Beretta 9000F 9x19mm Box:12:1 FB 25’ DA/SA S 25 24 0% L
Beretta 92L Compact 9x19mm Box:13:1 FB 30’ DA/SA S 32 20 0% L
Beretta Px4 Storm .40 S&W Box:10|12|14|17:2 F B 1T 20’ DA/SA T 26 25 0% L
Subcompact
Beretta Px4 Storm 9x19mm Box:13|15|17:2/20:3 F B 1T 20’ DA/SA T 26 25 0% L
Subcompact
Beretta Px4 Storm .40 S&W Box:12|14|17:2 F B 1T 25’ DA/SA S 26 25 0% L
Compact
Beretta Px4 Storm 9x19mm Box:15|17:2/20:3 F B 1T 25’ DA/SA S 26 25 0% L
Compact
Bersa Firestorm .38 Special Cyl:6 FB 25’ DA T 20 16 0% L
Bersa Thunder 22 .22 LR Box:10:1 FB 25’ DA/SA T 18 15 0% L
Bersa Thunder 380 Plus .380 ACP Box:15:2 FB 25’ DA/SA S 20 17 0% L
Bersa Thunder Pro Ultra .40 S&W Box:10:1 F B 1T 25’ DA/SA S 23 19 0% L
Compact
Bersa Thunder Pro Ultra .45 ACP Box:7:1 F B 1T 20’ DA/SA S 27 19 0% L
Compact
Bersa Thunder Pro Ultra 9x19mm Box:10|13:1 F B 1T 25’ DA/SA S 23 19 0% L
Compact
Charter Arms Bulldog .44 Mag/.44 Spc Cyl:5 F B 30’ DA S 21 18 0% L
Charter Arms Bulldog .44 Mag/.44 Spc Cyl:5 F B 30’ DAO S 21 19 0% L
Charter Arms Off Duty .38 Special Cyl:5 F B 25’ DAO T 16 13 0% L
Charter Arms Pathfinder .22 LR Cyl:6 F B 20’ DA S 19 15 0% L
Charter Arms Patriot .327 Fed Mag Cyl:6 F B 25’ DA T 18 15 0% L
Charter Arms Police .38 Special Cyl:6 F B 25’ DAO S 16 14 0% L
Undercover
Charter Arms Undercover .38 Special Cyl:5 FB 25’ DA S 16 15 0% L
Colt Detective Special .38 Special Cyl:6 FB 25’ DA T 17 24 0% L
CZ 75 Compact 9x19mm Box:10|13:1 FB 30’ DA/SA S 32 24 0% L
CZ-82 9x18mm PM Box:12:1 FB 25’ DA/SA S 30 11 0% L
CZ-83 .32 ACP Box:15:1 FB 20’ DA/SA S 30 15 0% L
CZ-83 .380 ACP Box:13:1 FB 25’ DA/SA S 30 16 0% L
CZ 100 .40 S&W Box:10:1 FB 30’ PA S 23 17 0% L
CZ 100 9x19mm Box:13:1 FB 30’ PA S 23 17 0% L
Glock 26 9x19mm Box:10|12|15|17|19:1/33:2 FB 20’ PA T 19 20 0% L
Glock 27 .40 S&W Box:9|11|13|15|17:1 FB 20’ PA T 19 20 0% L
Glock 28 .380 ACP Box:10|12|15|17|19:1 FB 20’ PA T 20 20 0% L
Glock 29 10mm Auto Box:10|15:1 F B 1T 20’ PA T 24 22 0% L
Glock 30 .45 ACP Box:9|10|13:1 F B 1T 20’ PA T 24 22 0% L
Glock 33 .357 SIG Box:9|11|13|15|17:1 FB 20’ PA T 19 20 0% L
Glock 36 .45 ACP Box:6:1 FB 20’ PA T 20 19 0% L
Glock 39 .45 GAP Box:6|8|10:1 FB 20’ PA T 19 19 0% L
Glock 42 .380 ACP Box:6:1 FB 25’ PA T 18 24 0% L

Table 131: Mid-range Modern Backup Handguns


128

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


IMI Jericho 941FB 9x19mm Box:13:1 FB 25’ DA/SA T 30 20 0% L
IMI Jericho 941FB .40 S&W Box:10:1 FB 25’ DA/SA T 30 20 0% L
Kahr K9 9x19mm Box:7:2/8:3 FB 30’ PA T 25 21 0% L
Kahr MK9 9x19mm Box:6|7:2/8:3 FB 25’ PA T 23 15 0% L
Kahr TP9 9x19mm Box:8:3 FB 35’ PA S 18 20 0% L
Kahr P9 9x19mm Box:7:2/8:3 FB 30’ PA T 16 18 0% L
Kahr PM9 9x19mm Box:6|7:2/8:3 FB 25’ PA T 15 13 0% L
Kahr P380 .380 ACP Box:6:2 FB 30’ PA T 9 20 0% L
Kahr MK40 .40 S&W Box:5|6:2 FB 25’ PA T 24 24 0% L
Kahr TP40 .40 S&W Box:7:3 FB 30’ PA S 21 21 0% L
Kahr P40 .40 S&W Box:6:2/7:3 FB 30’ PA S 17 20 0% L
Kahr PM40 .40 S&W Box:5|6:2 FB 25’ PA T 16 18 0% L
Kahr PM45 .45 ACP Box:5|6|7:2 FB 30’ PA T 20 24 0% L
PMM 9x18mm PM Box:8|12:1 FB 25’ DA/SA S 26 16 0% L
P-83 Wanad 9x18mm PM Box:8:2 FB 30’ DA/SA S 26 15 0% L
RIA Baby Rock .380 ACP Box:7:1 FB 25’ SA S 24 22 0% L
RIA Standard CS 9x19mm Box:8|9|10:1 FB 25’ SA S 34 19 0% L
RIA Standard CS .45 ACP Box:7|8|10:1 FB 25’ SA S 34 19 0% L
Ruger LC9 9x19mm Box:7:1 FB 25’ DAO T 17 20 0% L
Ruger SP101 .357 Mag .38 Cyl:5 FB 25’ DA T 28 21 0% L
Spc
Ruger SP101 9x19mm Cyl:5 FB 25’ DA T 28 21 0% L
Ruger SP101 .22 LR Cyl:6 FB 25’ DA T 28 21 0% L
Ruger SP101 .327 Fed Cyl:6 FB 25’ DA T 28 20 0% L
Mag
Ruger 944 .40 S&W Box:10:1 F B 30’ DA/SA S 34 17 0% L
Ruger KP345 .45 ACP Box:8:1 F B 30’ DA/SA S 29 21 0% L
S&W Model 317 AirLite .22 LR Cyl:8 F B 30’ DA T 10 19 0% L
S&W Model 36 .38 Special Cyl:5 F B 30’ DA T 19 19 0% L
S&W Model 642 .38 Special Cyl:5 F B 25’ DAO T 14 24 0% L
Ladysmith
S&W Model 3906 9x19mm Box:8:1 F B 30’ DA/SA S 30 20 0% L
S&W Model 6906 9x19mm Box:10|12|15|20:1 F B 25’ DA/SA S 26 22 0% L
S&W Model 6946 9x19mm Box:10|12|15|20:1 F B 25’ DAO S 26 20 0% L
S&W Model 4013 .40 S&W Box:8:1 F B 25’ DA/SA S 26 25 0% L
S&W Model 4053 .40 S&W Box:8:1 F B 25’ DAO S 26 23 0% L
S&W Model 4516 .45 ACP Box:7:1 F B 25’ DA/SA S 34 24 0% L
S&W Model 4546 .45 ACP Box:7:1 F B 25’ DAO S 34 24 0% L
S&W M&P SHIELD 9mm 9x19mm Box:7|8:2 F B 20’ PA T 19 23 0% L
S&W M&P SHIELD .40 S&W .40 S&W Box:6|7:2 F B 20’ PA T 19 23 0% L
Sig-Sauer P230 .32 ACP Box:8:2 F B 25’ DA/SA T 17 19 0% L
Sig-Sauer P232 .380 ACP Box:7:2 F B 25’ DA/SA T 17 19 0% L
Star Firestar M/43 9x19mm Box:7:1 F B 30’ SA T 30 15 5% L
Star Firestar M/40 .40 S&W Box:6:1 F B 30’ SA T 30 15 5% L
Star Firestar M/45 .45 ACP Box:6:1 F B 30’ SA T 26 15 5% L
Springfield Armory GI .45 ACP Box:6:1 F B 25’ SA T 33 21 0% L
Micro-Compact
Springfield Armory XD .45 ACP Box:10|13:1 F B 1T 30’ PA S 30 20 0% L
Sub-Compact

Table 132: Mid-range Modern Backup Handguns (cont.)


129

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Springfield Armory XD 9x19mm Box:10|13|16:1 F B 1T 25’ PA T 27 20 0% L
Sub-Compact
Springfield Armory XD .40 S&W Box:9|12:2 F B 1T 25’ PA T 27 20 0% L
Sub-Compact
Springfield Armory XDS 9x19mm Box:7:1/9:2 F B 1T 30’ PA T 22 25 0% L
3.3
Springfield Armory XDS .45 ACP Box:5:1/7:2 F B 1T 30’ PA T 23 25 0% L
3.3
Taurus Millennium Pro 9x19mm Box:10:2 FB 25’ DA/SA S 18 15 5% L
Model 111
Taurus Millennium Pro .32 ACP Box:10:2 FB 25’ DA/SA S 18 14 5% L
Model 132
Taurus Millennium Pro .380 ACP Box:10:2 FB 25’ DA/SA S 18 15 5% L
Model 138
Taurus Millennium Pro .40 S&W Box:10:2 FB 25’ DA/SA S 18 16 5% L
Model 140
Taurus Millennium Pro .45 ACP Box:10:2 FB 25’ DA/SA S 22 16 5% L
Model 145
Taurus Model 709 Slim 9x19mm Box:7:2 FB 25’ DAO S 19 14 5% L
Taurus Model 738 .380 ACP Box:6:2 FB 25’ DAO T 19 17 5% L
Taurus Model 740 Slim .40 S&W Box:6:2 FB 25’ DAO S 19 20 5% L
Taurus Model 17 .17 HMR Cyl:8 FB 20’ DA S 22 14 5% L
Taurus Model 856 .38 Special Cyl:6 FB 20’ DA S 22 15 5% L
Taurus Model 605 .357 Mag .38 Spc Cyl:5 FB 20’ DA S 24 14 5% L
Taurus Model 651 .357 Mag .38 Spc Cyl:5 FB 20’ DAO S 25 16 5% L
Taurus Model 455 .45 ACP Cyl:5 FB 25’ DA S 23 20 5% L
Taurus Model 405 .40 S&W Cyl:5 FB 30’ DA S 22 20 5% L
Taurus Model 905 9x19mm Cyl:5 FB 30’ DA S 22 17 5% L
Walther PPK\S .32 ACP Box:8:1 FB 25’ DA/SA T 22 21 0% L
Walther PPK\S .380 ACP Box:7:1 FB 25’ DA/SA T 22 21 0% L
Walther P22 .22 LR Box:10:1 F B 1T 30’ PA S 15 15 0% L

Table 133: Mid-range Modern Backup Handguns (cont.)


130

Mid-range Modern Backup Handguns Beretta Px4 Storm Compact (.40 S&W) Charter Arms Pathfinder
two 12 round magazines This weapon is not affected by the error
AMT Backup(.38 Special/.357 Uses Px4 .40 magazines. range that comes from using alternate
Magnum) forms of ammunition.
This weapon receives a +2 to all stealth Bersa Thunder Pro Ultra Compact
checks made to hide the weapon. (9x19mm) one 13 round magazine Charter Arms Patriot
one 5 round magazine This weapon receives a +2 to all stealth This weapon is not affected by the error
checks made to hide the weapon. range that comes from using alternate
ATI Fat Boy one 12 round magazine forms of ammunition
Bersa Thunder Pro Ultra Compact (.40
ATI Titan one 6 round magazine S&W) one 10 round magazine CZ-82 two 12 round magazines
Uses 1911 magazines. This weapon receives a +2 to all stealth
checks made to hide the weapon. CZ-83 (.32 ACP)
Beretta 84 two 15 round magazines
two 13 round magazines Bersa Thunder Pro Ultra Compact (.45
ACP) one 7 round magazine CZ-83 (.380 ACP)
Beretta 86 This weapon receives a +2 to all stealth This weapon uses the CZ-82 mags, and is
This weapon receives a +2 to all stealth checks made to hide the weapon. simply loaded with .380 ACP ammunition.
checks made to hide the weapon. two 13 round magazines
two 8 round magazines Bersa Thunder 380 Plus
This weapon receives a +2 to all stealth CZ 75 Compact
Beretta 92L Compact checks made to hide the weapon. two 13 round magazines
two 13 round magazines one 15 round magazine

Beretta 9000F (9x19mm) CZ 100 (9x19mm)


Bersa Thunder 22 two 12 round magazines
This weapon receives a +2 to all stealth one 10 round magazine
checks made to hide the weapon.
two 12 round magazines CZ 100 (.40 S&W)
Uses 9mm 9000 magazines. Bersa Firestorm
two 10 round magazines
This weapon is not affected by the error
range that comes from using alternate
Beretta 9000D (9x19mm) forms of ammunition. Glock 26 two 10 round magazines
This weapon receives a +2 to all stealth
checks made to hide the weapon.
Colt Detective Special Glock 27 two 9 round magazines
two 12 round magazines
Uses 9mm 9000 magazines. This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. Glock 28 two 10 round magazines
This weapon is not affected by the error
Beretta 9000F (.40 S&W)
range that comes from using alternate
This weapon receives a +2 to all stealth Glock 29 two 10 round magazines
forms of ammunition.
checks made to hide the weapon.
two 10 round magazines Glock 30 two 10 round magazines
Uses .40 9000 magazines. Charter Arms Bulldog (Both calibers)
This weapon is not affected by the error
range that comes from using alternate Glock 33 two 9 round magazines
Beretta 9000D (.40 S&W)
This weapon receives a +2 to all stealth forms of ammunition.
checks made to hide the weapon. Glock 36 two 6 round magazines
two 10 round magazines Charter Arms Undercover
Uses .40 9000 magazines. This weapon is not affected by the error Glock 39 two 6 round magazines
range that comes from using alternate
Beretta Px4 Storm Subcompact forms of ammunition. Glock 42 two 6 round magazines
(9x19mm) two 13 round magazines
Uses Px4 9mm magazines. Charter Arms Police Undercover
This weapon is not affected by the error IMI Jericho 941 FB (9x19mm)
one 13 round magazine
Beretta Px4 Storm Subcompact (.40 range that comes from using alternate
S&W) two 10 round magazines forms of ammunition.
Uses Px4 .40 magazines. IMI Jericho 941 FB (.40 S&W)
Charter Arms Off Duty one 10 round magazine
Beretta Px4 Storm Compact (9x19mm) This weapon is not affected by the error
two 15 round magazines range that comes from using alternate Kahr K9 two 7 round magazines
Uses Px4 9mm magazines. forms of ammunition. Uses MK9/PM9 magazines.
131

Kahr MK9 RIA Standard CS (.45 ACP) S&W Model 4516


This weapon receives a +2 to all stealth one 7 round magazine This weapon receives a +2 to all stealth
checks made to hide the weapon. Uses 1911 magazines. checks made to hide the weapon.
one 6 round and one 7 round magazine two 7 round magazines
Ruger LC9 two 7 round magazines
Kahr TP9 two 8 round magazines S&W Model 4546
Uses MK9/PM9 magazines. This weapon receives a +2 to all stealth
Ruger SP101 (All Calibers)
checks made to hide the weapon.
This weapon is not affected by the error
two 7 round magazines
Kahr P9 two 7 round magazines range that comes from using alternate
Uses MK9/PM9 magazines. forms of ammunition.
S&W M&P SHIELD 9mm
one 7 round and one 8 round magazine
Kahr PM9 Ruger 944 two 10 round magazines
This weapon receives a +2 to all stealth S&W M&P SHIELD .40 S&W
checks made to hide the weapon. Ruger KP345 two 8 round magazines one 6 round and one 7 round magazine
one 6 round and one 7 round magazine
S&W Model 317 AirLite Sig-Sauer P230 two 8 round magazines
Kahr P380 two 6 round magazines This weapon is not affected by the error This weapon is a mastercraft weapon and
range that comes from using alternate grants a +1 bonus on attack rolls.
forms of ammunition.
Kahr MK40
one 5 round and one 6 round magazine Sig-Sauer P232 two 7 round magazines
Uses MK/PM40 magazines. S&W Model 36 This weapon is a mastercraft weapon and
This weapon is not affected by the error grants a +1 bonus on attack rolls.
range that comes from using alternate
Kahr TP40 two 7 round magazines forms of ammunition.
Uses MK/PM40 magazines. Star Firestar M/43
This weapon receives a +2 to all stealth
S&W Model 642 Ladysmith checks made to hide the weapon.
Kahr P40 This weapon is a mastercraft weapon and one 7 round magazine
This weapon receives a +2 to all stealth grants a +1 bonus on attack rolls.
checks made to hide the weapon. This weapon is not affected by the error Star Firestar M/40
two 6 round magazines range that comes from using alternate This weapon receives a +2 to all stealth
Uses MK/PM40 magazines. forms of ammunition. checks made to hide the weapon.
one 6 round magazine
Kahr PM40 S&W Model 3906
one 5 round and one 6 round magazine two 8 round magazines Star Firestar M/45
This can also be used to represent the This weapon receives a +2 to all stealth
Kahr PM45 two 5 round magazines original Model 39 and the Mk 22 Mod 0. checks made to hide the weapon.
one 6 round magazine
Kahr PM9 S&W Model 6906
This weapon receives a +2 to all stealth This weapon receives a +2 to all stealth Springfield Armory GI Micro-Compact
checks made to hide the weapon. checks made to hide the weapon. one 6 round magazine
one 6 round and one 7 round magazine two 12 round magazines
Springfield Armory XD Compact (.45
PMM one 12 round magazine S&W Model 6946 ACP)
This weapon receives a +2 to all stealth This weapon receives a +2 to all stealth
This weapon receives a +2 to all stealth
checks made to hide the weapon. checks made to hide the weapon.
checks made to hide the weapon.
two 12 round magazines one 10 round and one 13 round magazine
Uses Makarov magazines.
Uses 6906 magazines.
Springfield Armory XD Sub-compact
P-83 Wanad two 8 round magazines (9x19mm)
S&W Model 4013
This weapon receives a +2 to all stealth one 13 round and one 16 round magazine
RIA Baby Rock two 7 round magazines checks made to hide the weapon.
This weapon receives a +2 to all stealth two 8 round magazines Springfield Armory XD Sub-compact
checks made to hide the weapon. (.40 S&W)
S&W Model 4053 one 9 round and one 12 round magazine
RIA Standard CS (9x19mm) This weapon receives a +2 to all stealth
one 8 round magazine checks made to hide the weapon. Springfield XDS 3.3 (9x19mm)
Uses 9mm 1911 magazines. two 8 round magazines one 7 round and one 9 round magazine
132

Springfield XDS 3.3 (.45 ACP) Taurus Model 740 Slim This weapon is not affected by the error
one 5 round and one 7 round magazine This weapon receives a +2 to all stealth range that comes from using alternate
checks made to hide the weapon. forms of ammunition.
two 6 round magazines Ported Barrel
Taurus Millennium Pro Model 111
two 10 round magazines
Taurus Model 17 Taurus Model 405
This weapon receives a +2 to all stealth This weapon receives a +2 to all stealth
Taurus Millennium Pro Model 132 checks made to hide the weapon. checks made to hide the weapon.
two 10 round magazines This weapon is not affected by the error
Taurus Model 856 range that comes from using alternate
Taurus Millennium Pro Model 138 This weapon receives a +2 to all stealth forms of ammunition.
two 10 round magazines checks made to hide the weapon.
This weapon is not affected by the error Walther PPK\S (.32 ACP)
range that comes from using alternate This weapon is a mastercraft weapon and
Taurus Millennium Pro Model 140 forms of ammunition. grants a +1 bonus on attack rolls.
two 10 round magazines This weapon will not explode if using two 8 round magazines
overpressure ammunition.
Taurus Millennium Pro Model 145 Walther PPK\S (.380 ACP)
two 10 round magazines Taurus Model 605 This weapon is a mastercraft weapon and
This weapon receives a +2 to all stealth grants a +1 bonus on attack rolls.
checks made to hide the weapon. two 7 round magazines
Taurus Model 709 Slim This weapon is not affected by the error
This weapon receives a +2 to all stealth range that comes from using alternate
checks made to hide the weapon. Walther P22
forms of ammunition. This weapon is a mastercraft weapon and
two 7 round magazines
grants a +1 bonus on attack rolls.
Taurus Model 455 This weapon receives a +2 to all stealth
Taurus Model 738 This weapon receives a +2 to all stealth checks made to hide the weapon.
two 6 round magazines checks made to hide the weapon. two 10 round magazines
133

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


American Derringer M4 .45-70 Int:1Int:1 None 15’ SA T 16 28 0% L
Alaskan Survival Government
.45 LC/.410
Bore
Beretta Px4 Storm 9x19mm Box:15|17|20:2 F B 1T 25’ DA/SA S 27 30 0% L
Compact
Browning 1911-380 .380 ACP Box:7:1 F B 25’ SA S 18 33 0% L
Colt Defender 9x19mm Box:8|9|10:1 F B 25’ SA S 24 34 0% L
Colt Defender .45 ACP Box:7|8|10:1 F B 25’ SA S 25 34 0% L
Colt Officer’s ACP .45 ACP Box:6|7|8|10:1 F B 25’ SA S 34 37 0% L
Colt New Agent .45 ACP Box:7|8|10:1 F B 25’ SA S 23 40 0% L
Coonan Compact .357 Box:6:3 F B 35’ SA S 42 60 0% L
Magnum
Dan Wesson ECO .45 ACP Box:7|8|10:1 FB 25’ SA S 25 75 0% L
Dan Wesson ECO 9x19mm Box:8|9|10:1 FB 25’ SA S 25 75 0% L
Detonics Combatmaster .45 ACP Box:6|7|8|10:1 FB 20’ SA S 30 30 0% L
Glock 43 9x19mm Box:6:1 FB 25’ PA T 19 30 0% L
H&K P30sk 9x19mm Box:10:2 F B 1T 30’ DA/SA S 23 35 0% L
H&K P7 9x19mm Box:10:1 FB 30’ DAO S 27 35 0% L
H&K P9 9x19mm Box:9:1 FB 30’ DA/SA S 31 33 0% L
H&K USP 40 Compact .40 S&W Box:12:2 F B 1T 30’ DA/SA S 24 33 0% L
H&K USP 9 Compact 9x19mm Box:13:2 F B 1T 30’ DA/SA S 23 30 0% L
H&K USP 45 Compact .45 ACP Box:8:2 F B 1T 30’ DA/SA S 25 32 0% L
H&K USP 357 Compact .357 SIG Box:12:2 F B 1T 30’ DA/SA S 24 35 0% L
Kahr T9 9x19mm Box:8:3 FB 35’ PA S 28 26 0% L
Kahr T40 .40 S&W Box:7:3 FB 30’ PA S 29 27 0% L
Kahr K40 .40 S&W Box:6:2/7:3 FB 30’ PA S 26 26 0% L
Kahr TP45 .45 ACP Box:7:3 FB 30’ PA S 22 28 0% L
Kahr P45 .45 ACP Box:6:2/7:3 FB 30’ PA S 21 26 0% L
Para-Ordnance Executive .45 ACP Box:7|8|10:1 FB 25’ SA S 30 48 0% L
Carry
Para-Ordnance Expert .45 ACP Box:7|8|10:1 FB 25’ SA S 40 30 0% L
Carry
Para-Ordnance Elite Carry .45 ACP Box:6|7|8|10:1 F B 25’ SA T 39 39 0% L
Para-Ordnance Warthog .45 ACP Box:10:2 F B 25’ SA T 24 42 0% L
Para-Ordnance LDA Carry .45 ACP Box:6:2 F B 25’ DAO T 30 50 0% L
PB 9x18mm PM Box:8:1 F B 25’ DA/SA S 26 32 0% R
Ruger LCR-22 .22 LR Cyl:8 F B 25’ DAO T 14 26 0% L
Ruger LCRx-22 .22 LR Cyl:8 F B 25’ DA T 14 26 0% L
Ruger LCRx-22 .22 WMR Cyl:6 F B 25’ DA T 14 28 0% L
Ruger LCR EMP.38 Cyl:5 F B 25’ DAO T 13 32 0% L
Special
Ruger LCRx .38 Special Cyl:5 FB 25’ DA T 13 32 0% L
Ruger KLCR-357 .357 Mag .38 Cyl:5 FB 25’ DAO T 17 40 0% L
Spc
Ruger KLCRx-357 .357 Mag .38 Cyl:5 FB 25’ DA T 17 40 0% L
Spc
S&W M&P Compact 9mm 9x19mm Box:12:2 F B 1T 25’ PA S 21 30 0% L
S&W M&P Compact 45 .45 ACP Box:8:2 F B 1T 25’ PA S 26 33 0% L
ACP
S&W M&P Compact 40 .40 S&W Box:10:2 F B 1T 25’ PA S 21 28 0% L
S&W
S&W M&P Compact 357 .357 SIG Box:10:2 F B 1T 30’ PA S 22 35 0% L
SIG
S&W M&P340 .357 Mag/.38 Cyl:5 FB 25’ DAO T 13 42 0% L
Spc
Smith & Wesson Model .327 Fed Cyl:6 FB 30’ DA S 24 35 0% L
632 Mag

Table 134: Expensive Modern Backup Handguns


134

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Sig-Sauer P224 9x19mm Box:12:2/14:3 FB 25’ DA/SA T 34 30 0% L
Sig-Sauer P224 .40 S&W Box:10:2/12:3 FB 25’ DA/SA T 34 30 0% L
Sig-Sauer P224 .357 SIG Box:10:2/12:3 FB 25’ DA/SA T 34 30 0% L
Sig-Sauer P245 .45 ACP Box:6|8|10:2 FB 25’ DA/SA T 28 28 0% L
Sig-Sauer Ultra .45 ACP Box:7|8|10:1 FB 25’ SA S 28 44 0% L
Springfield Armory 1911 9x19mm Box:9:1 FB 35’ SA S 26 40 0% L
EMP
Springfield Armory 1911 .40 S&W Box:8:1 FB 35’ SA S 26 40 0% L
EMP
Springfield Armory Range .45 ACP Box:8|9|10:1 FB 30’ SA S 35 32 0% L
Officer Compact
Springfield Armory Range 9x19mm Box:7|8|10:1 FB 30’ SA S 35 32 0% L
Officer Compact
Taurus Model 454, 2’’ .454 Casull .45 LC Cyl:5 F B 25’ DA S 48 45 0% L
Taurus Public Defender .45 LC .410 Bore Cyl:5 F B 20’ DA S 28 32 0% L
Walther PPS 9x19mm Box:6:1/7:2/8:3 F B 25’ PA S 19 30 0% L
Walther PPS .40 S&W Box:5:1/6:2/7:3 F B 25’ PA S 20 30 0% L
Wilson Combat Sentinel 9x19mm Box:8|9|10:1 F B 30’ SA S 31 160 0% L
Wilson Combat Super .38 Super .38 ACP Box:8|9|10:1 F B 30’ SA S 26 180 0% L
Sentinel
Wilson Combat Ms. 9x19mm Box:8|9|10:1 FB 30’ SA S 26 189 0% L
Sentinel

Table 135: Expensive Modern Backup Handguns (cont.)


135

Expensive Modern Backup Handguns Detonics Combatmaster two 6 round Para-Ordnance Expert Carry two 8
magazines round magazines
American Derringer M4 Alaskan Uses 1911 magazines. Uses 1911 magazines.
Survivor This weapon receives a +2 to all stealth
This weapon is not affected by the error checks made to hide the weapon. Para-Ordnance Elite Carry Precision
range that comes from using alternate barrel and two 6 round magazines
forms of ammunition Glock 43 two 6 round magazines Uses 1911 magazines.
This weapon will not explode if using This weapon is a mastercraft weapon and
overpressure ammunition grants a +1 bonus on attack rolls.
H&K P30sk two 10 round magazines
This weapon is a mastercraft weapon and
Beretta Px4 Storm Compact grants a +1 bonus on attack rolls. Para Ordinance Warthog
This weapon receives a +2 to all stealth This weapon receives a +2 to all stealth This weapon is a mastercraft weapon and
checks made to hide the weapon. checks made to hide the weapon. grants a +1 bonus on attack rolls.
two 15 round magazines two 10 round magazines
Uses Px4 9mm magazines.
H&K P7 two 10 round magazines
Para Ordinance LDA Carry
Browning 1911-380 two 7 round maga- This weapon is a mastercraft weapon and
H&K P9 two 9 round magazines grants a +1 bonus on attack rolls.
zines
two 6 round magazines

Colt Defender (9x19mm) two 7 round H&K USP 40 Compact


magazines two 12 round magazines PB
one 8 round magazine, Lv. 2 Suppressor
Uses 9mm 1911 magazines.
H&K USP 9 Compact Uses Makarov magazines.

Colt Defender (.45 ACP) two 7 round two 13 round magazines


Ruger LCR
magazines
This weapon is not affected by the error
Uses 1911 magazines. H&K USP 45 Compact
range that comes from using alternate
two 8 round magazines
forms of ammunition
Colt Officer’s ACP two 6 round maga-
zines H&K USP 357 Compact Ruger LCRx
Uses 1911 magazines. two 12 round magazines This weapon is not affected by the error
This weapon is a mastercraft weapon and range that comes from using alternate
grants a +1 bonus on attack rolls. Kahr T9 two 8 round magazines forms of ammunition
Uses MK9/PM9 magazines.
Colt New Agent two 7 round magazines Ruger KLCR-357
Uses 1911 magazines. Kahr T40 two 7 round magazines This weapon is not affected by the error
Uses MK/PM40 magazines. range that comes from using alternate
Coonan Compact two 6 round maga- forms of ammunition
zines
Kahr K40 two 6 round magazines
This weapon is a mastercraft weapon and Ruger KLCRx-357
This weapon receives a +2 to all stealth
grants a +1 bonus on attack rolls. This weapon is not affected by the error
checks made to hide the weapon.
This weapon receives a +2 to all stealth range that comes from using alternate
Uses MK/PM40 magazines.
checks made to hide the weapon. forms of ammunition
This weapon is not affected by the error
range that comes from using alternate Kahr TP45 two 7 round magazines S&W M&P Compact 9mm
forms of ammunition Uses PM45 magazines. This weapon receives a +2 to all stealth
checks made to hide the weapon.
Dan Wesson ECO (.45 ACP) Precision Kahr P45 two 6 round magazines two 12 round magazines
barrel and two 7 round magazines This weapon receives a +2 to all stealth
Uses 1911 magazines. checks made to hide the weapon. S&W M&P Compact 45 ACP
This weapon is a mastercraft weapon and Uses PM45 magazines. This weapon receives a +2 to all stealth
grants a +2 bonus on attack rolls. checks made to hide the weapon.
Para-Ordnance Executive Carry Uses two 8 round magazines
Dan Wesson ECO (9x19mm) Precision 1911 magazines.
barrel and two 7 round magazines Precision barrel and two 8 round maga- S&W M&P Compact 40 S&W
Uses 9mm 1911 magazines. zines This weapon receives a +2 to all stealth
This weapon is a mastercraft weapon and This weapon is a mastercraft weapon and checks made to hide the weapon.
grants a +2 bonus on attack rolls. grants a +1 bonus on attack rolls. two 10 round magazines
136

S&W M&P Compact 357 SIG This weapon is a mastercraft weapon and Walther PPS (9x19mm)
This weapon receives a +2 to all stealth grants a +1 bonus on attack rolls. This weapon receives a +2 to all stealth
checks made to hide the weapon. checks made to hide the weapon.
two 10 round magazines Sig-Sauer Ultra two 7 round magazines one 6 round magazine
Uses 1911 magazines.
Smith & Wesson Model 632 This weapon is a mastercraft weapon and Walther PPS (.40 S&W)
This weapon is not affected by the error grants a +1 bonus on attack rolls. This weapon receives a +2 to all stealth
range that comes from using alternate checks made to hide the weapon.
forms of ammunition Springfield Armory 1911 EMP (9x19mm) one 5 round magazine
three 9 round magazines
Sig-Sauer P224 (9mm) two 12 round Wilson Combat Sentinel Precision bar-
magazines Springfield Armory 1911 EMP (.40 S&W) rel and two 8 round magazines
This weapon is a mastercraft weapon and three 8 round magazines Uses 9mm 1911 magazines.
grants a +1 bonus on attack rolls.. This weapon is a mastercraft weapon and
Springfield Armory Range Officer Com- grants a +2 bonus on attack rolls.
pact (.45 ACP)
Sig-Sauer P224 (.40 S&W) two 10 round
two 7 round magazines Wilson Combat Super Sentinel Preci-
magazines
Uses 1911 magazines. sion barrel and two 8 round magazines
This weapon is a mastercraft weapon and
Uses .38 1911 magazines.
grants a +1 bonus on attack rolls.
Springfield Armory Range Officer Com- This weapon is a mastercraft weapon and
pact (9x19mm) grants a +2 bonus on attack rolls.
Sig-Sauer P224 (.357 SIG) two 10 round two 7 round magazines
magazines Uses 9mm 1911 magazines. Wilson Combat Ms. Sentinel Precision
This weapon is a mastercraft weapon and barrel and two 8 round magazines
grants a +1 bonus on attack rolls. Uses 9mm 1911 magazines.
Taurus Public Defender
This weapon receives a +2 to all stealth This weapon is a mastercraft weapon and
Sig-Sauer P245 two 6 round magazines checks made to hide the weapon. grants a +2 bonus on attack rolls.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Hardballer Government .45 ACP Box:7:1 FB 35’ SA S 38 15 10% L
Arcus DAC 9x19mm Box:13:3 FB 30’ SA S 33 14 5% L
Canik MKEK 9x19mm Box:17:2 FB 30’ DA/SA S 48 16 5% L
Canik MKEK .40 S&W Box:13:2 FB 30’ DA/SA S 48 16 5% L
Rock Island Armory 1911-A1FS .45 ACP Box:7|8|10:1 FB 30’ SA S 38 15 5% L
Ruger P89 9x19mm Box:15:1/20:2/30:3 FB 35’ DA/SA S 32 15 5% L
Ruger 9E 9x19mm Box:17:1 F B 1T 30’ PA S 27 16 0% L
Ruger Security Six .357 Mag .38 Spc Cyl:6 FB 30’ DA S 33 15 0% L
S&W Model 13 .357 Mag .38 Spc Cyl:6 FB 30’ DA S 31 12 0% L
S&W SD9VE 9x19mm Box:16:1 F B 1T 35’ PA S 24 16 5% L
S&W SD40VE .40 S&W Box:14:1 F B 1T 30’ PA S 24 16 5% L
Taurus Model 65 .357 Mag .38 Spc Cyl:6 FB 30’ DA S 38 12 5% L

Table 136: Cheap Modern Full Size Handguns


137

11.4.1.3 Modern Full Size Handguns to use, or too heavy to carry. When used Rock Island Armory 1911-A1FS
Full Size Handguns usually serve as the with longarms, they should supplement the two 8 round magazines
duty weapons of most military forces weapon, particularity as a backup gun. Uses 1911 magazines.
and law enforcement officers around the
world. They’re built for effectiveness Ruger P89 two 15 round magazines
over concealment, with bulky utilitarian Cheap Modern-day Full Size Handguns
frames, heavy grips, and high ammunition
Ruger 9E one 17 round magazine
capacities. Full Size Handguns go well
with any holster that they can fit in, but AMT Hardballer Government
generally are put in Belt Holsters, Tactical one 7 round magazine S&W Model 13
Holsters, and Shoulder Holsters Uses 1911 magazines. This weapon is not affected by the error
range that comes from using alternate
Full Size Handguns do not necessarily forms of ammunition.
have to meet the concealable issue Arcus DAC two 13 round magazines
that backup and holdout handguns have, Uses Browning Hi-Power magazines. S&W SD9VE three 16 round magazines
therefore are generally larger and possess
plenty of ammunition to have an extended
fight with. The downsides are that they do Canik MKEK (9x19mm) two 17 round S&W SD40VE three 14 round magazines
shoot handgun ammunition, and are weak magazines
when compared to rifles and shotguns. Taurus Model 65
Full sized handguns should be used when This weapon is not affected by the error
concealment is not a large issue, but a full Canik MKEK (.40 S&W) two 13 round range that comes from using alternate
sized rifle or shotgun would be unwieldy magazines forms of ammunition.
138

Mid-range Modern Full Size Handguns Browning Hi-Power (9x19mm) FN FNS-40 Compact
This weapon is a mastercraft weapon and three 10 round magazines
Benelli Model B-76 grants a +1 bonus on attack rolls. This weapon receives a +1 to all stealth
one 8 round magazine two 13 round magazines checks made to hide the weapon.
Uses FNP/FNS-40 magazines.
Beretta 92FS/M9 Browning Hi-Power (.40 S&W)
two 15 round magazines This weapon is a mastercraft weapon and FN FNP-45
Uses 92FS magazines. grants a +1 bonus on attack rolls. three 14 round magazines
two 10 round magazines Uses FNP-45 magazines.
Beretta 92A1
two 15 round magazines Browning Hi-Power (.357 SIG) Glock 17 two 17 round magazines
Uses 92FS magazines. This weapon is a mastercraft weapon and Uses Glock 26 magazines.
grants a +1 bonus on attack rolls.
Beretta 96FS two 11 round magazines two 10 round magazines Glock 19 This weapon receives a +2 to all
Uses 96FS magazines. stealth checks made to hide the weapon.
Colt Delta Elite one 8 round magazine two 15 round magazines
Beretta 96A1 two 11 round magazines Uses Glock 26 magazines.
Uses 96FS magazines.
Colt Government 70 (.45 ACP)
one 7 round magazine Glock 20 two 15 round magazines
Beretta 8000 Cougar Uses 1911 magazines. Uses Glock 29 magazines.
This weapon receives a +2 to all stealth
checks made to hide the weapon.
two 15 round magazines Colt Government 70 (.38 Super) Glock 21 two 13 round magazines
one 9 round magazine Uses Glock 30 magazines.
Uses .38 1911 magazines.
Beretta 8357 Cougar
This weapon receives a +2 to all stealth Glock 22 two 15 round magazines
checks made to hide the weapon. CZ 75 (9x19mm) Uses Glock 27 magazines.
two 11 round magazines two 15 round magazines
Glock 23 This weapon receives a +2 to
Beretta 8040 Cougar CZ 75 (.40 S&W) all stealth checks made to hide the weapon.
This weapon receives a +2 to all stealth two 12 round magazines two 13 round magazines
checks made to hide the weapon. Uses Glock 27 magazines.
two 11 round magazines CZ 97 two 10 round magazines
Glock 25 two 15 round magazines
Beretta 8045 Cougar Uses Glock 28 magazines.
FN FNP-9
This weapon receives a +2 to all stealth
three 16 round magazines
checks made to hide the weapon.
Uses FNS/FNP-9 magazines. Glock 31 two 15 round magazines
two 8 round magazines
Uses Glock 32 magazines.
Beretta Px4 Storm (9x19mm) FN FNS-9 Compact
two 17 round magazines three 12 round magazines Glock 32 This weapon receives a +2 to
Uses Px4 9mm magazines. This weapon receives a +1 to all stealth all stealth checks made to hide the weapon.
checks made to hide the weapon. two 13 round magazines
Uses FNS/FNP-9 magazines. Uses Glock 32 magazines.
Beretta Px4 Storm (.40 S&W)
two 14 round magazines
Uses Px4 .40 magazines. FN FNS-9 three 17 round magazines Glock 37 two 10 round magazines
Uses FNS/FNP-9 magazines. Uses Glock 39 magazines.
Beretta Px4 Storm (.45 ACP)
two 10 round magazines FN FNP-40 Glock 38 This weapon receives a +2 to
three 14 round magazines all stealth checks made to hide the weapon.
Bersa Thunder Pro High Capacity Uses FNP/FNS-40 magazines. two 8 round magazines
(9x19mm) one 17 round magazine Uses Glock 39 magazines.
FN FNS-40
Bersa Thunder Pro High Capacity (.40 three 14 round magazines H&K USP 40 Compact
S&W) one 13 round magazine Uses FNP/FNS-40 magazines. two 13 round magazines
139

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Benelli Model B-76 9x19mm Box:8:2 FB 35’ DAO S 34 25 0% L
Beretta 92FS/M9 9x19mm Box:15|17:1/30:2/20:3 FB 35’ DA/SA S 34 22 0% L
Beretta 92A1 9x19mm Box:15|17:1/30:2/20:3 F B 1T 35’ DA/SA S 34 30 0% L
Beretta 96FS .40 S&W Box:11|13:1/15:2 FB 30’ DA/SA S 34 22 0% L
Beretta 96A1 .40 S&W Box:11|13:1/15:2 F B 1T 30’ DA/SA S 34 30 0% L
Beretta 8000 Cougar 9x19mm Box:15:1 FB 35’ DA/SA S 31 25 0% L
Beretta 8357 Cougar .357 SIG Box:11:1 FB 40’ DA/SA S 33 26 0% L
Beretta 8040 Cougar .40 S&W Box:11:1 FB 30’ DA/SA S 33 26 0% L
Beretta 8045 Cougar .45 ACP Box:8:1 FB 30’ DA/SA S 35 26 0% L
Beretta Px4 Storm 9x19mm Box:17:2/20:3 F B 1T 35’ DA/SA S 30 25 0% L
Beretta Px4 Storm .40 S&W Box:14|17:2 F B 1T 30’ DA/SA S 30 25 0% L
Beretta Px4 Storm .45 ACP Box:9|10:2 F B 1T 30’ DA/SA S 30 25 0% L
Bersa Thunder Pro High 9x19mm Box:17:1 F B 1T 35’ DA/SA S 30 22 0% L
Capacity
Bersa Thunder Pro High .40 S&W Box:13:1 F B 1T 30’ DA/SA S 30 22 0% L
Capacity
Browning Hi-Power 9x19mm Box:13:3 FB 35’ SA S 35 25 0% L
Browning Hi-Power .40 S&W Box:10:3 FB 30’ SA S 35 25 0% L
Browning Hi-Power .357 SIG Box:10:3 FB 30’ SA S 35 27 0% L
Colt Delta Elite 10mm Auto Box:8:2 FB 30’ SA S 39 26 0% L
Colt Government 70 .45 ACP Box:7|8|10:1 FB 30’ SA S 39 25 0% L
Colt Government 70 .38 Super Box:9:1/10:2 FB 35’ SA S 39 35 0% L
CZ 75 9x19mm Box:15:1/19:2 FB 35’ DA/SA S 39 25 0% L
CZ 75 .40 S&W Box:12:1/14:2 FB 30’ DA/SA S 39 26 0% L
CZ 97 .45 ACP Box:10:1 FB 30’ DA/SA S 40 26 0% L
FN FNS-9 Compact 9x19mm Box:12|17:1 F B 1T 30’ PA S 24 26 0% L
FN FNX-9 9x19mm Box:17:2 F B 1T 35’ DA/SA S 21 30 0% L
FN FNS-9 9x19mm Box:17:2 F B 1T 35’ PA S 25 29 0% L
FN FNP-40 .40 S&W Box:14:1 F B 1T 30’ DA/SA S 26 26 0% L
FN FNS-40 .40 S&W Box:14:1 F B 1T 30’ PA S 27 29 0% L
FN FNS-40 Compact .40 S&W Box:10|14:1 F B 1T 30’ PA S 23 27 0% L
FN FNX-45 .45 ACP Box:14:1 F B 1T 30’ DA/SA S 32 28 0% L
Glock 17 9x19mm Box:17|19:1/33:2 F B 1T 35’ PA S 22 20 0% L
Glock 19 9x19mm Box:15|17|19:1/33:2 F B 1T 35’ PA S 21 19 0% L
Glock 20 10mm Auto Box:15:1 F B 1T 40’ PA S 27 21 0% L
Glock 21 .45 ACP Box:13:1 F B 1T 30’ PA S 26 21 0% L
Glock 22 .40 S&W Box:15|17:1 F B 1T 30’ PA S 23 22 0% L
Glock 23 .40 S&W Box:13|15|17:1 F B 1T 30’ PA S 21 22 0% L
Glock 25 .380 ACP Box:15|17|19:1 F B 1T 30’ PA S 20 21 0% L
Glock 31 .357 SIG Box:15|17:1 F B 1T 35’ PA S 23 21 0% L
Glock 32 .357 SIG Box:13|15|17:1 F B 1T 35’ PA S 21 24 0% L
Glock 37 .45 GAP Box:10:1 F B 1T 30’ PA S 25 19 0% L
Glock 38 .45 GAP Box:8|10:1 F B 1T 30’ PA S 24 19 0% L

Table 137: Mid-range Modern Full Size Handguns


140

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


IMI Jericho 941 ‘‘Baby Eagle’’ .40 S&W Box:12:1 FB 30’ DA/SA S 32 20 0% L
IMI Jericho 941 ‘‘Baby Eagle’’ 9x19mm Box:16:1 FB 30’ DA/SA S 35 20 0% L
Rock Island Armory 1911-A1 .45 ACP Box:7|8|10:1 FB 35’ SA S 40 18 0% L
Tactical
Rock Island Armory 1911-A1FS .38 Super Box:9:1 FB 35’ SA S 38 24 5% L
Ruger GP100 .357 Mag .38 Spc Cyl:6 FB 35’ DA S 35 19 0% L
Ruger P90 .45 ACP Box:8:1 FB 30’ DA/SA S 36 18 5% L
Ruger P91 .40 S&W Box:10:1 FB 30’ DA/SA S 32 17 5% L
Ruger Single Seven .327 Fed Mag Cyl:7 FB 35’ SA S 34 30 0% L
S&W Model 686 .357 Mag .38 Spc Cyl:6 FB 35’ DA S 39 24 0% L
S&W Model 1006 10mm Auto Box:9:1 FB 40’ DA/SA S 44 28 0% L
S&W Model 4006 .40 S&W Box:11:1 FB 30’ DA/SA S 40 25 0% L
S&W Model 4046 .40 S&W Box:11:1 FB 30’ DAO S 40 25 0% L
S&W Model 4506 .45 ACP Box:8:1 FB 30’ DA/SA S 41 24 0% L
S&W Model 4516 .45 ACP Box:7:1 FB 30’ DA/SA S 38 24 0% L
S&W Model 5906 9x19mm Box:15:1/20:2 FB 35’ DA/SA S 39 23 0% L
S&W Model 5946 9x19mm Box:15:1/20:2 FB 35’ DAO S 39 23 0% L
S&W M&P 9mm 9x19mm Box:17:1 F B 1T 35’ PA S 24 28 0% L
S&W M&P 40 .40 S&W Box:15:1 F B 1T 30’ PA S 24 28 0% L
Sig-Sauer P220 .45 ACP Box:8|10:2 FB 30’ DA/SA S 28 27 0% L
Sig-Sauer P220 10mm Auto Box:8|10:2 FB 30’ DA/SA S 28 29 0% L
Sig-Sauer P225 9x19mm Box:8:2 FB 30’ DA/SAS S 26 29 0% L
Sig-Sauer P226 9x19mm Box:15|20:2 F B 1T 35’ DA/SA S 32 30 0% L
Sig-Sauer P226 .40 S&W Box:12|15:2 F B 1T 35’ DA/SA S 32 30 0% L
Sig-Sauer P226 .357 SIG Box:12:2 F B 1T 35’ DA/SA S 32 30 0% L
Sig-Sauer P228 9x19mm Box:13|15:2 FB 30’ DA/SA S 29 28 0% L
Sig-Sauer P229 9x19mm Box:15:2 FB 30’ DA/SA S 34 30 0% L
Sig-Sauer P229 .40 S&W Box:12:2 FB 30’ DA/SA S 34 30 0% L
Sig-Sauer P229 .357 SIG Box:12:2 FB 30’ DA/SA S 34 30 0% L
Springfield Armory XD, 4’’ 9x19mm Box:16:1 F B 1T 35’ PA S 28 20 0% L
Springfield Armory XD, 4’’ .40 S&W Box:12:1 F B 1T 30’ PA S 29 20 0% L
Springfield Armory XD, 4’’ .357 SIG Box:12:1 F B 1T 35’ PA S 29 20 0% L
Springfield Armory XD, 4’’ .45 ACP Box:13:1 F B 1T 30’ PA S 30’ 20 0% L
Steyr Model M40 .40 S&W Box:12:1 F B 1T 30’ PA S 27’ 22 0% L
Steyr Model M357 .357 SIG Box:12:1 F B 1T 30’ PA S 27’ 22 0% L
Steyr Model M9 9x19mm Box:14:1 F B 1T 35’ PA S 26’ 22 0% L
Taurus PT92AF 9x19mm Box:15|17:1/30:2 FB 30’ DA/SA S 34’ 17 5% L
Taurus PT100 .40 S&W Box:11:1 FB 30’ DA/SA S 34 20 5% L
Taurus Model 1911 .45 ACP Box:7|8|10:1 FB 30’ SA S 38 23 0% L
Taurus Model 450 .45 Long Colt Cyl:5 FB 35’ DA S 19 17 0% L
Taurus Model 454, 4’’ .454 Casull .45 LC Cyl:5 FB 40’ DA S 51 25 0% L
Taurus Judge .45 LC .410 Bore Cyl:5 FB 30’ DA S 29 24 0% L
Taurus Model 66 .357 Mag .38 Spc Cyl:7 FB 35’ DA S 38 25 0% L
Taurus Model 82 .38 Special Cyl:6 FB 35’ DA S 32 19 0% L
Taurus Model 617 .357 Mag .38 Spc Cyl:7 FB 25’ DA S 28 19 0% L
Taurus Model 817 .38 Special Cyl:7 FB 25’ DA S 21 22 0% L
Walther P99 9x19mm Box:16:1 F B 1T 30’ PA S 22 27 0% L
Walther P99 .40 S&W Box:12:1 F B 1T 30’ PA S 22 27 0% L

Table 138: Mid-range Modern Full Size Handguns (cont.)


141

IMI Jericho 941 ‘‘Baby Eagle’’ (.40 S&W) Sig-Sauer P220 (.45 ACP) Star Megastar (10mm Auto)
two 12 round magazines This weapon is a mastercraft weapon and one 14 round magazine
grants a +1 bonus on attack rolls.
IMI Jericho 941 ‘‘Baby Eagle’’ (9x19mm) two 8 round magazines
Star Megastar (.45 ACP)
one 16 round magazine Uses P245 Magazines
one 14 round magazine

Rock Island Armory 1911-A1 Tactical (.45 Sig-Sauer P220 (10MM)


ACP) two 8 round magazines This weapon is a mastercraft weapon and Springfield Armory GI 1911A1
Uses 1911 magazines. grants a +1 bonus on attack rolls. one 7 round magazine
two 8 round magazines Uses 1911 magazines.
Rock Island Armory 1911-A1FS
two 9 round magazines Sig-Sauer P225 Springfield Armory XD, 4’’ (9x19mm)
Uses .38 Super magazines. This weapon is a mastercraft weapon and two 16 round magazines
grants a +1 bonus on attack rolls.
two 8 round magazines
Ruger P90 two 8 round magazines
Springfield Armory XD, 4’’ (.40 S&W)
Sig-Sauer P226 (9x19mm) two 12 round magazines
Ruger P91 two 10 round magazines This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. Springfield Armory XD, 4’’ (.357 SIG)
Ruger Single Seven two 15 round magazines two 12 round magazines
This weapon is not affected by the error
range that comes from using alternate Sig-Sauer P226 (.40 S&W)
forms of ammunition This weapon is a mastercraft weapon and Springfield Armory XD, 4’’ (.45 ACP)
grants a +1 bonus on attack rolls. two 13 round magazines
S&W Model 686 two 12 round magazines
This weapon is not affected by the error
Steyr Model M40
range that comes from using alternate Sig-Sauer P226 (.357 SIG)
two 12 round magazines
forms of ammunition. This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls.
S&W Model 1006 two 12 round magazines Steyr Model M357
two 9 round magazines two 12 round magazines
Sig-Sauer P229 (.40 S&W)
S&W Model 4006 This weapon is a mastercraft weapon and Steyr Model M9
two 11 round magazines grants a +1 bonus on attack rolls. two 14 round magazines
This weapon receives a +2 to all stealth
S&W Model 4046 checks made to hide the weapon.
two 12 round magazines Taurus PT92AF two 17 round magazines
two 11 round magazines
Uses P229 40/357 magazines
S&W Model 4506 Taurus PT100 two 11 round magazines
two 8 round magazines Sig-Sauer P229 (.357 SIG)
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. Taurus Model 1911
S&W Model 4516 two 7 round magazines
This weapon receives a +2 to all stealth
This weapon receives a +2 to all stealth Uses 1911 magazines.
checks made to hide the weapon.
checks made to hide the weapon.
two 12 round magazines
two 7 round magazines
Uses P229 40/357 magazines Taurus Model 450
This weapon is not affected by the error
S&W Model 5906
Sig-Sauer P228 range that comes from using alternate
two 15 round magazines
This weapon is a mastercraft weapon and forms of ammunition.
Uses 6906 magazines.
grants a +1 bonus on attack rolls.
This weapon receives a +2 to all stealth
S&W Model 5946 checks made to hide the weapon. Taurus Judge
two 15 round magazines two 13 round magazines This weapon is not affected by the error
Uses 6906 magazines. range that comes from using alternate
forms of ammunition.
Sig-Sauer P229 (9mm) two 15 round
S&W M&P 9mm magazines
two 17 round magazines This weapon is a mastercraft weapon and Taurus Model 66
grants a +1 bonus on attack rolls. This weapon is not affected by the error
S&W M&P .40 This weapon receives a +2 to all stealth range that comes from using alternate
two 15 round magazines checks made to hide the weapon. forms of ammunition.
142

Taurus Model 82 range that comes from using alternate Walther P99 (9x19mm)
This weapon is not affected by the error forms of ammunition. This weapon is a mastercraft weapon and
range that comes from using alternate grants a +1 bonus on attack rolls.
forms of ammunition. Taurus Model 817 two 16 round magazines
This weapon will not explode if using This weapon is not affected by the error
overpressure ammunition. range that comes from using alternate Walther P99 (.40 S&W)
forms of ammunition. This weapon is a mastercraft weapon and
Taurus Model 617 This weapon will not explode if using grants a +1 bonus on attack rolls.
This weapon is not affected by the error overpressure ammunition. two 12 round magazines
143

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Bren 10 Special Forces 10mm Auto Box:11:4 FB 40’ SA S 38 60 0% L
Coonan Classic .357 Mag .38 Spc Box:7:3 FB 35’ SA S 42 60 0% L
Colt Python, 2½’’ .357 Mag .38 Spc Cyl:6 FB 25’ DA S 32 42 0% L
Colt Python, 4’’ .357 Mag .38 Spc Cyl:6 FB 40’ DA M 42 42 0% L
Colt Python, 6’’ .357 Mag .38 Spc Cyl:6 FB 50’ DA M 48 42 0% L
Colt Rail Gun .45 ACP Box:7|8|10:1 F B 1T 30’ SA S 39 45 0% L
FN Five-seveN 5.7x28mm Box:20:3/30:4 F B 1T 30’ PA S 24 50 0% L
FN FNX-45 Tactical .45 ACP Box:14:1 F B 1T 1O 35’ DA/SA S 45 40 0% L
Freedom Arms Model 83 .500 WE Cyl:5 FB 50’ SA M 46 70 0% L
Guncrafter Industries .50 GI Box:7:2 FB 45’ SA S 39 140 0% L
Model No. 1
Guncrafter Industries .50 GI Box:7:2 F B 1T 45’ SA S 39 145 0% L
Model No. 2
H&K HK45 .45 ACP Box:10:2 F B 1T 35’ DA/SA S 27 60 0% L
H&K HK45 Compact .45 ACP Box:10:2 F B 1T 30’ DA/SA S 25 58 0% L
H&K UCP 4.6x30mm Box:20:3 F B 1T 30’ DA/SA S 29 40 0% L
H&K USP 45 .45 ACP Box:12:2 F B 1T 30’ DA/SA S 31 40 0% L
H&K USP 40 .40 S&W Box:13:2 F B 1T 30’ DA/SA S 29 35 0% L
H&K USP 9 9x19mm Box:15:2 F B 1T 35’ DA/SA S 26 32 0% L
H&K USP 45 Compact .45 ACP Box:8:2 F B 1T 30’ DA/SA S 28 38 0% L
H&K USP 9 Compact 9x19mm Box:13:2 F B 1T 30’ DA/SA S 25 31 0% L
H&K P2000 9x19mm Box:13:2 F B 1T 35’ DA/SA S 24 45 0% L
H&K P2000 .357 SIG Box:12:2 F B 1T 30’ DA/SA S 24 45 0% L
Korth Pistol 9x19mm Box:10:8 FB 60’ SA S 34 250 0% L
Korth Revolver .357 Mag .38 Spc Cyl:6 FB 65’ DA S 36 195 0% L
Korth Revolver 9x19mm Cyl:6 FB 65’ DA S 36 195 0% L
Mateba Model 6 Unica .357 Mag .38 Spc Cyl:6 FB 35’ DA S 30 50 0% L
Mateba Model 6 Unica .44 Mag .44 SPC Cyl:6 FB 35’ DA S 30 50 0% L
Mateba Model 6 Unica .454 Casull .45 LC Cyl:6 FB 35’ DA S 30 50 0% L
Naked Snake’s Custom .45 ACP Box:7|8|10:1 FB 35’ SA S 42 180 0% L
1911A1
Norinco QSZ-92 9x19mm Box:15:2 FB 30’ DAO S 26 45 0% L
Para-Ordnance Black Ops .45 ACP Box:7|8|10:1 F B 1T 35’ SA S 39 48 0% L
Para-Ordnance Black Ops 9x19mm Box:10:1 F B 1T 35’ SA S 39 48 0% L
Para-Ordnance P14.45 .45 ACP Box:10:1/14:2 FB 30’ SA S 40 48 0% L
Limited
Para-Ordnance P18.9 9x19mm Box:10:1/18:2 FB 35’ SA S 40 48 0% L
Limited
Para-Ordnance P16.40 .40 S&W Box:10:1/16:2 FB 30’ SA S 40 48 0% L
Limited
Para-Ordnance P14.45 .45 ACP Box:10:1/14:2 F B 1T 30’ SA S 42 71 0% L
Tactical
Para-Ordnance Elite .45 ACP Box:7|8|10:1 FB 35’ SA S 39 60 0% L
Para-Ordnance GI Expert .45 ACP Box:7|8|10:1 FB 35’ SA S 39 34 0% L
Para-Ordnance GI Expert 9x19mm Box:10:1 FB 35’ SA S 39 34 0% L
RIA Ultra FS 10mm Auto Box:8|9:2 FB 40’ SA S 39 33 0% L
Rock Island Armory 22 .22 TCM 9x19mm* Box:17:2 F B 1T 35’ SA S 40 35 0% L
TCM Standard
Rock Island Armory 22 .22 TCM 9x19mm* Box:17:2 F B 1T 30’ SA S 40 32 0% L
TCM Midsized

Table 139: Expensive Modern Full Size Handguns


144

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Ruger GP100 .327 Fed Mag Cyl:7 FB 35’ DA S 35 22 0% L
Ruger Vaquero .357 Mag .38 Spc Cyl:6 FB 40’ SA S 44 34 0% L
Ruger Vaquero .45 Long Colt Cyl:6 FB 40’ SA S 40 36 0% L
Ruger Super Blackhawk, 4’’ .44 Magnum Cyl:6 FB 35’ SA S 45 36 0% L
Ruger SR1911 .45 ACP Box:7|8|10:1 FB 35’ SA S 39 40 0% L
S&W Model 29, 4’’ .44 Mag/.44 Spc Cyl:6 FB 45’ DA S 40 50 0% L
S&W Model 625 .45 ACP Cyl:6 FB 30’ DA S 43 35 0% L
S&W Model 627 .357 Mag .38 Spc Cyl:8 FB 30’ DA S 39 47 0% L
S&W Model 4506 TSW .45 ACP Box:8:1 F B 1T 30’ DA/SA S 42 44 0% L
S&W Model 4516 TSW .45 ACP Box:7:1 F B 1T 30’ DA/SA S 39 44 0% L
S&W Model 4006 TSW .40 S&W Box:11:1 F B 1T 30’ DA/SA S 40 45 0% L
S&W Model 4046 TSW .40 S&W Box:11:1 F B 1T 30’ DAO S 40 45 0% L
S&W Model 5906 TSW 9x19mm Box:15:1/20:2 F B 1T 35’ DA/SA S 40 43 0% L
S&W Model 5946 TSW 9x19mm Box:15:1/20:2 F B 1T 35’ DAO S 40 43 0% L
S&W M&P357 SIG .357 SIG Box:10|15:1 F B 1T 30’ PA S 25 32 0% L
S&W M&P45 .45 ACP Box:10:1 F B 1T 30’ PA S 29 34 0% L
Sig-Sauer Tacops .45 ACP Box:7|8|10:1 FB 35’ SA S 39 59 0% L
Sig-Sauer Nitron .45 ACP Box:7|8|10:1 FB 35’ SA S 39 50 0% L
Springfield Armory 1911A1 .45 ACP Box:7|8|10:1 F B 1T 30’ SA S 42 42 0% L
Loaded Operator
Springfield Armory 1911 EMP 9x19mm Box:9:1 FB 35’ SA S 26 40 0% L
Taurus Model 444 Ultra .44 Mag/.44 Spc Cyl:6 FB 30’ DA S 28 32 0% L
Wilson Combat CQB .45 ACP Box:7|8|10:1 F B 1T 35’ SA S 45 160 0% L
Light-Rail Lightweight
Wilson Combat CQB 9x19mm Box:10:1 F B 1T 35’ SA S 45 160 0% L
Light-Rail Lightweight
Wilson Combat CQB .38 Super .38 ACP Box:9:1/10:2 F B 1T 35’ SA S 45 160 0% L
Light-Rail Lightweight
Wilson Combat Classic 9x19mm Box:10:1 F B 35’ SA S 38 150 0% L
Wilson Combat Classic .38 Super .38 ACP Box:9:1/10:2 F B 35’ SA S 38 150 0% L
Wilson Combat Classic .40 S&W Box:9:1 F B 35’ SA S 38 150 0% L
Wilson Combat Classic .45 ACP Box:7|8|10:1 F B 35’ SA S 38 150 0% L
Wilson Combat Pinnacle .45 ACP Box:7|8|10:1 F B 55’ SA S 45 400 0% L

Table 140: Expensive Modern Full Size Handguns (cont.)


145

11.4.1.4 Expensive Modern-day Full H&K USP 45 Compact Para Ordinance P18.9 Limited
Size Handguns two 12 round magazines This weapon receives a −2 to all stealth
checks made to hide the weapon.
Bren 10 Special Forces H&K USP 9 Compact two 18 round magazines
This weapon is a mastercraft weapon and two 15 round magazines
grants a +1 bonus on attack rolls. Para Ordnance P16.40 Limited
one 11 round magazine This weapon receives a −2 to all stealth
H&K P2000 (9x19mm)
checks made to hide the weapon.
two 13 round magazines
two 16 round magazines
Coonan Classic one 7 round magazine
This weapon is a mastercraft weapon and H&K P2000 (.357 SIG) Para Ordinance P14.45 Tactical
grants a +1 bonus on attack rolls. two 12 round magazines Uses P14.45 magazines.
This weapon will not explode if using
This weapon receives a −2 to all stealth
overpressure ammunition.
Korth Pistol one 10 round magazine checks made to hide the weapon.
This weapon is a mastercraft weapon and two 14 round magazines
Colt Python (All three) grants a +1 bonus on attack rolls.
This weapon is a mastercraft weapon and Para Ordinance GI Expert (.45 ACP)
grants a +1 bonus on attack rolls. two 8 round magazines
Korth Revolver (Both Calibers)
This weapon is not affected by the error This weapon is a mastercraft weapon and Uses 1911 magazines.
range that comes from using alternate grants a +1 bonus on attack rolls.
forms of ammunition.
This weapon is not affected by the error Para-Ordnance GI Expert (9x19mm)
range that comes from using alternate two 8 round magazines
Colt Rail Gun one 7 round magazine forms of ammunition. Uses 9mm 1911 magazines.
Uses 1911 magazines. two 6 round speedloaders
Para-Ordnance Elite Precision barrel
FN Five-seveN Mateba Model 6 Unica(.357 Magnum) and two 8 round magazines
three 20 round magazines This weapon is a mastercraft weapon and Uses 1911 magazines.
grants a +1 bonus on attack rolls. This weapon is a mastercraft weapon and
When firing .38 Special, this weapon takes grants a +1 bonus on attack rolls.
FN FNP-45 Tactical
threaded barrel the error range that comes from using
three 14 round magazines alternate forms of ammunition. Para-Ordnance Black Ops (.45 ACP)
Uses FNP-45 magazines. two 8 round magazines
Mateba Model 6 Unica(.44 Magnum) Uses 1911 magazines.
This weapon is a mastercraft weapon and
Freedom Arms Model 83
grants a +1 bonus on attack rolls. Para-Ordnance Black Ops (9x19mm)
This weapon receives a +2 to all stealth
When firing .44 Special, this weapon takes two 10 round magazines
checks made to hide the weapon.
the error range that comes from using Uses 9mm 1911 magazines.
alternate forms of ammunition.
Guncrafter Industries Model No. 1 RIA Ultra FS two 8 round magazines
Uses 50GI magazines. Uses 10mm 1911 magazines.
Mateba Model 6 Unica
one 7 round magazine
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. Rock Island Armory 22 TCM Standard
Guncrafter Industries Model No. 2 This weapon receives a +2 to all stealth
Uses 50GI magazines. checks made to hide the weapon.
Naked Snake’s Custom 1911A1
one 7 round magazine This weapon comes with a second barrel
Threaded precision barrel, high visibility
chambered in 9mm, which takes 1 minute
sights, custom grip, and one 7 round
H&K HK45 two 10 round magazines to change out. It uses the same magazines
magazine
with the same capacity.
Uses 1911 magazines.
one 17 round magazine and a barrel for
H&K HK45 Compact This weapon is a Grandmastercraft weapon
9x19mm
two 10 round magazines and grants a +3 bonus on attack rolls.
Rock Island Armory 22 TCM Midsized
H&K UCP two 20 round magazines Norinco QSZ-92 This weapon receives a +2 to all stealth
one 15 round magazine checks made to hide the weapon.
H&K USP 45 two 12 round magazines This weapon comes with a second barrel
Para Ordinance P14.45 Limited chambered in 9mm, which takes 1 minute
This weapon receives a −2 to all stealth to change out. It uses the same magazines
H&K USP 40 two 13 round magazines checks made to hide the weapon. with the same capacity.
two 14 round magazines one 17 round magazine and a barrel for
H&K USP 9 two 15 round magazines Uses P14.45 magazines. 9x19mm
146

Ruger GP100 (.327 Federal Magnum) S&W M&P357 SIG This weapon is a mastercraft weapon and
This weapon is not affected by the error two 15 round magazines grants a +2 bonus on attack rolls.
range that comes from using alternate
forms of ammunition S&W M&P45 two 10 round magazines
Wilson Combat CQB Light-Rail
Lightweight (.38 Super) Tactical
Ruger SR1911 three 8 round magazines Sig-Sauer Tacops four 8 round maga- flashlight, precision barrel, and two 9
Uses 1911 magazines. zines round magazines
Uses 1911 magazines. Uses .38 1911 magazines.
S&W Model 29, 4’’
This weapon is a mastercraft weapon and
This weapon is not affected by the error Sig-Sauer Nitron four 8 round maga- grants a +2 bonus on attack rolls.
range that comes from using alternate zines
forms of ammunition. Uses 1911 magazines.
Wilson Combat Classic (9x19mm) Pre-
S&W Model 625 Springfield Armory 1911A1 Loaded Op- cision barrel and two 10 round magazines
This weapon is not affected by the error erator two 7 round magazines Uses 9mm 1911 magazines.
range that comes from using alternate This weapon is a mastercraft weapon and This weapon is a mastercraft weapon and
forms of ammunition. grants a +1 bonus on attack rolls. grants a +2 bonus on attack rolls.
Uses 1911 magazines.
S&W Model 627
Wilson Combat Classic (.38 Super) Pre-
This weapon is not affected by the error Springfield Armory 1911 EMP
cision barrel and two 9 round magazines
range that comes from using alternate This weapon is a mastercraft weapon and
Uses .38 1911 magazines.
forms of ammunition. grants a +1 bonus on attack rolls. This weapon is a mastercraft weapon and
This weapon receives a +2 to all stealth grants a +2 bonus on attack rolls.
S&W Model 4506 TSW checks made to hide the weapon.
two 8 round magazines three 9 round magazines
Wilson Combat Classic (.40 S&W) Pre-
S&W Model 4516 TSW Taurus Model 444 Ultra cision barrel and two 9 round magazines
This weapon receives a +2 to all stealth This weapon is not affected by the error Uses .40 1911 magazines.
checks made to hide the weapon. range that comes from using alternate This weapon is a mastercraft weapon and
two 7 round magazines forms of ammunition. grants a +2 bonus on attack rolls.

S&W Model 4006 TSW Wilson Combat CQB Light-Rail Wilson Combat Classic (.45 ACP) Preci-
two 11 round magazines Lightweight (.45 ACP) Tactical flashlight, sion barrel and two 8 round magazines
precision barrel, and two 8 round Uses 1911 magazines.
S&W Model 4046 TSW magazines
This weapon is a mastercraft weapon and
two 11 round magazines Uses 1911 magazines.
grants a +2 bonus on attack rolls.
This weapon is a mastercraft weapon and
S&W Model 5906 TSW grants a +2 bonus on attack rolls.
two 15 round magazines Wilson Combat Pinnacle Match Barrel,
Uses 6906 magazines. Wilson Combat CQB Light-Rail Detailing, three 8 round magazines, and a
Lightweight (9x19mm) Tactical box of Match Grade .45 ACP ammunition
S&W Model 5946 TSW flashlight, precision barrel, and two 10 Uses 1911 magazines.
two 15 round magazines round magazines This weapon is a Grandmastercraft weapon
Uses 6906 magazines. Uses 9mm 1911 magazines. and grants a +3 bonus on attack rolls.
147

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Beretta U22 Neos, 4½’’ .22 LR Box:10:1 FBO 35’ SA S 31 11 0% L
Beretta U22 Neos, 6’’ .22 LR Box:10:1 FBO 45’ SA S 35 13 0% L
Beretta U22 Neos, 7½’’ .22 LR Box:10:1 FBO 60’ SA M 40 16 0% L
Mosin-Nagant Obrez 7.62x54mmR Int:5 F 25’ Bolt M 60 8 0% R
Phoenix Arms HP22A .22 LR Box:10:1 F 30’ SA S 20 7 15% L
Phoenix Arms HP22A Rangekit .22 LR Box:10:1 F 45’ SA S 23 10 15% L
Ruger Mark III MK6 .22 LR Box:10:1 FB 35’ SA S 37 13 0% L
Ruger 22/45 Mark III P4 .22 LR Box:10:1 FB 35’ SA S 31 15 0% L

Table 141: Cheap Modern Target & Hunting Handguns

11.4.1.5 Modern Target Handguns and Hunting Handguns two 10 round magazines
A target handgun is a handgun that is built specifically for long or Uses Neos magazines.
short range target shooting, usually chambered in an inexpensive
caliber, such as .22 LR. A hunting handgun is a large handgun
Beretta U22 Neos, 7½’’
that shoots a large caliber bullet, usually used for hunting large
two 10 round magazines
game. Target handguns and Hunting handguns are too big to
Uses Neos magazines.
conceal, and go well with tactical holsters, and some slings.
Target handguns should not be pushed into service as a combat
weapon unless absolutely necessary, as the calibers they fire are Phoenix Arms HP22A
generally weak in nature. Hunting handguns, on the other hand, two 10 round magazines
are generally larger versions of Full Sized handguns, and can
make suitable combat handguns, even if Somewhat unwieldy. Phoenix Arms HP22A Rangekit
Some Target Handguns are simply cut down lever action rifles, This weapon receives a −2 to all stealth checks made to hide the
that have extremely short barrels (for a rifle, but long for a weapon.
handgun), but still fire a full powered handgun cartridge.
two 10 round magazines
Uses HP22A magazines.
Cheap Modern-day Target and Hunting Handguns

Beretta U22 Neos, 4½’’ Ruger Mark III MK6


This weapon receives a −1 to all stealth checks made to hide the This weapon receives a −1 to all stealth checks made to hide the
weapon. weapon.
two 10 round magazines two 10 round magazines
Uses Neos magazines.
Ruger 22/45 Mark III P4
Beretta U22 Neos, 6’’ This weapon receives a −1 to all stealth checks made to hide the
This weapon receives a −2 to all stealth checks made to hide the weapon.
weapon. two 10 round magazines
148

11.4.1.6 Mid-range Modern-day Target and Hunting Hand- Ruger Blackhawk


guns This weapon is not affected by the error range that comes from
using alternate forms of ammunition.
AMT Hardballer Long Slide
one 7 round magazine Springfield Armory XD Tactical, 5’’ (9x19mm) two 16 round
Uses 1911 magazines. magazines
Uses XD 9mm magazines.
Beretta 87 two 8 round magazines

Springfield Armory XD Tactical, 5’’ (.40 S&W) two 12 round


Beretta 87 Target
magazines
This weapon receives a −2 to all stealth checks made to hide the
Uses XD .40 magazines.
weapon.
two 10 round magazines
Springfield Armory XD Tactical, 5’’ (.357 SIG) two 12 round
Glock 34 two 17 round magazines magazines
Uses Glock 26 magazines. Uses XD .357 magazines.

Glock 35 two 15 round magazines Springfield Armory XD Tactical, 5’’ (.45 ACP) two 13 round
magazines
Glock 40 two 15 round magazines Uses XD .45 magazines.
Uses Glock 29 magazines.
Taurus Raging Bull
Glock 41 two 15 round magazines
This weapon is not affected by the error range that comes from
Uses Glock 30 magazines.
using alternate forms of ammunition.

Kel-Tec PMR-30
one 30 round magazine Taurus Model 608 Ported barrel
This weapon is not affected by the error range that comes from
Masterpiece Arms Excell MP one 9 round magazine using alternate forms of ammunition.

Rossi Ranch Hand Lever Action Pistol (All three) Taurus Model 44 Ported barrel
This weapon is not affected by the error range that comes from This weapon is not affected by the error range that comes from
using alternate forms of ammunition. using alternate forms of ammunition.
149

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AMT Hardballer Long Slide .45 ACP Box:7|8|10:1 FB 40’ SA M 46 25 5% L
Beretta 87 .22 LR Box:8:1 FB 30’ DA/SA S 20 21 0% L
Beretta 87 Target .22 LR Box:10:1 FB 30’ SA S 29 32 0% L
Cobray Lady’s Home .45-70 Government Int:12 F 30’ SA M 120 30 5% L
Companion .410 Bore
Glock 34 9x19mm Box:17|19:1/33:2 F B 1T 45’ PA M 22 23 0% L
Glock 35 .40 S&W Box:15|17:1 F B 1T 45’ PA M 24 25 0% L
Glock 40 10mm Auto Box:15|17:1 F B 1T 50’ PA M 29 32 0% L
Glock 41 .45 ACP Box:13:1 F B 1T 45’ PA M 27 30 0% L
Kel-Tec PMR-30 .22 WMR Box:30:1 FBO 40’ SA M 14 20 5% L
Masterpiece Arms Excell MP 5.7x28mm Box:9:2 FBO 45’ SA M 54 24 0% L
Rossi Ranch Hand Lever .357 Mag .38 Spc Int:6 FB 60’ Lever M 64 26 0% L
Action Pistol
Rossi Ranch Hand Lever .44 Magnum Int:6 FB 65’ Lever M 64 30 0% L
Action Pistol
Rossi Ranch Hand Lever .45 Long Colt Int:6 FB 65’ Lever M 64 28 0% L
Action Pistol
Ruger Blackhawk .44 Mag/.44 Spc Cyl:6 FB 30’ SA S 51 24 0% L
Springfield Armory XD 9x19mm Box:10|16:1 F B 1T 45’ PA M 30 22 0% L
Tactical, 5’’
Springfield Armory XD .40 S&W Box:10|12:1 F B 1T 40’ PA M 32 22 0% L
Tactical, 5’’
Springfield Armory XD .357 SIG Box:10|12:1 F B 1T 40’ PA M 32 22 0% L
Tactical, 5’’
Springfield Armory XD .45 ACP Box:10|13:1 F B 1T 40’ PA M 32 22 0% L
Tactical, 5’’
Taurus Raging Bull .454 Casull .45 LC Cyl:5 FB 40’ DA M 51 25 0% L
Taurus Model 608 .357 Mag .38 Spc Cyl:8 F B 1T 40’ DA M 51 35 0% L
Taurus Model 44 .44 Magnum Cyl:6 FB 45’ DA M 63 32 0% L

Table 142: Mid-range Modern Target & Hunting Handguns


150

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Automag .44 AMP Box:7:2 FB 40’ SA S 57 50 0% L
Benelli MP90S .22 LR Box:5|8:2 FB 40’ SA M 39 40 0% L
Colt Anaconda, 4’’ .44 Magnum/.44 Spc Cyl:6 FB 35’ DA M 47 45 0% L
Colt Anaconda, 6’’ .44 Magnum/.44 Spc Cyl:6 FB 50’ DA M 53 48 0% L
Colt Anaconda, 8’’ .44 Magnum/.44 Spc Cyl:6 FB 65’ DA M 59 52 0% L
FN FNS-9 Longslide 9x19mm Box:17:2 F B 1T 55’ PA M 32 36 0% L
FN FNS-40 Longslide .40 S&W Box:14:1 F B 1T 50’ PA M 32 36 0% L
Glock 40 MOS 10mm Auto Box:15|17:1 F B 1T 50’ PA M 29 39 0% L
Hämmerli 150 .22 LR Int:1 FB 45’ SA M 40 50 0% L
H&K Mk23 SOCOM .45 ACP Box:12:2 F B 1T 35’ DA/SA M 48 80 0% L
IMI Desert Eagle Mark VII .50 Action Express Box:7:2 FB 50’ SA M 70 45 0% L
IMI Desert Eagle Mark VII .44 Magnum Box:8:2 FB 45’ SA M 62 45 0% L
IMI Desert Eagle Mark VII .357 Magnum Box:9:2 FB 35’ SA M 62 45 0% L
LAR Grizzly .45 Win Mag Box:7:4 FB 55’ SA M 51 38 0% L
LAR Grizzly Mark I .357 Magnum Box:7:2 FB 35’ SA M 50 48 0% L
LAR Grizzly Mark V .50 AE Box:7:2 FB 45’ SA M 50 57 0% L
Magnum Research BFR 45-70 Government Cyl:5 FB 55’ SA M 68 50 0% L
Magnum Research BFR .30-30 Winchester Cyl:5 FB 60’ SA L 68 60 0% L
Magnum Research BFR .500 S&W Mag/ Cyl:5 FB 60’ SA M 56 54 0% L
.500 S&W Spc
Magnum Research BFR .454 Casull .45 LC Cyl:5 FB 55’ SA M 68 57 0% L
Magnum Research BFR .50 Action Express Cyl:5 FB 55’ SA M 68 60 0% L
Sig-Sauer P210 9x19mm Box:8:5 FB 55’ SA S 31 75 0% L
Para Ordnance TS Elite 10mm Auto Box:8|9:2 F B 1T 45’ SA S 46 65 0% L
Hunter
Pedersoli Howda .45 Colt/.410 Bore Int:2 FB 35’ SxS: M 48 80 0% L
Single/Double
Ruger Redhawk, 6’’ .44 Magnum/.44 Spc Cyl:6 F B 50’ DA M 54 40 0% L
Ruger Redhawk, 2’’ .44 Magnum/.44 Spc Cyl:6 F B 30’ DA M 44 44 0% L
Ruger Redhawk, 4’’ .45 Colt Cyl:6 F B 40’ DA M 46 39 0% L
Ruger Redhawk, 4’’ .45 ACP Cyl:6 F B 40’ DA M 46 42 0% L
S&W Model 500, 4’’ .500 S&W Mag/ Cyl:5 F B 55’ DA M 56 45 0% L
.500 S&W Spc
S&W Model 500, 8’’ .500 S&W Mag/ Cyl:5 FB 80’ DA M 60 52 0% L
.500 S&W Spc
S&W Model 986, 5” 9x19mm Cyl:7 FB 65’ DA M 34 47 0%
S&W Governor .45 ACP/.45 LC/.410 Cyl:6 FB 30’ DA M 29 41 0% L
Bore
Taurus Model 608 .357 Mag .38 Spc Cyl:8 F B 1T 40’ DA M 51 35 0% L
Taurus Model 990 .22 LR Cyl:9 FB 40’ DA M 44 40 0% L
Tracker
Taurus Model 991 .22 WMR Cyl:9 FB 45’ DA M 44 40 0% L
Tracker
Thompson Center G2 .45 LC/.410 Bore Int:1 FB 60’ Single M 56 40 0% L
Contender
Thompson Center G2 .30-30 Winchester Int:1 FB 65’ Single M 56 40 0% L
Contender
Thompson Center G2 .45-70 Government Int:1 FB 70’ Single M 56 40 0% L
Contender
Thompson Center G2 .44 Magnum Int:1 FB 65’ Single M 56 40 0% L
Contender
Wildey .475 Wildey Magnum Box:7:3 FB 45’ SA M 64 90 0% L
Wilson Combat Hunter .460 Rowland Box:7:1 FB 50’ SA S 48 200 0% L
Wilson Combat Hunter 10mm Auto Box:8|9:2 FB 50’ SA S 48 200 0% L

Table 143: Expensive Modern Target & Hunting Handguns


151

Expensive Modern Target and Hunting Handguns Pedersoli Howda This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls.
Automag two 7 round magazines This weapon is not affected by the error range that comes from
using alternate forms of ammunition.
Benelli MP90S two 5 round magazines For the Purpose of feats and attacks, this weapon can be
considered a fixed barrel shotgun.
Colt Anaconda (All three)
This weapon is a mastercraft weapon and grants a +1 bonus on Ruger Redhawk (All Models) except 2’’ This weapon is not
attack rolls. affected by the error range that comes from using alternate forms
This weapon is not affected by the error range that comes from of ammunition.
using alternate forms of ammunition. This weapon will not explode if using overpressure ammunition.

FN FNS-9 Longslide three 17 round magazines Ruger Redhawk, 2’’ This weapon is not affected by the error
Uses FNS/FNP-9 magazines. range that comes from using alternate forms of ammunition.
This weapon receives a +2 to all stealth checks made to hide the
weapon.
FN FNS-40 Longslide three 14 round magazines
This weapon will not explode if using overpressure ammunition.
Uses FNS/FNP-40 magazines.

Hämmerli 150 Match barrel S&W Model 500, 4’’ Compensator


This weapon is a mastercraft weapon and grants a +1 bonus on This weapon is not affected by the error range that comes from
attack rolls. using alternate forms of ammunition.
This weapon is not affected by the error range that comes from
using alternate forms of ammunition. S&W Model 986, 5’’ This weapon is not affected by the error
range that comes from using alternate forms of ammunition.
H&K Mk23 SOCOM
This weapon is a mastercraft weapon and grants a +1 bonus on Sig-Sauer P210 two 8 round magazines
attack rolls. This weapon is a grandmastercraft weapon and grants a +2 bonus
two 12 round magazines and a threaded barrel on attack rolls.

IMI Desert Eagle Mark VII (.50 Action Express) Taurus Model 608
two 7 round magazines This weapon is not affected by the error range that comes from
using alternate forms of ammunition.
IMI Desert Eagle Mark VII (.44 Magnum) Ported barrel
two 8 round magazines
Taurus Model 990 Tracker
IMI Desert Eagle Mark VII (.357 Magnum) This weapon is not affected by the error range that comes from
one 9 round magazine using alternate forms of ammunition.

Magnum Research BFR(All Models) This weapon is a Taurus Model 991 Tracker
mastercraft weapon and grants a +1 bonus on attack rolls. This weapon is not affected by the error range that comes from
This weapon is not affected by the error range that comes from using alternate forms of ammunition.
using alternate forms of ammunition.
Wildey one 7 round magazine
LAR Grizzly one 7 round magazine This weapon is a mastercraft weapon and grants a +1 bonus on
attack rolls.
LAR Grizzly Mark I
two 7 round magazines Wilson Combat Hunter (.460 Rowland)
This weapon is a Grandmastercraft weapon and grants a +3 bonus
LAR Grizzly Mark V on attack rolls.
two 7 round magazines one 7 round magazine

Para Ordnance TS Elite Hunter Wilson Combat Hunter (10mm Auto)


This weapon is a mastercraft weapon and grants a +1 bonus on This weapon is a Grandmastercraft weapon and grants a +3 bonus
attack rolls. on attack rolls.
Precision barrel and two 9 round magazines one 9 round magazine
Uses 10mm 1911 magazines. Uses 10mm 1911 magazines.
152

11.4.2 World War II Handguns


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


FP-45 Liberator .45 ACP Int:1 — 5’ SA T 16 1 (for 4) 0% L

Table 144: World War II Holdout Handguns

11.4.2.1 World War II Holdout Handguns

FP-45 Liberator
This weapon takes 14 CP to reload.
3 .45 ACP FMJ/Lead rounds
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Beretta M1934 .380 ACP Box:7:1 FB 25’ SA T 23 20 0% L
Beretta M1935 .32 ACP Box:8:1 FB 25’ SA T 23 23 0% L
CZ vz. 27 .32 ACP Box:8:1 FB 25’ SA S 24 18 0% L
Walther PP .32 ACP Box:8:1 FB 25’ DA T 23 5 0% L
Walther PPK .380 ACP Box:6:1 FB 25’ DA T 23 6 0% L
Walther P38 9x19mm Box:8:1 FB 30’ DA S 28 5 0% L

Table 145: World War II Backup Handguns

11.4.2.2 World War II Backup Handguns Walther PP one 8 round magazine


This weapon is a mastercraft weapon and grants a +1 bonus on
Beretta M1934 one 7 round magazine attack rolls.
This weapon gets a +2 to all stealth checks made to hide the
weapon.
Walther PPK one 6 round magazine
Beretta M1935 one 8 round magazine This weapon is a mastercraft weapon and grants a +1 bonus on
This weapon gets a +2 to all stealth checks made to hide the attack rolls.
weapon.

CZ vz. 27 one 8 round magazine Walther P38 one 8 round magazine


This weapon gets a +2 to all stealth checks made to hide the This weapon is a mastercraft weapon and grants a +1 bonus on
weapon. attack rolls.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Lahti L-35 9x19mm Box:8:1 FB 30’ SA S 42 11 0% L
Mauser C96 7.63x25mm Mauser Int:10 FB 40’ SA M 40 32 0% L
Mauser C96 ‘‘Red 9’’ 9x19mm Int:10 FB 40’ SA M 40 30 0% L
Shanxi Type 17 .45 ACP Int:10 FB 40’ SA M 46 65 0% L
TT-33 7.62x25mm Tokarev Box:8:1 FB 30’ SA S 30 10 0% L
7.63x25mm Mauser
Vis 9x19mm Box:8:1 FB 30’ SA S 39 12 0% L
Welrod 9x19mm Box:6:2 B 20’ Bolt S 52 20 0% R
Welrod .32 ACP Box:8:2 B 20’ Bolt S 36 20 0% R

Table 146: World War II Full Size Handguns


153

11.4.2.3 World War II Full Size Handguns TT-33 one 8 round magazine
This weapon gets a +2 to all stealth checks made to hide the
Lahti L-35 one 8 round magazine weapon.

Vis one 8 round magazine


Mauser C96 Detachable stock
Welrod (9x19mm) one 6 round magazine, Permanent Lv. 2
Mauser C96 ‘‘Red 9’’ Detachable stock suppressor

Shanxi Type 17 Welrod (.32 ACP) one 8 round magazine, Permanent Lv. 1
Detachable stock suppressor

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Baby Browning .25 ACP Box:6:1 F 20’ SA T 9 6 0% L
Colt Model 1908 Vest Pocket .25 ACP Box:6:1 F 20’ SA T 12 10 0% L

Table 147: World War I Holdout Handguns

11.4.3 World War I and the Roaring ’20s Handguns 11.4.3.1 World War I Holdout Handguns
These handguns were created during the World War 1 Era.
These were the base handguns for World War 1, World War 2 and Baby Browning one 6 round magazine
the Korean War.
All weapons listed here have a 75% error range due to age,
and must be cleaned, repaired, and oiled to remove said error Colt Model 1908 Vest Pocket
range. one 6 round magazine

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Colt Model 1903 Hammerless .32 ACP Box:8:1 FB 25’ SA T 24 4 0% L
Colt Model 1908 Hammerless .380 ACP Box:7:1 FB 25’ SA T 24 4 0% L
Colt Model 1908 Vest Pocket .25 ACP Box:6:1 F 20’ SA T 24 8 0% L
Mauser HSc .32 ACP Box:8:1 FB 25’ SA T 25 8 0% L
Mauser HSc .380 ACP Box:7:1 FB 30’ SA T 25 7 0% L
Ruby .32 ACP Box:8:1 FB 25’ SA T 29 3 0% L
Sauer 38H .32 ACP Box:8:1 FB 30’ SA T 24 7 0% L
Star Model 14 Troop .32 ACP Box:9:1 FB 25’ SA S 32 4 0% L
Star Model 14 Officer .32 ACP Box:9:1 FB 25’ SA S 31 4 0% L

Table 148: World War I Backup Handguns

11.4.3.2 World War I Backup Handguns Mauser HSc (.32 ACP)


one 8 round magazine
Colt Model 1903 Hammerless
This weapon gets a +2 to all stealth checks made to hide the Mauser HSc (.380 ACP)
weapon. one 7 round magazine
one 8 round magazine
Ruby one 8 round magazine
Colt Model 1908 Hammerless
This weapon gets a +2 to all stealth checks made to hide the
weapon. Sauer 38H one 8 round magazine
one 7 round magazine
Star Model 14 Officer
Colt Model 1908 Vest Pocket This weapon gets a +2 to all stealth checks made to hide the
one 6 round magazine weapon.
154

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Colt 1917 Revolver .45 ACP Cyl:6 FB 30’ DA S 40 23 0% L
Colt New Service .45 Long Colt Cyl:6 FB 30’ DA S 38 22 0% L
Colt M1892 .38 Long Colt Cyl:6 FB 30’ DA S 33 22 0% L
Colt 1911 .455 Webley Box:7:3 FB 30’ SA S 38 40 0%
Colt 1911A1 .45 ACP Box:7|8:1 FB 30’ SA S 39 25 0% L
Colt Official Police .38 Special Cyl:6 FB 30’ DA S 34 26 0% L
Colt Police Positive .38 Special Cyl:6 FB 35’ DA S 34 22 0% L
Dreyse M1907 .32 ACP Box:7:1 FB 25’ SA S 25 20 0% L
FN Model 1910 .32 ACP Box:7:1 FB 25’ SA S 25 24 0% L
FN Model 1910 .380 ACP Box:6:1 FB 25’ SA S 25 21 0% L
Glisenti Model 1910 9x19mm Box:7:1 B 25’ SA S 29 25 0% L
Luger Lange P.08 9x19mm Box:8|32:1 FB 40’ SA M/L 36 85 5% L
Luger P.08 9x19mm Box:8|32:1 FB 30’ SA S 30 60 5% L
Nagant M1895 Revolver 7.62x38mmR Cyl:7 FB 35’ SA S 28 10 0% L
Private’s Model
Nagant M1895 Revolver 7.62x38mmR Cyl:7 FB 35’ DA S 28 10 0% L
Officer’s Model
Smith & Wesson Model 10 .38 Special Cyl:6 F B 30’ DA S 34 13 0% L
Steyr M1912 9x23mm Steyr Int:8 F B 30’ SA S 41 19 0% L
Steyr M1912 9x19mm Int:8 F B 30’ SA S 41 22 0% L
Steyr Mannlicher M1894 7.63mm Mannlicher Int:6 F B 30’ SA S 44 23 35% L
Steyr Mannlicher M1901 7.63mm Mannlicher Int:8 F B 30’ SA S 44 44 10% L
Type 14 Nambu 8x22mm Nambu Box:8:1 F B 25’ SA S 31 25 20% L
Type 26 Revolver 9mm Japanese Revolver Cyl:6 F B 25’ DAO S 36 33 0% L
Enfield No. 2 Mk I .38/200 Cyl:6 F B 30’ DA S 27 38 0% L
Revolver
Webley Mk VI Revolver .455 Webley Cyl:6 FB 35’ DA S 38 20 0% L
Webley Mk IV Service .38/200 Cyl:6 FB 30’ DA S 38 23 0% L
Revolver

Table 149: World War I Full Size Handguns


155

11.4.3.3 World War I Full Size Hand- FN Model 1910 (.32 ACP) Nagant M1895 Revolver Officer’s
guns This weapon gets a +2 to all stealth checks Model
made to hide the weapon. This weapon can not use speed loaders.
one 7 round magazine This weapon can accept and use a
Colt 1917 Revolver suppressor
This weapon is not affected by the error FN Model 1910 (.380 ACP)
range that comes from using alternate This weapon gets a +2 to all stealth checks
forms of ammunition. made to hide the weapon. Smith & Wesson Model 10
one 6 round magazine This weapon is not affected by the error
range that comes from using alternate
Colt New Service forms of ammunition.
Glisenti Model 1910
This weapon is not affected by the error
one 7 round magazine
range that comes from using alternate
forms of ammunition. Type 14 Nambu one 8 round magazine
Luger Lange P.08
one 32 round magazine, detachable stock
Colt 1911 one 7 round magazine Uses luger magazines. Webley Mk VI Revolver
This weapon is not affected by the error
Luger P.08 one 8 round magazine range that comes from using alternate
Colt 1911A1 one 7 round magazine Uses luger magazines. forms of ammunition.
Uses 1911 magazines.
Nagant M1895 Revolver Private’s
Model Webley Mk IV Service Revolver
Dreyse M1907 one 7 round magazine This weapon can not use speed loaders. This weapon is not affected by the error
This weapon gets a +2 to all stealth checks This weapon can accept and use a range that comes from using alternate
made to hide the weapon. suppressor forms of ammunition.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


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

Table 150: Wild West Holdout Handguns


156

11.4.4 The Wild West and American 11.4.4.1 Wild West Holdout Handguns range that comes from using alternate
Civil War Handguns forms of ammunition.
These handguns were created and used Colt 3rd Model Derringer
during the Wild West frontier era, as well This weapon is not affected by the error
Colt Cloverleaf
as the American Civil War. range that comes from using alternate
This weapon can not use Speedloaders.
All weapons listed here have a 90% forms of ammunition.
Error range due to age, and must be
cleaned, repaired, and oiled to remove said Colt 4th Model Derringer James Reid ‘‘Knuckle-Duster’’
error range. This weapon is not affected by the error This weapon can not use Speedloaders.
157

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Colt New Line .22 LR Cyl:5 F 20’ SA S 22 30 0% L
Colt Single Action Army Cavalry .45 LC .45 Schofield Cyl:6 FB 40’ SA S 36 35 0% L
Colt Single Action Army Artillery .45 LC .45 Schofield Cyl:6 FB 35’ SA M 40 40 0% L
Colt Single Action Army Gunfighter .45 LC .45 Schofield Cyl:6 FB 30’ SA S 33 30 0% L
Colt Single Action Army Banker’s Special .45 LC .45 Schofield Cyl:6 FB 20’ SA S 30 28 0% L
Colt Single Action Army Cavalry .44 Special Cyl:6 FB 40’ SA S 36 35 0% L
Colt Single Action Army Artillery .44 Special Cyl:6 FB 35’ SA M 40 40 0% L
Colt Single Action Army Gunfighter .44 Special Cyl:6 FB 30’ SA S 33 30 0% L
Colt Single Action Army Banker’s Special .44 Special Cyl:6 FB 20’ SA S 30 28 0% L
Colt Frontier Cavalry .44-40 Winchester Cyl:6 FB 40’ SA S 36 35 0% L
Colt Fronter Artillery .44-40 Winchester Cyl:6 FB 35’ SA M 40 40 0% L
Colt Frontier Gunfighter .44-40 Winchester Cyl:6 FB 30’ SA S 33 30 0% L
Colt Frontier Banker’s Special .44-40 Winchester Cyl:6 FB 20’ SA S 30 28 0% L
Colt Frontier Artillery .44 Henry Cyl:6 FB 40’ SA M 36 35 0% L
Colt Bisley .41 Long Colt Cyl:6 FB 40’ SA S 36 22 0% L
Colt Bisley .45 Long Colt Cyl:6 FB 40’ SA S 36 29 0% L
Colt Flat Top .45 LC .45 Schofield Cyl:6 FB 35’ SA M 40 32 0% L
Colt Lightening .38 Long Colt Cyl:6 FB 30’ SA S 36 23 0% L
Colt Thunderer .41 Long Colt Cyl:6 FB 30’ SA S 38 28 0% L
Enfield Mk II Revolver .476 Enfield Cyl:6 FB 30’ DA S 27 39 0% L
Smith & Wesson Model 3 .44 American Cyl:6 FB 30’ SA M 46 45 0% L
Smith & Wesson Model 3 .44 Russian Cyl:6 FB 30’ SA M 46 55 0% L
Smith & Wesson Schofield Revolver .45 Schofield Cyl:6 FB 30’ SA M 46 45 0% L
Smith & Wesson 44DA Frontier .44 Russian Cyl:6 FB 30’ DA S 32 45 0% L
Smith & Wesson DA Second Model .38 S&W Cyl:6 FB 25’ DA S 36 40 0% L
Webley Mk I Revolver .455 Webley Cyl:6 FB 35’ DA S 34 24 0% L

Table 151: Wild West Full Size Handguns


158

11.4.4.2 Wild West Full Size Handguns Colt Bisley (Both calibers)
This weapon can not use Speedloaders.
Colt New Line
This weapon gets a +2 to all stealth checks made to hide the Colt Flat Top
weapon. This weapon is a mastercraft weapon and grants a +1 bonus on
This weapon can not use Speedloaders. attack rolls.
This weapon can not use Speedloaders.
Colt Single Action Army Cavalry (Both calibers)
This weapon can not use Speedloaders. Colt Lightening
This weapon can not use Speedloaders.
Colt Single Action Army Artillery (Both calibers)
This weapon can not use Speedloaders.
Colt Thunderer
This weapon can not use Speedloaders.
Colt Single Action Army Gunfighter (Both calibers)
This weapon can not use Speedloaders.
Enfield Mk II Revolver
Colt Single Action Army Banker’s Special (Both calibers) This weapon is not affected by the error range that comes from
This weapon can not use Speedloaders. using alternate forms of ammunition.

Colt Frontier Cavalry Enfield No. 2 Mk I Revolver


This weapon can not use Speedloaders. This weapon is not affected by the error range that comes from
using alternate forms of ammunition.
Colt Frontier Artillery (Both calibers)
This weapon can not use Speedloaders. Smith & Wesson 440DA Frontier
This weapon is not affected by the error range that comes from
Colt Frontier Gunfighter using alternate forms of ammunition.
This weapon can not use Speedloaders.
Webley Mk I Revolver
Colt Frontier Banker’s Special This weapon is not affected by the error range that comes from
This weapon can not use Speedloaders. using alternate forms of ammunition.
159

11.5 Personal Defense Weapons members for a variety of situations. Submachine guns are highly
effective in close quarters; their lower-powered pistol cartridges
‘‘You don’t need to be a better shot—you just need to shoot
make them generally more controllable in fully automatic fire
MORE BULLETS!’’ —Marcus Kincaid
compared to assault rifles, while their small size and light weight
A personal defense weapon (PDW) is a compact semi-
grant maneuverability. However, pistol cartridges generally have
automatic or fully automatic firearm similar in most respects to a
low effectiveness against targets protected by body armor or
submachine gun, but firing a (often proprietary) rifle round, giving
cover, and are short-ranged compared to intermediate and rifle
a PDW better range, accuracy and armor-penetrating capability
cartridges.
than submachine guns, which fire pistol-caliber cartridges. The
class of weapon as it exists today evolved as a hybrid between a
submachine gun and a carbine, retaining the compact size and Open vs. Closed Bolt
ammunition capacity of the former while adding the ammunition
power, accuracy and penetration of the latter. For the context A semi or full automatic firearm is said to fire from an open
of this book, PDWs include submachine guns as well as machine bolt if, when ready to fire, the bolt and working parts are held to
pistols. the rear. When the trigger is pulled the bolt goes forward, feeding
A machine pistol is a handgun-style, often magazine-fed and a round from the magazine into the chamber and firing it. Like
self-loading firearm, capable of fully automatic or burst fire, and any other self-loading design without an external power supply,
normally chambered for pistol cartridges. The term is a literal the action is cycled by the energy of the shot; this sends the bolt
translation of Maschinenpistole, the German term for a hand- back to the rear, ejecting the empty cartridge case and preparing
held automatic weapon. While the dividing line between machine for the next shot. Generally, open bolt is used for automatic
pistols and compact submachine guns is hard to draw, the term weapons and not for semi automatic weapons.
‘‘submachine gun’’ usually refers to larger automatic firearms Compared to a closed-bolt design, open-bolt weapons
scaled down from a full-sized machine gun to fire handgun rounds, generally have fewer moving parts. The firing pin is usually part
while the term ‘‘machine pistol’’ usually refers to a weapon built of the bolt, saving on manufacturing costs. In automatic weapons
up from a semi-automatic pistol design. Machine pistols, however, an open bolt helps eliminate the dangerous phenomenon known
break away from this definition with the new arrival of rifle as ‘‘cook-off’’, wherein the firing chamber becomes so hot that
caliber handguns, that are extremely cut down rifles, with a rounds spontaneously fire without trigger input. Open-bolt designs
semi-automatic rate of fire, and lacking a stock. typically operate much cooler than closed-bolt designs, making
In a law enforcement context, machine pistols are used by them more suitable for constant full-automatic weapons such as
tactical police units such as SWAT teams or hostage rescue teams machine guns.
which are operating inside buildings and other cramped spaces, Open bolt weapons are more prone to fire when dropped,
who need a small, concealable weapon with a high rate of fire. and the open mechanism is more subject to picking up dirt when
Bodyguards from police or government agencies sometimes carry in the ready position, and so may require an additional ejector
concealed machine pistols when they are protecting high-risk door or similar mechanism to exclude dust and dirt. Some open-
VIPs. Criminal gang members such as narcotics traffickers also bolt designs can suffer ‘‘slamfire’’, in which bolt retention fails
use machine pistols, typically guns which have been illegally and the weapon discharges even with no trigger input. Open bolt
converted to fire in a fully automatic fashion. weapons can not chamber a round in the barrel, and thus are
In a military setting, some countries issue machine pistols restricted to the amount of the rounds in the magazines. Accuracy
as personal defense side arms to infantry, paratroopers, artillery can suffer somewhat in an open-bolt design, but this is generally
crews, helicopter crews or tank crews. They have also been less of a concern in automatic weapons.
used in close quarters combat settings where a small weapon is A semi or full-automatic firearm which is said to fire from
needed. a closed bolt is one where, when ready to fire, a round is in the
A submachine gun is an automatic carbine, designed to fire chamber and the bolt and working parts are forward. When the
pistol cartridges. It combines the automatic fire of a machine trigger is pulled the firing pin or striker fires the round, the action
gun with the cartridge of a pistol, which allows for controllable is cycled by the energy of the shot sending the bolt to the rear
automatic fire in a close setting. Sub-machine guns almost always which extracts and ejects the empty cartridge case, the bolt then
have stocks, and are used like close ranged rifles. goes forward feeding a fresh round from the magazine into the
In the early 20th century, experiments were made by chamber, ready for the next shot.
converting stocked pistols from semi to fully automatic, thereby Closed bolt designs are more accurate for the first round and
making machine pistols. Stocked automatic weapons firing pistol for semi automatic fire, and dont have the movement of working
rounds were developed around the same time during World War parts to inhibit accuracy. The first round sits consistently in the
I, by Italy, Germany, and the United States. The first dedicated chamber, which allows the topping off of a magazine, for +1 round.
designs were developed in the latter stages of World War I both The action remaining closed the majority of the time prevents
as improvements on earlier stocked pistols, and to offer an foreign debris from entering the gun. When firing, the action
advantage in trench warfare. They were popularized in the can be locked forward to further reduce noise in a suppressed
1920s and 1930s as weapon of choice of American gangsters weapon, thereby operating it in a single shot mode.
and police. Submachine guns rose to prominence as a front Closed Bolt weapons are generally more expensive to make,
line close-quarters combat weapon and commando firearm and they can suffer from cook-off. Closed bolt designs are
during World War II. They are now widely used by police SWAT, typically seen in semi-automatic weapons, such as handguns,
military commando, paramilitary, and counter-terrorism team shotguns, and rifles.
160

11.5.1 Modern Personal Defense Weapons


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AEK-919K 9x18mm PM Box:20:1/30:2 FB 20’ CB: SL M 44 14 0% M&P
‘‘Kashtan’’
APS 9x18mm PM Box:20:2 FB 20’ CB: DA/SA/Auto(F) S/L 43 23 5% M&P
Cobray M-11/9 9x19mm Box:10:1/32:3 FB 35’ CB: SL M 80 10 10% L
Cobray M-12 .380 ACP Box:10:1/32:3 FB 35’ CB: SL M 80 9 0% L
Glock 18 9x19mm Box:17|19:1/33:2 F B 1T 30’ CB: PA/Auto(F) S 21 25 0% M&P
Ingram 9x19mm Box:20|32:1 FB 30’ OB: SL/Auto(F) M 100 20 5% M&P
MAC-10
Ingram .45 ACP Box:30:1 FB 30’ OB: SL/Auto(F) M 100 20 5% M&P
MAC-10
Ingram MAC-11 .380 ACP Box:16|32:1 FB 30’ OB: SL/Auto(F) M 56 25 5% M&P
Intratec TEC-9 9x19mm Box:10|20|32|36:1/50:2 FB 35’ OB: SL L 49 10 25% L
Intratec 9x19mm Box:10|20|32|36:1/50:2 FB 30’ OB: SL M 43 10 25% L
TEC-9M
Kel-Tec PLR-22 .22 LR Box:26:2 F B O 1T 50’ CB: SL L 44 20 5% L
Masterpiece 5.7x28mm Box:10:2/20:3/30:4 FBO 35’ CB: SL M 38 18 0% L
Arms 5.7 Pistol
Masterpiece 9x19mm Box:15|17|19:1/33:2 FBO 35’ CB: SL M 38 18 0% L
Arms 930
MAT-49 9x19mm Box:20:1/32:2 FB 25’ OB: Auto(M) M/L 100 14 15% M&P
Škorpion vz. .32 ACP Box:10:1/20:2 FB 30’ CB: SL M 44 24 0% L
61S

Table 152: Cheap Modern Machine Pistols

11.5.1.1Cheap Modern Machine Pistols Ingram MAC-10 (.45 ACP) Masterpiece Arms 930 Uses Glock 26
one 30 round magazine, integral stock, magazines.
AEK-919K ‘‘Kashtan’’ an integral stock threaded barrel one 15 round magazine
and one 20 round magazines
Ingram MAC-11
Cobray M-11/9 two 10 round magazines, one 16 round magazine, integral stock, MAT-49
threaded barrel threaded barrel one 20 round magazine, integral stock
Uses MAC-10 9mm magazines.
This weapon must be folded out completely
to use, which requires 5 combat points.
Cobray M-12 two 10 round magazines, Intratec TEC-9 & TEC-9M
threaded barrel one 32 round magazine
Uses MAC-11 magazines. Uses TEC-9 magazines.
APS
two 20 round magazines, Removable stock
Glock 18 two 17 round magazines
Kel-Tec PLR-22 one 26 round magazine
Uses Glock 26 magazines.

Ingram MAC-10 (9x19mm) Masterpiece Arms 5.7 Pistol one 20 Škorpion vz. 61S
one 32 round magazine, integral stock, round magazine two 20 round magazines
threaded barrel Uses Five-seveN magazines. Uses Škorpion magazines.
161

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


APB 9x18mm PM Box:20:2 FB 20’ CB: DA/SA/Auto(F) S/M 58 30 5% M&P
Auto Ordinance .45 ACP Box:10|20|30:1 FB 45’ CB: SL L 94 66 0% L
TA510D Box:50:2/100:4
Beretta 93R 9x19mm Box:10|15:1/17|20|30:2 FB 40’ CB: DA/SA/3RB M/L 41 45 0% M&P
Brugger and 9x19mm Box:15:1/30:2 FBO 40’ CB: SL/Auto(F) M 49 60 0% M&P
Thomet MP9
Brugger and 9x19mm Box:15:1/30:2 F B 1T 40’ CB: SL/Auto(F) M 45 52 0% L
Thomet TP9
CZ 75 Automatic 9x19mm Box:25:2 F B 1T 30’ CB: DA/SA/Auto(F) M 49 40 0% M&P
CZ Scorpion EVO 9x19mm Box:10|20|30:1 F B O 3T 50’ CB: SL M 90 40 0% L
3 Pistol
Century Arms 7.62x39mm Box:10|20|30:1 FB 55’ CB: SL M 88 28 0% L
Draco Pistol Box:40:2/75:5
FAL SA58 Pistol 7.62x51mm Box:10:1/20:2/30:3 FB 60’ CB: SL M 152 65 0% L
PTR-91 PDW 7.62x51mm Box:20:3/50:7 FB 85’ CB: SL/3RB/Auto(S) L 150 55 0% M&P
H&K VP70M 9x19mm Box:18:2 FB 30’ CB: PA/3RB* S/L 28 35 0% M&P
H&K MP7A1 4.6x30mm Box:20:2/30:3/40:4 F B O 2T 45’ CB: PA/3RB/Auto(F) M 42 60 0% M&P
IMI Uzi Pistol 9x19mm Box:20|32:1/50:2 FB 30’ CB: SL S 59 45 0% L
IMI Micro-Uzi 9x19mm Box:20|32:1/50:2 FB 30’ OB: SL/Auto(F) M 52 39 0% M&P
IWI Uzi Pro 9x19mm Box:20|32:1/50:2 F B O 2T 30’ CB: SL/Auto(F) M 81 59 0% M&P
Kel-Tec PLR-16 5.56x45mm Box:5|10|20|30:1 F B O 1T 55’ CB: SL L 54 33 0% L
Box:100:8
OTs-33 ‘‘Pernach’’ 9x18mm PM Box:18:2/27:4 FB 35’ CB: SL/Auto(F) M 41 43 0% M&P
PP-2000 9x19mm Box:20:2/44:3 FBO 40’ CB: SL/Auto(M) M 45 43 0% M&P
Ruger MP-9 9x19mm Box:32:2 FB 45’ CB: SL/Auto(M) M 105 30 0% M&P
SIG MPX 9x19mm Box:10|20|30:3 F B O 3T 45’ CB: SL M 97 60 0% L
Škorpion vz. 61 .32 ACP Box:10:1/20:2 FB 30’ CB: SL/Auto(M) M 44 30 0% M&P
Steyr TMP 9x19mm Box:15:1/30:2 FB 40’ CB: SL/Auto(F) M 46 44 0% M&P
Steyr SPP 9x19mm Box:10:1/15|30:2 FB 35’ CB: SL M 40 38 0% L

Table 153: Expensive Modern Machine Pistols


162

11.5.1.2 Expensive Modern Machine FAL SA58 Pistol OTs-33 ‘‘Pernach’’


Pistols one 10 round magazine, Pistol grip three 18 round magazines, Removable
Uses FAL magazines. stock
Auto Ordinance TA510D
one 10 round magazine, Pistol grip PTR-91 PDW PP-2000
Uses Thompson magazines. one 20 round magazine, Bayonet lug, Pistol This weapon can store an extra 20 round
grip or 44 round magazine in the back of the
Beretta 93R Uses G3 magazines. weapon, negating the need to reach into a
one 20 round magazine, permanent pack to retrieve ammuntion.
vertical foregrip, detachable stock, ported H&K VP70M one 20 round and 44 round magazine,
barrel two 18 round magazines, Detachable stock Integral stock
Uses 92FS magazines. *Can only make 3 round Burst Fire attacks
with the stock attached Ruger MP-9
Brugger and Thomet MP9 one 32 round magazine, Integral stock
two 30 round magazines, Integral stock, H&K MP7A1
Permanent vertical foregrip This weapon is a mastercraft weapon and SIG MPX
Uses SPP magazines. grants a +1 bonus on attack rolls. two 20 round magazines
two 20 round magazines, integral stock, uses MPX Magazines
Brugger and Thomet TP9 permanent vertical foregrip
one 15 round magazine Škorpion vz. 61
Uses SPP magazines. IMI Uzi Pistol one 20 round magazine two 20 round magazines, folding stock
Uses Uzi magazines. Uses Škorpion magazines.
CZ 75 Automatic
two 25 round magazines, Magazine IMI Micro-Uzi APB
foregrip one 20 round magazine, Integral stock two 20 round magazines, Lv2 suppressor,
Uses Uzi magazines. detachable stock
CZ Scorpion EVO 3 Pistol
two 20 round magazines IWI Uzi Pro Steyr TMP
Uses EVO 3 magazines. one 20 round magazine, Integral stock one 15 round and 30 round magazine,
Uses Uzi magazines. permanent vertical foregrip
Century Arms Draco Pistol Uses SPP magazines.
one 20 round magazine, Pistol grip Kel-Tec PLR-16 one 10 round magazine
Uses AK-47 magazines. Uses M4/16 magazines. Steyr SPP two 15 round magazines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Agram 2000 9x19mm Box:15|22:1/32:2 FB 35’ OB: SL/Auto(M) M 63 14 15% M&P
Beretta Mx4 9x19mm Box:10|15|17:1/30:2/20:3 F B O 1T 60’ CB: SL/Auto(M) L 87 28 0% M&P
Storm (92FS)
Beretta Mx4 9x19mm Box:10|15:1/20:3 F B O 1T 60’ CB: SL/Auto(M) L 87 28 0% M&P
Storm (Px4)
Calico M951-A 9x19mm Box:50:3 FB 45’ CB: SL/Auto(M) L 76 29 0% M&P
CZ Model 25 7.62x25mm Box:32:1 FB 30’ CB: SL/Auto(S) M 115 18 5% M&P
Kommando 9x19mm Box:20|32:1/50:2 FB 25’ CB: SL/Auto(M) M 95 15 5% M&P
LDP
OTs-02 9x18mm PM Box:10:1/20:2/30:3 FB 20’ CB: SL/Auto(F) S/M 56 20 0% M&P
‘‘Kiparis’’
PP-90 9x18mm PM Box:30:3 F 30’ OB: Auto(F) S/M 70 30 15% M&P
PP-91 KEDR 9x18mm PM Box:20:1/30:2 FB 20’ CB: SL/Auto(F) S/M 56 20 0% M&P

Table 154: Cheap Modern Sub-Machine Guns

11.5.1.3 Cheap Modern SMGs Calico M951-A Kommando LDP


one 50 round magazine, folding stock Uses Uzi magazines
one 20 round magazine, folding stock
Agram 2000 two 22 round magazines

Beretta Mx4 Storm (Both) CZ Model 25 one 32 round magazine, OTs-02 ‘‘Kiparis’’ one 20 round maga-
two 30 round magazines, fixed stock folding stock zine, folding stock
163

PP-90 one 30 round magazine, Folding stock PP-91 KEDR one 20 round magazine,
This weapon must be folded out completely folding stock
to use, which requires 5 combat points.

11.5.1.4 Expensive Modern SMGs H&K MP5K H&K MP5/10A3


This weapon is a mastercraft weapon and This weapon is a mastercraft weapon and
Beretta Model 12 grants a +1 bonus on attack rolls. grants a +1 bonus on attack rolls.
two 20 round magazines, integral stock one 15 round magazine, Permanent vertical one 30 round magazine, Fixed stock
foregrip Uses MP5/10 magazines.
Uses MP5 magazines.
Colt RO635
two 20 round magazines, synthetic stock H&K MP5/10A4
Uses Uzi magazines. H&K MP5KA4 This weapon is a mastercraft weapon and
This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls.
CZ Scorpion EVO 3 SMG grants a +1 bonus on attack rolls. one 30 round magazine, Folding stock
two 30 round magazines, Folding stock one 15 round magazine, Permanent vertical Uses MP5/10 magazines.
Uses EVO 3 magazines. foregrip
Uses MP5 magazines.
H&K MP5/10A5
FN P90 uses P90 magazines This weapon is a mastercraft weapon and
one 50 round magazine, permanent fixed H&K MP5K-PDW grants a +1 bonus on attack rolls.
stock This weapon is a mastercraft weapon and one 30 round magazine, Fixed stock
grants a +1 bonus on attack rolls. Uses MP5/10 magazines.
H&K MP5A2 one 15 round magazine, Threaded barrel,
This weapon is a mastercraft weapon and Permanent vertical foregrip, Folding stock
H&K MP5/40A2
grants a +1 bonus on attack rolls. Uses MP5 magazines.
This weapon is a mastercraft weapon and
one 30 round magazine, Folding stock grants a +1 bonus on attack rolls.
Uses MP5 magazines. H&K MP5SD5 one 30 round magazine, Folding stock
This weapon is a mastercraft weapon and Uses MP5/40 magazines.
H&K MP5A3 grants a +1 bonus on attack rolls.
This weapon is a mastercraft weapon and one 30 round magazine, Lv. 2 Suppressor,
H&K MP5/40A3
grants a +1 bonus on attack rolls. Fixed stock
This weapon is a mastercraft weapon and
one 30 round magazine, Fixed stock
grants a +1 bonus on attack rolls.
Uses MP5 magazines.
H&K MP5SD6 one 30 round magazine, Fixed stock
This weapon is a mastercraft weapon and Uses MP5/40 magazines.
H&K MP5A4 grants a +1 bonus on attack rolls.
This weapon is a mastercraft weapon and one 30 round magazine, Lv. 2 Suppressor,
grants a +1 bonus on attack rolls. H&K MP5/40A4
Folding stock
one 30 round magazine, Folding stock This weapon is a mastercraft weapon and
Uses MP5 magazines. grants a +1 bonus on attack rolls.
H&K MP5SD-N1 one 30 round magazine, Folding stock
This weapon is a mastercraft weapon and Uses MP5/40 magazines.
H&K MP5A5 grants a +1 bonus on attack rolls.
This weapon is a mastercraft weapon and
one 30 round magazine, Lv. 2 Suppressor,
grants a +1 bonus on attack rolls. H&K MP5/40A5
Folding stock
one 30 round magazine, Fixed stock This weapon is a mastercraft weapon and
Uses MP5 magazines. grants a +1 bonus on attack rolls.
H&K MP5SD-N2 one 30 round magazine, Fixed stock
H&K MP5A4 This weapon is a mastercraft weapon and Uses MP5/40 magazines.
This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls.
grants a +1 bonus on attack rolls. one 30 round magazine, Lv. 2 Suppressor,
Fixed stock H&K UMP45
one 30 round magazine, Folding stock two 25 round magazines, Folding stock
Uses MP5 magazines. Uses MP5 magazines.

H&K MP5/10A2 H&K UMP9


H&K MP5A5
two 30 round magazines, Folding stock
This weapon is a mastercraft weapon and This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. grants a +1 bonus on attack rolls.
one 30 round magazine, Fixed stock one 30 round magazine, Folding stock H&K UMP40
Uses MP5 magazines. Uses MP5/10 magazines. two 30 round magazines, Folding stock
164

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Beretta Model 12 9x19mm Box:20:2/32|40:3 FB 40’ OB: SL/Auto(S) M/L 105 35 0% M&P
Colt RO635 9x19mm Box:20|32:1/50:2 FB 45’ CB: SL/Auto(F) L 96 45 0% M&P
CZ Scorpion EVO 9x19mm Box:10|20|30:1 F B O 3T 50’ CB: SL/3RB/Auto(F) L 90 55 0% M&P
3 SMG
FN P90 5.7x28mm Box:30:1/50:2 FB 60’ CB: SL/Auto(F) L 96 55 0% M&P
H&K MP5A2 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/Auto(M) L 88 40 0% M&P
H&K MP5A3 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/Auto(M) L 108 40 0% M&P
H&K MP5A4 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/3RB/Auto(M) L 102 45 0% M&P
H&K MP5A5 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/3RB/Auto(M) L 108 45 0% M&P
H&K MP5A4 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/2RB/Auto(M) L 102 45 0% M&P
H&K MP5A5 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/2RB/Auto(M) L 108 45 0% M&P
H&K MP5K 9x19mm Box:15:1/30:2/100:10 F BO 40’ CB: SL/Auto(F) M 70 48 0% M&P
H&K MP5KA4 9x19mm Box:15:1/30:2/100:10 F BO 40’ CB: SL/3RB/Auto(F) M 70 52 0% M&P
H&K MP5K-PDW 9x19mm Box:15:1/30:2/100:10 F BO 40’ CB: SL/3RB(F) M/L 85 55 0% M&P
H&K MP5SD5 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/3RB(S) L 108 65 0% M&P
H&K MP5SD6 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/3RB(S) L 120 65 0% M&P
H&K MP5SD-N1 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/Auto(S) L 108 75 0% M&P
H&K MP5SD-N2 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL/Auto(S) L 120 75 0% M&P
H&K MP5/10A2 10mm Auto Box:15:1/30:2 F BO 55’ CB: SL/Auto(M) L 88 50 0% M&P
H&K MP5/10A3 10mm Auto Box:15:1/30:2 F BO 55’ CB: SL/Auto(M) L 108 50 0% M&P
H&K MP5/10A4 10mm Auto Box:15:1/30:2 F BO 55’ CB: SL/3RB/Auto(M) L 102 55 0% M&P
H&K MP5/10A5 10mm Auto Box:15:1/30:2 F BO 55’ CB: SL/3RB/Auto(M) L 108 55 0% M&P
H&K MP5/40A2 .40 S&W Box:15:1/30:2 F BO 50’ CB: SL/Auto(M) L 88 45 0% M&P
H&K MP5/40A3 .40 S&W Box:15:1/30:2 F BO 50’ CB: SL/Auto(M) L 108 45 0% M&P
H&K MP5/40A4 .40 S&W Box:15:1/30:2 F BO 50’ CB: SL/3RB/Auto(M) L 102 50 0% M&P
H&K MP5/40A5 .40 S&W Box:15:1/30:2 F BO 50’ CB: SL/3RB/Auto(M) L 108 50 0% M&P
H&K UMP45 .45 ACP Box:25:2 F BO 45’ CB: SL/2RB/Auto(S) L 92 40 0% M&P
H&K UMP9 9x19mm Box:30:2 F BO 45’ CB: SL/2RB/Auto(S) L 83 40 0% M&P
H&K UMP40 .40 S&W Box:30:2 F BO 45’ CB: SL/2RB/Auto(S) L 83 40 0% M&P
KRISS Vector .45 ACP Box:13:1/25:4 F BO 45’ CB: SL/2RB/Auto(F) L 96 40 0% M&P
Bizon 9x18mm PM Box:64:2 FB 40’ CB: SL/Auto(M) L 74 35 5% M&P
IMI Uzi 9x19mm Box:20|32:1/50:2 FB 40’ CB: SL/Auto(S) L 115 35 0% M&P
IMI Mini-Uzi 9x19mm Box:20|32:1/50:2 FB 35’ OB: SL/Auto(F) L 95 38 0% M&P
SITES Spectre M4 9x19mm Box:30:1/50:3 FB 40’ CB: SL/Auto(F) L 102 45 5% M&P
Steyr AUG Para 9x19mm Box:25|32:1 FB 50’ CB: SL/Auto(M) L 116 57 0% M&P
SIG MPX 9x19mm Box:10|20|30:3 F B O 3T 45’ CB: SL/Auto(F) L 140 68 0% M&P
L2A1 Sterling 9x19mm Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 95 32 0% M&P
L34A1 Sterling 9x19mm Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 95 32 0% M&P
Vityaz-SN 9x19mm Box:30:1 F B O 4T 30’ CB: SL/Auto(S) L 102 40 0% M&P

Table 155: Expensive Modern Sub-Machine Guns


165

KRISS Vector Uses Uzi magazines. L2A1 Sterling


two 13 round magazines, Threaded barrel, one 32 round magazine, Folding stock
Folding stock SITES Spectre M4 Uses Sten magazines.
Can accept 13 round Glock 30 magazines. two 30 round magazines

Bizon SIG MPX L34A1 Sterling


one 64 round magazine, Folding stock two 30 round magazines, Integral stock one 32 round magazine, Lv. 2 Suppressor,
uses MPX Magazines Folding stock
IMI Uzi Uses Sten magazines.
one 32 round magazine, Folding stock Steyr AUG Para
two 25 round magazines, Permanent fixed
IMI Mini-Uzi stock and vertical foregrip, Fixed 1.5× Vityaz-SN
one 32 round magazine, Folding stock telescopic sight two 30 round magazines, folding stock

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


K-50M 7.62x25mm Tokarev Box:35:1 FB 40’ OB: SL/Auto(M) L 155 60 20% R
7.63x25mm Mauser
Sten Mk V 9x19mm Box:28|32:1 B 40’ OB: SL/Auto(S) L 113 80 10% R

Table 156: Korean War Sub-Machine Guns

11.5.2 Korean War SMGs K-50M


one 35 round magazine, Fixed stock
These PDWs were created during the Korean War, but is by no
Uses PPSh magazines.
means limited to what was used. Many guns used in World War
2 and World War 1 were also used in the Korean War as well
All weapons listed here have a 50% error range due to age, Sten Mk V
and must be cleaned, repaired, and oiled to remove said error two 32 round magazines, Vertical foregrip, Fixed stock, Bayonet
range. lug

11.5.3 World War II PDWs


Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Mauser M712 Schnellfeuer 7.63x25mm Mauser Box:10|20:1 FB 40’ SL/Auto(M) M/L 72 45 15% R

Table 157: World War II Machine Pistols

11.5.3.1 World War II Machine Pistols

Mauser M712 Schnellfeuer


one 20 round magazine, Detachable stock
166

11.5.3.2 World War II Sub-Machine one 20 round magazine, Fixed stock PPS-42
Guns Uses Riesling magazines. two 35 round magazines, Folding stock
Uses PPSh magazines.
Austen M55 Reising
two 28 round magazines, Folding stock, When using the 12 round magazines for this PPSh-41
Permanent vertical foregrip weapon, the error range decreses by 10%. one 71 round magazine, Fixed stock
Uses Sten magazines. one 20 round magazine, Folding stock
Uses Riesling magazines. Sa vz. 48b
Beretta Model 1938A one 24 round magazine and folding stock
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. M60 Reising
Sten Mk II
one 30 round magazine, Bayonet lug, Fixed When using the 12 round magazines for this
two 32 round magazines
stock weapon, the error range decreses by 10%.
one 20 round magazine, Fixed stock
Suomi KP/-31
Beretta Model 38/49 one 50 round magazine, Fixed stock
one 30 round magazine, Bayonet lug, Fixed M65 Reising
stock When using the 12 round magazines for this Thompson M1928A1
Uses Model 38 magazines. weapon, the error range decreses by 10%. two 20 round magazines, Vertical foregrip,
one 12 round magazine, Fixed stock Fixed stock
Lanchester Mk1 Uses Thompson magazines.
This weapon is a mastercraft weapon and MAS-38
grants a +1 bonus on attack rolls. This weapon is a mastercraft weapon and Thompson M1
one 32 round magazine, Bayonet lug grants a +1 bonus on attack rolls. two 30 round magazines, Fixed stock
one 32 round magazine Uses Thompson magazines.
M3 ‘‘Grease Gun’’ SMG (.45 ACP)
two 30 round magazines, Permanent Thompson M1A1
MP-40
vertical foregrip. Folding stock two 30 round magazines, Fixed stock
two 32 round magazines, Vertical foregrip,
Folding stock Uses Thompson magazines.
M3 ‘‘Grease Gun’’ SMG (9x19mm)
two 32 round magazines, Permanent Type 100 SMG
vertical foregrip. Folding stock Owen one 30 round magazine, Fixed stock,
Uses Sten magazines. one 32 round magazine, Vertical foregrip, Bayonet lug
Fixed stock
M50 Reising United Defense M42
When using the 12 round magazines for this PPD-40 two 25 round magaznies, Vertical foregrip,
weapon, the error range decreses by 10%. one 25 round magazine, Fixed stock Fixed stock
167

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Austen 9x19mm Box:28:1 B 45’ OB: SL/Auto(S) L 120 4 10% R
Beretta Model 1938A 9x19mm Box:10:1/20/30:2 FB 45’ OB: SL/Auto(S) L 148 65 5% R
Box:40:3
Beretta Model 38/49 9x19mm Box:10:1/20/30:2 FB 45’ OB: SL/Auto(S) L 114 70 5% R
Box:40:3
Lanchester Mk1 9x19mm Box:32|50:1 F B 45’ OB: Auto(M) L 153 70 0% R
M3 ‘‘Grease Gun’’ .45 ACP Box:30:1 F B 40’ OB: Auto(S) L 130 35 10% R
M3 ‘‘Grease Gun’’ 9x19mm Box:32:1 F B 40’ OB: Auto(S) L 130 30 10% R
M50 Reising .45 ACP Box:12|20:1 F B 50’ CB: SL/Auto(M) L 109 13 20% R
M55 Reising .45 ACP Box:12|20:1 F B 50’ CB: SL/Auto(M) M/L 99 14 20% R
M60 Reising .30 Carbine Box:20:1 F B 50’ CB: SL L 109 14 20% R
M65 Reising .22 LR Box:12|20:1 F B 50’ CB: SL L 90 20 20% R
MAS-38 7.65 Longue Box:32:1 F B 40’ OB: SL/Auto(M) L 125 32 5% R
MP-40 9x19mm Box:32:1 F B 40’ OB: SL/Auto(M) L 141 65 5% R
Owen 9x19mm Box:32:1 F B 40’ OB: SL/Auto(M) L 148 5 0% R
PPD-40 7.62x25mm Tokarev Box:25|71:1 F B 45’ OB: SL/Auto(F) L 112 9 5% R
7.63x25mm Mauser
PPS-42 7.62x25mm Tokarev Box:35:1 FB 40’ OB: Auto(F) L 104 15 10% R
7.63x25mm Mauser
PPSh-41 7.62x25mm Tokarev Box:35|71:1 FB 40’ OB: SL/Auto(F) L 128 23 20% R
7.63x25mm Mauser
Sa vz. 48b 9x19mm Box:24:1/40:3 FB 30’ CB: SL/Auto(M) M 115 15 5% M&P
Sten Mk II 9x19mm Box:28|32:1 B 40’ OB: SL/Auto(S) L 113 1 10% R
Suomi KP/-31 9x19mm Box:20|36:1 FB 40’ CB: Auto(F) L 162 15 5% R
Box:40|50:2/71:3
Thompson M1928A1 .45 ACP Box:20|30:1 FB 45’ OB: SL/Auto(F) L 172 66 0% R
Box:50:2/100:4
Thompson M1 .45 ACP Box:20|30:1 F B 45’ OB: SL/Auto(F) L 169 60 5% R
Thompson M1A1 .45 ACP Box:20|30:1 F B 45’ OB: SL/Auto(F) L 169 65 5% R
Type 100 SMG 8x22mm Nambu Box:30:1 F B 30’ OB: Auto(S) L 128 5 5% R
United Defense M42 9x19mm Box:25:1 F B 45’ CB: SL/Auto(M) L 160 2 10% R

Table 158: World War II Sub-Machine Guns


168

11.5.4 World War I and the Roaring ’20s PDWs


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Steyr M.12/P.16 9x23mm Steyr Int:16 FB 30’ CB: SL/Auto(F) M/L 42 14 10% R

Table 159: World War I Machine Pistols

11.5.4.1 World War I Machine Pistols

Steyr M.12/P.16
Detachable stock
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
MP-18.1 9x19mm Box:20|30|50:1 FB 40’ OB: Auto(S) L 147 22 5% R
Thompson M1921 .45 ACP Box:20|30:1/50:2/100:4 FB 45’ OB: SL/Auto(F) L 172 60 5% R
Thompson M1928 .45 ACP Box:20|30:1/50:2/100:4 FB 45’ OB: SL/Auto(F) L 172 55 5% R

Table 160: World War I Sub-Machine Guns

11.5.4.2 World War I Sub-Machine Guns one 50 round magazine, Vertical foregrip, Fixed stock
Uses Thompson magazines.
MP-18.1
two 20 round magazines, Fixed stock Thompson M1928
This weapon is a mastercraft weapon and grants a +1 bonus on
Thompson M1921 attack rolls.
This weapon is a mastercraft weapon and grants a +1 bonus on two 20 round magazines, Vertical foregrip, Fixed stock
attack rolls. Uses Thompson magazines.
169

11.6 Rifles bolt, depending on design), and finally a new round/cartridge is


placed into the breech and the bolt closed. Bolt action firearms
‘‘This is my rifle. There are many like it, but this one is mine. are most often rifles, but there are some bolt-action shotguns as
My rifle is my best friend. It is my life. I must master it well. Examples of this system date as far back as the early 19th
as I must master my life. My rifle, without me, is useless. century, notably in the Dreyse needle gun. From the late 19th
Without my rifle, I am useless. I must fire my rifle true. I century, all the way through both World Wars, the bolt-action
must shoot straighter than my enemy who is trying to kill rifle was the standard infantry firearm for most of the world’s
me. I must shoot him before he shoots me. I will.’’ —Excerpt militaries.
from the Rifleman’s Creed
In military and law enforcement use, the bolt action has
A rifle is a firearm designed to be fired from the shoulder, with
been mostly replaced by semi-automatic and selective fire
a barrel that has a helical groove or pattern of grooves (‘‘rifling’’)
weapons, though the bolt action remains the dominant design
cut into the barrel walls. The raised areas of the rifling are called
in sniper rifles. Bolt action firearms are still very popular for
‘‘lands,’’ which make contact with the projectile, imparting spin
hunting and target shooting. Compared to most other manually
around an axis corresponding to the orientation of the weapon.
operated firearm actions, it offers an excellent balance of strength
When the projectile leaves the barrel, this spin lends gyroscopic
(allowing powerful chamberings), ruggedness, reliability, and
stability to the projectile and prevents tumbling, in the same way
potential accuracy, all with light weight and low cost. The major
that a properly thrown American football or rugby ball behaves.
disadvantage is a marginally lower practical rate of fire than
This allows the use of aerodynamically-efficient pointed bullets (as
other manual repeating firearms, such as lever-action and pump-
opposed to the spherical balls used in muskets and shotguns) and
action, and a far lower practical rate of fire than semi-automatic
thus improves range and accuracy. The word ‘‘rifle’’ originally
weapons, but this is not an important factor in many types of
referred to the grooving, and a rifle was called a ‘‘rifled gun.’’
hunting and target shooting.
Rifles are used in warfare, hunting and shooting sports.
The rifle is the backbone of every modern infantry army, and
nearly all countries have used them since the mid 1800s, which
were a massive upgrade from the smoothbore muskets, which 11.6.0.2 Lever Action Lever-action is a type of firearm
had troubles with accurate, precise fire because of their barrels. action which uses a lever located around the trigger guard area,
Rifles were initially single-shot, muzzle-loading weapons. During (often including the trigger guard itself) to load fresh cartridges
the 18th century, breech-loading weapons were designed, which into the chamber of the barrel when the lever is worked. Most
allowed the rifleman to reload while under cover, but defects in lever-action firearms are rifles, but lever-action shotguns and
manufacturing and the difficulty in forming a reliable gas-tight seal a few pistols have also been made. One of the most famous
prevented widespread adoption. During the 19th century, multi- lever-action firearm is undoubtedly the Winchester rifle, but many
shot repeating rifles using lever, pump or bolt actions became manufacturers—notably Marlin and Savage—also produce lever-
standard, further increasing the rate of fire and minimizing the action rifles.
fuss involved in loading a firearm. The problem of proper seal
While lever-action rifles were (and are) popular with hunters
creation had been solved with the use of brass cartridge cases,
and sporting shooters, they were not widely accepted by the
which expanded in an elastic fashion at the point of firing and
military. One significant reason for this was that it is harder to fire
effectively sealed the breech while the pressure remained high,
a lever-action from the prone position (compared to a bolt-action
then relaxed back enough to allow for easy removal. By the end
rifle), and while nominally possessing a greater rate of fire than
of the 19th century, the leading bolt-action design was that of Paul
bolt-action rifles, lever-action firearms are also generally fed
Mauser, whose action—wedded to a reliable design possessing
from a tubular magazine, which limits the ammunition that can
a five-shot magazine—became a world standard through two
be used in them. Pointed center fire Spitzer bullets, for example,
world wars and beyond. The Mauser rifle was paralleled by
can cause explosions in a tubular magazine, as the point of each
Britain’s ten-shot Lee-Enfield and America’s 1903 Springfield Rifle
cartridge’s projectile rests on the primer of the next cartridge in
models.
the magazines. The tubular magazine may also have a negative
Rifles are split into categories by their size, accessories, impact on the harmonics of the barrel, which limits the theoretical
actions, and use. accuracy of the rifle. A tubular magazine under the barrel also
When selecting a rifle, a character should always consider pushes the center of gravity forward, which alters the balance of
many things, such as what the role they plan to play with that rifle, the rifle in ways that are undesirable to some shooters. However
the ammunition type, caliber, and accessories they will take use there are some lever rifles, such as the Winchester Model 1895
of. Rifles are best complimented with a variety of upgrades, and which saw service with the Russian Army in World War I, that use
should take full use of them. Rifles are less personal weapons, a box magazines.
more utilitarian weapons that are used and employed when
needed, and stowed away when not. Due to the higher rate of fire and shorter overall length than
most bolt-action rifles, lever actions have remained popular to
this day for sporting use, especially short- and medium-range
11.6.0.1 Bolt Action Bolt action is a type of firearm action hunting in forests, scrub, or bushland. Lever-action firearms
in which the weapon’s bolt is operated manually by the opening have also been used in some quantity by prison guards in the
and closing of the breech (barrel) with a small handle, most United States, as well as by wildlife authorities/game wardens in
commonly placed on the right-hand side of the weapon . As the many parts of the world. An additional advantage over typical
handle is operated, the bolt is unlocked, the breech is opened, bolt-action rifles is the lack of handedness: lever-actions like
the spent cartridge case is withdrawn and ejected, the firing pin pump-actions are frequently recommended as ambidextrous in
is cocked (this occurs either on the opening or closing of the sporting guidebooks.
170

11.6.0.3 Pump Action A pump-action rifle is one in which Advantages of this type of action is that the weapon can
the handgrip can be pumped back and forth in order to eject a fire much faster than any other type of action, without having to
spent round of ammunition and to chamber a fresh one. It is much break sights on the target in order to ready another round.
faster than a bolt-action and somewhat faster than a lever-action, The disadvantage are that a self loading weapon is almost
as it does not require the trigger hand to be removed from the always more mechanically complex than any other type of action,
trigger whilst reloading. and requires more maintenance, as well as more room for failure.
The cycling time of a pump-action is quite short, often less
than that of some semi-automatic designs. The manual operation 11.6.1 Modern Carbines
gives a pump-action the ability to cycle rounds of widely varying
A carbine is a longarm similar to, but shorter than, a rifle.
power that a gas or recoil operated firearm would fail to cycle.
Many carbines are shortened versions of full rifles, firing the
The simplicity of the pump-action relative to a semi-automatic
same ammunition at a lower velocity due to a shorter barrel
design also leads to improved durability and lower cost. It has
length, and as such, the range for carbines is usually less than
also been noticed that the time taken to work the action allows the
their rifle counterparts.
operator to identify and aim on a new target, avoiding a ‘‘spray
The smaller size and lighter weight of carbines makes them
and pray’’ usage. An advantage of the pump-action over the
easier to handle in close-quarter situations such as urban or
bolt-action is its ease of use by both left- and right-handed users:
jungle warfare, or when deploying from military vehicles. The
like lever-actions, pump-actions are frequently recommended as
disadvantages of carbines relative to rifles include inferior long-
ambidextrous in sporting guidebooks.
range accuracy and a shorter effective range. Being larger than a
Like most lever-action rifles, most pump action rifles do not submachine gun, they are harder to maneuver in tight encounters
use a detachable magazines. This makes for slow reloading, as where superior range and stopping power at distance are not
the cartridges have to be inserted individually into the firearm, great considerations. Firing the same ammunition as rifles gives
which can take more time to reload. carbines the advantage of standardization over those personal
defense weapons (PDWs) that require proprietary cartridges.
One of the more unusual classes of carbine is the pistol caliber
carbine. These first appeared soon after metallic cartridges
11.6.0.4 Self Loading A semi-automatic, or self-loading became common. These were developed as "companions" to
rifle is a weapon which performs all steps necessary to prepare the popular revolvers of the day, firing the same cartridge but
the weapon to fire again after firing—assuming cartridges remain allowing more velocity and accuracy than the revolver.
in the weapon’s feed device or magazines. Typically, this includes The primary advantages of a pistol caliber carbine are
extracting and ejecting the spent cartridge case from the weapon’s increased accuracy due to the buttstock and longer barrel (and
firing chamber, re-cocking the firing mechanism, and loading with it, sight radius), relatively low muzzle blast/flash/recoil,
a new cartridge into the firing chamber. Although automatic higher muzzle velocity and energy of a longer barrel for
weapons and selective fire firearms do the same tasks, semi- increased wounding potential and penetration (depending on the
automatic firearms do not automatically fire an additional round particular load used), and greater adaptability for easily accepting
until the trigger is released and re-pressed by the person firing accessories such as optics, weapon lights, and lasers.
the weapon. One less-noted advantage of PCCs is their lower muzzle report
While all basic firearm actions require the action to be cycled compared to more powerful rifles; because they are less noisy
manually before the first shot, semi-automatic as well as automatic when fired, they are less likely to cause permanent hearing
and selective fire actions are differentiated from other forms damage when fired indoor without hearing protection - this can
such as pump-action, bolt-action, or lever-action firearms by be an important consideration during home defense situations.
eliminating the need to manually cycle the weapon after each Compared to "regular" carbines/rifles (such as those in .223
shot. For example, to fire ten rounds from a semi-automatic Rem and 7.62x39mm), pistol-caliber carbines may suffer from a
firearm or a selective fire weapon set to fire semi-automatically, shorter effective range, more pronounced trajectory, less power,
the action would initially be cycled to load the first round and and less effectiveness against body armor.
the trigger would need to be pulled ten times (once for each Carbines are issued to high-mobility troops such as special-
round fired). For the other forms, the weapon’s mechanism operations soldiers and paratroopers, as well as to mounted,
would require cycling manually prior to firing the next round. supply, or other non-infantry personnel whose roles do not
An automatic or a selective fire weapon set to fire automatically require full-sized rifles. Carbine rifles go well with tactical slings,
would be able to fire continuously as long as the trigger is held or patrol slings, and the same accessories that would be outfitted
until the magazine or feed device runs out of ammunition. on a full size rifle.
171

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AKS-74U 5.45x39mm Box:30:1/45:2/100:4 FB 75’ SL/Auto(M) L 96 25 0% M&P
ArmaLite AR-7 .22 LR Box:8|10:1/15:2/20:3 B 55’ SL M/L 41 13 5% L
Calico Liberty 50 9x19mm Box:50:3 FB 45’ SL L 88 20 0% L
Calico Liberty 100 9x19mm Box:100:4 FB 45’ SL L 115 20 0% L
Henry Repeating Arms .22 LR Int:15 FB 85’ Lever L 84 19 0% L
Lever
Henry Repeating Arms .22 LR Int:10 FB 55’ Lever M 71 15 0% L
Lever Mare’s Leg
Henry Repeating Arms .357 Magnum Int:10 FB 80’ Lever L 138 24 0% L
Big Boy
Henry Repeating Arms .45 Long Colt Int:7 FB 55’ Lever M 92 24 0% L
Big Boy Mare’s Leg
Hi-Point 995 9x19mm Box:10:1 F B 60’ SL L 100 10 5% L
Hi-Point 4095 .40 S&W Box:10:1 F B 55’ SL L 112 10 5% L
Hi-Point 4595 .45 ACP Box:9:1 F B 55’ SL L 112 11 5% L
Kel-Tec Sub 2000 9x19mm Box:15|17|19:1/33:2 F B 50’ SL L 64 15 5% L
Kel-Tec Sub 2000 .40 S&W Box:13|15|17:1 F B 50’ SL L 64 15 5% L
Marlin 1894 CP .357 Magnum Int:7 F B 60’ Lever L 104 22 0% L
Marlin Camp Carbine 9x19mm Box:15:1/20:2/30:5 F B 55’ SL L 108 24 0% L
Marlin Camp Carbine .45 ACP Box:7|8|10:1 F B 50’ SL L 108 24 0% L
M6 Scout .410 Bore Int:1 Int:1 F B 25’ Single L 75 22 0% L
.22 LR 50’
Ruger Carbine 9 9x19mm Box:10:1/20:2/30:3 FB 60’ SL L 102 25 0% L

Table 161: Cheap Modern Carbines

11.6.1.1 Cheap Modern Carbines Henry Repeating Arms Lever Mare’s Kel-Tec Sub 2000 (9x19mm)
Leg Pistol grip one 15 round magazine, Fixed stock
This weapon is not affected by the error Uses Glock 17/19 magazines.
AKS-74U Uses AK-74 magazines.
range that comes from using alternate
two 30 round magazines, Bayonet, Patrol
forms of ammunition Kel-Tec Sub 2000 (.40 S&W)
sling, Folding stock
one 15 round magazine, Fixed stock
Uses Glock 22/23 magazines.
ArmaLite AR-7 Henry Repeating Arms Big Boy
This weapon can be broken down into the This weapon is not affected by the error
Marlin 1894 CP Fixed stock
smaller size, but must be assembled to be range that comes from using alternate
This weapon is not affected by the error
useable. forms of ammunition
range that comes from using alternate
two 10 round magazines, Fixed stock Fixed stock
forms of ammunition

Calico Liberty 50 Henry Repeating Arms Big Boy Mare’s Marlin Camp Carbine (9x19mm)
This weapon can not accept Double Leg Pistol grip two 15 round magazines, Fixed stock
magazine clips This weapon is not affected by the error Uses 6906 magazines.
one 50 round magazine, Pistol grip range that comes from using alternate
forms of ammunition Marlin Camp Carbine (.45 ACP)
two 7 round magazines, Fixed stock
Calico Liberty 100 Uses 1911 magazines.
This weapon can not accept Double Hi-Point 995
magazine clips one 10 round magazine, Fixed stock M6 Scout Fixed stock
one 100 round magazine, Pistol grip
This weapon is not affected by the error
range that comes from using alternate
Hi-Point 4095
Henry Repeating Arms Lever forms of ammunition
one 10 round magazine, Fixed stock
This weapon is not affected by the error
range that comes from using alternate Ruger Carbine 9
forms of ammunition Hi-Point 4595 one 10 round magazine, Fixed stock
Fixed stock one 9 round magazine, Fixed stock Uses P98 magazines.
172

11.6.1.2 Mid-range Modern Carbines H&K MP5A2 when fighting against an adjacent opponent
This weapon is a mastercraft weapon and with a full stock or extended folding stock.
9A-91 grants a +1 bonus on attack rolls. two 30 round magazines, Folding Stock
one 20 round magazine, Folding stock This weapon does not receive any penalty
when fighting against an adjacent opponent IMI Uzi Carbine Uses Uzi magazines.
with a full stock or extended folding stock. one 20 round magazine, Folding stock
Beretta SCP 70/90
one 30 round magazine, folding stock
one 30 round magazine, Fixed stock
Uses MP5 magazines. AK-102
Uses M4/M16 magazines.
two 30 round magazines, Bayonet, Patrol
H&K MP5A3 sling, Folding stock
Beretta Cx4 Storm (9x19mm)
This weapon is a mastercraft weapon and Uses 5.56 AK magazines.
two 15 round magazines, fixed stock
grants a +1 bonus on attack rolls.
Uses 92FS or 9mm Px4 magazines
This weapon does not receive any penalty AK-104 Uses AK-47 magazines.
when fighting against an adjacent opponent two 30 round magazines, Bayonet, Patrol
Beretta Cx4 Storm (.40 S&W) with a full stock or extended folding stock. sling, Folding stock
two 14 round magazines, fixed stock one 30 round magazine, fixed stock
Uses Px4 .40 magazines. Uses MP5 magazines. Kel-Tec SU-16D
Uses M4/M16 magazines.
Beretta Cx4 Storm (.45 ACP) H&K MP5/40A3 one 20 round magazine, Bipod, Bayonet
two 8 round magazines, fixed stock This weapon is a mastercraft weapon and lug, Folding stock
Uses 8045 or .45 Px4 magazines. grants a +1 bonus on attack rolls.
This weapon does not receive any penalty Norinco QBZ Type 95 Carbine
Daewoo K1A1 Carbine when fighting against an adjacent opponent three 30 round magazines, Permanent
one 30 round magazine, Folding stock with a full stock or extended folding stock. fixed stock
Uses M4/M16 magazines. one 30 round magazine, Fixed Stock Uses QBZ magazines.
Uses MP5/40 magazines.
FN FAL 50.63 Remington Model 750 Carbine
one 20 round magazine, folding stock H&K UMP45 (7.62x51mm NATO)
Uses FAL magazines. This weapon does not receive any penalty one 5 round magazine, Fixed stock
when fighting against an adjacent opponent
Henry Repeating Arms Big Boy (Both with a full stock or extended folding stock. Remington Model 750 Carbine (.30-06
calibers) Fixed stock two 25 round magazines, Folding Stock Springfield)
This weapon is not affected by the error one 5 round magazine, Fixed stock
range that comes from using alternate H&K UMP9
forms of ammunition This weapon does not receive any penalty Ruger Carbine 4
when fighting against an adjacent opponent one 10 round magazine, Fixed stock
H&K USC with a full stock or extended folding stock.
two 10 round magazines, Fixed stock two 30 round magazines, Folding Stock Cadillac Gage Stoner 63A Carbine
one 30 round magazine, folding stock,
H&K HK53 Uses HK33 magazines. H&K UMP40 bayonet lug, patrol sling
one 25 round magazine, Folding stock This weapon does not receive any penalty Uses Stoner 63A magazines.
173

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


9A-91 9x39mm Box:20:2 FBO 40’ SL/Auto(F) M/L 74 43 0% M&P
AK-102 5.56x45mm Box:30:1 FBO 60’ SL/Auto(M) L 105 30 0% M&P
AK-104 7.62x39mm Box:10|20|30:1/40:2/75:5 FBO 55’ SL/Auto(M) L 105 30 0% M&P
Beretta SCP 70/90 5.56x45mm Box:5|10|20|30:1/100:8 FBO 55’ SL/3RB L 147 40 0% M&P
/Auto(M)
Beretta Cx4 Storm 9x19mm Box:15|17:1/30:2/20:3 F B O 1T 60’ SL L 90 28 0% L
(92FS)
Beretta Cx4 Storm 9x19mm Box:17:2/20:3 F B O 1T 60’ SL L 90 28 0% L
(Px4)
Beretta Cx4 Storm .40 S&W Box:14|17:2 F B O 1T 60’ SL L 90 28 0% L
Beretta Cx4 Storm .45 ACP Box:8:1 F B O 1T 55’ SL L 90 28 0% L
(8045)
Beretta Cx4 Storm .45 ACP Box:9|10:2 F B O 1T 55’ SL L 90 28 0% L
(Px4)
Daewoo K1A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 60’ SL/Auto(F) L 101 45 5% M&P
Carbine
FN FAL 50.63 7.62x51mm Box:10:1/20:2/30:3 FB 65’ SL/Auto(M) L 134 45 0% M&P
Henry Repeating .44 Magnum Int:10 FB 80’ Lever L 138 29 0% L
Arms Big Boy
Henry Repeating .45 Long Colt Int:10 FB 85’ Lever L 138 29 0% L
Arms Big Boy
H&K USC .45 ACP Box:10:1 FBO 55’ SL L 94 45 0% L
H&K HK53 5.56x45mm Box:25:2/30:3/40:4 FB 45’ SL/3RB M 107 45 0% M&P
/Auto(M)
H&K MP5A2 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL L 88 40 0% R
H&K MP5A3 9x19mm Box:15:1/30:2/100:10 F BO 50’ CB: SL L 108 40 0% R
H&K MP5/40A3 .40 S&W Box:15:1/30:2 F BO 50’ CB: SL L 108 45 0% R
H&K UMP45 .45 ACP Box:25:2 F BO 45’ CB: SL L 92 45 0% R
H&K UMP9 9x19mm Box:30:2 F BO 45’ CB: SL L 83 40 0% R
H&K UMP40 .40 S&W Box:30:2 F BO 45’ CB: SL L 83 40 0% R
IMI Uzi Carbine 9x19mm Box:20|32:1/50:2 FB 45’ SL L 128 45 0% L
Kel-Tec SU-16D 5.56x45mm Box:5|10|20|30:1/100:8 FB 55’ SL M/L 75 40 5% L
Norinco QBZ Type 5.8x42mm Box:30:3/75:10 FB 75’ SL/Auto(F) L 102 40 0% M&P
95 Carbine
Remington Model 7.62x51mm Box:5:1/10:2 FB 55’ SL L 116 33 0% L
750 Carbine
Remington Model .30-06 Box:5:1/10:2 FB 65’ SL L 116 33 0% L
750 Carbine Springfield
Ruger Carbine 4 .40 S&W Box:10:1 FB 55’ SL L 102 26 0% L
Stoner 63A 5.56x45mm Box:20|30:1 FBO 60’ SL/Auto(F) M/L 128 38 0% M&P
Carbine

Table 162: Mid-range Modern Carbines


174

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Big Horn Armory .500 S&W Int:7 FB 65’ Lever L 122 125 0% L
Model 89 Carbine
Bushmaster Carbon 9x19mm Box:30:1 FBO 60’ SL L 91 50 0% L
15 9mm Carbine
Colt 6920 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL L 100 45 0% L
Box:100:8
Colt M4 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/3RB L 100 58 0% M&P
Box:100:8
Colt M4A1 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/Auto(F) L 100 58 0% M&P
Box:100:8
FN PS90 5.7x28mm Box:30:1/50:2 FB 70’ SL L 100 50 0% L
FN SCAR-H CQB 7.62x51mm Box:20:2 F B O 3T 70’ SL/Auto(M) L 123 80 0% M&P
FN SCAR-L CQB 5.56x45mm Box:5|10|20|30:1 F B O 3T 75’ SL/Auto(M) L 107 80 0% M&P
Box:100:8
FN SCAR PDW 5.56x45mm Box:5|10|20|30:1 F B O 3T 55’ SL/Auto(M) M/L 90 72 0% M&P
Box:100:8
FN FNC Carbine 5.56x45mm Box:5|10|20|30:1 FBO 60’ SL/3RB/Auto(M) L 131 50 0% M&P
Box:100:8
H&K G36K 5.56x45mm Box:30:2/100:6 FBO 70’ SL/Auto(M) L 116 55 0% M&P
H&K HK33KA3 5.56x45mm Box:25:2/30:3/40:4 FB 60’ SL/3RB/Auto(M) L 137 50 0% M&P
H&K MP5K 9x19mm Box:15:1/30:2/100:10 FBO 40’ CB: SL M 70 48 0% R
H&K MP5K-PDW 9x19mm Box:15:1/30:2/100:10 FBO 40’ CB: SL M/L 85 55 0% R
H&K MP5SD5 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL L 108 65 0% R
H&K MP5SD6 9x19mm Box:15:1/30:2/100:10 FBO 50’ CB: SL L 120 65 0% R
H&K MP5/10A2 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL L 88 50 0% R
H&K MP5/10A3 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL L 108 50 0% R
H&K MP5/40A2 .40 S&W Box:15:1/30:2 FBO 50’ CB: SL L 88 50 0% R
IMI Galil ACE 21 5.56x45mm Box:35:2/50:4 FBO 65’ SL/Auto(M) L 98 63 0% M&P
IMI Galil ACE 31 7.62x39mm Box:10|20|30:1 F B O 1T 60’ SL/Auto(M) L 104 75 0% M&P
Box:40:2/75:5
IMI Galil MAR 5.56x45mm Box:35:2/50:4 FB 70’ SL/Auto(M) L 105 62 0% M&P
IMI Galil MAR 7.62x51mm Box:25:2 FB 70’ SL/Auto(M) L 104 64 0% M&P
IMI Tavor CTAR-21 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/3RB/Auto(F) L 112 70 0% M&P
Box:100:8
Kel-Tec RFB 7.62x51mm Box:10:1/20:2/30:3 FBO 45’ SL L 128 70 0% L
Carbine
L22 Carbine 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/Auto(F) L 155 55 0% M&P
Box:100:8
RRA Entry Tactical 5.56x45mm Box:5|10|20|30:1 FBO 70’ SL L 100 48 0% L
Box:100:8
RRA CAR A4 Tactical 5.56x45mm Box:5|10|20|30:1 FBO 70’ SL L 100 55 0% L
Box:100:8
RRA LAR-6.8 CAR 6.8mm SPC Box:10|20:2/30:4 FB 65’ SL L 103 60 0% L
A2
RRA LAR-6.8 CAR 6.8mm SPC Box:10|20:2/30:4 FBO 65’ SL L 105 65 0% L
A4
SIG SG 551 5.56x45mm Box:5|20:1/30:2 FB 70’ SL/3RB/Auto(F) L 120 68 0% M&P
SIG SG 552 5.56x45mm Box:5|20:1/30:2 FB 65’ SL/3RB/Auto(F) L 113 70 0% M&P
Commando
Steyr AUG Carbine 5.56x45mm Box:30:3 FB 80’ SL/Auto(F) L 116 100 0% M&P
SR-3M ‘‘Vikhr’’ 9x39mm Box:20:2/30:3 FBO 40’ SL/Auto(F) M/L 112 52 0% M&P

Table 163: Expensive Modern Carbines


175

11.6.1.3 Expensive Modern Carbines H&K MP5K H&K MP5/40A2


This weapon is a mastercraft weapon and This weapon is a mastercraft weapon and
Big Horn Armory Model 89 Carbine grants a +1 bonus on attack rolls. grants a +1 bonus on attack rolls.
This weapon is a Grandmastercraft weapon This weapon does not receive any penalty This weapon does not receive any penalty
and grants a +3 bonus on attack rolls. when fighting against an adjacent opponent when fighting against an adjacent opponent
This weapon is not affected by the error with a full stock or extended folding stock. with a full stock or extended folding stock.
range that comes from using alternate one 15 round magazine, permanent vertical one 30 round magazine, Folding Stock
forms of ammunition. foregrip Uses MP5/40 magazines.
Fixed Stock Uses MP5 magazines.
IMI Galil ACE 21
Bushmaster Carbon 15 9mm Carbine two 35 round magazines, folding stock
H&K MP5K-PDW
This weapon is a mastercraft weapon and Uses Galil 5.56 magazines.
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls.
grants a +1 bonus on attack rolls.
one 30 round magazine, synthetic stock, IMI Galil ACE 31 Uses AK-47 magazines.
This weapon does not receive any penalty
patrol sling two 30 round magazines, Synthetic stock
when fighting against an adjacent opponent
with a full stock or extended folding stock.
Colt 6920 Uses M4/M16 magazines. one 15 round magazine, Threaded Barrel, IMI Galil MAR (5.56x45mm NATO)
one 30 round magazine, bayonet lug, Permanent Vertical Foregrip, Folding Stock two 35 round magazines, Folding stock
synthetic stock, patrol sling Uses Galil 5.56 magazines.
Uses MP5 magazines.

Colt M4 Uses M4/M16 magazines. IMI Galil MAR (7.62x51mm NATO)


one 30 round magazine, bayonet lug, H&K MP5SD5 two 25 round magazines, Folding stock
synthetic stock, patrol sling This weapon is a mastercraft weapon and
Uses Galil 7.62 magazines.
grants a +1 bonus on attack rolls.
Colt M4A1 Uses M4/M16 magazines. This weapon does not receive any penalty
when fighting against an adjacent opponent IMI Tavor CTAR-21
one 30 round magazine, bayonet lug,
with a full stock or extended folding stock. two 30 round magazines, Permanent fixed
synthetic stock, patrol sling
one 30 round magazine, Fixed Stock, Lv. 2 stock
Suppressor Uses M4/M16 magazines.
FN PS90 Uses P90 magazines.
one 50 round magazine, permanent fixed Uses MP5 magazines.
Kel-Tec RFB Carbine
stock
one 20 round magazine, permanent fixed
H&K MP5SD6 stock
FN SCAR-H CQB Uses .308 SCAR maga- This weapon is a mastercraft weapon and Uses FAL magazines.
zines. grants a +1 bonus on attack rolls.
This weapon is a mastercraft weapon and This weapon does not receive any penalty
grants a +1 bonus on attack rolls. L22 Carbine Uses M4/M16 magazines.
when fighting against an adjacent opponent
one 20 round magazine, folding stock one 30 round magazine, Red dot sight,
with a full stock or extended folding stock.
Permanent vertical foregrip, Permanent
one 30 round magazine, Folding Stock, Lv. fixed stock
FN SCAR-L CQB 2 Suppressor
Uses M4/M16 magazines. Uses MP5 magazines.
This weapon is a mastercraft weapon and RRA Entry Tactical
grants a +1 bonus on attack rolls. one 30 round magazine, Synthetic stock
one 30 round magazine, folding stock H&K MP5/10A2 Uses M4/M16 magazines.
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. RRA CAR A4 Tactical
FN SCAR PDW Uses M4/M16 magazines.
one 30 round magazine, folding stock This weapon does not receive any penalty one 30 round magazine, Red dot sight,
when fighting against an adjacent opponent Synthetic stock
with a full stock or extended folding stock. Uses M4/M16 magazines.
FN FNC Carbine
one 30 round magazine, Folding Stock
two 30 round magazines, patrol sling,
Uses MP5/10 magazines. RRA LAR-6.8 CAR A2
folding stock
Uses M4/M16 magazines. one 10 round magazine, Fixed stock
H&K MP5/10A3 Uses AR 6.8 magazines.
H&K G36K Uses G36 magazines. This weapon is a mastercraft weapon and
one 30 round magazine, permanent grants a +1 bonus on attack rolls. RRA LAR-6.8 CAR A4
advanced combat sight, patrol sling, folding This weapon does not receive any penalty one 10 round magazine, Synthetic stock
stock when fighting against an adjacent opponent Uses AR 6.8 magazines.
with a full stock or extended folding stock.
H&K HK33KA3 Uses HK33 magazines. one 30 round magazine, Fixed Stock SIG SG 551 Uses Sig magazines.
one 30 round magazine, fixed stock Uses MP5/10 magazines. one 30 round magazine, Folding stock
176

SIG SG 552 Commando Steyr AUG Carbine Uses AUG magazines.


one 30 round magazine, Folding stock This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls.
one 30 round magazine, 3× Telescopic SR-3M ‘‘Vikhr’’ Uses VSS magazines.
Uses Sig magazines. sight, Permanent fixed stock one 30 round magazine, Folding stock
177

11.6.2 Modern Assault, Battle, and Target Rifles


An assault rifle is an automatic rifle that uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard
infantry weapons in most modern armies. Assault rifles are categorized in between light machine guns, which are intended more for
sustained automatic fire in a light support role, and submachine guns, which fire a pistol cartridge rather than a rifle cartridge.
The term assault rifle is a translation of the German word Sturmgewehr (literally "storm rifle", as in "to storm a position"). The
name was coined by Adolf Hitler to describe the Maschinenpistole 43, subsequently renamed Sturmgewehr 44, the firearm generally
considered the first assault rifle that served to popularize the concept and form the basis for today’s modern assault rifles.
The translation assault rifle gradually became the common term for similar firearms sharing the same technical definition as the
StG 44. In a strict definition, a firearm must have at least the following characteristics to be considered an assault rifle: It must be
an individual weapon with provision to fire from the shoulder (i.e. a buttstock); It must be capable of selective fire, It must have
an intermediate-power cartridge: more power than a pistol but less than a standard rifle or battle rifle, Its ammunition must be
supplied from a detachable magazine rather than a feed-belt. And it should at least have a firing range of 300 meters (1000 feet).
Rifles that meet most of these criteria, but not all, are technically not assault rifles despite frequently being considered as such. For
example, semi-automatic-only rifles that share designs with assault rifles are not assault rifles, as they are not capable of switching to
automatic fire and thus are not selective fire capable, and are noted as target rifles. Belt-fed weapons or rifles with fixed magazines
are likewise not assault rifles because they do not have detachable box magazines.
The term "assault rifle" is often more loosely used for commercial or political reasons to include other types of arms, particularly
arms that fall under a strict definition of the battle rifle, or semi-automatic variant of military rifles such as AR-15s.
The US Army defines assault rifles as “short, compact, selective-fire weapons that fire a cartridge intermediate in power between
submachinegun and rifle cartridges.”
A battle rifle is a military service rifle that fires a full power rifle cartridge, such as 7.62x51mm NATO. While the designation of
battle rifle is usually given to post-World War II select fire infantry rifles such as the H&K G3, the FN FAL, or the M14, this term can
also apply to older military bolt-action or semi-automatic rifles such as the Mauser 98k or the M1 Garand. The battle rifle’s power
and long-range accuracy are intended to engage targets at long distances, but this comes with a trade-off of length and weight that
make it relatively cumbersome in close-quarter combat.
Recently, however, there has been a general backlash against carbines and light rifles in many armies around the world due to
their having less range, penetration and power than battle rifles. Recent conflicts in desert environments have underscored the need
for greater range while developments in body armor have created a need for more powerful munitions. A consequence of this
was the creation of the Squad Designated Marksman program in the U.S. Army and the Squad Advanced Marksman in the U.S.
Marine Corps. The role of the designated marksman is to fill the "marksmanship gap" between the rifleman and the sniper. Instead
of relying on the use of smaller, lighter weapons with a higher rate of fire to hit a target, these programs place greater emphasis on
marksmanship training, allowing the squad to take advantage of the greater range and power of heavier weapons. This has marked
the return of battle rifles in the form of Marksman rifles, which are discussed next section.
Target rifles are semi automatic rifles that use a varying degrees of cartridges, from the lighter assault rifle cartridges, to the
heavier Battle rifle cartridges. Target rifles may retain and appear to be exactly like assault and battle rifles, even down to having
part and magazine compatibility, but target rifles have a semi-automatic rate of fire only.
Assault rifles, battle rifles, and target rifles go well with a multitude of upgrades based on their use, and can take advantage of a
wide variety of upgrades.
178

11.6.2.1 Cheap Modern Assault, Battle, Marlin Model 1895 and 1895GBL Fixed Ruger Mini-14 Uses Mini-14 magazines.
and Target Rifles stock one 10 round magazine, Fixed stock
This weapon is not affected by the error
AK-47 Uses AK-47 magazines. range that comes from using alternate
Ruger Mini-30
two 30 round magazines, Bayonet, Patrol forms of ammunition. one 10 round magazine, Fixed stock
sling, Fixed stock
Remington Model 572 Fixed stock
This weapon is not affected by the error Ruger 10/22
AKS-47 Uses AK-47 magazines. range that comes from using alternate two 10 round magazines, Fixed stock
two 30 round magazines, Bayonet, Patrol forms of ammunition.
sling, Folding stock
Remington Model 597 (.22 Long Rifle) Saiga 7.62
AK-74 Uses AK-74 magazines. one 10 round magazine, Fixed stock two 5 round magazines, Fixed stock
two 30 round magazines, Bayonet, Patrol
sling, Fixed stock Remington Model 597 (.22 WMR) Saiga .223
one 10 round magazine, Fixed stock two 5 round magazines, Fixed stock
AKS-74 Uses AK-74 magazines.
two 30 round magazines, Bayonet, Patrol Remington Model 7600 (All three)
sling, Folding stock This weapon is not affected by the error Saiga 5.45
range that comes from using alternate two 5 round magazines, Fixed stock
AKM Uses AK-47 magazines. forms of ammunition.
two 30 round magazines, Bayonet, Patrol one 4 round magazine, Fixed stock Saiga 308
sling, Fixed stock two 5 round magazines, Fixed stock
Remington Model 7600P
This weapon is not affected by the error
AKMS Uses AK-47 magazines. range that comes from using alternate Saiga 30-06
two 30 round magazines, Bayonet, Patrol forms of ammunition. two 3 round magazines, Fixed stock
sling, Folding stock one 5 round magazine, Fixed stock
Uses M4/M16 magazines.
AK-101 SKS-45 Folding bayonet, Fixed stock
Uses 5.56 AK magazines. RK-62 Uses AK-47 magazines
two 30 round magazines, Bayonet, Patrol two 30 round magazines, bayonet, patrol Taurus Thunderbolt Fixed stock
sling, Folding stock sling, and fixed stock This weapon is not affected by the error
range that comes from using alternate
AK-103 Uses AK-47 magazines. Rossi Lever Action (.454 Casull) forms of ammunition.
two 30 round magazines, Bayonet, Patrol Fixed stock
sling, Folding stock This weapon is not affected by the error
range that comes from using alternate vz. 58 V This firearm is capable of being
forms of ammunition. loaded with stripper clips without removing
ArmaLite AR-18 the magazine
one 20 round magazine, a bayonet lug, a four 30 round magazines, a bayonet lug,
folding stock, and a patrol sling Rossi Lever Action (.45 Long Colt)
Fixed stock a patrol sling, and a folding stock
This weapon is not affected by the error
Century Arms AK-47 range that comes from using alternate WASR-10/63 Uses AK-47 magazines.
one 30 round magazine, Fixed stock forms of ammunition.
Uses AK-47 magazines. two 30 round magazines, bayonet lug,
patrol sling, fixed stock
Rossi Lever Action (.357 Magnum)
Marlin Model 336C Fixed stock Fixed stock
This weapon is not affected by the error This weapon is not affected by the error Waffen Werks AK-74
range that comes from using alternate range that comes from using alternate one 30 round magazine, Fixed stock
forms of ammunition. forms of ammunition. Uses AK-74 magazines.
179

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AK-47 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 70’ SL/Auto(M) L 184 20 0% M&P
AKS-47 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 70’ SL/Auto(M) L 160 20 0% M&P
AK-74 5.45x39mm Box:30:1/45:2/100:4 FB 75’ SL/Auto(M) L 116 25 0% M&P
AKS-74 5.45x39mm Box:30:1/45:2/100:4 FB 75’ SL/Auto(M) L 116 25 0% M&P
AKM 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 70’ SL/Auto(M) L 127 28 0% M&P
AKMS 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 70’ SL/Auto(M) L 112 28 0% M&P
AK-101 5.56x45mm Box:30:1 FBO 80’ SL/Auto(M) L 136 30 0% M&P
AK-103 7.62x39mm Box:10|20|30:1/40:2/75:5 FBO 70’ SL/Auto(M) L 120 30 0% M&P
ArmaLite AR-18 5.56x45mm Box:20|30:1/40:2 FBO 80’ SL/Auto(M) M/L 112 23 0% M&P
Century Arms AK-47 7.62x39mm Box:10|20|30:1/40:2/75:5 FB 80’ SL L 184 28 0% L
Marlin Model 336C .30-30 Win Int:6 FB 95’ Lever L 112 28 0% L
Marlin Model 1895GBL .45-70 Int:6 FB 75’ Lever L 112 30 0% L
Government
Marlin Model 1895 .45-70 Int:4 FB 75’ Lever L 112 25 0% L
Government
Remington Model 572 .22 LR Int:15 F B 85’ Pump L 80 26 0% L
Remington Model 597 .22 LR Box:10:1/30:2 F B 70’ SL L 80 10 0% L
Remington Model 597 .22 WMR Box:10:1/30:2 F B 75’ SL L 80 11 0% L
Remington Model 7600 .243 Box:4:1/10:2 F B 95’ Pump L 120 25 0% L
Winchester
Remington Model 7600 7.62x51mm Box:4:1/10:2 FB 90’ Pump L 120 25 0% L
Remington Model 7600 .30-06 Box:4:1/10:2 FB 100’ Pump L 136 25 0% L
Springfield
Remington Model 7600P 5.56x45mm Box:5|10|20|30:1/100:8 F B 80’ Pump L 128 30 0% L
RK-62 7.62x39mm Box:10|20|30:1/40:2/75:5 F B 70’ SL/Auto(M) L 127 30 0% M&P
Rossi Lever Carbine .454 Casull Int:10 F B 70’ Lever L 112 26 0% L
Rossi Lever Carbine .45 Long Colt Int:8 F B 70’ Lever L 76 26 0% L
Rossi Lever Carbine .357 Mag .38 Int:10 F B 70’ Lever L 112 26 0% L
Spc
Ruger Mini-14 5.56x45mm Box:5|10|20:1/30:2/100:5 F B 80’ SL L 102 27 0% L
Ruger Mini-30 7.62x39mm Box:5|10|20:1/30:2/100:5 F B 80’ SL L 108 22 0% L
Ruger 10/22 .22 LR Box:10|25|30:1/50:4 F B 75’ SL L 80 12 0% L
Saiga 7.62 7.62x39mm Box:5|10|15:1/20:2/30:3 F B 65’ SL L 133 23 0% L
Saiga .223 5.56x45mm Box:5|10|15:1/20:2 F B 70’ SL L 132 25 0% L
Saiga 5.45 5.45x39mm Box:5|10|15:1/20:2 F B 75’ SL L 132 22 0% L
Saiga 308 7.62x51mm Box:5|10|15:1/20|25:2 F B 90’ SL L 135 22 0% L
Saiga 30-06 .30-06 Box:3|10:1 F B 90’ SL L 140 30 0% L
Springfield
SKS-45 7.62x39mm Int:10 F B 70’ SL L 136 11 0% L
Taurus Thunderbolt .45 Long Colt Int:14 F B 80’ Pump L 130 26 0% L
vz. 58 V 7.62x39mm Box:10|20|30:1 F B 65’ SL/Auto(F) M/L 108 20 0% M&P
WASR-10/63 7.62x39mm Box:10|20|30:1/40:2/75:5 F B 70’ SL L 140 21 10% L
Waffen Werks AK-74 5.45x39mm Box:30:1/40:2/100:4 F B 75’ SL L 116 30 0% L

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


180

11.6.2.2 Mid-range Modern Assault, FN F2000 Uses M4/M16 magazines. Kel-Tec SU-16C
Battle, and Target Rifles one 30 round magazine, integrated 1.6× one 10 round magazine, Bipod, Folding
telescopic sight, permanent fixed stock stock
AK-105 Uses AK-74 magazines. Uses M4/M16 magazines.
two 30 round magazines, Bayonet, Patrol FN FAL Uses FAL magazines.
sling, Folding stock one 20 round magazine, bipod, fixed stock L85A1 Uses M4/M16 magazines.
two 30 round magazines, 3× telescopic
sight, bayonet lug, permanent fixed stock
ArmaLite AR-10 L1A1 FAL Uses FAL magazines.
Uses AR-10 magazines one 20 round magazine, bipod, fixed stock
L85A2 Uses M4/M16 magazines.
one 20 round magazine, Fixed stock
two 30 round magazines, 3× telescopic
FN FNC Uses M4/M16 magazines. sight, bayonet lug, permanent fixed stock
ArmaLite AR-15 two 30 round magazines, patrol sling,
one 30 round magazine, Fixed stock bayonet lug, folding stock Springfield Armory M1A
Uses M4/M16 magazines. two 5 round magazines, Patrol sling, Fixed
FAMAS G2 Uses M4/M16 magazines. stock
AS Val Uses VSS magazines. one 30 round magazine, permanent fixed Uses M14 magazines.
one 20 round magazine, Permanent Lv. 4 stock
suppressor, Fixed stock Norinco QBZ Type 95 Rifle
H&K G36 Uses G36 magazines. three 30 round magazines, Permanent
Beretta AR 70/90 one 30 round magazine, integrated fixed stock
one 30 round magazine, Fixed stock advanced combat sight, patrol sling, folding Uses QBZ magazines.
Uses M4/M16 magazines. stock
Remington Model 750 (.243
Browning BLR (.30-06 Springfield, .243 H&K SL8 Winchester)
Winchester, 7.62x51mm NATO) one 5 round magazine, Fixed stock
This weapon is a mastercraft weapon and
This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls.
grants a +1 bonus on attack rolls. one 10 round magazine, fixed stock Remington Model 750 (7.62x51mm
This weapon is not affected by the error NATO)
range that comes from using alternate H&K G3A3 Uses G3 magazines. one 5 round magazine, Fixed stock
forms of ammunition. two 20 round magazines, bayonet lug,
one 4 round magazine, Fixed stock Remington Model 750 (.30-06
fixed stock
Springfield)
one 5 round magazine, Fixed stock
Browning BLR (.300 Winchester H&K G3A4 Uses G3 magazines.
Magnum) two 20 round magazines, Bayonet lug, RRA Standard A2
This weapon is a mastercraft weapon and Folding stock
grants a +1 bonus on attack rolls. one 30 round magazine, Fixed stock
This weapon is not affected by the error Uses M4/M16 magazines.
range that comes from using alternate H&K HK33A2 Uses HK33 magazines.
forms of ammunition. two 30 round magazines, Bayonet lug, RRA Standard A4
one 3 round magazine, Fixed stock Fixed stock one 30 round magazine, Fixed stock
Uses M4/M16 magazines.
Browning BLR (5.56x45mm NATO) H&K HK33A3 Uses HK33 magazines.
This weapon is a mastercraft weapon and two 30 round magazines, Bayonet lug, RRA Mid-length A2
Folding stock one 30 round magazine, Fixed stock
grants a +1 bonus on attack rolls.
Uses M4/M16 magazines.
This weapon is not affected by the error
range that comes from using alternate Henry .30/30 Fixed stock
forms of ammunition. RRA Mid-length A4
one 5 round magazine, Fixed stock one 30 round magazine, Synthetic stock
IMI Galil ARM Uses M4/M16 magazines.
two 35 round magazines, Bipod, Fixed
Colt M16A1, M16A3, M16A4 Uses stock Ruger AC-556 Uses Mini-14 magazines.
M4/M16 magazines. Uses Galil 5.56 magazines. one 20 round magazine, Fixed stock
one 30 round magazine, patrol sling, fixed
stock, bayonet lug Kel-Tec SU-16A Cadillac Gage Stoner 63A Rifle Uses
one 10 round magazine, Bipod, Folding Stoner 63A magazines.
Daewoo K2 Uses M4/M16 magazines. stock one 30 round magazine, fixed stock,
one 30 round magazine, fixed stock Uses M4/M16 magazines. bayonet lug, patrol sling
181

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AK-105 5.45x39mm Box:30:1/45:2/100:4 FBO 80’ SL/Auto(M) L 105 32 0% M&P
ArmaLite AR-10 7.62x51mm Box:20:2 FB 80’ SL/Auto(M) L 136 60 0% M&P
ArmaLite AR-15 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL L 112 50 0% L
AS Val 9x39mm Box:10:1/20:2/30:3 FBO 65’ SL/Auto(M) L 88 50 0% M&P
Beretta AR 70/90 5.56x45mm Box:5|10|20|30:1/100:8 FBO 70’ SL/3RB/Auto(M) L 143 45 0% M&P
Browning BLR .30-06 Box:4:3 FB 90’ Lever L 116 48 0% L
Spring-
field
Browning BLR .300 Win Box:3:3 FB 95’ Lever L 124 48 0% L
Mag
Browning BLR .243 Box:4:3 FB 75’ Lever L 104 48 0% L
Winch-
ester
Browning BLR 7.62x51mm Box:4:3 FB 90’ Lever L 104 48 0% L
Browning BLR 5.56x45mm Box:5:3 FB 85’ Lever L 108 48 0% L
Colt M16A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 142 50 0% M&P
Colt M16A3 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/Auto(F) L 142 55 0% M&P
Colt M16A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 4T 80’ SL/3RB L 142 55 0% M&P
Daewoo K2 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 114 45 5% M&P
FN F2000 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 126 60 0% M&P
FN FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL/Auto(M) L 151 45 0% M&P
L1A1 FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL L 151 35 0% L
FN FNC 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/3RB/Auto(F) L 135 55 0% M&P
FAMAS G2 5.56x45mm Box:10|20|30:1/100:8 FB 75’ SL/Auto(F) L 134 40 0% M&P
H&K G36 5.56x45mm Box:30:2/100:6 FBO 80’ SL/Auto(M) L 128 55 0% M&P
H&K SL8 5.56x45mm Box:10:2/30:3 FBO 80’ SL L 137 60 0% L
H&K G3A3 7.62x51mm Box:20:3/50:7 FB 85’ SL/3RB/Auto(M) L 137 55 0% M&P
H&K G3A4 7.62x51mm Box:20:3/50:7 FB 85’ SL/3RB/Auto(M) L 160 55 0% M&P
H&K HK33A2 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 128 50 0% M&P
H&K HK33A3 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 140 50 0% M&P
Henry .30/30 .30-30 Int:5 FB 100’ Lever L 112 35 0% L
Win
IMI Galil ARM 5.56x45mm Box:35:2/50:4 FB 85’ SL/Auto(M) L 153 60 0% M&P
Kel-Tec SU-16A 5.56x45mm Box:5|10|20|30:1/100:8 F BO 75’ SL M/L 80 32 5% L
Kel-Tec SU-16C 5.56x45mm Box:5|10|20|30:1/100:8 F BO 75’ SL M/L 75 32 5% L
L85A1 5.56x45mm Box:5|10|20|30:1/100:8 F BO 85’ SL/Auto(M) L 132 55 30% M&P
L85A2 5.56x45mm Box:5|10|20|30:1/100:8 F BO 85’ SL/Auto(M) L 132 55 0% M&P
Springfield Armory 7.62x51mm Box:5:1/10:2/20:3 FB 85’ SL L 185 55 0% L
M1A
Norinco QBZ Type 5.8x42mm Box:30:3/75:10 FB 85’ SL/Auto(F) L 115 40 0% M&P
95 Rifle
Remington Model .243 Box:5:1/10:2 FB 85’ SL L 136 35 0% L
750 Winch-
ester
Remington Model 7.62x51mm Box:5:1/10:2 FB 70’ SL L 120 35 0% L
750
Remington Model .30-06 Box:5:1/10:2 FB 80’ SL L 120 35 0% L
750 Spring-
field
RRA Standard A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 85’ SL L 112 40 0% L
RRA Standard A4 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL L 112 48 0% L
RRA Mid-length A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 70’ SL L 108 50 0% L
RRA Mid-length A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 2T 70’ SL L 108 58 0% L
Ruger AC-556 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/3RB/Auto(M) L 102 35 0% M&P
Stoner 63A Rifle 5.56x45mm Box:20/30:1 FBO 85’ SL/Auto(F) L 129 40 0% M&P

Table 165: Mid-range Modern Assault, Battle, and Target Rifles


182

11.6.2.3 Expensive Modern Assault, IMI Galil ACE 22 Kel-Tec RFB Target Uses FAL maga-
Battle, and Target Rifles two 35 round magazines, Synthetic stock zines.
Uses Galil 5.56 magazines. one 20 round magazine, permanent fixed
stock
ArmaLite AR-10A3
one 20 round magazine, Fixed stock IMI Galil ACE 32
Uses AR-10 magazines. two 30 round magazines, Synthetic stock M14 Uses M14 magazines.
Uses AK-47 magazines. two 20 round magazines, Patrol sling, Fixed
stock
FN SCAR-H Uses .308 SCAR magazines.
IMI Galil ACE 52
This weapon is a mastercraft weapon and
two 25 round magazines, Synthetic stock RRA LAR-6.8 Mid-length A2
grants a +1 bonus on attack rolls.
Uses Galil 7.62 magazines. one 10 round magazine, Fixed stock
one 20 round magazine, Folding stock Uses AR 6.8 magazines.
IMI Galil SAR (5.56x45mm NATO)
FN SCAR-L Uses M4/M16 magazines. two 35 round magazines, Synthetic stock RRA LAR-6.8 Mid-length A4
This weapon is a mastercraft weapon and Uses Galil 5.56 magazines. one 10 round magazine, Synthetic stock
grants a +1 bonus on attack rolls. Uses AR 6.8 magazines.
one 30 round magazine, Folding stock IMI Galil SAR (7.62x51mm NATO)
two 25 round magazines, Folding stock SIG SG 550 Uses Sig magazines.
FN SCAR 16S Uses .308 SCAR magazines. Uses Galil 7.62 magazines. one 30 round magazine, Folding stock
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. IMI Galil ARM SIG SG 556 Uses M4/M16 magazines.
one 20 round magazine, Folding stock two 25 round magazines, Bipod, Synthetic one 20 round magazine, Folding stock
stock
Uses Galil 7.62 magazines. Steyr AUG Uses AUG magazines.
FN SCAR 17S Uses M4/M16 magazines.
This weapon is a mastercraft weapon and This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. IMI Tavor TAR-21 grants a +1 bonus on attack rolls.
one 30 round magazine, Folding stock two 30 round magazines, Permanent fixed one 30 round magazine, 3× Telescopic
stock sight, Permanent fixed stock
Uses M4/M16 magazines.
H&K 91A2
Steyr USR Uses AUG magazines.
two 20 round magazines, Fixed stock
IMI Tavor MTAR-21 This weapon is a mastercraft weapon and
two 30 round magazines, Permanent fixed grants a +1 bonus on attack rolls.
H&K 91A3 stock one 30 round magazine, 3× Telescopic
two 20 round magazines, Fixed stock Uses M4/M16 magazines. sight, Permanent fixed stock
183

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


ArmaLite AR-10A3 7.62x51mm Box:20:2 FB 80’ SL L 136 62 0% L
FN SCAR-H 7.62x51mm Box:20:3 F B O 3T 80’ SL/Auto(M) L 126 80 0% M&P
FN SCAR-L 5.56x45mm Box:10|20|30:1/100:8 F B O 3T 85’ SL/Auto(M) L 116 80 0% M&P
FN SCAR 16S 7.62x51mm Box:20:3 F B O 3T 80’ SL L 116 85 0% L
FN SCAR 17S 5.56x45mm Box:10|20|30:1/100:8 F B O 3T 85’ SL L 128 85 0% L
H&K 91A2 7.62x51mm Box:20:3/50:7 FB 85’ SL L 140 100 0% L
H&K 91A3 7.62x51mm Box:20:3/50:7 FB 85’ SL L 128 100 0% L
IMI Galil ACE 22 5.56x45mm Box:35:2/50:4 F B O 1T 85’ SL/Auto(M) L 116 75 0% M&P
IMI Galil ACE 32 7.62x39mm Box:10|20|30:1/40:2/75:5 F B O 1T 85’ SL/Auto(M) L 119 75 0% M&P
IMI Galil ACE 52 7.62x51mm Box:25:2 F B O 1T 85’ SL/Auto(M) L 125 75 0% M&P
IMI Galil SAR 5.56x45mm Box:35:2/50:4 FB 80’ SL/Auto(M) L 131 63 0% M&P
IMI Galil SAR 7.62x51mm Box:25:2 FB 80’ SL/Auto(M) L 136 66 0% M&P
IMI Galil ARM 7.62x51mm Box:25:2 FB 85’ SL/Auto(M) L 156 65 0% M&P
IMI Tavor TAR-21 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/3RB L 104 68 0% M&P
/Auto(F)
IMI Tavor MTAR-21 5.56x45mm Box:5|10|20|30:1/100:8 FBO 70’ SL/3RB L 104 75 0% M&P
/Auto(F)
Kel-Tec RFB 7.62x51mm Box:10:1/20:2/30:3 FBO 70’ SL L 180 70 0% L
Target
M14 7.62x51mm Box:5:1/10:2/20:3 FB 85’ SL/Auto(F) L 184 65 0% M&P
RRA LAR-6.8 6.8mm SPC Box:10|20:2/30:4 FB 85’ SL L 110 70 0% L
Mid-length A2
RRA LAR-6.8 6.8mm SPC Box:10|20:2/30:4 FBO 85’ SL L 110 75 0% L
Mid-length A4
SIG SG 550 5.56x45mm Box:5|20:1/30:2 FB 80’ SL/3RB L 144 65 0% M&P
/Auto(F)
SIG SG 556 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL L 144 80 0% L
Steyr AUG 5.56x45mm Box:30:3 FB 100’ SL/Auto(M) L 126 100 0% M&P
Steyr USR 5.56x45mm Box:30:3 FB 100’ SL L 126 130 0% L

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


184

11.6.3 Designated Marksman Rifles


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


SVD 7.62x54mmR Box:10:2 FBO 115’ SL L 151 55 0% L
H&K G3SG/1 7.62x51mm Box:20:3/50:7 FBO 105’ SL/3RB/Auto(M) L 195 50 0% M&P
H&K HK33SG1 5.56x45mm Box:25:2/30:3/40:4 FBO 100’ SL/3RB/Auto(M) L 198 45 0% M&P
IMI Galil ACE 23 5.56x45mm Box:35:2/50:4 F B O 1T 95’ SL/Auto(M) L 121 75 0% M&P
IMI Galil ACE 53 7.62x51mm Box:25:2 F B O 1T 95’ SL/Auto(M) L 130 75 0% M&P
IMI Galil Marksman 5.56x45mm Box:25:2/50:4 FBO 90’ SL/Auto(M) L 144 65 0% M&P
IMI Galil Sniper 7.62x51mm Box:25:2 FBO 135’ SL/Auto(M) L 224 65 0% M&P
IMI Tavor STAR-21 5.56x45mm Box:5|10|20|30:1/100:8 FBO 105’ SL/3RB/Auto(F) L 129 75 0% M&P
VSK-94 9x39mm Box:10:1/20:2/30:3 FBO 70’ SL/Auto(M) L 98 48 0% M&P
VSS 9x39mm Box:10:1/20:2/30:3 FBO 75’ SL/Auto(M) L 88 62 0% M&P

Table 167: Cheap Modern Designated Marksman Rifles

11.6.3.1 Cheap Modern Designated IMI Galil ACE 23 Uses Galil 7.62 magazines.
Marksman Rifles two 35 round magazines, Synthetic stock
Uses Galil 5.56 magazines.
IMI Tavor STAR-21
SVD two 30 round magazines, 3× Telescopic
one 10 round magazine, Fixed stock IMI Galil ACE 53
sight, Bipod, Permanent fixed stock
two 25 round magazines, Synthetic stock
Uses Galil 7.62 magazines. Uses M4/M16 magazines.
H&K G3SG/1 Uses G3 magazines.
two 20 round magazines, bayonet lug, IMI Galil Marksman
bipod, 1.5-6× variable telescopic sight, fixed two 35 round magazines, Bipod, Folding VSK-94 Uses VSS magazines.
stock one 10 round magazine, Lv. 4 Suppressor,
stock 4× Telescopic sight, Fixed stock
Uses Galil 5.56 magazines.
H&K HK33SG/1 Uses HK33 magazines.
two 25 round magazines, bayonet lug, IMI Galil Sniper VSS Uses VSS magazines.
bipod, 1.5-6× variable telescopic sight, fixed two 25 round magazines, 8× Telescopic one 10 round magazine, Lv. 4 Suppressor,
stock sight, Bipod, Fixed stock 4× Telescopic sight, Fixed stock
185

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


FN SCAR-H LB 7.62x51mm Box:20:3 F B O 3T 90’ SL/Auto(M) L 123 90 0% M&P
FN SCAR-L LB 5.56x45mm Box:10|20|30:1/100:8 F B O 3T 95’ SL/Auto(M) L 131 90 0% M&P
H&K PSG1 7.62x51mm Box:5:2/20:5 FBO 165’ SL L 253 625 0% L
M21 SWS 7.62x51mm Box:5:1/10:2/20:3 FBO 200’ SL L 185 155 0% L
M110 SASS 7.62x51mm Box:10|20 F B O 3T 210’ SL L 244 300 0% L
Norinco QBU-88 5.8x42mm Box:10:3 FBO 200’ SL L 144 100 0% R
SIG SSG 556 5.56x45mm Box:5|20:1/30:2 FBO 100’ SL L 124 114 0% L
SDM-R 5.56x45mm Box:10|20|30:1/100:8 FB 110’ SL L 160 140 0% L
Walther WA2000 .300 Win Mag Box:6:50 FBO 150’ SL L 272 3750 0% L

Table 168: Expensive Modern Designated Marksman Rifles

11.6.3.2 Expensive Modern Desig- two 5 round magazines, 6× Telescopic Norinco QBU-88
nated Marksman Rifles sight, Fixed stock two 10 round magazines, 9× Telescopic
sight, Bipod
FN SCAR-H LB Uses .308 SCAR maga- M21 SWS Uses M14 magazines.
zines. SIG SSG 556 Uses Sig magazines.
This weapon is a mastercraft weapon and
This weapon is a mastercraft weapon and one 5 round magazine, Bipod, Folding stock
grants a +1 bonus on attack rolls.
grants a +1 bonus on attack rolls. one 10 round magazine, Bipod, 9×
one 20 round magazine, Folding stock Telescopic sight, Fixed stock SDM-R
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls.
FN SCAR-L LB Uses M4/M16 magazines. M110 SASS Uses AR-10 magazines. one 30 round magazine, Fixed stock
This weapon is a mastercraft weapon and This weapon is a mastercraft weapon and Uses M4/M16 magazines.
grants a +1 bonus on attack rolls. grants a +1 bonus on attack rolls.
one 30 round magazine, Folding stock This weapon is not affected by the error Walther WA2000
range that comes from using alternate This weapon is a grandmastercraft weapon
H&K PSG1 forms of ammunition. and grants a +3 bonus on attack rolls.
This weapon is a mastercraft weapon and one 20 round magazine, 9× Telescopic one 6 round magazine, Permanent fixed
grants a +1 bonus on attack rolls. sight, Synthetic stock stock
186

11.6.4 Bolt Action and Sniper Rifles


In military and law enforcement terminology, a sniper rifle is a precision-rifle used to ensure more accurate placement of bullets
at longer ranges than other small arms. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and
chambered for a military center fire cartridge. The term is often used in the media to describe any type of accurized firearm fitted
with a telescopic sight that is employed against human targets, although "sniping rifle" or "sniper’s rifle" is the technically correct
fashion to refer to such a rifle.
The military role of a sniper, dates back to the turn of the 18th century, but the true sniper rifle is a much more recent development.
Advances in technology, specifically that of telescopic sights and more accurate manufacturing, allowed armies to equip specially
trained soldiers with rifles that enable them to deliver precise shots over greater distances than regular infantry weapons. The rifle
itself could be based on a standard rifle (at first, a bolt-action rifle); however, when fitted with a telescopic sight, it becomes a sniper
rifle.
Modern Sniper Rifles can be divided into two classes: Military and Law Enforcement
• Military Sniper rifles aimed at military service are often designed for very high durability, range, reliability, sturdiness,
serviceability and repairability under adverse environmental and combat conditions, at the sacrifice of a small degree of
accuracy. Military snipers and sharpshooters may also be required to carry their rifles and other equipment for long distances,
making it important to minimize weight. Military organizations often operate under strict budget constraints, which influences
the type and quality of sniper rifles they purchase.
• Law Enforcement Sniper rifles built or modified for use in law enforcement are generally required to have the greatest
possible accuracy, more than military rifles, but do not need to have as long a range. As law enforcement-specific rifles are
usually used in non-combat (often urban) environments, they do not have the requirement to be as hardy or portable as
military versions; nevertheless they may be smaller, as they do not need very long range. Some of the first sniper rifles
designed specifically to meet police and other law-enforcement requirements were developed for West German police after
the Munich massacre at the 1972 Summer Olympics. Many police services and law enforcement organizations (such as the U.S.
Secret Service) now use rifles designed for law enforcement purposes.
Bolt action rifles and sniper rifles, because of their use, will almost always use a scope of high magnification(at least x3),and a
bipod. Accessories such as lasers, custom built stocks, and modified barrels are often built in as well, to achieve the best possible
shot.
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Browning A-Bolt II Composite Stalker .30-06 Springfield Box:4:1 FBO 100’ Bolt L 106 30 0% L
CZ 452 American .22 Long Rifle Box:5:1 FBO 85’ Bolt L 94 22 0% L
CZ 453 American .17 HMR Box:5:1 FBO 90’ Bolt L 94 28 0% L
Marlin Model X7 .30-06 Springfield Int:5 FBO 130’ Bolt L 100 22 0% L
Marlin Model X7 .243 Winchester Int:5 FBO 95’ Bolt L 100 19 0% L
Marlin Model X7 7.62x51mm Int:5 FBO 110’ Bolt L 100 20 0% L
Remington M700 .30-06 Springfield Int:5 FBO 130’ Bolt L 96 40 0% L
Remington M700 .243 Winchester Int:5 FBO 90’ Bolt L 96 40 0% L
Remington M700 .17 Remington Int:5 FBO 115’ Bolt L 96 30 0% L
Remington M700 7.62x51mm Int:4 FBO 120’ Bolt L 96 38 0% L
Remington M700 5.56x45mm Int:5 FBO 125’ Bolt L 96 40 0% L
Remington M700P 7.62x51mm Int:4 FBO 150’ Bolt L 96 50 0% L
Ruger M77 Mark 1 5.56x45mm Int:5 FBO 100’ Bolt L 116 26 0% L
Ruger M77 Mark 1 7.62x51mm Int:5 FBO 100’ Bolt L 112 26 0% L

Table 169: Cheap Modern Bolt Action and Sniper Rifles

11.6.4.1 Cheap Modern Bolt Action and CZ 452 American Remington M700
Sniper Rifles All cheap modern Bolt one 5 round magazine This weapon is not affected by the error
Action rifles come standard with a Fixed This weapon is not affected by the error range that comes from using alternate
stock. range that comes from using alternate forms of ammunition.
forms of ammunition.

Remington M700P
Browning A-Bolt II Composite Stalker CZ 453 American This weapon is a mastercraft weapon and
one 4 round magazine one 5 round magazine grants a +1 bonus on attack rolls.
This weapon is not affected by the error This weapon is not affected by the error This weapon is not affected by the error
range that comes from using alternate range that comes from using alternate range that comes from using alternate
forms of ammunition. forms of ammunition. forms of ammunition.
187

Ruger M77 Mark 1 (Both calibers) range that comes from using alternate
This weapon is not affected by the error forms of ammunition.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Accuracy 7.62x51mm Box:5:4 FBO 130’ Bolt L 228 100 0% L
International AWP
Accuracy .338 Lapua Magnum Box:5:4 FBO 130’ Bolt L 228 100 0% L
International AWM
Accuracy .300 Win Mag Box:10:12 F B O 2T 180’ Bolt L 220 400 0% L
International AXMC
Barrett M98B .338 Lapua Magnum Box:10:14 FBO 135’ Bolt L 216 200 0% L
SV-98 7.62x54mmR Box:10:3 FBO 110’ Bolt L 204 60 0% L
FR F2 7.62x51mm Box:10:4 FBO 200’ Bolt L 204 150 0% L
M40A3 7.62x51mm Int:5 FBO 230’ Bolt L 264 136 0% L
M24A3 SWS .338 Lapua Magnum Box:5:2 FBO 200’ Bolt L 190 124 0% L
M2010 ESR .300 Win Mag Box:5:2 F B O 2T 200’ Bolt L 192 150 0% L
Mossberg MVP 5.56x45mm Box:10|20|30:1/100:8 FBO 95’ Bolt L 120 56 0% L
Remington M700P 5.56x45mm Int:5 FBO 135’ Bolt L 96 52 0% L
Ruger M77 Mark 1 5.56x45mm Int:5 FBO 100’ Bolt L 116 26 0% L
Ruger M77 Mark 1 7.62x51mm Int:5 FBO 100’ Bolt L 112 26 0% L
Ruger Precision 7.62x51mm Box: See Text F B O 4T 140’ Bolt L 155 60 0% L
Rifle
SIG SSG 3000 7.62x51mm Box:4:2 F B O 100’ Bolt L 191 100 0% L
Steyr Scout 5.56x45mm Box:5:2/10:5 F B O 105’ Bolt L 105 100 0% L
Steyr Scout 7.62x51mm Box:5:2/10:5 F B O 105’ Bolt L 105 100 0% L
Steyr Scout .243 Winchester Box:5:2/10:5 F B O 105’ Bolt L 105 100 0% L

Table 170: Expensive Modern Bolt Action and Sniper Rifles

11.6.4.2 Expensive Modern Bolt Action This weapon is a mastercraft weapon and M24A3 SWS
and Sniper Rifles grants a +1 bonus on attack rolls. This weapon is a mastercraft weapon and
This weapon is not affected by the error grants a +1 bonus on attack rolls.
Accuracy International AWP range that comes from using alternate This weapon is not affected by the error
This weapon is a mastercraft weapon and forms of ammunition. range that comes from using alternate
grants a +1 bonus on attack rolls. forms of ammunition.
10× Telescopic sight, bipod, fixed stock
This weapon is not affected by the error
SV-98
range that comes from using alternate
This weapon is not affected by the error
forms of ammunition.
range that comes from using alternate M2010 ESR
one 5 round magazine, fixed stock forms of ammunition. This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls.
one 10 round magazine, Fixed stock
This weapon is not affected by the error
Accuracy International AWM Super
range that comes from using alternate
Magnum one 5 round magazine, fixed
FR F2 forms of ammunition.
stock
This weapon is a mastercraft weapon and two 5 round magazines, 6.5-20× telescopic
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. sight, threaded barrel, bipod, fixed stock
grants a +1 bonus on attack rolls.
This weapon is not affected by the error This weapon is not affected by the error
range that comes from using alternate range that comes from using alternate Mossberg MVP Uses M4/M16 maga-
forms of ammunition. forms of ammunition. zines.
6× telescopic sight, bipod, heavy barrel, one 10 round magazine, fixed stock
fixed stock
Accuracy International AXMC one 10
round magazine, folding Remington M700P Fixed stock
This weapon is a mastercraft weapon and M40A3 This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls.
This weapon is not affected by the error grants a +1 bonus on attack rolls. This weapon is not affected by the error
range that comes from using alternate This weapon is not affected by the error range that comes from using alternate
forms of ammunition. range that comes from using alternate forms of ammunition.
forms of ammunition.
Barrett M98B one 10 round magazine, 10× telescopic sight, bipod, heavy barrel, Ruger M77 Mark 1 (Both calibers)
fixed stock fixed stock This weapon is not affected by the error
188

range that comes from using alternate This weapon is a mastercraft weapon and range that comes from using alternate
forms of ammunition. grants a +1 bonus on attack rolls. forms of ammunition.
Fixed stock This Weapon can use M14, AR-10 and one 4 round magazine, fixed stock
Accuracy International Magazines in it’s
caliber. Steyr Scout (All calibers)
Ruger Precision Rifle (Both calibers) Folding stock, threaded barrel This weapon is not affected by the error
This weapon is not affected by the error range that comes from using alternate
range that comes from using alternate SIG SG 3000 forms of ammunition.
forms of ammunition. This weapon is not affected by the error one 5 round magazine, fixed stock

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Accuracy International AW50 .50 BMG Box:5:12 FBO 270’ Bolt H 528 300 0% R
Anzio Ironworks Single Shot 50 .50 BMG Int:1 FBO 190’ Bolt H 336 125 0% R
Anzio Ironworks 50 .50 BMG Box:3:4 FBO 200’ Bolt H 368 200 0% R
Anzio Ironworks Mag-fed 20mm 20x102mm Box:3:12 FBO 450’ Bolt G 960 600 0% R
Barrett M95 .50 BMG Box:5:10 FBO 260’ Bolt H 376 240 0% R
Barrett M82A1 ‘‘Light Fifty’’ .50 BMG Box:10:10 FBO 220’ SL H 494 300 0% R

Table 171: Modern Anti-Materiel Rifles

11.6.5 Modern Anti-Materiel Rifles equipment, sniper cells operating in 2- range that comes from using alternate
or 3-man or larger teams become a forms of ammunition.
An Anti-Materiel rifle is a rifle designed to
necessity. The recoil produced by the one 5 round magazine, Bipod, Fixed stock
destroy at hard targets, such as equipment,
employed cartridges dictates that these
vehicles, and weapons, rather than at
rifles are designed to be fired from the Anzio Ironworks Single Shot 50
other combatants. Anti-materiel rifles
prone position. Bipods and monopods and Bipod, Fixed stock
are similar in form and appearance to
muzzle brakes are used as accessories to
modern sniper rifles and can often serve
employ these rifles as comfortably and
in that role, though they are usually Anzio Ironworks 50
accurately as possible. Firing several
chambered for cartridges more powerful one 3 round magazine, Bipod, Fixed stock
12.7x99mm NATO, 12.7x108mm Russian, or
than are normally required for neutralizing
larger calibers from the standing position
a human and can operate at a greater Anzio Ironworks Mag-fed 20mm
or in a kneeling position would be very
range. In general, anti-material rifles one 3 round magazine, Bipod, Fixed stock
uncomfortable for the operator.
are chambered for 12.7x99mm NATO (.50
BMG), 12.7x108mm Russian, 14.5x114mm Bipods are mandatory, and various
Russian, and 20mm cartridges. The large telescopic sights, tactical slings, patrol Barrett M95 This weapon is not affected
cartridges are required to be able to fireslings, and ergonomic stocks are all by the error range that comes from using
suitable for anti-material rifles.
projectiles containing usable payloads such alternate forms of ammunition.
as explosives, armor-piercing cores, and one 5 round magazine, Bipod, Fixed stock
incendiaries.
Due to the considerable size and weight Accuracy International AW50 Barret M82A1 ‘‘Light Fifty’’ one 10
of anti-materiel rifles and other support This weapon is not affected by the error round magazine, Bipod, Fixed stock
189

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Type 99 Rifle 7.7x58mm Arisaka Int:5 FB 110’ Bolt L 130 34 0% L
AVS-36 7.62x54mmR Box:15:1 FB 80’ SL/Auto(F) L 152 66 5% R
De Lisle carbine .45 ACP Box:7:1 — 80’ Bolt L 136 9 0% L
FG42 7.92x57mm Mauser Box:10:2/20:5 FB 95’ SL/Auto(F) L 148 80 0% R
Gewehr 41 7.92x57mm Mauser Int:10 FB 90’ SL L 176 9 20% L
Karabiner 98 kurz 7.92x57mm Mauser Int:5 FB 160’ Bolt L 131 21 0% L
SMLE No. 1 Mk III* .303 British Box:10:2 FB 140’ Bolt L 140 20 0% L
Lee-Enfield No. 4 Mk I .303 British Box:10:2 FB 150’ Bolt L 140 11 0% L
Lee-Enfield No. 5 Mk I .303 British Box:10:2 FB 130’ Bolt L 96 14 0% L
‘‘Jungle Carbine’’
M1 Carbine .30 Carbine Box:15|30:1 FB 80’ SL L 83 25 5% L
M1A1 Carbine .30 Carbine Box:15|30:1 FB 80’ SL L 72 33 5% L
M2 Carbine .30 Carbine Box:15|30:1 FB 80’ SL/Auto(F) L 83 30 5% R
M1 Garand .30-06 Springfield Int:8 FB 120’ SL L 152 45 0% L
M1903A1 Springfield .30-06 Springfield Int:5 FB 150’ Bolt L 140 6 0% L
M1903A3 Springfield .30-06 Springfield Int:5 FB 150’ Bolt L 138 6 0% L
MAS 36 CR39 7.5x54mm Int:5 FB 145’ Bolt L 131 6 0% L
Mosin-Nagant M1891/30 7.62x54mmR Int:5 FB 140’ Bolt L 140 4 0% L
Mosin-Nagant M1938 7.62x54mmR Int:5 FB 130’ Bolt L 120 4 0% L
Mosin-Nagant M1944 7.62x54mmR Int:5 FB 130’ Bolt L 144 4 0% L
Sturmgewehr 44 7.92x33mm Kurz Box:30:1 FB 70’ SL/Auto(M) L 184 12 10% R
SVT-40 7.62x54mmR Box:10:1 FBO 90’ SL L 136 8 5% L

Table 172: World War II Battle Rifles

11.6.6 World War II Rifles Karabiner 98 Kurz range that comes from using alternate
This weapon is not affected by the error forms of ammunition.
All weapons listed here have a 75% Error range that comes from using alternate This weapon’s magazines are not inter-
range due to age, and must be cleaned, forms of ammunition. changeable between different guns of the
repaired, and oiled to remove said error Bayonet lug, Fixed stock same model, and when reloading with
range. magazines, the error range increases by
25%
SMLE No. 1 Mk III*
11.6.6.1 World War II Battle Rifles one 10 round magazine, Bayonet lug,
This weapon is not affected by the error
Bayonet, Fixed stock
range that comes from using alternate
Arisaka Type 99 Rifle forms of ammunition.
This weapon is not affected by the error This weapon’s magazines are not inter- M1 Carbine
range that comes from using alternate changeable between different guns of the two 15 round magazines, Fixed stock
forms of ammunition. same model, and when reloading with
Bayonet lug, Bayonet, Fixed stock magazines, the error range increases by
M1A1 Carbine
25%
two 15 round magazines, Folding stock
one 10 round magazine, Bayonet lug,
AVS-36 Uses M1 Carbine magazines.
Bayonet, Fixed stock
two 15 round magazines, Bayonet lug,
Bayonet, Fixed stock
M2 Carbine
Lee-Enfield No. 4 Mk I
one 30 round magazine, Fixed stock
This weapon is not affected by the error
De Lisle carbine Uses 1911 magazines. Uses M1 Carbine magazines.
range that comes from using alternate
This weapon is not affected by the error
forms of ammunition.
range that comes from using alternate
This weapon’s magazines are not inter- M1 Garand Uses En-bloc clip.
forms of ammunition.
changeable between different guns of the This weapon requires the use of its clip in
For the purposes of feats, this firearm is a
same model, and when reloading with order to function.
carbine.
magazines, the error range increases by one 8 round clip, Patrol sling, Bayonet lug,
two 7 round magazines, Permanent Lv. 3 25%
Fixed stock
suppressor, Folding stock
one 10 round magazine, Bayonet lug,
Bayonet, Fixed stock
M1903A1 Springfield
FG42
This weapon is not affected by the error
one 20 round magazine, fixed stock
Lee-Enfield No. 5 Mk I ‘‘Jungle range that comes from using alternate
Carbine’’ forms of ammunition.
Gewehr 41 Fixed stock This weapon is not affected by the error Bayonet lug, Bayonet, Fixed stock
190

M1903A3 Springfield Mosin-Nagant M1891/30 Mosin-Nagant M1944


This weapon is not affected by the error This weapon is not affected by the error This weapon is not affected by the error
range that comes from using alternate range that comes from using alternate range that comes from using alternate
forms of ammunition. forms of ammunition. forms of ammunition.
Bayonet lug, Bayonet, Fixed stock Bayonet lug, Fixed stock Bayonet lug, permanent bayonet, fixed
stock

SVT-40
MAS 36 CR39 Mosin-Nagant M1938 one 10 round magazine, Bayonet lug,
This weapon is not affected by the error This weapon is not affected by the error Bayonet, Fixed stock
range that comes from using alternate range that comes from using alternate
forms of ammunition. forms of ammunition. Sturmgewehr 44
Bayonet lug, Folding stock Fixed stock one 30 round magazine, Fixed stock

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Type 97 Sniper Rifle 6.5x50mm Arisaka Int:5 FBO 150’ Bolt L 139 60 0% L
SMLE No. 1 Mk III* .303 British Box:10:2 FB 175’ Bolt L 160 55 0% L
Lee-Enfield No. 4 Mk I (T) .303 British Box:10:2 FB 190’ Bolt L 160 65 0% L
Gewehr 43 7.92x57mm Mauser Box:10:1 FB 120’ SL L 155 54 5% L
Karabiner 98 kurz 7.92x57mm Mauser Int:5 FB 200’ Bolt L 165 54 0% L
MAS 36 7.5x54mm Int:5 FB 180’ Bolt L 156 45 0% L
M1C Garand .30-06 Springfield Int:8 FB 180’ SL L 150 62 0% L
M1D Garand .30-06 Springfield Int:8 FBO 180’ SL L 160 72 0% L
M1903A4 Springfield .30-06 Springfield Int:5 FBO 190’ Bolt L 172 70 0% L
Mosin-Nagant M1891/30 7.62x54mmR Int:5 FBO 175’ Bolt L 140 30 0% L
Mosin-Nagant M1938 7.62x54mmR Int:5 FBO 165’ Bolt L 120 33 0% L
Mosin-Nagant M1944 7.62x54mmR Int:5 FBO 165’ Bolt L 144 32 0% L
SVT-40 7.62x54mmR Box:10:1 FBO 115’ SL L 162 56 5% L

Table 173: World War II Sniper Rifles

11.6.6.2 World War II Sniper Rifles magazines, the error range increases by M1D Garand Uses En-bloc clip.
25% This weapon requires the use of its clip in
Arisaka Type 97 Sniper Rifle This weapon can not use stripper clips. order to function.
2× Telescopic sight, Fixed stock one 10 round magazine, Bayonet lug, 3× one 8 round clip, 2× Telescopic sight, Fixed
Telescopic sight, Fixed stock stock
SMLE No. 1 Mk III*
This weapon is a mastercraft weapon and Gewehr 43
grants a +1 bonus on attack rolls. two 10 round magazines, 3× Telescopic M1903A4 Springfield
sight, Fixed stock This weapon is not affected by the error
This weapon is not affected by the error range that comes from using alternate
range that comes from using alternate forms of ammunition.
forms of ammunition. Karabiner 98 kurz
This weapon can not use stripper clips.
This weapon’s magazines are not inter- This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. 2× Telescopic sight, Fixed stock
changeable between different guns of the
same model, and when reloading with This weapon can not use stripper clips.
magazines, the error range increases by Bayonet lug, 3× Telescopic sight, Fixed Mosin-Nagant M1891/30
25% stock This weapon is not affected by the error
This weapon can not use stripper clips. range that comes from using alternate
one 10 round magazine, Bayonet lug, 3× MAS 36 forms of ammunition.
Telescopic sight, Fixed stock This weapon is not affected by the error This weapon can not use stripper clips.
range that comes from using alternate Bayonet lug, 4× Telescopic sight, Fixed
Lee-Enfield No. 4 Mk I (T) forms of ammunition. stock
This weapon is a mastercraft weapon and Bayonet lug, 3× Telescopic sight, Fixed
grants a +1 bonus on attack rolls. stock
This weapon is not affected by the error Mosin-Nagant M1938
range that comes from using alternate M1C Garand Uses En-bloc clip. This weapon is not affected by the error
forms of ammunition. This weapon requires the use of its clip in range that comes from using alternate
This weapon’s magazines are not inter- order to function. forms of ammunition.
changeable between different guns of the one 8 round clip, 2× Telescopic sight, Fixed This weapon can not use stripper clips.
same model, and when reloading with stock 3× Telescopic sight, Fixed stock
191

Mosin-Nagant M1944 This weapon can not use stripper clips. SVT-40
This weapon is not affected by the error one 10 round magazine, Bayonet lug, 3×
range that comes from using alternate Telescopic sight, Fixed stock
forms of ammunition. 3× Telescopic sight, Fixed stock
192

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Boys Anti-tank Rifle 13.9x99mmB Box:5:1 FB 170’ Bolt H 560 30 0% M&P
Panzerbüchse 39 7.92x94mm Int:1 FB 140’ Bolt H 400 23 0% M&P
PTRD-41 14.5x114mm Int:1 FB 220’ Single H 608 25 0% M&P
PTRS-41 14.5x114mm Box:5:1 FB 230’ SL H 736 26 0% M&P
Type 97 Automatic Cannon 20x125mm Box:7:2 FB 430’ SL H 2,080 43 0% M&P
Solothurn S-18/100 20x105mm Box:10:2 FB 320’ SL H 1,584 40 0% M&P

Table 174: World War II Anti-Materiel Rifles

11.6.6.3 World War II Anti-Materiel range that comes from using alternate PTRD-41
Rifles All World War II Anti-Materiel Rifles forms of ammunition. This weapon is not affected by the error
come standard with a Bipod and a fixed range that comes from using alternate
stock Panzerbüchse 39 forms of ammunition.
This weapon is not affected by the error
Boys Anti Tank Rifle range that comes from using alternate
This weapon is not affected by the error forms of ammunition.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Arisaka Type 30 Rifle 6.5x50mm Arisaka Int:5 FB 100’ Bolt L 139 30 0% L
Arisaka Type 30 Carbine 6.5x50mm Arisaka Int:5 FB 80’ Bolt L 124 30 0% L
Arisaka Type 38 6.5x50mm Arisaka Int:5 FB 90’ Bolt L 139 30 0% L
Arisaka Type 38 Carbine 6.5x50mm Arisaka Int:5 FB 75’ Bolt L 116 30 0% L
Arisaka Type 44 Carbine 6.5x50mm Arisaka Int:5 FB 80’ Bolt L 116 38 0% L
Fusil Automatique 8mm Lebel Int:5 FB 70’ SL L 128 10 0% L
Modele 1917
Gewehr 88 7.92x57mm Mauser Int:5 F B 120’ Bolt L 134 5 0% L
Gewehr 98 7.92x57mm Mauser Int:5 F B 160’ Bolt L 144 7 0% L
KB wz. 98A 7.92x57mm Mauser Int:5 F B 160’ Bolt L 153 7 0% L
Krag-Jørgensen .30-40 Krag Int:5 F B 140’ Bolt L 135 60 0% L
Lebel Model 1886 8mm Lebel Int:8 F B 130’ Bolt L 155 8 0% L
M1895 Lee Navy 6mm Lee Navy Int:5 F B 120’ Bolt L 133 60 0% L
M1903 Springfield .30-06 Springfield Int:5 F B 150’ Bolt L 152 25 0% L
M1917 Enfield .30-06 Springfield Int:6 F B 140’ Bolt L 177 34 0% L
Mondragón rifle 7x57mm Mauser Box:8:1/10:2/20:3 F B 90’ SL/Auto(S) L 147 9 0% L
Box:30:4/100:6
Pattern 1914 Enfield .303 British Int:5 F B 150’ Bolt L 150 6 0% L
Springfield M1892 Rifle .30-40 Krag Int:5 F B 140’ Bolt L 160 60 0% L
Springfield M1898 Rifle .30-40 Krag Int:5 F B 160’ Bolt L 135 8 0% L
Ross Rifle .303 British Int:5 F B 140’ Bolt L 137 9 20% L
Berthier Rifle 8mm Lebel Int:3 F B 135’ Bolt L 144 7 0% L
Winchester 1895 7.62x54mmR Int:5 F B 120’ Lever L 144 16 0% L

Table 175: World War I Battle Rifles

11.6.7 World War I and the Roaring Bayonet lug, Bayonet, Fixed stock Fusil Automatique Modele 1917
’20s Rifles Fixed stock
All weapons listed here have a 75% Error Arisaka Type 38 & Cavalry Carbine
range due to age, and must be cleaned, Gewehr 88
This weapon is not affected by the error
repaired, and oiled to remove said error This weapon is not affected by the error
range that comes from using alternate
range. range that comes from using alternate
forms of ammunition.
forms of ammunition.
Bayonet lug, Bayonet, Fixed stock
Bayonet lug, Bayonet, Fixed stock
11.6.7.1 World War I Battle Rifles
Arisaka Type 44 Cavalry Rifle Gewehr 98
Arisaka Type 30 Rifle & Carbine This weapon is not affected by the error This weapon is not affected by the error
This weapon is not affected by the error range that comes from using alternate range that comes from using alternate
range that comes from using alternate forms of ammunition. forms of ammunition.
forms of ammunition. Bayonet lug, Bayonet, Fixed stock Bayonet lug, Bayonet, Fixed stock
193

KB wz. 98A M1903 Springfield This weapon is not affected by the error
This weapon is not affected by the error This weapon is not affected by the error range that comes from using alternate
range that comes from using alternate range that comes from using alternate forms of ammunition.
forms of ammunition. forms of ammunition. This weapon can be reloaded without
Bayonet lug, Bayonet, Fixed stock Bayonet lug, Bayonet, Fixed stock working the bolt, allowing for +1 round.

Krag-Jørgensen Ross Rifle Fixed stock


M1917 Enfield Bayonet lug, Fixed stock
This weapon is not affected by the error This weapon is a mastercraft weapon and
This weapon is not affected by the error
range that comes from using alternate grants a +1 bonus on attack rolls.
range that comes from using alternate
forms of ammunition. This weapon is not affected by the error
forms of ammunition.
This weapon can be reloaded without range that comes from using alternate
working the bolt, allowing for +1 round. forms of ammunition.
Fixed stock Mondragón rifle
one 10 round magazine, Bayonet lug, Fixed Berthier Rifle
stock This weapon is not affected by the error
Lebel Model 1886 range that comes from using alternate
This weapon is not affected by the error forms of ammunition.
range that comes from using alternate Pattern 1914 Enfield Fixed stock This weapon requires the use of its clip in
forms of ammunition. This weapon is a mastercraft weapon and
order to function.
Bayonet lug, Bayonet, Fixed stock grants a +1 bonus on attack rolls.
3 round en-bloc clip, Fixed stock
This weapon is not affected by the error
range that comes from using alternate
M1895 Lee Navy Winchester 1895 This weapon is not
forms of ammunition.
This weapon requires the use of its clip in affected by the error range that comes
order to function. from using alternate forms of ammunition.
Bayonet lug, Fixed stock Springfield M1898 Rifle Fixed stock Fixed Stock

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Henry Rifle .44 Henry Int:15 F 70’ Lever L 148 22 0% L
Remington Rolling Block .45-70 Government Int:1 FB 60’ Single L 148 16 0% L
Sharps 1863 Carbine .50-70 Government Int:1 FB 65’ Single L 152 45 0% L
Sharps 1873 Rifle .45-70 Government Int:1 FB 70’ Single L 160 44 0% L
Sharps 1874 Long Range Rifle .45-70 Government Int:1 FB 85’ Single L 172 40 0% L
Spencer Repeating Rifle .56-56 Spencer Int:7 FB 80’ Lever L 160 85 0% L
Spencer Repeating Carbine .56-56 Spencer Int:7 FB 60’ Lever L 144 70 0% L
Springfield M1871 Rolling Block .50-70 Government Int:1 FB 90’ Single L 160 70 0% L
Springfield M1873 .45-70 Government Int:1 FB 90’ Single L 156 65 0% L
Winchester Model 1873 Carbine .32-20 Winchester Int:12 FB 60’ Lever L 128 35 0% L
Winchester Model 1873 Carbine .38-40 Winchester Int:12 FB 60’ Lever L 128 35 0% L
Winchester Model 1873 Carbine .44-40 Winchester Int:12 FB 60’ Lever L 128 35 0% L
Winchester Model 1873 Rifle .32-20 Winchester Int:15 FB 70’ Lever L 128 40 0% L
Winchester Model 1873 Rifle .38-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Winchester Model 1873 Rifle .44-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Winchester Model 1866 Carbine .44 Henry Int:12 FB 60’ Lever L 144 35 0% L
Winchester Model 1866 Rifle .44 Henry Int:15 FB 70’ Lever L 144 40 0% L
Winchester Model 1892 Rifle .44-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Winchester Model 1892 Carbine .44-40 Winchester Int:12 FB 60’ Lever L 144 35 0% L
Winchester Model 1892 Rifle .32-20 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Winchester Model 1892 Carbine .32-20 Winchester Int:12 FB 60’ Lever L 144 35 0% L
Winchester Model 1892 Rifle .38-40 Winchester Int:15 FB 70’ Lever L 144 40 0% L
Winchester Model 1892 Carbine .38-40 Winchester Int:12 FB 60’ Lever L 144 35 0% L

Table 176: Wild West Carbines and Long Rifles

11.6.8 Wild West Carbines and Long Rifles


All weapons listed here have an 85% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.
All Wild West Rifles come standard with a Fixed stock.
Every Wild West Rifle with the exception of the Remington Rolling Block is not affected by the error range that comes from using
alternate forms of ammunition.
Long Rifles, for the purposes of feats, are target rifles.
194

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

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

11.7.0.2 Pump Action In pump-action shotguns, a sliding forearm handle (the pump) works the action, extracting the spent
shell and inserting a new one while cocking the hammer or striker as the pump is worked. A pump gun is typically fed from a
tubular magazine underneath the barrel, which also serves as a guide for the pump. The rounds are fed in one by one through a
port in the receiver, where they are lifted by a lever called the elevator and pushed forward into the chamber by the bolt. A pair of
latches at the rear of the magazine hold the rounds in place and facilitate feeding of one shell at a time. If it is desired to load the
gun fully, a round may be loaded through the ejection port directly into the chamber, or cycled from the magazine, which is then
topped off with another round. Well-known examples include the Winchester Model 1897, Remington 870 and Mossberg 500/590.
Pump-action shotguns are common hunting, fowling and sporting shotguns. Hunting models generally have a barrel between 24
and 28 inches. They can also easily be used with an empty magazine as a single-shot weapon, by simply dropping the next round
to be fired into the open ejection port after the spent round is ejected. Pump action shotguns with shorter barrels and no barrel
195

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

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

11.7.0.4 Autoloading Gas, inertia, or recoil operated actions are other popular methods of increasing the rate of fire of a
shotgun; these are generally referred to as autoloaders or semi-automatics. Instead of having the action manually operated by a
pump or lever, the action automatically cycles each time the shotgun is fired, ejecting the spent shell and reloading a fresh one
into the chamber. The first successful semi-automatic shotgun was John Browning’s Auto-5, first produced by Fabrique Nationale
beginning in 1902. Other well-known examples include the Remington 1100, Benelli M1, and Saiga-12.
Some, such as the Franchi SPAS-12 and Benelli M3, are capable of switching between semi-automatic and pump action. These
are popular for two reasons; first, some jurisdictions forbid the use of semi-automatic actions for hunting, and second, lower-powered
rounds, like many less lethal cartridges, have insufficient power to reliably cycle a semi-automatic shotgun.
Autoloading shotguns also encompasses shotguns that are fully automatic, such as the Daewoo USAS-12 and the AA-12.
196

11.7.1 Modern Sporting Shotguns


A Sporting shotgun is a shotgun that focuses on accuracy, rather than ammo capacity. Sporting shotguns are simple to maintain,
use, and clean. Most sporting shotguns are aimed at a particular sport, usually game hunting, for rifled barrels using slugs, or for
fowl and clay shooting, with choked barrels. Sporting shotguns usually have lower capacities than their combat counterparts, but
also less expensive, as they don’t have to take the daily beatings of a combat shotgun, and thus don’t need to be over engineered
as such.
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
Harrington & Richardson Pardner Turkey 10 Gauge Int:1 FB 50’ Single L 144 11 0% L
Harrington & Richardson Single Barrel Shotgun 12 Gauge Int:1 FB 50’ Single L 92 5 0% L
Harrington & Richardson Topper 12 Gauge Int:1 FB 50’ Single L 92 5 0% L
Harrington & Richardson Topper 20 Gauge Int:1 FB 55’ Single L 92 5 0% L
Harrington & Richardson Topper .410 Bore Int:1 FB 55’ Single L 92 5 0% L
Maverick 88 Slug 12 Gauge Int:5 FB 45’ Pump L 112 13 10% L
Maverick 88 Field 12 Gauge Int:5 FB 45’ Pump L 112 11 10% L
Mossberg 505 Youth .410 Bore Int:4 FB 35’ Pump L 80 15 0% L

Table 177: Cheap Modern Sporting Shotguns

11.7.1.1Cheap Modern Sporting Shot- Harrington & Richardson Topper (12 Maverick 88 Slug
guns Gauge) Choked barrel, Fixed stock This weapon is not affected by the error
This weapon is not affected by the error range that comes from using alternate
Harrington & Richardson Pardner range that comes from using alternate forms of ammunition.
Turkey Straight barrel, Fixed stock forms of ammunition. Slug barrel, Fixed stock
This weapon is not affected by the error
range that comes from using alternate Harrington & Richardson Topper (20 Mverick 88 Field
forms of ammunition. Gauge) Choked barrel, Fixed stock Choked barrel, Fixed stock

Harrington & Richardson Single Barrel Harrington & Richardson Topper (.410 Mossberg 505 Youth
Shotgun Straight barrel, Fixed stock Bore) Choked barrel, Fixed stock This weapon is not affected by the error
This weapon is not affected by the error This weapon is not affected by the error range that comes from using alternate
range that comes from using alternate range that comes from using alternate forms of ammunition.
forms of ammunition. forms of ammunition. Straight barrel, Fixed stock
197

11.7.1.2 Mid-range Modern Sporting Mossberg 535 Slugster Remington 870 Express (12 & 20 Gauge)
Shotguns This weapon is not affected by the error Straight barrel, Fixed stock
range that comes from using alternate This weapon is not affected by the error
forms of ammunition. range that comes from using alternate
Adler A110
Slug barrel, Fixed stock forms of ammunition.
Removable choke barrel, Fixed stock
This weapon is not affected by the error
range that comes from using alternate Mossberg 535 Waterfowl Remington 870 Express Slug (12 & 20
forms of ammunition. Gauge) Slug barrel, Fixed stock
This weapon is not affected by the error
This weapon is not affected by the error
range that comes from using alternate
range that comes from using alternate
Benelli Black Eagle forms of ammunition.
forms of ammunition.
Straight barrel, Fixed stock Choked barrel, Fixed stock

Remington 870 Express Turkey (12 & 20


Benelli Nova Pump Field (12 & 20 Mossberg 930 Fixed stock Gauge) Choked barrel, Fixed stock
Gauge) Straight barrel, Fixed stock This weapon is not affected by the error
This weapon is not affected by the error Mossberg 930 Slugster range that comes from using alternate
range that comes from using alternate Slug barrel, Fixed stock forms of ammunition.
forms of ammunition.
Rossi Rio Grande
Mossberg 930 Waterfowl Straight barrel, Fixed stock
Benelli Supernova
Choked barrel, Fixed stock
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. TOZ-106 This weapon is not affected by
This weapon is not affected by the error Mossberg SA20 Autoloader the error range that comes from using
range that comes from using alternate Fixed stock alternate forms of ammunition
forms of ammunition. folding stock, straight barrel and one 2
Straight barrel, Fixed stock round magazine
Maverick Arms Hunter Field Over &
Under Straight barrel, Fixed stock Stoeger Coach Gun (12 & 20 Gauge, .410
Benelli Supernova Slug This weapon is not affected by the error Bore) Straight barrel, Fixed stock
This weapon is a mastercraft weapon and range that comes from using alternate
This weapon is not affected by the error
grants a +1 bonus on attack rolls. forms of ammunition. range that comes from using alternate
This weapon is not affected by the error
forms of ammunition.
range that comes from using alternate
forms of ammunition. MTs255-12 Choked barrel, Fixed stock
Straight barrel, Fixed stock This weapon is not affected by the error Stoeger Coach Gun Single Trigger (12 &
range that comes from using alternate 20 Gauge) Straight barrel, Fixed stock
forms of ammunition. This weapon is not affected by the error
Mossberg 500 range that comes from using alternate
This weapon is not affected by the error forms of ammunition.
range that comes from using alternate MTs255-20 Choked barrel, Fixed stock
forms of ammunition. This weapon is not affected by the error
Universal Wing Goose Gun
Straight barrel, Fixed stock range that comes from using alternate
Straight barrel, Fixed stock
forms of ammunition.
Mossberg 505 Youth Winchester Model 1887
This weapon is not affected by the error MTs255-.410 Choked barrel, Fixed stock This weapon is not affected by the error
range that comes from using alternate This weapon is not affected by the error range that comes from using alternate
forms of ammunition. range that comes from using alternate forms of ammunition.
Straight barrel, Fixed stock forms of ammunition. Straight barrel, Fixed stock
198

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Adler A110 12 Gauge Int:7 FB 55’ Lever L 136 26 0% L
Benelli Black Eagle 12 Gauge Int:4 FB 60’ SL L 116 30 5% L
Benelli Nova Pump Field 12 Gauge Int:4 FB 60’ Pump L 128 23 0% L
Benelli Nova Pump Field 20 Gauge Int:4 FB 60’ Pump L 105 22 0% L
Benelli Supernova 12 Gauge Int:4 FB 65’ SL L 128 22 0% L
Benelli Supernova Slug 12 Gauge Int:4 FB 60’ SL L 128 30 0% L
Mossberg 500 12 Gauge Int:5 FB 45’ Pump L 112 21 0% L
Mossberg 505 Youth 20 Gauge Int:4 FB 40’ Pump L 90 18 0% L
Mossberg 535 Slugster 12 Gauge Int:5 FB 50’ Pump L 112 20 0% L
Mossberg 535 Waterfowl 12 Gauge Int:5 FB 40’ Pump L 112 20 0% L
Mossberg 930 12 Gauge Int:5 FB 45’ SL L 112 25 5% L
Mossberg 930 Slugster 12 Gauge Int:5 FB 50’ SL L 112 28 5% L
Mossberg 930 Waterfowl 12 Gauge Int:5 FB 40’ SL L 124 28 5% L
Mossberg SA20 Autoloader 20 Gauge Int:5 FB 50’ SL L 112 20 10% L
Maverick Arms Hunter Field 12 Gauge Int:2 F 2B 55’ OxU: Single/Double L 112 20 0% L
Over & Under
MTs255-12 12 Gauge Cyl:5 F B 45’ SL L 130 16 0% R
MTs255-20 20 Gauge Cyl:5 F B 45’ SL L 119 16 0% R
MTs255-.410 .410 Bore Cyl:5 F B 45’ SL L 109 16 0% R
Remington 870 Express 12 Gauge Int:4 F B 45’ Pump L 115 21 0% L
Remington 870 Express Slug 12 Gauge Int:4 F B 45’ Pump L 112 23 0% L
Remington 870 Express 12 Gauge Int:4 F B 45’ Pump L 112 23 0% L
Turkey
Remington 870 Express 20 Gauge Int:4 FB 40’ Pump L 112 18 0% L
Remington 870 Express Slug 20 Gauge Int:4 FB 40’ Pump L 112 19 0% L
Remington 870 Express 20 Gauge Int:4 FB 45’ Pump L 112 19 0% L
Turkey
Rossi Rio Grande .410 Bore Int:6 FBO 55’ Lever L 109 23 0% L
Stoeger Coach Gun 12 Gauge Int:2 F 2B 55’ SxS: Single/Double L 104 20 0% L
Stoeger Coach Gun 20 Gauge Int:2 F 2B 50’ SxS: Single/Double L 102 20 0% L
Stoeger Coach Gun .410 Bore Int:2 F 2B 40’ SxS: Single/Double L 100 20 0% L
Stoeger Coach Gun Single 12 Gauge Int:2 F 2B 55’ SxS: SL L 104 20 0% L
Trigger
Stoeger Coach Gun Single 20 Gauge Int:2 F 2B 50’ SxS: SL L 102 20 0% L
Trigger
TOZ-105 20 Gauge Box:2:1/4:2 FB 45’ Bolt M/L 88 22 0% L
Universal Wing Goose Gun 10 Gauge Int:2 F 2B 55’ SxS: Single/Double L 152 18 0% L
Winchester Model 1887 12 Gauge Int:4 FB 45’ Lever L 130 30 0% L

Table 178: Mid-range Modern Sporting Shotguns


199

11.7.1.3 Expensive Modern Sporting Beretta 686 Sporting Ithaca Model 37 Deerslayer
Shotguns This weapon is a mastercraft weapon and Straight barrel, Fixed stock
grants a +1 bonus on attack rolls.
This weapon is not affected by the error
Benelli M2 Field range that comes from using alternate Mossberg Onyx Side By Side Field
Straight barrel, Fixed stock forms of ammunition. This weapon is a mastercraft weapon and
Straight barrel, Fixed stock grants a +1 bonus on attack rolls.
This weapon is not affected by the error
Benelli M2 Field Slug Browning BSP 10 Ga. range that comes from using alternate
Slug barrel, Fixed stock This weapon is not affected by the error forms of ammunition.
range that comes from using alternate Fixed stock
forms of ammunition.
Benelli Super Sport Straight barrel, Fixed stock
This weapon is a mastercraft weapon and Remington 1100 Sporting (12, 16 & 20
grants a +1 bonus on attack rolls. Browning Gold Micro Gauge, .410 Bore)
Choked barrel, Fixed stock Straight barrel, Fixed stock This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls.
Browning Gold Upland Straight barrel, Fixed stock
Beretta Silver Pigeon Straight barrel, Fixed stock
This weapon is a mastercraft weapon and
grants a +1 bonus on attack rolls. Ithaca Mag-10 Remington Model SP-10
Straight barrel, Fixed stock Straight barrel, Fixed stock Straight barrel, Fixed stock
200

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Benelli M2 Field 12 Gauge Int:5 FB 50’ SL L 115 40 0% L
Benelli M2 Field Slug 12 Gauge Int:5 FB 60’ SL L 115 40 0% L
Benelli Super Sport 12 Gauge Int:5 FB 65’ SL L 116 100 0% L
Beretta Silver Pigeon 12 Gauge Int:2 F 2B 70’ OxU: SL/Double L 120 150 0% L
Beretta 686 Sporting 12 Gauge Int:2 F 2B 50’ OxU: SL/Double L 132 75 0% L
Browning BPS 10 Gauge 10 Gauge Int:4 FB 45’ Pump L 169 35 0% L
Browning Gold Micro 20 Gauge Int:6 FB 50’ SL L 118 34 0% L
Browning Gold Upland 12 Gauge Int:5 FB 50’ SL L 108 40 0% L
Ithaca Mag-10 10 Gauge Int:2 FB 60’ SL L 180 60 0% L
Ithaca Model 37 Deerslayer 12 Gauge Int:4 FB 55’ Pump/Slam L 144 40 0% L
Mossberg Onyx Side By Side Field 12 Gauge Int:2 F 2B 55’ SxS: SL L 128 41 0% L
Remington 1100 Sporting 12 Gauge Int:4 FB 60’ SL L 128 45 5% L
Remington 1100 Sporting 16 Gauge Int:4 FB 60’ SL L 128 45 5% L
Remington 1100 Sporting 20 Gauge Int:4 FB 60’ SL L 128 45 5% L
Remington 1100 Sporting .410 Bore Int:4 FB 50’ SL L 112 45 5% L
Remington Model SP-10 10 Gauge Int:3 FB 65’ SL L 142 48 5% L

Table 179: Expensive Modern Sporting Shotguns


201

11.7.2 Modern Combat Shotguns


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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Benelli Nova Pump 12 Gauge Int:4 FB 45’ Pump L 110 20 0% L
Tactical
Harrington & Richardson 12 Gauge Int:5 FB 40’ Pump L 120 10 5% L
Pardner Pump Protector
Harrington & Richardson 20 Gauge Int:5 FB 40’ Pump L 120 10 5% L
Pardner Pump Protector
Ithaca 37 Defense 12 Gauge Int:5 FB 45’ Pump L 104 12 0% L
Ithaca 37 Defense 20 Gauge Int:5 FB 45’ Pump L 104 11 0% L
Maverick 88 Security 12 Gauge Int:5 FB 45’ Pump L 112 10 10% L
Mossberg JIC 12 Gauge Int:5 FB 45’ Pump L 106 16 0% L
Norinco M98 12 Gauge Int:5 FB 45’ Pump L 120 8 10% L
Norinco M2000 12 Gauge Int:5 FB 45’ SL L 120 8 15% L
Saiga 410 .410 Bore Box:2|4|10:1/15:2/30:5 FB 40’ SL L 120 12 0% L
Stoeger Double Defense 12 Gauge Int:2 F 2B O 1T 45’ SxS: SL L 104 20 0% L
Stoeger Double Defense 20 Gauge Int:2 F 2B O 1T 40’ SxS: SL L 104 20 0% L
Stoeger Double Defense 12 Gauge Int:2 F 2B O 2T 45’ OxU: SL L 113 19 0% L
Stoeger Double Defense 20 Gauge Int:2 F 2B O 2T 40’ OxU: SL L 105 17 0% L

Table 180: Cheap Modern Combat Shotguns

11.7.2.1 Cheap Modern Combat Shot- Maverick 88 Security range that comes from using alternate
guns This weapon receives a +2 to all stealth forms of ammunition
checks made to hide the weapon. Straight barrel, Fixed stock
Straight barrel, Fixed stock
Benelli Nova Pump Tactical Norinco M2000
Straight barrel, Fixed stock Mossberg JIC Straight barrel, Fixed stock
This weapon receives a +2 to all stealth
checks made to hide the weapon. Saiga 410
Harrington & Richardson Pardner Pump This weapon is not affected by the error two 2 round magazines, Straight barrel,
Protector(12 and 20 Gauge) range that comes from using alternate Fixed stock
Straight barrel, Fixed stock forms of ammunition
Straight barrel, Pistol grip Stoeger Double Defense (12 & 20
Gauge) Straight barrel, Fixed stock
Ithaca 37 Defense(12 and 20 Gauge) Norinco M98 The SxS and OxU versions of this gun have
Straight barrel, Pistol grip This weapon is not affected by the error the same standard equipment.
202

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


AA-12 12 Gauge Box:8:2/20:4/32:6 FB 45’ OB: L 240 55 5% M&P
SL/Auto(S)
Armsel Protecta Bulldog 12 Gauge Int:12 FB 40’ SL L 150 30 10% R
Benelli M1 Super 90 12 Gauge Int:7 FB 50’ SL L 112 50 0% L
Benelli M1 Super 90 20 Gauge Int:7 FB 50’ SL L 112 50 0% L
Benelli M2 Tactical 12 Gauge Int:5 FB 45’ SL L 107 40 0% L
Benelli M2 Tactical 20 Gauge Int:5 FB 45’ SL L 107 40 0% L
Benelli M2 Tactical NFA 12 Gauge Int:5 FB 30’ SL L 102 65 0% R
Benelli M2 Tactical NFA 20 Gauge Int:5 FB 30’ SL L 102 65 0% R
Benelli M3 Super 90 12 Gauge Int:7 FB 50’ SL/Pump L 115 50 0% L
Benelli M3 Super 90 20 Gauge Int:7 FB 50’ SL/Pump L 115 50 0% L
Benelli M4 Super 90 12 Gauge Int:5 FB 50’ SL L 124 58 0% L
Benelli M1014 12 Gauge Int:8 FB 50’ SL L 124 60 0% L
Benelli Nova Tactical NFA 12 Gauge Int:4 FB 30’ Pump L 110 30 0% R
DP-12 12 Gauge Int:8 Int:8 F 2B O 40’ Pump L 156 70 0% L
Daewoo USAS-12 12 Gauge Box:10:2/20:3 FB 50’ SL/Auto(S) L 218 100 0% M&P
FN SLP MK I Tactical 12 Gauge Int:8 FBO 50’ SL L 131 48 0% L
Franchi SPAS-12 12 Gauge Int:8 FB 45’ SL/Pump L 140 50 0% L
Franchi SPAS-15 12 Gauge Box:6:3 FB 45’ SL/Pump L 136 55 0% L
Kel-Tec KSG 12 Gauge Int:7 Int:7 F B O 1T 45’ Pump L 137 40 0% L
M26 MASS Standalone 12 Gauge Box:3:1/5:2 F B O 1T 20’ Bolt L 69 62 0% R
Mossberg 590A1 12 Gauge Int:8 FB 45’ Pump L 120 32 0% L
Mossberg 590A1 NFA 12 Gauge Int:5 FB 25’ Pump L 96 30 0% R
Mossberg Cruiser 590A1 NFA 12 Gauge Int:5 FB 25’ Pump M 80 34 0% R
Mossberg 930 Tactical 12 Gauge Int:7 F B 1T 45’ SL L 120 40 5% L
MTs255-12 Tactical 12 Gauge Cyl:5 FBO 30’ SL L 130 28 0% R
MTs255-20 Tactical 20 Gauge Cyl:5 FBO 30’ SL L 119 28 0% R
MTs255-.410 Tactical .410 Bore Cyl:5 FBO 30’ SL L 109 28 0% R
Remington 11-87P 12 Gauge Int:4 FB 45’ SL L 102 53 0% R
Remington 870, 14’’ 12 Gauge Int:4 FB 30’ Pump L 102 29 0% R
Remington 870 Express Tactical 12 Gauge Int:6 FBO 45’ Pump L 112 25 0% L
Remington 870 MCS 12 Gauge Int:7 F B O 2T 45’ Pump L 142 55 0% L
Remington MCS Breaching 12 Gauge Int:4 FBO 25’ Pump M 92 55 0% R
Remington 870 MCS CQB 12 Gauge Int:6 F B O 2T 35’ Pump L 116 55 0% R
Remington 870 Police 12 Gauge Int:7 FBO 45’ Pump L 112 32 0% L
Remington 1100 Tactical 12 Gauge Int:6 FB 45’ SL L 112 27 0% L
Remington 1100 Tactical 20 Gauge Int:6 FB 45’ SL L 112 27 0% L
Remington 1100 Competition 12 Gauge Int:7 FB 45’ SL L 132 30 0% L
Remington Versamax Tactical 12 Gauge Int:8 F B O 2T 55’ SL L 124 60 0% L
Saiga 12 12 Gauge Box:2|5:1/10:2/20:3 FB 45’ SL L 127 28 0% L
Saiga 20 20 Gauge Box:5|12:1 FB 45’ SL L 123 26 0% L
Serbu Super-Shorty 12 Gauge Int:2 FB 20’ Pump M 64 35 0% R
SIX12 Full Stock 12 Gauge Cyl:6:2 FBO 40’ SL L 110 70 0% R
SIX12 Pistol Grip 12 Gauge Cyl:6:2 FB 25’ SL M 74 70 0% R

Table 181: Expensive Modern Combat Shotguns


203

11.7.2.2 Expensive Modern Combat DP-12 This weapon does not receive any penalty
Shotguns This weapon is not affected by the error when fighting against an adjacent opponent
range that comes from using alternate with a full stock or extended folding stock.
forms of ammunition Fixed Stock, Straight Barrel
AA-12 This weapon can perform Double tap
one 8 round magazine, straight barrel, attacks due to it’s dual barrels
fixed stock Mossberg Cruiser 590A1 NFA
This weapon does not receive any penalty
This weapon is not affected by the error
when fighting against an adjacent opponent
range that comes from using alternate
with a full stock or extended folding stock.
Armsel Protecta Bulldog forms of ammunition
Straight barrel, Vertical foregrip, Pistol grip Permanent Fixed Stock, vertical foregrip, 2
This weapon can not use the ‘‘Combat Cut’’
Straight Barrels
Sawed off Ranged weapon upgrade.
Benelli M1 Super 90(12 and 20 Gauge) This weapon does not receive any penalty
FN SLP MK I Tactical
Straight barrel, Fixed stock when fighting against an adjacent opponent
This weapon is a mastercraft weapon and
with a full stock or extended folding stock.
grants a +1 bonus on attack rolls.
Straight barrel, Fixed stock Pistol Grip, Straight Barrel
Benelli M2 Tactical(12 and 20 Gauge)
Straight barrel, Fixed stock
Franchi SPAS-12 Mossberg 930 Tactical
This weapon is not affected by the error Straight barrel, Fixed stock
Benelli M2 Tactical NFA(12 and 20 range that comes from using alternate
Gauge) forms of ammunition when in pump action
MTs255-12 Tactical
This weapon can not use the ‘‘Combat Cut’’ mode.
Straight barrel, Folding stock This weapon receives a +2 to all stealth
Sawed off Ranged weapon upgrade.
checks made to hide the weapon.
This weapon does not receive any penalty
Straight Barrel, Folding Stock
when fighting against an adjacent opponent Franchi SPAS-15
with a full stock or extended folding stock. This weapon is not affected by the error
Fixed Stock, Straight Barrel range that comes from using alternate MTs255-20 Tactical
forms of ammunition when in pump action This weapon receives a +2 to all stealth
mode. checks made to hide the weapon.
Benelli M3 Super 90(12 and 20 Gauge) two 6 round magazines, Straight barrel,
Straight Barrel, Folding Stock
This weapon is not affected by the error Fixed stock
range that comes from using alternate
forms of ammunition when in pump action MTs255-.410 Tactical
Kel-Tec KSG Straight barrel, Fixed stock
mode. This weapon receives a +2 to all stealth
This weapon has two separate tubes, which
Straight barrel, Fixed stock checks made to hide the weapon.
can be loaded independent of one another,
Straight Barrel, Folding Stock
and can be switched for the cost of 1
Benelli M4 Super 90 combat point.
Straight barrel, Fixed stock Remington 11-87P
M26 MASS Standalone This weapon does not receive any penalty
This weapon is not affected by the error when fighting against an adjacent opponent
Benelli M1014 range that comes from using alternate with a full stock or extended folding stock.
This weapon is a mastercraft weapon and forms of ammunition. Fixed Stock
grants a +1 bonus on attack rolls. This weapon can not use the “Combat Cut”
Straight barrel, folding stock Sawed off Ranged weapon upgrade.
Remington 870, 14’’
This weapon does not receive any penalty
This weapon is not affected by the error
when fighting against an adjacent opponent
Benelli Nova Tactical NFA range that comes from using alternate
with a full stock or extended folding stock.
This weapon is not affected by the error forms of ammunition
range that comes from using alternate This weapon can not use the ‘‘Combat Cut’’
forms of ammunition Mossberg 590A1
Sawed off Ranged weapon upgrade.
This weapon can not use the ‘‘Combat Cut’’ This weapon is not affected by the error
This weapon does not receive any penalty
Sawed off Ranged weapon upgrade. range that comes from using alternate
when fighting against an adjacent opponent
forms of ammunition
This weapon does not receive any penalty with a full stock or extended folding stock.
Bayonet lug, Straight barrel, Fixed stock
when fighting against an adjacent opponent Fixed Stock, Straight Barrel
with a full stock or extended folding stock.
Fixed Stock, Straight Barrel Mossberg 590A1 NFA
This weapon is not affected by the error Remington 870 Express Tactical
range that comes from using alternate This weapon is not affected by the error
Daewoo USAS-12 forms of ammunition range that comes from using alternate
one 20 round and two 10 round magazines, This weapon can not use the ‘‘Combat Cut’’ forms of ammunition
Straight barrel, Fixed stock Sawed off Ranged weapon upgrade. Straight barrel, Fixed stock
204

Remington 870 MCS This weapon can not use the ‘‘Combat Cut’’
SIX12 Fixed Stock
This weapon is a mastercraft weapon and Sawed off Ranged weapon upgrade. This weapon is not affected by the error
grants a +1 bonus on attack rolls. range that comes from using alternate
This weapon does not receive any penalty
This weapon is not affected by the error forms of ammunition
when fighting against an adjacent opponent
range that comes from using alternate This weapon can not use the ‘‘Combat Cut’’
with a full stock or extended folding stock.
forms of ammunition Sawed off Ranged weapon upgrade.
This weapon comes in a kit form, and any
This weapon can not use the ‘‘Combat Cut’’ style of these weapons can be made fromThis weapon does not receive any penalty
Sawed off Ranged weapon upgrade. when fighting against an adjacent opponent
the kit, but only one weapon can be made
This weapon does not receive any penalty per kit. with a full stock or extended folding stock.
when fighting against an adjacent opponent Synthetic Stock, Straight Barrel This weapon comes in a kit form, and any
with a full stock or extended folding stock. style of these weapons can be made from
This weapon comes in a kit form, and any the kit, but only one weapon can be made
style of these weapons can be made from Remington 870 Police per kit.
the kit, but only one weapon can be made This weapon is not affected by the error This weapon can be turned into the SIX12
per kit. range that comes from using alternate Mounted Tactical Upgrade and mount on
Fixed Stock, Straight Barrel forms of ammunition any firearm with 1 Tactical Rail.
Straight barrel, Fixed stock This weapon has removeable cylinders that
function and are treated like magazines.
Remington MCS Breaching Two 6 round cylinders,Fixed Stock, Straight
This weapon is a mastercraft weapon and Remington 1100 Tactical Barrel
grants a +1 bonus on attack rolls. Straight barrel, Fixed stock
This weapon is not affected by the error
range that comes from using alternate SIX12 Pistol Grip
forms of ammunition Remington 1100 Competition This weapon is not affected by the error
range that comes from using alternate
This weapon can not use the ‘‘Combat Cut’’ Straight barrel, Fixed stock
forms of ammunition
Sawed off Ranged weapon upgrade.
This weapon can not use the ‘‘Combat Cut’’
This weapon does not receive any penalty
Remington Versamax Tactical Sawed off Ranged weapon upgrade.
when fighting against an adjacent opponent
Fixed Stock, Straight Barrel This weapon does not receive any penalty
with a full stock or extended folding stock.
when fighting against an adjacent opponent
This weapon comes in a kit form, and any
with a full stock or extended folding stock.
style of these weapons can be made from Saiga 12
This weapon comes in a kit form, and any
the kit, but only one weapon can be made two 5 round magazines, Straight barrel,
style of these weapons can be made from
per kit. Fixed stock the kit, but only one weapon can be made
Pistol Grip, Straight Barrel
per kit.
Saiga 20 This weapon can be turned into the SIX12
Remington 870 MCS CQB two 5 round magazines, Straight barrel, Mounted Tactical Upgrade and mount on
This weapon is a mastercraft weapon and Fixed stock any firearm with 1 Tactical Rail.
grants a +1 bonus on attack rolls. This weapon has removeable cylinders that
This weapon is not affected by the error function and are treated like magazines.
range that comes from using alternate Serbu Super Shorty Two 6 round cylinders, Pistol Grip, Vertical
forms of ammunition Straight barrel, Pistol grip Foregrip, Straight Barrel

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Browning Auto-5 12 Gauge Int:5 FB 40’ SL L 144 40 10% L
Browning Auto-5 ‘‘Sweet Sixteen’’ 16 Gauge Int:5 FB 40’ SL L 144 40 10% L
Burgess Folding Shotgun 12 Gauge Int:6 FB 30’ Pump M/L 80 23 0% L
Ithaca Auto & Burglar 20 Gauge Int:2 FB 25’ SxS:Single/Double M 72 31 0% R
Ithaca Auto & Burglar 16 Gauge Int:2 FB 25’ SxS:Single/Double M 72 31 0% R
Remington Model 10 12 Gauge Int:5 FB 40’ Pump/Slam L 128 44 0% L
Winchester Model 12 Trench Gun 12 Gauge Int:6 FB 40’ Pump/Slam L 130 18 0% L
Winchester Model 1897 12 Gauge Int:5 FB 40’ Pump/Slam L 128 34 0% L
Winchester Model 1897 16 Gauge Int:5 FB 40’ Pump/Slam L 128 32 0% L
Winchester Model 1912 12 Gauge Int:6 FB 45’ Pump/Slam L 130 40 0% L
Winchester Model 1912 16 Gauge Int:6 FB 45’ Pump/Slam L 130 36 0% L

Table 182: World War I Combat Shotguns

11.7.3 World War I Combat Shotguns repaired, and oiled to remove said error Browning Auto-5
range. Straight barrel, Fixed stock
All weapons listed here have a 75% error
range due to age, and must be cleaned,
205

Burgess Folding Shotgun range that comes from using alternate range that comes from using alternate
This weapon is not affected by the error forms of ammunition forms of ammunition.
range that comes from using alternate Straight barrel, Pistol Grip Bayonet lug, Straight barrel, Fixed stock
forms of ammunition
This weapon must be folded out to use.
When it is in it’s folded position, it is is the Remington Model 10 Winchester Model 1897
smaller size. Bayonet lug, Straight barrel, Fixed stock Bayonet lug, Straight barrel, Fixed stock
straight barrel, Fixed stock

Ithaca Auto & Burglar(Both models) Winchester Model 12 Winchester Model 1912(Both Models)
This weapon is not affected by the error This weapon is not affected by the error Straight barrel, Fixed stock

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Baker Drilling Rifle/Shotgun 12 Gauge Int:2 F 50’ SxS:Single/Double L 144 130 0% L
.44-40 Winchester Int:1 60’ Single
Colt 1868 12 Gauge Int:2 F 45’ SxS:Single/Double L 144 45 0% L
L.C. Smith No. 0 12 Gauge Int:2 F 55’ SxS:Single/Double L 144 60 0% L
Winchester Model 1887 12 Gauge Int:4 FB 45’ Lever L 128 35 0% L
Winchester Model 1887 10 Gauge Int:4 FB 45’ Lever L 128 40 0% L
Winchester Model 1897 12 Gauge Int:5 FB 40’ Pump/Slam L 128 42 0% L

Table 183: Wild West Shotguns

11.7.4 Wild West Shotguns This weapon is not affected by the error Winchester Model 1887 (10 & 12 Gauge)
range that comes from using alternate This weapon is not affected by the error
All weapons listed here have a 75% Error forms of ammunition. range that comes from using alternate
range due to age, and must be cleaned, Straight barrel, Fixed stock forms of ammunition.
repaired, and oiled to remove said error Straight barrel, Fixed stock
range. Colt 1868 Straight barrel, Fixed stock

L.C. Smith No. 0 Winchester Model 1897


This weapon is not affected by the error This weapon is not affected by the error
Baker Drilling Rifle/Shotgun range that comes from using alternate range that comes from using alternate
This weapon is a mastercraft weapon and forms of ammunition. forms of ammunition.
grants a +1 bonus on attack rolls. Straight barrel, Fixed stock Bayonet lug, Straight barrel, Fixed stock
206

11.8 Machine Guns like a rifle, but the gun is more effective by one person, usually benefit greatly by
when fired from a prone position, while having other soldiers help in the aspect of
[Reading what McClane wrote on the General Purpose machineguns are almost reloading, barrel changing, and carrying
dead terrorist’s shirt] ‘‘Now I have a always too heavy to be fired and held like a ammunition, because of the weight.
machine gun. Ho ho ho.’’ —Hans Gruber rifle, and are near required to be fired with The machine gun’s primary role in
A machine gun is a fully automatic support. The difference between machine modern ground combat is to provide
mounted or portable firearm, usually guns and autocannons is based on caliber, suppressive fire on an opposing force’s
designed to fire rounds in quick succession with autocannons using calibers larger than position, forcing the enemy to take cover
from an ammunition belt or large-capacity 16mm. and reducing the effectiveness of his fire.
magazine, typically at a rate of several Man-Portable Machine guns are split This either halts an enemy attack or allows
hundred rounds per minute. into two categories: Light and General Pur- friendly forces to attack enemy positions
Machine guns are generally catego- pose. Light machine guns are often used with less risk. Because of this, most
rized as machine guns or autocannons. as Squad Automatic Weapons, automatic machineguns do not even posses a selector
Machine guns are often portable to a weapons used to give infantry squads a switch, and fire in automatic only mode.
certain degree, but is generally used when portable source of automatic, focused fire, Machineguns that used linked ammu-
mounted on a stand or fired from the that can be carried and maintained by nition can sometimes equip ammo boxes
ground on a bipod. Light machine guns one member of the unit, while General to hold the rounds. These boxes come in
are small enough to be fired and hand held Purpose machine guns, which can be used various sizes, and all boxes cost 3 WP.
207

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Ares Defense 5.56x45mm Linked F B O 3T 110’ Auto(F) L 120 160 0% M&P
Shrike 5.56 Box:5|10|20|30:1
Box:100:8
FN MINIMI 5.56x45mm Linked F B O 2T 100’ Auto(F) L 241 95 5% M&P
Box:5|10|20|30:1
FN MINIMI Para 5.56x45mm Linked F B O 2T 100’ Auto(F) L 232 100 5% M&P
Box:5|10|20|30:1
H&K HK11E 7.62x51mm Linked FB 95’ SL/Auto(F) L 268 75 0% M&P
Box:20:3/50:7/80:9
H&K HK13E 5.56x45mm Linked FB 95’ SL/Auto(F) L 282 70 0% M&P
Box:25:2/30:3
Box:40:4/100:9
H&K MG36 5.56x45mm Box:30:2/100:6 FBO 110’ SL/3RB/Auto(F) L 134 110 5% M&P
H&K MG4 5.56x45mm Linked FBO 100’ Auto(F) L 301 150 5% M&P
IMI Negev 5.56x45mm Linked FBO 100’ SL/Auto(F) L 260 100 5% M&P
Box:35:2/50:4
L86 LSW 5.56x45mm Box:5|10|20|30:1 FBO 100’ SL/Auto(F) L 232 90 0% M&P
Box:100:8
FN M249 5.56x45mm Linked F B O 2T 100’ Auto(F) L 320 105 5% M&P
Box:5|10|20|30:1
Box:100:8
FN M249S 5.56x45mm Linked F B O 2T 100’ SL L 320 350 5% L
Box:5|10|20|30:1
Box:100:8
H&K M27 IAR 5.56x45mm Box:5|10|20|30:1 F B O 4T 100’ SL/Auto(F) L 126 105 5% M&P
Box:100:8
Norinco QBB 5.8x42mm Box:30:3/75:10 FBO 100’ SL/Auto(F) L 137 85 5% M&P
Type 95
RPK 7.62x39mm Box:10|20|30:1 FB 90’ SL/Auto(M) L 169 55 10% M&P
Box:40:2/75:5
RPKS 7.62x39mm Box:10|20|30:1 FB 90’ SL/Auto(M) L 176 58 10% M&P
Box:40:2/75:5
RPK-74 5.45x39mm Box:30:1/45:2/100:4 FB 95’ SL/Auto(M) L 160 63 5% M&P
RPKS-74 7.62x39mm Box:30:1/45:2/100:4 FB 95’ SL/Auto(M) L 171 65 5% M&P
RPD 7.62x39mm Box:100:4 FB 95’ Auto(M) L 260 60 5% M&P
CETME Ameli 5.56x45mm Linked FB 85’ Auto(F) L 176 38 10% M&P
Stoner 63A 5.56x45mm Box:20|30:1 FBO 100’ Auto(F) L 190 50 5% M&P
Automatic Rifle
Stoner 63A 5.56x45mm Linked FBO 100’ Auto(F) L 169 62 5% M&P
Commando
Stoner 63A 5.56x45mm Linked FBO 100’ Auto(F) L 201 65 5% M&P
LMG

Table 184: Modern Light Machine Guns

11.8.1 Modern Light Machine Guns its specifications: some machine guns - FN MINIMI
notably general-purpose machine guns - When this weapon uses M4/M16/Galil box
A light machine gun is a machine gun may be deployed either as a light machine magazines, the error range increases by
designed to be employed by an individual gun or a medium machine gun. Deployed 25%.
soldier, with or without an assistant, as an with a bipod, and firing short bursts it is a one 100 round ammo box, Fixed stock,
infantry support weapon. Light machine light machine gun; if deployed on a tripod Bipod
guns are often used as squad automatic and used for sustained-fire it is a medium
weapons. They often use belts of linked Uses 100 round ammo boxes or M4/M16
machine gun.
ammunition, instead of loose rounds or magazines.
magazines.
Modern light machine guns often fire Ares Shrike 5.56
smaller-caliber cartridges than medium one 200 round ammo box, Fixed stock, FN MINIMI Para
machine guns, and are usually lighter and Bipod When this weapon uses M4/M16/Galil box
more compact. However a light machine Uses 100 or 200 round ammo boxes or magazines, the error range increases by
gun is defined by its usage as well as M4/M16 magazines. 25%.
208

one 100 round ammo box, Folding stock, L86 LSW Uses M4/M16 magazines. RPKS-74 Uses AK-74 magazines.
Bipod two 30 round magazines, 3× Telescopic one 100 round magazine, Folding stock,
Uses 100 round ammo boxes or M4/M16 sight, Bipod, Permanent fixed stock Bipod
magazines.
FN M249 and FN M249S
When this weapon uses M4/M16/Galil box RPD
H&K HK11E Uses G3 magazines. magazines, the error range increases by one 100 round ammo box, Fixed stock,
one 80 round magazine, Fixed stock, Bipod 25%. Bipod
one 100 round ammo box, Folding stock,
H&K HK13E Uses HK33 magazines. Bipod
Uses 100 round ammo boxes or M4/M16 Cadillac Gage Stoner 63A Automatic
one 100 round magazine, Fixed stock, Rifle
magazines.
Bipod Uses Stoner 63A magazines
H&K M27 IAR one 30 round magazine, a fixed stock, and
H&K MG36 Uses G36 magazines. one 100 round magazine, Fixed stock a bipod
one 100 round magazine, Integrated Uses 100 or 200 round ammo boxes or
Advanced Combat Sight, Patrol sling, Fixed M4/M16 magazines.
Cadillac Gage Stoner 63A Commando
stock
one 100 round ammo box, a fixed stock,
Norinco QBB Type 95 and a bipod
one 75 round magazine, Permanent fixed
H&K MG4 Can use 100 round ammo boxes
stock, Bipod
one 100 round ammo box, Fixed stock,
Bipod
RPK Uses AK-47 magazines. Cadillac Gage Stoner 63A LMG
one 75 round magazine, Fixed stock, Bipod one 75 round ammo box, a fixed stock, and
IMI Negev a bipod
When this weapon uses M4/M16/Galil box RPKS Uses AK-47 magazines. Can use 75, 100, or 150 round ammo boxes
magazines, the error range increases by one 75 round magazine, Folding stock,
25%. Bipod
one 100 round ammo box, Fixed stock, CETME Ameli
Bipod RPK-74 Uses AK-74 magazines. one 250 round ammo box, a fixed stock,
Uses 100 round ammo boxes or Galil 5.56 one 100 round magazine, Fixed stock, and a bipod
magazines. Bipod Can use 250 round ammo boxes
209

Weapon Caliber Magazine Upg Rng RoF Sz. Wt Cost Err Lic
FN MAG 7.62x51mm Linked FB 120’ Auto(F) L 441 65 10% M&P
H&K HK21 7.62x51mm Linked FB 90’ SL/Auto(F) L 272 80 5% M&P
Box:20:3/50:7
Rheinmetall MG3 7.62x51mm Linked FB 125’ Auto(F) L 370 100 5% M&P
M60 7.62x51mm Linked FB 120’ Auto(M) L 370 85 10% M&P
M60E4 7.62x51mm Linked FBO 120’ Auto(M) L 370 90 10% M&P
FN M240B 7.62x51mm Linked FBO 120’ Auto(F) L 441 115 10% M&P
PKM 7.62x54mmR Linked FB 100’ Auto(M) L 264 65 15% M&P
PKP ‘‘Pecheneg’’ 7.62x54mmR Linked FB 100’ Auto(M) L 264 65 15% M&P
Norinco Type 67 7.62x54mmR Linked FB 100’ Auto(M) L 388 72 5% M&P

Table 185: Modern General Purpose Machine Guns

11.8.2 Modern General Purpose Ma- Uses 100 or 150 round ammo boxes. PKM
chine Guns one 100 round ammo box, Fixed stock,
H&K HK21 Bipod
A general purpose machine gun is a
machine gun normally used as a vehicle one 50 round magazine, Fixed stock, Bipod Uses 100, 200, 250 round ammo boxes.
mounted fire suppression gun, used for
fire suppression through armor and cover, Rheinmetall MG3 Fixed stock, Bipod
though they can be used as a stand PKP ‘‘Pecheneg’’
alone weapon. General Purpose Machine one 100 round ammo box, fixed stock,
M60 Fixed stock, Bipod
Guns require the General Purpose Machine permanent bipod
Gunner in order to be used without a -4
attack penalty. Bipods, and tactical slings M60E4 fixed stock, bipod, vertical fore- Uses 100, 200, 250 round ammo boxes.
or patrol slings are often used with General grip
Purpose Machine Guns.
FN M240B Norinco Type 67
FN MAG one 100 round ammo box, Fixed stock, one 100 round ammo box, fixed stock,
one 100 round ammo box, Fixed stock, Bipod bipod
Bipod Uses 100 or 150 round ammo boxes. Uses 100, 200, 250 round ammo boxes.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Bren Mk 2 .303 British Box:30:1/100:3 FB 90’ Auto(M) L 384 52 5% R
Charlton Automatic .303 British Box:10:2/30:1 FB 70’ Auto(F) L 256 32 10% R
Rifle
M1941 Johnson .30-06 Springfield Box:20:1 FB 75’ SL/Auto(M) L 208 44 0% R
Machine Gun
M1918A2 BAR .30-06 Springfield Box:20:1 FB 80’ SL/Auto(M) L 304 70 5% R
Type 11 Light 6.5x50mm Arisaka Int:30 FB 80’ Auto(S) L 359 55 15% R
Machine Gun
Type 96 Light 6.5x50mm Arisaka Box:30:1 FBO 85’ Auto(S) L 317 50 10% R
Machine Gun
Type 97 Light 7.7x58mm Arisaka Box:20:1 FBO 95’ Auto(S) L 437 53 10% R
Machine Gun
Type 99 Light 6.5x50mm Arisaka Box:30:1 FBO 95’ Auto(S) L 368 72 10% R
Machine Gun

Table 186: World War II Light Machine Guns


210

11.8.3 World War II Machine Guns Charlton Automatic Rifle Fixed stock, Bipod
one 10 round magazine, Vertical foregrip,
All weapons listed here have a 75% Error Fixed stock
range due to age, and must be cleaned, Uses SMLE or 30 round Bren magazines. Type 96 Light Machine Gun
repaired, and oiled to remove said error one 30 round magazine, Bayonet lug, Fixed
range. M1918A2 Browning Automatic Rifle stock, Bipod
one 20 round magazine, Fixed stock, Bipod
Type 97 Light Machine Gun
11.8.3.1 World War II Light Machine M1941 Johnson Machine Gun
one 20 round magazine, Fixed stock
Guns one 20 round magazine, Fixed stock, Bipod

Type 11 Light Machine Gun Type 99 Light Machine Gun


Bren Mk 2 This weapon uses the stripper clip as well one 30 round magazine, Bayonet lug, Fixed
one 30 round magazine, Fixed stock, Bipod as the ammunition to reload. stock, Bipod

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


M1919A4 .30-06 Springfield Linked B 165’ Auto(S) L 496 54 10% R
M1919A6 .30-06 Springfield Linked B 140’ Auto(S) L 496 54 10% R
MG34 7.92x57mm Mauser Linked FB 90’ SL/Auto(F) L 427 53 10% R
Box:75:5
MG42 7.92x57mm Mauser Linked FB 125’ Auto(F) L 408 53 10% R
SG-43 7.62x54mmR Linked FB 160’ Auto(S) L 480 34 10% R

Table 187: World War II General Purpose Machine Guns

11.8.3.2 World War II General Purpose MG34 MG42


Machine Guns Fixed stock, Bipod Uses a 50 round ammo box
Uses a 50 round ammo box Fixed stock, Bipod
Strictly speaking the 75 round magazine
M1919A4 Heavy barrel, Bipod
requires the top cover be replaced with a
modified one, and removes the ability to
M1919A6 Fixed stock use belted ammo. SG-43 Bipod

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


Bergmann MG14 7.92x57mm Mauser Linked FB 75’ Auto(M) H 448 89 10% R
Chauchat 8mm Lebel Box:20:2 FB 70’ SL/Auto(S) L 320 55 20% R
Chauchat .30-06 Springfield Box:20:2 FB 80’ SL/Auto(S) L 320 30 60% R
DP 7.62x54mmR Box:47:1 FB 75’ Auto(S) L 321 14 0% R
Hotchkiss M1909 .303 British Linked FB 80’ Auto(S) L 423 65 10% R
Box:30:1
Hotchkiss M1909 8mm Lebel Linked FB 80’ Auto(S) L 423 65 10% R
Box:30:1
Hotchkiss M1909 .30-06 Springfield Linked FB 80’ Auto(S) L 423 65 10% R
Box:30:1
Lewis Gun .30-06 Springfield Box:47:5 FB 85’ Auto(M) L 448 25 5% R
Box:97:9
Lewis Gun .303 British Box:47:5 FB 85’ Auto(M) L 448 65 5% R
Box:97:9
M1918 BAR .30-06 Springfield Box:20:1 FB 80’ SL/Auto(S) L 304 70 5% R

Table 188: World War I Machine Guns

11.8.4 World War I Machine Guns Chauchat (Both calibers) Lewis Gun (Both calibers)
one 20 round magazine, Fixed stock, Bipod one 47 round magazine, Fixed stock, Bipod
All weapons listed here have a 75% Error
range due to age, and must be cleaned,
DP M1918 Browning Automatic Rifle
repaired, and oiled to remove said error
one 47 round magazine, Fixed stock, Bipod one 20 round magazine, Fixed stock
range.
Hotchkiss M1909 (All Calibers)
Bergmann MG14 Fixed stock, Bipod Fixed stock, Bipod
211

11.9 Grenade Launchers, Rocket Launchers, and Mortars


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

Weapon Caliber Magazine Upgrade Rng RoF Sz Wt Cost Err Lic


FN GL1 40x46mm Int:1 Attaches to F2000 65’ Single S 48 30 0% M&P
FN40GL 40x46mm Int:1 Attaches to SCAR-L/-H 70’ Single S 48 35 0% M&P
GP-30 40mm Caseless Int:1 Attaches to All AK Paterns 80’ Single S 46 12 0% M&P
H&K AG36 40x46mm Int:1 Attaches to G36 & L85A2 70’ Single S 52 18 0% M&P
H&K HK79 40x46mm Int:1 Attaches to G3 (A1 - HK33) 70’ Single S 40 20 0% M&P
Colt M203 40x46mm Int:1 Attaches to M4/16 70’ Single S 48 15 0% M&P
Cobray 37mm 37mm Int:1 Attaches to M4/16 50’ Single S 40 10 0% L
Flare Launcher

Table 189: Modern Underbarrel Grenade Launchers

11.9.1 Modern Underbarrel Grenade GP-30 Cobray 37mm Flare Launcher


Launchers This grenade launcher may be attached to This grenade launcher can only fire smoke
any rifle that can accept AK47/AK-74/AK- grenades, and flare grenades. Attempting
An under-barrel grenade launcher is
101 magazines. to fire any other type of grenade causes
a grenade launcher that attaches to a
the grenade launcher and grenade to
tactical rail under a rifle. It can not be
explode.
used without being attached. Underbarrel Colt M203
grenade launchers require the Explosive This grenade launcher may be attached
Weapons Proficiency feat in order to be to any rifle that can accept M4/M16
used without a –4 attack penalty. magazines.
212

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


China Lake Grenade Launcher 40x46mm Int:3 F 80’ Pump L 163 76 0% M&P
FN40GL-S 40x46mm Int:1 O 2T 70’ Single L 70 40 0% M&P
H&K M320 40x46mm Int:1 O 80’ Single M 52 35 0% M&P
H&K AG36 Standalone 40x46mm Int:1 None 70’ Single L 82 25 0% M&P
KAC M203 Standalone 40x46mm Int:1 None 70’ Single L 68 25 0% M&P
M79 40x46mm Int:1 FB 70’ Single L 103 30 0% M&P
Milkor MGL-140 40x46mm Int:6 FBO 80’ SL L 186 50 0% M&P
RG-6 40mm Caseless Int:6 F 60’ SL L 218 40 0% M&P
H&K XM25 25x40mm Box:6:12 F 1T 90’ SL L 224 1000 0% M&P
Norinco QLZ-87B 35x32mm SR Box:6:15/9:18/12:20 FBO 75’ SL L 416 200 0% M&P

Table 190: Modern Standalone Grenade Launchers

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


AT4 30d12 Int:1 Unreloadable None 250’ Single L 236 74 0% M&P
ERYX 38d12 Int:1:1000/Missile None 400’ Single L 564 6000 0% M&P
M47 Dragon 32d12 Int:1:400/Missile None 220’ Single H 480 650 0% M&P
M72 LAW 26d12 Int:1 Unreloadable None 200’ Single L 80 52 0% M&P
FGM-148 Javelin 40d12 Int:1:2000/Missile None 400’ Single L 416 6250 0% M&P
Panzerfaust 3 35d12 Int:1:90/Rocket None 350’ Single L 448 600 0% M&P
RPG-7 12d12 Int:1:20/Rocket O 150’ Single L 240 150 0% M&P
RPG-22 28d12 Int:1 Unreloadable None 200’ Single L 96 40 0% M&P

Table 191: Modern Rocket Launchers

11.9.2 Modern Rocket Launchers ERYX Panzerfaust 3


This weapon has a splash damage of 30’ 2.5× telescopic sight
A rocket launcher is a weapon that
This weapon ignores 25 points of Hardness. This weapon has a splash damage of 30’
launches a high explosive rocket to destroy
hard targets, such as vehicles, buildings, This weapon ignores 25 points of Hardness.
and equipment. Rocket launchers require M47 Dragon
the Explosive Weapons Proficiency feat This weapon has a splash damage of 30’
in order to be used without a -4 attack RPG-7
penalty. M72 LAW This weapon has a splash damage of 30’
All modern rocket launchers come stan- This weapon has a splash damage of 30’
dard with one missile or rocket.
FGM-148 Javelin RPG-22
AT4 This weapon has a splash damage of 30’ This weapon has a splash damage of 30’
This weapon has a splash damage of 30’ This weapon ignores 25 points of Hardness. This weapon ignores 25 points of Hardness.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


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

Table 192: Modern Mortars

11.9.3 Modern Mortars have a maximum range increment of 5, M20 Super Bazooka/Type 5
and must be set up and stationary to use. This weapon has a splash damage of 30’
A mortar is an indirect fire weapon that
All Modern Mortars come standard with This weapon ignores 15 points of Hardness.
fires shells at low velocities, short ranges,
mounting equipment.
and high-arcing ballistic trajectories. It
is typically muzzle-loading and has a
barrel length less than 15 times its 11.9.4 Korean War Rocket Launchers
caliber. Mortars require the Exotic Firearms RPG-2
proficiency(Cannons) feat in order to be All Korean War Rocket Launchers come This weapon has a splash damage of 20’
used without a -4 attack penalty. Mortars standard with two rockets. This weapon ignores 20 points of Hardness.
213

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic.


M20 Super Bazooka/Type 51 15d12 Int:1 None 140’ Single L 224 300 0% M&P
RPG-2 14d12 Int:1 None 145’ Single L 160 280 0% M&P

Table 193: Korean War Rocket Launchers

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


M7 Grenade Launcher 22mm Rifle Grenade Int:1 None 50’ Single L 160 2 0% M&P

Table 194: World War II Rifle Grenade Launchers

11.9.5 WWII Rifle Grenade Launchers attached. Rifle grenade launchers require M7 Grenade Launcher
the Exotic Firearms proficiency feat in order This grenade launcher requires the use of
A rifle grenade launcher is a grenade to be used without a -4 attack penalty. blank rounds. If regular rounds are used,
launcher that attaches to the barrel of a the grenade immediately explodes.
rifle. It can not be used without being Attaches to the M1 Garand.

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


M1A1 Bazooka 10d12 Int:1 None 110’ Single L 192 23 0% M&P
Panzerschreck 11d12 Int:1 None 130’ Single L 384 30 0% M&P
PIAT 9d12 Int:1 None 90’ Single L 512 45 0% M&P

Table 195: World War II Rocket Launchers

11.9.6 WWII Rocket Launchers This weapon ignores up to 15 points of M1A1 Bazooka
hardness. This weapon has a splash damage of 20’
All World War II Rocket Launchers come This weapon ignores up to 15 points of
standard with two rockets. hardness.
Panzerschreck
This weapon has a splash damage of 30’
PIAT This weapon ignores up to 20 points of
This weapon has a splash damage of 20’ hardness.
214

11.10 Non-ballistic Ranged Weapons half damage. Creatures with cover get a bonus on their Reflex
save.
Ranged weapons that are not firearms include such diverse Any creature or flammable object that takes damage from a
objects as crossbows, tasers, and pepper spray. The feat that flamethrower catches on fire, taking 1d6 points of fire damage
provides proficiency with these weapons varies from weapon to each subsequent round until the flames are extinguished. A fire
weapon. engulfing a single creature or object can be doused or smothered
for 12 Combat Points. A flamethrower can shoot 20 times and
11.10.1 Bows and Crossbows a flamer can shoot 5 times before the fuel supply is depleted
and cannot double-tap, double fire, or perform any other special
Bows are split into two categories: Recurve Bows and
firing modes.The Exotic Firearms Proficiency (Flamethrowers) feat
Compound Bows. Both bows and crossbows do Piercing damage.
is required to use flamethrower or flamer.
Bows and crossbows require the Archaic Weapon Proficiency
(Bow) feat in order to be used without a −4 attack penalty. Bows
are also classified by the amount of strength it takes to pull one 11.10.3 Chemical Irritants
back. Bows have a minimum STR modifier in order to be used A chemical irritant is a spray or fog that can temporarily blind
properly. If the character does not have the required modifier, and incapacitate target. It comes in various forms such as pepper
they can only make light pull attacks with that bow. Bows and spray and bear fogger. To use pepper spray, make a ranged
Crossbows have the ability to accept up to 4 Frame upgrades. touch attack against the target. The target must make a Fortitude
Arrows and bolts can be embedded. Save [TN15] or be blinded for 1d4 rounds. Pepper spray is limited
to 5 range increments. To use bear fogger, the user selects a
Recurve Bow A bow that has tips that curve away from the 10’×10’ area within the range increment, that lasts for 1d4 rounds.
archer when the bow is strung. By definition, the difference Any targets caught in the fog must make a Fortitude Save [TN9],
between recurve and other bows is that the string touches a or be blinded for 2d4 rounds. Bear fogger is limited to 1 range
section of the limb when the bow is strung. A recurve bow increment. A gas mask renders the target immune to the effects
stores more energy and delivers energy more efficiently than and a wet cloth held over the eyes, nose, and mouth provides a
an equivalent straight-limbed bow, giving a greater amount of +2 bonus to the Fortitude Save.
energy and hence speed to the arrow.
11.10.4 Spear Gun
Compound Bow A bow that uses a levering system of cables
A spear gun is a gun that uses rubber tubing to fire a thin
and pulleys to bend its limbs. Compound bows are used for
metal spear at a target. When used underwater, the spear gun’s
hunting, Olympic shooting, and general target practice.
range triples. Spear guns require the Archaic Weapons Proficiency
(Bows) feat in order to be used without a −4 attack penalty.

11.10.5 Taser
Crossbow Still used by hunters for silent kills, not much has
changed in hundreds of years. A crossbow has an an internal A taser is a weapon that uses springs or compressed air to
magazine of 1, and loading a crossbow costs 4 Combat Points fire a pair of darts at a target. On impact, the darts release a
and provokes AoO. powerful electrical current. On a successful hit, the darts deal
electricity damage and the target must make a Fortitude Save
[TN15] or be paralyzed for 1d6 rounds. Reloading a taser cost 3
CP that provokes AoO. All tasers come with 3 extra cartridges.
11.10.2 Flamethrower and Flamer Tasers cannot provoke a critical strike.

A flamethrower consists of a pressurized backpack containing


11.10.6 Tranquilizer Gun
fuel, which is connected to a tube with a nozzle. It shoots a 5-foot
wide, 60-foot long line of flame that deals 3d6 points of fire A tranquilizer gun is an airgun that fires a hypodermic needle-
damage to all creatures and objects in its path. No attack roll is like dart, that injects a target with one dose of tranquilizer agent.
necessary. Any creature caught in the line of flame can make Tranquilizer guns do no damage on their own, but rather the
a Reflex Save [TN15] to take half damage. Creatures with cover damage is derived from the poison in the dart. A tranquilizer
get a bonus on their Reflex save. A flamethrower’s backpack has dart can house one dose of any ingested or injected poison. A
hardness 5 and 5 HP. When worn, the backpack has a DEF equal tranquilizer gun comes with 10 empty darts. Tranquilizer guns
to 9 + the wearer’s AGL modifier. A backpack reduced to 0 hit can not provoke critical. Reloading a Tranquilizer gun costs 9 CP
points ruptures and explodes, dealing 8d6 points of Fire damage and provokes AoO.
to the wearer (no save allowed) and 3d6 points of splash damage
to creatures and objects in adjacent 5’ squares (Reflex Save [TN15]
11.10.7 Paintball Marker
for half damage).
A flamer is a hand-held version of the flamethrower, putting A paintball marker is a marker that is used to mark targets from
the fuel in a canister. It shoots a 5-foot wide, 25-foot long line a long range. Its original use was to mark trees or wandering
of flame that deals 3d3 points of fire damage to all creatures cattle. They are also used for paintball games and by law
and objects in its path. No attack roll is necessary. Any creature enforcement for non-lethal long range engagement. Paintball
caught in the line of flame can make a Reflex Save [TN15] to take markers require CO2 or NO2 tanks to fire, which is calculated
215

Weapon Damage Critical Rng RoF Sz Wt Cost STR Mod Restr


Light Recurve Bow 1d4+2 16-18 25’ Single L 48 4 −1 None
Light Compound Bow 1d4+2 16-18 55’ Single L 48 9 −1 None
Medium Recurve Bow 2d4+2 16-18 30’ Single L 48 6 +0 None
Medium Compound Bow 2d4+2 16-18 60’ Single L 48 13 +0 None
Heavy Recurve Bow 3d4+2 16-18 35’ Single L 48 8 +1 None
Heavy Compound Bow 3d4+2 16-18 70’ Single L 48 16 +1 None
Super Heavy Recurve Bow 4d4+3 16-18 40’ Single L 48 10 +2 None
Super-Heavy Compound Bow 4d4+3 16-18 80’ Single L 48 25 +2 None
Dreadnought Recurve Bow 5d4+4 16-18 45’ Single L 64 12 +4 None
Dreadnought Compound Bow 5d4+4 16-18 90’ Single L 64 30 +4 None
Juggernaut Recurve Bow 6d4+4 16-18 50’ Single L 80 15 +6 None
Juggernaut Compound Bow 6d4+4 16-18 100’ Single L 80 40 +6 None

Table 196: Equipment, Bows

Weapon Damage Critical Rng RoF Upg Sz Wt Cost Restr


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

Table 197: Equipment, Crossbows

into the price of the paintball ammunition. Paintball marker’s calculating damage, a character adds 1½ times their POW modifier.
damage is determined by the ammunition it is firing. A paintball Slingshots must be used with two hands.
marker is a simple weapon and requires no proficiencies to use
without penalty and paintball markers cannot provoke a critical
strike. Reloading a paintball marker costs 4 CP and provokes
AoO. Unlike most non-ballistic weapons, a paintball marker can
be used to make double-tap attacks at the normal Combat Point
cost for a firearm.

11.10.10 Bullwhip
11.10.8 Ballistic Knife

A ballistic knife is a specialized combat knife with a detachable


blade that can be expelled from the handle/frame as a projectile Although a character doesn’t fire the weapon, treat a whip as
by means of a spring-operated mechanism. All ballistic knives a ranged weapon with a maximum range of 15’ and no range
come with two blades, and require 4 Combat Points to reload penalties.
and provokes AoO. When it isn’t fired it functions like a combat
knife. The damage listed is for when the blade is launched. It is Because a whip can wrap around an enemy’s leg or other limb,
limited to 2 range increments. A ballistic knife requires the Exotic a character can make a trip attack with it by succeeding at a
Melee Weapons Proficiency feat in order to be used without a −4 ranged touch attack. The character does not provoke an AoO
attack penalty. Ballistic knives can be embedded. when using a whip in this way. If the character is tripped during
their own trip attempt, the character can drop the whip to avoid
being tripped.
11.10.9 Slingshot
When using a whip, a character receives a +2 bonus on your
A slingshot is a small hand powered weapon that uses rubber opposed attack roll when attempting to disarm an opponent,
bands or tubing to fling a small projectile. The classic form consists including the roll to keep from being disarmed if the character
of a Y-shaped frame held in the off hand, with two rubber strips fails to disarm the opponent.
attached to the uprights. The other ends of the strips lead back to
a pocket which holds the projectile. The pocket is grasped by the
off-hand and drawn back to the desired extent to provide power
for the projectile. Slingshots are simple weapons and require
no feats to use. They are limited to three range increments.
Ammunition for slings usually encompasses rocks, small marbles,
lead and steel balls and any generally any Fine sized object.
Slingshots can fire lead ball ammunition, as well as all paintball
ammunition. The damage listed is for lead balls and rocks. When
216

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

Table 198: Equipment, Non-Ballistic Ranged Weapons

11.11 Thrown Weapons A boomerang can only curve in one direction when it is thrown,
and for every 5’ it curves from the original starting axis, it must
These weapons are thrown by the user, dealing damage without
move 10’. This is likewise for throwing a boomerang at distance.
the use of an outside power source.
Thrown Weapons as Melee Weapons Example: Curving a boomerang 15’ from the axis would
require 30’ of forward travel. Throwing a boomerang 40’
It’s not uncommon for a character to need to use a thrown away would require it to curve out 20’.
weapon as a melee weapon. Use the below statistics when
using a thrown weapon in a melee role.
The area for the boomerang to curve must be clear of
• Brick Treat as if it were a melee weapon without obstructions, otherwise it will strike the first object that it hits and
any range stop there. A boomerang is an exotic weapon and thus requires
an Exotic Melee Weapon proficiency to use without penalty. A
• Javelin Treat as an Improvised Short Spear boomerang can be thrown out to a maximum of three range
• Throwing Axe Treat as an Improvised Hand Axe increments.

• Throwing Knives/Stars Treat as an Improvised


Escape Knife 11.11.3 Brick

All Weapons not listed are not able to be used as melee Any blunt improvised weapon that is fist sized and primarily
weapons. thrown. These weapons are special in that they don’t incur the
improvised weapon penalty when thrown. Examples of this
weapon are numerous, including rocks, paperweights, actual
bricks, staplers, thrown bottles, or any similar object.
11.11.1 Bolas
Bolas are throwing weapons made of weights on the ends of
11.11.4 Javelin
interconnected cords designed to capture animals by entangling
their legs. Improvised versions of this weapon would include an A light, flexible spear built for throwing that can also be used
extension cord tied up with weights at the end. Bolas can be used in melee. Since it isn’t designed for it, characters using it in
to make a ranged trip attempt. You cannot be tripped during your this manner are always considered non-proficient and take a −4
own trip attempt when using them. A bola is an exotic weapon penalty on their melee attack rolls. Javelins can be embedded
and requires an Exotic Melee Weapons Proficiency feat to be used
without a −4 attack penalty.
11.11.5 Throwing Axe
11.11.2 Boomerangs
A throwing axe is an axe that has been balanced to be hurled
A thrown weapon, typically constructed as a flat aerofoil, that through the air at a target. Classic examples of these include
is designed to spin about an axis perpendicular to the direction the tomahawk. Throwing axes require an Exotic Melee Weapons
of its flight. Boomerangs are unique in throwing weapons as Proficiency feat in order to be used without a −4 attack penalty.
they’re able to curve around objects and still strike their target. Throwing axes can be embedded.
217

11.11.6 Throwing Knives/Stars Smoke These hand grenades create smoke to signal or to
conceal. When thrown a smoke grenade has an effective burst
These sleek and fast throwing stars and knives are omnipresent radius of 10’. On the following round it fills all squares within 15’,
in classic martial arts movies and nearly synonymous with ninja. and on the third round it fills all squares within 20’. The smoke
Throwing stars and throwing knives require an Exotic Melee obscures all sight, including night vision goggles. Anyone within
Weapons Proficiency feat in order to be used without a −4 attack the area has total concealment. The smoke disperses after 10
penalty. Throwing knives and stars can be embedded. rounds. Smoke grenades are available in several colors, including
white, red, yellow, green, blue, orange, and purple.
11.11.7 Giant Throwing Star
This is a scaled up version of a throwing star, multiplying the Stun Also known as flashbangs, these grenades create a loud
range and damage of a thrown weapon. The Giant Throwing Star flash and bang when they are released. Any target caught in
Exotic Melee Weapons Proficiency feat in order to be used without the blast must make a Will Save [TN16] or be blinded for 1d6
a −4 attack penalty. Giant throwing stars can be embedded rounds and a Fortitude Save [TN16] to avoid being deafened for
1d6 rounds.

Sting These hand grenades are based on the design of the


fragmentation grenade but instead of using a metal casing to
11.12 Explosives produce shrapnel, it has a hard rubber shell and small rubber
11.12.1 Explosives and Splash Weapons balls. Any target caught in the blast must make a Will Save [TN11]
and a Fortitude Save [TN13]. If the character fails either save, they
These weapons explode, dealing damage to creatures or are stunned for 1d3 rounds.
objects within an area. Explosives can be thrown or set off in
place, depending on the type of explosive device. All explosives
must be detonated. Some, such as grenades, include built-in Tear Gas These hand grenades are used to disperse crowds
detonators. Others require timers or other devices to set them and smoke out hostage takers. When the grenade is thrown,
off. a tear gas grenade has a blast radius of 10’. On the following
round it fills all squares within 15’, and on the third round it fills
all squares within 20’. Any target caught in the cloud of tear
11.12.2 Blast Radius
gas must make a fortitude saving throw every round they spend
The blast radius shows the range of squares that an explosive in the tear gas [TN(15 + 1 per round staying in the gas)] or be
destroys. A 5’ blast radius affects a single 5’ square, while a 10’ blinded and stunned for 2d4 rounds. A gas mask renders the
blast radius affects every adjacent square to where the explosives target immune to the effects, and a wet cloth held over the eyes,
were planted or detonated. nose, and mouth provides a +2 to the fortitude saving throw.

11.12.3 Grenades Thermite This grenade has no blasting charge or explosive


Grenades come in different types, usually triggered by pulling capability. It is used to destroy rugged equipment, often reducing
the pin and releasing the spoon, which starts the fuse. Pulling the it to useless slag with its intense heat. It burns in a single 5’ square.
pin on a grenade costs no Combat Points. All grenades take a
full round in order to detonate unless noted otherwise. White Phosphorus This grenade employs a small explosive
charge to disperse burning phosphorus particles in all directions.
Concussion These grenades rely on their explosive power to They can be devastatingly effective against people with a
inflict injury. Any target caught in the blast must make a Fortitude gruesome tendency to cling to human flesh. Any target that takes
Save [TN17] or be knocked prone. damage from a white phosphorus grenade is dealt an additional
1d6 Fire damage in the following round and risks catching on fire.
Fragmentation This is the most common style of hand grenade.
It uses a small explosive charge to fling shards of metal in all Anti-Armor This grenade employs a shaped charge in order
directions. Any target caught in the blast must make a Fortitude to defeat armor. It detonates on contact with any hard surface
Save [TN15] or be knocked prone. and ignores up to 10 points of hardness.

Impact This grenade is a fragmentation grenade equipped with


an impact fuze. Any target caught in the blast must make a Pipe Bomb This homemade device is usually assembled with
Fortitude Save [TN17] or be knocked prone. a quantity of black powder and metal fragments inside a metal
pipe. Pipe bombs can be extremely dangerous to build. Making
a pipe bomb is a Demolitions check [TN15].
Defensive These grenades are used for defensive purposes,
as they have a rather large blast radius for grenades. They are
more suited to making traps than they are for being thrown. Any Propane Bomb This is a homemade explosive device consisting
target caught in the blast must make a Fortitude Save [TN15] or of a widely available propane fuel bottle duct-taped to a highway
be knocked prone. flare. Making a propane bomb is a Demolitions check [TN12].
218

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


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

Table 199: Equipment, Thrown Weapons

Molotov Cocktail This homemade explosive device is common Fire Jar Essentially the mine version of a molotov cocktail. It is
on the street and consists of a glass bottle filled with a flammable set behind doors or set with trip wires so that when it is tipped on
liquid (usually gasoline) and an oily rag for a wick. It shatters its side, it bursts into flames and ignites a large area with burning
when it hits a hard surface, spraying flaming gasoline over the gasoline.
immediate area. Anyone hit with a Molotov cocktail takes 1d6
Slashing damage, as well as any applicable Fire damage. Making
Satchel Charge A canvas bag containing 16 ounces of plastic
molotov cocktails is a Demolitions check [TN10].
explosive and a timed detonator. Has a range increment of 10
feet.
Breakable Beaker A breakable beaker is a breakable glass
beaker and capped off with a rubber stopper or wood cork that
Tannerite Jar Tannerite is a binary mixture of explosive that
can be filled with any volatile liquid. The damage is based on
explodes only upon a violent shock, such as being shot, or an
what kind of liquid is put into the beaker. It shatters when it hits
explosive going off near it. Tannerite will only explode when the
a hard surface, spraying volatile chemicals over the immediate
jar receives 8 points of ballistic or concussive damage. This is a
area.
small 8 oz jar filled with premixed Tannerite, and comes in packs
of 4.

Shockwave Taser Area denial device that works much like a


11.12.4 Pre-made Charges large version of a directional mine. The shockwave is set down
and then deployed by a remote attached to the device. When
Pre-made charges are complete products with a detonator and
fired, it fires off 12 standard taser cartridges, that strike all targets
explosive material.
within a 15’ cone in front of the device. Everyone caught within
firing range takes Electricity damage and must make a Fortitude
Anti-Tank Mine A shaped charge with a pressure detonator Save [TN15] or be paralyzed for 1d6 rounds. It costs 5 CP to
set by default to 400 pounds. It is designed to disable armored deploy the shockwave for use and 5 CP to fire it. Reloading the
vehicles by wrecking their treads. Anti-tank mines ignore 20 shockwave cost 15 CP.
hardness.

Bounding Mine An anti-personnel mine that includes a tripwire


detonator. When triggered, it springs up 4 feet in the air 11.12.5 Raw Explosive Material
before exploding and spraying its fragmented contents over the
unfortunates who stumbled over it. Raw explosives may be used to create a bomb. In
order to make a bomb, a detonator and a unit of the raw
explosive materials are required. Constructing a bomb requires a
Breaching Charge A shaped charge consisting of 8 ounces Demolitions check. The weight listed is the smallest unit available
of plastic explosive and an electrical detonator in an adhesive to be effective. When calculating the increase in blast radius and
frame. It can ignore up to 10 points of hardness and has a range damage for multiple units, the new larger blast radius takes twice
increment of 10 feet. as much material as the smaller blast radius, and the damage
increases per unit used.
Directional Mine Consists of a curved steel backing plate, a
layer of plastic explosive, and several hundred ball bearings. Example: To increase the blast radius of thermite from
Its folding feet are dug into the ground or it can be stood up 5’ to 10’ requires an additional 16 ounces (1 unit) of
anywhere and when it goes off—either by remote using its electric thermite, but to increase it from 10’ to 15’, would require
blasting cap or by the included tripwire detonator—it sprays the an additional 32 ounces (2 units) of thermite, for a total
ball bearings in one direction, leaving the anyone to its sides or of 64 ounces (4 units) and the damage would be 32d6.
rear unscathed. It fires in a 30’ cone.
219

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

Table 200: Equipment, Grenades

Name Damage Type Blast Radius Sz Wt Cost Restr


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

Table 201: Weapons - Pre-made charges

ANFO (Ammonium Nitrate and Fuel Oil) The most common Tannerite Tannerite is a binary mixture of explosive that
commercial explosive in use today for large-scale demolitions explodes only upon a violent shock, such as being shot, or an
work such as mining. The explosive of choice for rural terrorists explosive going off near it.
due to the widespread availability of ammonium nitrate in farm
fertilizer. ANFO may be mixed in solid or liquid (‘‘ANFO slurry’’) TNT (Trinitrotoluene) One of the first stable military explosives.
form. Commonly packaged in 4, 8, and 16 ounce blocks.

Black Powder The first commercial explosive. Consists of sulfur,


charcoal, and saltpetre in a roughly 12/13/75 mixture. Also
includes modern gunpowders. 11.12.6 Detonators
Detonators are used to trigger an explosive device through
Dynamite Nitroglycerin absorbed into diatomaceous earth (or chemical, mechanical, or electrical means.
other porous material such as clay or sawdust) and wrapped in
a protective coating.
Dual Mode This detonator functions as both a pressure and a
tripwire detonator.
Nitroglycerin A highly shock-sensitive combination of glycerol
with nitric and sulfuric acids. The slightest bump can set it off Fuse Fuses burn at 1 round per two inches and are marked
while liquid. every two inches for hasty measuring. Underwater fuses are
sheathed in plastic. The listed amount is for 5 feet of fuse.
Plastic Explosives A stable and flexible explosive with the
consistency of modeling clay. Modern versions are made with Pressure This detonator is typically used in land mines. It is
a high-yield TNT derivative mixed with wax or other plasticizers, pre-set to detonate a non-electric blasting cap when subjected
and is most commonly packaged in 4, 8, and 16 ounce blocks. to a specific weight. This detonator can also be set to detonate
when the set weight is placed on it and removed.
Thermite A mixture of powdered iron oxide and aluminum that
burns at over 5,400°F. Technically, an incendiary rather than an Radio This detonator is triggered by a coded radio signal on a
explosive. set frequency.
220

Name Damage TN Type Blast Radius Sz Wt Cost Restr


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

Table 202: Equipment, Raw Explosive Material

Timer This detonator may be set for up to 60 hours in 1-second size larger or smaller when using, but not concealing. Anyone
increments. else who tries to use the weapon suffers a −2 penalty to their
attack rolls.
Tripwire This detonator may be attached to up to 3 taut hair-
thin wires, each of which can be up to 50’ long. It is triggered by Concealed (Contact) This upgrade disguises the weapon as an
any pressure over 2 pounds. This detonator can also be set to everyday, inconspicuous object, granting a +10 bonus to Stealth
detonate when pressure coming from a set weight on the wires to hide the weapon. Only swords or knives of Medium or smaller
is removed. size may use this upgrade.

Detonating (‘‘Det’’) Cord This flexible explosive consists of Detailing (Contact/Handle) Gives the weapon an engraved or
PETN (pentaerythritol tetranitrate) encased in flexible ¼’’ plastic precious metal inlay, granting its wielder a +2 equipment bonus
cord. It is commonly used to trigger other explosives and may with Presence checks while the target has line of sight to it. This
be woven like rope to support up to 175 pounds. upgrade also increases the weapon’s worth by 75%. The weapon
loses this quality if it suffers any damage, though it may be
Name Sz Wt Cost Restr restored with a successful repair check.
Dual Mode S 8 5 M&P
Fuse T 4 1 M&P Practice Weapon (Contact) The weapon’s contact is replaced
Pressure S 8 2 M&P with a wooden, softened, or blunted version that inflicts Non-lethal
Radio T 16 4 M&P damage equal to the weapon’s standard damage.
Timer T 8 2 M&P
Tripwire S 16 1 M&P Razor Sharp (Contact) The weapon’s blade is made as sharp
Det Cord S 32 6 M&P as possible granting a +3 damage bonus. This upgrade may only
be performed on weapons with blades or points.
Table 203: Equipment, Explosive Detonators
Retractable (Contact) This upgrade allows the weapon to be
12 Weapon Upgrades folded down to one size category smaller than standard. Folding
or unfolding the weapon requires 1 Combat Point.
cost given as a percent value is based on the weapon’s base cost
weight given as a percent value is based on the weapon’s base Weighted (Contact) This upgrade adds weight to the contact
weight of a blunt weapon, increasing its lethality, but making it unwieldy.
It grants a −2 to attack rolls, +1 damage die, and increases the
12.1 Melee Weapon Upgrades weapon’s weight by 50%. Only weapons that deal bludgeoning
damage may be weighted.
There are 2 locations where an upgrade may be place. The
handle and the contact. Each melee weapon can accept up to two Jagged (Contact) This upgrade adds ridges and serrations in
upgrades per location. Certain upgrades can only be performed the knife, that rip and tear as they move through an object.
on certain types of weapons. When hit with a knife with the jagged upgrade, the character is
immediately considered bleeding (as if they had taken 3 damage)
Composite (Contact/Handle) The weapon is upgraded with as long as they are not wearing protective armor.
non-ferrous materials, which allow a character to slip it through
metal detecting devices. It Grants a +10 bonus on the Stealth Reinforced (Handle) This upgrade reinforces the handle of any
check against metal detectors, but only for the part upgraded. staff or spear, making it more durable and heavier by inserting
a steel rod into the center. It grants a +2 damage bonus for all
Custom Handle (Handle) The weapon’s hilt or handle is fitted bludgeoning attacks, and increases the weapon’s weight by 10%.
to a mold of the wielder’s hand, granting him a +1 bonus with all Only staffs or spears may be reinforced.
attack rolls made with the weapon. The weilder can also have
the weapon’s grip enlarged or reduced, making the weapon one
221

Upgrade Available for Loc Cost Time Wt Restr


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

Table 204: Melee Weapon Upgrades

12.2 Ranged Weapon Upgrades Ported Barrel(Barrel) This replacement barrel has large
grooves or holes in the upper side of its tip, through which the
Ranged weapons can be customized with plenty of upgrades, muzzle blast is vented. A ported barrel provides a +1 attack bonus
weather for form, or fashion. There are 4 locations where an on all multi-shot attacks. If a barrel is threaded, it cannot be
upgrade may be placed. The Optic mount, the Tactical mount, the ported.
Barrel, and the Frame. Each ranged weapon listed has a certain
amount of mounts, and some upgrades can only be performed
on certain types of weapons. A character can only benefit from Threaded Barrel(Barrel) This replacement barrel is machined
ranged weapon upgrades, if they are proficient in the ranged with screw threads on its tip, granting the firearm a threaded
weapon the upgrade is performed on. barrel. A threaded barrel may accept only one accessory at a
time. If a barrel is ported, it cannot be threaded. Only rifles,
handguns, machine guns and SMGs may use this upgrade
Optic Mount The optic mount is a mount that can accept lasers,
flashlights, and optics. A ranged weapon can have no more than
one upgrade per optic point. Match Barrel(Barrel) This replacement barrel is machined to
tight specifications and tolerance for the best accuracy. A match
barrel provides a +3 bonus to attack rolls when used with match
Tactical Mount The tactical mount is a system of rails that can
grade ammunition. Only Rifles, Handguns, SMGs, and Machine
accept lasers, flashlights, bipods, and secondary weapons such as
Guns may use this upgrade.
under-barrel shotguns or grenade launchers. A ranged weapon
can have no more than one upgrade per tactical point.
Precision Barrel(Barrel) This barrel is machined to special-
izations to provide benefit when using standard ammunition or
Barrel The barrel can be modified to accept suppressors,
match ammunition. It provides a +1 attack bonus when using
muzzle brakes, bayonet lugs, or be upgraded itself. A ranged
all non-match ammo and a +2 attack bonus when using match
weapon can have no more than three upgrades per barrel at one
or supermatch grade ammunition. Only rifles, handguns, SMGs,
time.
machine pistols, and machine guns may use this upgrade.

Frame Ranged weapons typically are built around a large


Straight Barrel(Barrel) This replacement barrel is the standard
frame. This frame may be built or modified to accept extra
smooth barrel for a shotgun. When using the straight barrel, a
rails, different grips and stocks, attach slings, or permit modified
shotgun’s range penalty applies to both its attack and damage,
internal workings. It can also be customized to fit the user’s style.
but it does not take the ranged attack penalty when attacking an
A ranged weapon can have no more than four upgrades on its
adjacent opponent. Only Shotguns may use this upgrade.
frame at one time.

Slug Barrel(Barrel) This replacement barrel is machined with


12.2.1 Barrel Upgrades
rifling made specifically for slug ammunition in shotguns. The
Extended Barrel(Barrel) This longer replacement barrel firearm gains a +2 attack bonus when using slugs or saboted
increases accuracy but adds weight and makes the weapon slugs but takes a −4 attack penalty when using any other type of
more noticeable. The firearm’s range increment increases by 10’ ammunition. Also, when using the slug barrel with slug or saboted
but the Perception TN to detect it decreases by 2. This upgrade slug ammunition the range increments for the shotgun only affect
also increases the weapon’s weight by 5%, (rounded up to the the attack roll, not the damage roll. Only shotguns may use this
nearest 2 ounces). upgrade.

Heavy Barrel(Barrel) This replacement barrel increases a Choked Barrel(Barrel) This replacement barrel is choked,
rifle’s range increment by 20%, rounded to the nearest 5’, and allowing for better spread patterns when using birdshot. The
increases its weight by 15% (rounded up to the nearest ounce). firearm gains a +2 attack bonus when using birdshot ammunition.
Only rifles and machine guns may use this upgrade. Only shotguns may use this upgrade.
222

Threaded Straight Barrel(Barrel) This replacement barrel is • Full Choke Grants a +1 to attack rolls and increases a
a straight barrel that has been threaded on the end, granting the shotgun’s range by 10’ when using birdshot
firearm a threaded barrel. A threaded barrel may accept only
one accessory at a time. Only shotguns may use this upgrade. • Modified Choke Grants a +2 to attack rolls when using
birdshot
Shortened Barrel(Barrel) This replacement barrel is a short- • Improved Cylinder Choke Grants a +1 to attack rolls when
ened version of the original barrel made for a handgun. The using birdshot or #4 buckshot
firearm gains a +2 Stealth bonus to conceal, but decreases the
handgun’s range increment by 40%, rounded to the nearest 5’. • Cylinder Choke Retains all the bonuses, penalties and
The weapon is also unable to take any other barrel upgrades features of a Straight Barrel.
and all other barrel upgrades are removed. Only handguns may
use this upgrade. If the shotgun is fired without a choke the barrel is completely
destroyed and the user takes 2d8 Slashing damage. Changing a
Short Barrel Rifle(Barrel) This upgrade turns a target rifle, choke cost 8 Combat Points. Only Shotguns may use this upgrade.
assault rifle, or battle rifle into an SBR. An SBR loses 15% of
its range increment, rounded to the nearest 5’, but can be used Insert (Barrel) An insert is a piece of rifled metal, usually steel,
against an adjacent opponent with any stock for no penalty. Only that allows the use of smaller caliber ammunition in a firearm
target, battle, and assault rifles can use this upgrade. chambered for larger ammunition. They come in various calibers
in both reduction and original calibers. Below are the listings for
Bayonet Lug (Barrel) This upgrade installs a bayonet mount the original calibers, and their available reductions. Only Single
which can be used to attach a bayonet. Attaching or removing shot weapons, shotguns with 2 or more barrels, and cylinder
the bayonet requires 10 CP. Only rifles and shotguns may use firearm may use this upgrade.
this upgrade.
10 Gauge .22 Long Rifle / .22 Short
20 Gauge 20 Gauge
Muzzle Brake (Barrel) This accessory attaches to the tip of a .45 ACP .45 ACP
firearm’s barrel, providing a +3 attack bonus on all multi-shot .44 Magnum / .44 Special .410 Bore
attacks. The barrel must be threaded in order to use the muzzle 9x19mm .44 Magnum / .44 Special
12 Gauge
brake. It may be removed for 10 Combat Points. .357 Magnum / .38 Special
20 Gauge
9x19mm
16 Gauge
.45 ACP .22 Long Rifle / .22 Short
Suppressor (Barrel) A suppressor is a device attached to or .410 Bore
.410 Bore
part of the barrel of a firearm to reduce the amount of noise .44 Magnum / .44 Special .22 Long Rifle / .22 Short
and flash generated by firing the weapon. The barrel must be .357 Magnum / .38 Special 37mm
threaded in order to use the suppressor. When the suppressor is 9x19mm 12 Gauge
attached, each Perception check made to hear this weapon firing
suffers a −10 penalty. This penalty increases to −15 if subsonic
ammunition is used. Suppressors are rated by how many damage
dice a caliber has, and by any modifications that the ammunition
makes to those dice damage. A suppressor’s level must meet 12.2.2 Optics and Sights Upgrades
or exceed the amount of damage dice it is rated for in order to Optic Mount (Frame) The firearm or crossbow gains an optic
suppress the firearm successfully. upgrade location if it doesn’t have one. A firearm or crossbow
may only have one optic mount.
Example: A level 2 suppressor can suppress 9x19mm,
which uses 2d6, and .22 LR, which uses 1d4.
Advanced Combat Sight (Optics) This accessory combines the
benefits of a red dot sight and a 3× telescopic sight. When using
this sight, a character does not suffer the −4 penalty for the first
Compensator (Barrel) A compensator is a weighted range increment, as would be on the normal 3× telescopic sight,
attachment that helps offset the recoil when firing multiple shots. and they only must spend 3 Combat Points to acquire their target.
It grants a +2 attack bonus on all multi-shot attacks, but a −2 to
all Stealth checks made to hide the firearm. If a firearm has a
compensator, it may not be threaded or ported. Only handguns Day/Night Sight (Optics) This accessory combines the benefits
and machine-pistols may use this upgrade. of a night vision sight and a telescopic sight. Switching between
nighttime and daytime modes costs 12 CP.

Removable Choke Barrel (Barrel) This replacement barrel is


threaded for different types of chokes, allowing a character to Red Dot Sight (Optics) This accessory projects an illuminated
change the type of spread by changing out the choke tubes. The red dot onto a piece of glass or plastic, superimposing it over
barrel comes with 5 types of choke tubes, as listed below. the shooter’s field of vision as he looks through the sight. It
visually resembles a laser sight to the shooter, but no actual dot
• Extra Full Choke Increases a shotgun’s range by 20’ when is projected downrange. A red dot sight grants a +1 bonus to all
using birdshot attack rolls made within the weapon’s first 5 range increments.
223

Upgrade Available for Loc Cost Time Wt Restr


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

Table 205: Barrel Upgrades

Telescopic Sight (Optics) A telescopic sight is a sighting device Adjustable Telescopic Sight (Optics) This accessory is an
that makes it easier to hit targets at long range. However, although adjustable telescopic sight, allowing for multiple magnification
a scope magnifies the image of the target it has a very limited field levels in a single sight. It can be purchased in a variety of different
of view, making it difficult to use at close range. The telescopic magnifications. Switching between magnification levels costs 12
sight increases the range increment for a ranged weapon. To use Combat Points.
a scope a character must spend 6 Combat Points acquiring their
target. If the character changes targets or otherwise loses sight
of the target, they must reacquire the target to gain the benefit of Thermal Sight (Optics) This accessory literally sees heat. It
the scope. Any character attempting to attack a target within the negates all vision penalties for darkness and smoke with regard
weapon’s first range increment suffers a −4 penalty to their attack to people, creatures, and objects warmer than the surrounding
roll. Shotguns, machine-pistols, bows, crossbows, and handguns scenery, but only when looking at sources of heat—ambient
do not gain the benefit of using any telescopic sight stronger than or otherwise—between 60-120°F (outside this range, everything
3×, SMGs do not gain the benefit of using any telescopic sight appears cold blue or white hot). Further, a thermal sight cannot
stronger than 6×, and carbine rifles do not gain the benefit from register warmth through heat-shielded scenery or through any
using any telescopic sight stronger than 9×. scenery over 2 inches thick. If the accessory is purchased with
Rounded up to the nearest 5’ magnification it operates like an equivalent telescopic sight.

• 1.5×-3× Multiply range increment by 1.25


Night Vision Sight (Optics) Night vision optics amplify existing
• 3.1×-6× Multiply range increment by 1.5 low levels of visible and near-infrared light and convert them
to a monochrome visual image. In twilight or brighter lighting
• 6.1×-9× Multiply range increment by 1.75 conditions, a night vision sight is useless as the electronics shut
down to prevent damage. So long as at least Dim light is available,
• 9.1×-12× Multiply range increment by 2 this accessory negates the vision penalties applied by low ambient
light. The accessory can be purchased with magnification and
• 12.1×-15× Multiply range increment by 2.25 operates like an equivalent telescopic sight.

• 15.1×-18× Multiply range increment by 2.5


Standard Laser Sight (Optics/Tactical) This accessory
• 18.1×-21× Multiply range increment by 2.75 projects a visible-frequency laser beam, usually red, parallel to
the weapon’s barrel. It grants a +1 bonus to all single shot attack
• 21.1×+ Multiply range increment by 3 rolls and a +2 bonus to all potshot attack rolls made against any
224

target within 40’. A laser sight can also be purchased in blue, Detailing (Frame) This upgrade gives the weapon an engraved
green, or purple, but these cost 3 more than the original WP cost. or a precious metal inlay, granting its wielder a +1 bonus to all
Presence checks while the target has line of sight to it. This
Infrared Laser Sight (Optics/Tactical) This accessory oper- upgrade also increases the weapon’s worth by 75%. The weapon
ates like a standard laser sight but projects an infrared dot, visible loses this quality if it suffers any damage. Though it may be
only with night-vision equipment. It grants a +1 bonus to all single restored by repairing it with a successful Craft (Mechanical) check.
shot and potshot attack rolls made against any target within 120’.

Multi-Mode Laser Sight (Optics/Tactical) This accessory


Finish (Frame) This upgrade changes the finish to either
combines a standard laser sight and an IR laser sight in one
blued (a dark finish), chrome (a shiny, light finish), camouflage
housing. Switching between modes requires 2 Combat Points.
(woodland, desert, or winter), or rainbow (any color not black,
chrome or a camo pattern). To change the finish of the gun to
Ghost Ring Sight (Optics) This accessory is a 3-6 cm long tube, a camouflage color, it costs 6 more than the original WP cost.
with the post mounted at the inside end of the tube, or a ring When used in the appropriate setting, camouflage gives a +1 to
on the optics mount that still utilizes the standard end sight. It all Stealth checks for all Large and larger firearms. Changing the
reduces the range increment of the weapon by 25%, rounded finish does not use any upgrade points.
to the nearest 5’, but grants a +2 bonus to all attack rolls made
within the weapon’s first 4 range increments.

High Visibility Sights (Frame) These are sights with a built in Bipod (Tactical/Frame) A bipod gives a weapon additional
glowing insert, usually tritium, that allow sight acquisition even in stability and improves aim under the right circumstances. To use
zero light. This upgrade reduces all concealment due to darkness a bipod, a character must be able to place it on a solid surface at
by 15% roughly shoulder height. The most common method of using a
bipod is to fire from the prone position, so that the user’s shoulder,
Adjustable Iron Sights(Frame) These are sights that can be like the weapon and the bipod, is close to the ground. However,
adjusted to fire at a longer range, while still maintaining the a weapon with a bipod can be used from a crouched or even
combat effectiveness and sleek design of combat styled sights. standing position if the bipod is set on a suitable surface. Only
This ugrade grants a +2 on the weapon’s 2nd range increment. Large or larger weapons can benefit from a bipod. A bipod used
with a Large weapon grants the user a +1 bonus on all attack
rolls. Any Huge or larger weapon must be used with a bipod or
Canted Sights (Tactical) These are sights that are at a 45º other type of mount. Because the bipod or mount is a necessary
cant, allowing for a weapon with a telescopic sight to be used and standard part of such a weapon’s support, it does not grant
with its iron sights. When using these sights, the weapon can the +1 bonus on attack rolls that a bipod provides when it is used
use its standard range even if it has a telescopic sight, but using with a Large weapon. Most bipods can be folded up for ease of
these sights grants a −10’ range penalty on any weapon they are transport. Deploying a folded bipod costs 1 Combat Point.
attached to.

Killflash (None) This is an adapter for telescopic sights that


makes them more difficult to detect due to the reflection from the Ergonomic Stock (Frame) This upgrade is usually seen on
glass in any telescopic sight. When installed, it grants a +2 bonus sniper rifles and competition shotguns. It requires precise
to all Stealth checks to hide any weapon with a telescopic sight. measurements of the intended wielder’s upper body (which takes
This upgrade is installed on any telescopic sight. 1d4 days to acquire) to ensure that the gun perfectly matches his
shooting posture. It grants the intended wielder a +3 bonus on all
single shot attack rolls made using the firearm and decreases the
Combat Point cost to perform a single shot attack by 1. Anyone
12.2.3 Ergonomics and Aesthetic Upgrades else who tries to use the weapon suffers a −4 equipment penalty to
his attack checks. When a medium or smaller weapon is upgraded
Custom Grip (Frame) The weapon’s grip is fitted to a mold of with a stock its size rating increases to large. A weapon can only
the wielder’s hand, granting him a +1 bonus to all attack rolls have one stock upgrade at a time. Only rifles, SMGs, machine
made with the weapon. The weilder can also have the weapon’s pistols, shotguns, and machine guns may use this upgrade.
grip enlarged or reduced, making the weapon one size larger or
smaller when using, but not concealing. Anyone else who tries to
use the weapon suffers a −2 attack penalty to their attack rolls.
Only handguns may use this upgrade. Fixed Stock (Frame) This upgrade gives the weapon a fixed
stock that increases accuracy and while allowing the stock to be
Grip Sight (Frame) This upgrade is a laser sight built into the used as a secondary weapon. It grants a +1 bonus to all multi-shot
grip of the weapon, forgoing the extra bulk of a normal laser attacks and decreases the Combat Point cost to perform a single
sight, but at a higher cost. It grants a +1 bonus to all single shot shot attack by 1. When a Medium or smaller weapon is upgraded
attack rolls made against any target within 40’. A grip sight can with a stock its size rating increases to Large. A weapon can only
also be purchased in blue, green, or purple, but these cost 6 more have one stock upgrade at a time. Only rifles, SMGs, machine
than the original WP cost. Only Handguns may use this upgrade. pistols, shotguns, and machine guns may use this upgrade.
225

Upgrade Available for Loc Cost Time Wt Restr


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

Table 206: Optics Upgrades

Pistol Grip (Frame) This upgrade removes the stock and gives Synthetic Stock (Frame) This upgrade gives the weapon a
the weapon a pistol like grip that allows the weapon to be more synthetic stock that increases accuracy while saving on weight.
concealable, but at a loss of accuracy. It grants a +3 to Stealth It grants a +1 attack bonus to all multi-shot attacks, decreases
checks to hide the weapon and imparts a −3 penalty to attack rolls, the Combat Point cost to perform a single shot attack by 2, and
but removes penalties when fighting an adjacent enemy. A pistol decreases a weapon’s weight by 30%. A synthetic stock may
grip may not be used to rifle butt. This upgrade is considered a not be used to rifle butt. When a medium or smaller weapon
stock upgrade, and a weapon can only have one stock upgrade is upgraded with a stock its size rating increases to large. A
at a time. Only rifles, SMGs, shotguns, and machine guns may weapon can only have one stock upgrade at a time. Only rifles,
use this upgrade. SMGs, machine pistols, shotguns, and machine guns may use this
upgrade.

Buffer Stock (Frame) This upgrade gives the weapon a stock


Folding Stock (Frame) This upgrade gives the weapon a
with a recoil tube spring, which allows for greatly reduced recoil
collapsible stock that increases accuracy while allowing the stock
when firing multiple rounds. It grants a +3 attack bonus to all
to be folded up for quick carry. When the stock is extended, it
multi-shot attacks. A buffer stock may not be used to rifle butt.
gives a +1 to all multi-shot attacks and decreases the Combat
When a medium or smaller weapon is upgraded with a stock its
Point cost to perform a single shot attack by 1. A folding stock
size rating increases to large. A weapon can only have one stock
may not be used to rifle butt. When it is folded, it grants a +1 to
upgrade at a time. Only rifles, SMGs, machine pistols, shotguns,
Stealth checks to hide the weapon, and the weapon’s size rating
and machine guns may use this upgrade.
goes back to its normal size rating. When a Medium or smaller
weapon is upgraded with a stock, its size rating increases to Large.
A weapon can only have one stock upgrade at a time. Only rifles, Bumpfire Stock (Frame) This upgrade gives the weapon a
SMGs, machine pistols, shotguns, and machine guns may use this stock that recesses back as the user fires which allows for more
upgrade. control while bumpfiring. It grants a +4 to all bumpfire attack rolls
226

but a −2 penalty to all single shot and double tap attack rolls. A This upgrade can also change the rate of fire of a weapon that
bumpfire stock may not be used to rifle butt. When a Medium or already is full auto. This upgrade is also highly illegal without
smaller weapon is upgraded with a stock its size rating increases proper licenses and may cause an investigation if the police hear
to Large. A weapon can only have one stock upgrade at a time. of the weapon’s conversion.
Only rifles, machine pistols, and shotguns may use this upgrade.
Burst Fire Upgrade (Frame) This upgrade allows the weapon
Detachable Stock (Frame) This upgrade gives the weapon a to fire in three or two round burst fire mode, fitting it with
stock that may be removed from weapon. When attached it gives parts designed to take the stress of automatic fire, as well as
a +1 bonus to all multi-shot attacks and decreases the Combat retaining the ability to fire in single shot mode or full auto mode.
Point cost to perform a single shot attack by 1. A detachable stock This upgrade is also highly illegal without proper licenses and
may only be attached to the weapon it was designed for. When may cause an investigation if the police hear of the weapon’s
attached to a weapon a detachable stock always increases the conversion.
size rating of the weapon to Medium. A detachable stock may
not be used to rifle butt. Attaching or removing a detachable Slamfire Modification (Frame) This upgrade removes the
stock cost 6 Combat Points. A weapon can only have one stock trigger disconnect of a pump action firearm, allowing the weapon
upgrade at a time. Only handguns and machine pistols may use to fire in slam fire mode. This upgrade increases the weapon’s
this upgrade. error range by 15%.

Integral Stock (Frame) This upgrade gives the weapon a stock Single Action Modification (Frame) This upgrade turns a
built into the weapon, minimizing the space it takes up, but still double action revolver into a SAO revolver, granting a +1 bonus
allowing for a balancing stock to be pulled out if needed. When to all fanning attacks, but removing the ability to perform double
the stock is extended, it gives a +1 to all multi-shot attacks and tap attacks.
decreases the Combat Point cost to perform a single shot attack
by 1. An integral stock may not be used to rifle butt. A weapon
can only have one stock upgrade at one time. Only handguns,
SMGs, and machine pistols may use this upgrade. 12.2.5 Internal Upgrades
Precision Upgrade (Frame) These upgrades improve the
Speedfeed Stock (Frame) This upgrade gives the weapon a weapon’s accuracy by competitive degrees. Each upgrade has
stock with built in shell holders. It grants a +1 attack bonus to all the following effects
multi-shot attacks, decreases the Combat Point cost to perform a • If the weapon has an error range from manufacturing or
single shot attack by 1, and stores 4 shells for use without needing modification, it becomes mastercraft +1 firearm
to reach into a pack to retrieve ammunition. A speedfeed stock
may not be used to rifle butt. When a medium or smaller weapon • If the weapon doesn’t have an error range from
is upgraded with a stock, its size rating increases to large. A manufacturing or modification, it becomes a mastercraft +2
weapon can only have one stock upgrade at one time. Only firearm
shotguns may use this upgrade. • If the weapon is considered to be mastercraft +1 or +2, it
becomes a grandmastercraft +3 firearm
Buttpad (Stock) This upgrade adds a soft padding to the butt
of a stock of a weapon to give increased recoil control. This Clockwork Action (Frame) This upgrade completely tears
upgrade gives a +1 attack bonus when double-tapping, slamfiring, down and examines the gun’s inner workings, reconditioning
or burst-firing. A buttpad can only be attached to a stock and if and replacing any parts as necessary, and treating the weapon
the stock is removed, the buttpad is as well. for durability and resilience. The weapon’s error range due to
the manufacture or modification of the weapon is removed.

Sawed-Off (Frame and Barrel) A shotgun may be cut down


12.2.4 Firing Mode Upgrades to one of the following 4 lengths
Full Auto Modification (Frame) This upgrade allows the • Combat Cut (20-18.5’’) The weapon’s range increment
weapon to fire in full auto mode, giving it a Fast Rate of fire, decreases by 5’ and it does not take the ranged penalty
but because the weapon was not originally engineered to take when fighting an adjacent opponent.
the stress of automatic fire, the weapon’s error range increases
by 20% and the weapon loses the ability to fire in single shot • Coach Gun (6-12’’) The weapon’s range increment
mode. This upgrade is also highly illegal without proper licenses decreases by 10’ and gains a +2 bonus to Stealth checks to
and may cause an investigation if the police hear of the weapon’s hide it.
conversion. • Down to the Nub (6’’ standard minimum) The weapon’s
range increment decreases by half (rounded down,
Full Auto Upgrade (Frame) This upgrade allows the weapon minimum 10’), its size becomes Medium, and its weight
to fire in full auto mode, fitting it with parts designed to take the decreases by 40%. If a shotgun is a semi-automatic
stress of automatic fire, as well as retaining the ability to fire in or pump action with an internal magazine, its capacity
single shot or burst fire mode, letting the person performing the decreases by 50%. Only semi-automatic, pump action,
upgrade choose their rate of fire, either slow, medium or fast. single- or double-fire shotguns may use this upgrade.
227

Upgrade Available for Loc Cost Time Wt Restr


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

Table 207: Ergonomics and Aesthetics Upgrades

Upgrade Available for Loc Cost Time Wt Restr


Full Auto Modification Any semi-automatic firearm F 5 2 days — I
Full Auto Upgrade Any semi-automatic firearm F 9 4 days — M&P
Burst Fire Upgrade Any semi or fully automatic firearm F 10 4 days — M&P
Slamfire Upgrade Any pump action firearm F 8 3 days — None
Single Action Modification Any DA cylinder firearm F 8 4 days — None

Table 208: Firing Mode Upgrades

• Nebraska (less than 6’’ of barrel and a pistol grip) The


KAC Masterkey (Tactical) This accessory is a shortened
weapon’s range increment decreases to 5’, its size becomes
Remington 870 Express shotgun that attaches to the bottom rail
small and its weight decreases by 60%. Only shotguns of a rifle’s tactical rail, much like a grenade launcher. It may
with single or doublefire may use this upgrade. be attached or removed with 12 Combat Points. The masterkey
has an internal magazine of 3, a range increment of 20’, uses 12
Tightened Drawstring (Frame) This upgrade makes the gauge shells, and does not gain error range due to ammunition.
drawstring of a bow stronger, giving it more power. When Only Rifles and SMGs may use this upgrade.
calculating damage for the upgraded bow use the character’s
POW×2. Only bows may accept this upgrade. M26 Modular Accessory Shotgun System (Tactical) This
accessory is a standalone bolt action shotgun, that attaches to the
bottom rail of a rifle’s tactical rail, much like a grenade launcher.
It may be attached, or removed with 12 Combat Points. The M26
12.2.6 Tactical Upgrades has a box magazine of either 3 or 5 rounds, a range increment
Extra Rail (Frame) The firearm, bow or crossbow gains 1 of 20’, uses 12 gauge shells and does not gain error range due
additional tactical rail upgrade location. No firearm may possess to ammunition. Only rifles and SMGs may use this upgrade.
more than 4 tactical rail locations.
SIX12 Mounted (Tactical) This accessory is a standalone semi
Taser Mount (Tactical) This accessory is an M26 Taser that automatic shotgun, that attaches to the bottom rail of a rifle’s
attaches to the bottom rail of a rifle’s tactical rail, much like a tactical rail, much like a grenade launcher. It may be attached,
grenade launcher, and is used similarly to one. It may be attached or removed with 12 Combat Points. The SIX12 has a removeable
or removed with 12 Combat Points. Only rifles and SMGs may cylinder that holds 6 rounds, a range increment of 25’, uses 12
use this upgrade. gauge shells and does not gain error range due to ammunition.
228

Upgrade Available for Loc Cost Time Wt Restr


Precision Upgrade Any ranged weapon F 25 2 weeks — None
Clockwork Action Any firearm F 17 2 days — None
Sawed-off Shotguns (see text) F — 5 min. — R
Tightened Drawstring Bows F 4 5 min. — None

Table 209: Internal Upgrades

This weapon is made from the SIX12 kit, which must be purchased Cartridge Holder (Frame/Tactical) This accessory mounts on
in order to build this upgrade. Only rifles and SMGs may use this the frame or tactical mount of a rifle, carbine, or SMG to hold
upgrade. cartridges for quick use. It can hold up to 10 cartridges of its
caliber. Using a cartrige holder negates the necessity to reach
into a pack to retrieve ammunition.
Flamer Mounted(Tactical) This accessory is a standalone
minature flamethrower, that attaches to the bottom rail of a
rifle’s or shotgun’s tactical rail, much like a grenade launcher. It Mounted Quiver (Frame) This accessory mounts a quiver onto
may be attached, or removed with 12 Combat Points. The flamer the crossbow or bow to hold crossbow bolts or arrows for quick
has a fuel cylinder that holds 2 shots.It shoots a 5-foot wide, use. It can hold up to 5 crossbow bolts or arrows. Using a
15-foot long line of flame or a 10’ cone of flame that deals 2d3 mounted quiver negates the necessity to reach into a pack to
points of fire damage to all creatures and objects in its path. No retrieve ammunition.
attack roll is necessary. Any creature caught in the line of flame
can make a Reflex Save [TN15] to take half damage. Any creature Tactical Flashlight (Tactical/Optics/Frame) This accessory
or flammable object that takes damage from a flamer catches projects light out to 20 feet in front of the firearm. Switching
on fire, taking 1d6 points of fire damage each subsequent round the light on or off costs 1 Combat Point, unless it’s mounted to
until the flames are extinguished. A flamer can shoot 5 times the frame, in which swithcing the light on or off cost 4 Combat
before the fuel supply is depleted and the fuel canister must be Points. It can also be purchased with infrared or ultraviolet modes
replaced for 4 Combat Points.. The Exotic Firearms Proficiency increasing the WP cost by 5 per extra mode.
(Flamethrowers) feat is required to use this weapon. Only rifles,
shotguns and SMGs may use this upgrade. Vertical Foregrip (Frame/Tactical) This accessory offers a
shooter more leverage than a standard rifle or SMG foregrip.
Patrol Sling (Frame) This item allows the wielder to hang a It grants a +1 bonus to all multi-shot attacks. Only rifles, shotguns,
weapon from his shoulder, allowing him the use of his hands SMGs, machine pistols, and machine guns may use this upgrade.
having to set it down. The weapon is considered holstered when
hanging off of the wielder’s shoulder. Only shotguns, rifles, SMGs, Lanyard (Frame) This accessory is a coiled lanyard for
machine guns and crossbows may use this upgrade. handguns, that allows a character to always keep their handgun
within reach if it is dropped. The lanyard can stretch a maximum
of 5’ from the person or object its attached to and can be used
Shotgun Sling (Frame) This item works just as a patrol sling, to retrieve or pull back the pistol if it is dropped without dropping
but also holds 15 shotgun shells, which are considered ready. Only to kneeling or prone to pick it up. Only Handguns and Machine
shotguns may use this upgrade. Using a shotgun sling negates Pistols may use this upgrade.
the necessity to reach into a pack to retrieve ammunition.
Handgun Mount (Frame|Handgun/Tactical|Rifle) This acces-
Tactical Sling (Frame) This item holds a firearm or crossbow sory is a mount for a handgun to mount it on one of the tactical
across the wearer’s body, keeping its grip within a foot of his rails of a rifle. It allows for doublefire attacks. Mounting a handgun
normal hand position. The wielder is always considered armed on the mount cost 12 Combat Points. Only Rifles may use this
with the weapon, but it cannot be concealed. Only Shotguns, upgrade, and only handguns may be mounted.
Rifles, SMGs, Machine Guns and crossbows may use this upgrade.
Pistol Bayonet (Tactical) This accessory is an escape knife
Shotshell Holder (Frame/Tactical) This accessory mounts on attached to the tactical rail of a handgun. It may be removed or
the frame or tactical mount of a shotgun to hold shells for quick attached for 2 Combat Points, or used while still attached to the
use. It can hold up to 6 shells of its caliber. Using a shotshell gun. Only Handguns may use this upgrade.
holder negates the necessity to reach into a pack to retrieve
ammunition. Magazine Foregrip (Tactical) This accessory fits the tactical
rail with a clip that may be slipped on and off, allowing the
shooter to use a handgun magazine as a vertical fore grip, giving
Secure-Clip (Frame) A secure-clip is a metal clip mounted on
a shooter more leverage. Attaching a magazine from or to the
the frame of a handgun, allowing for Waistband carry without a
grip cost 7 Combat Points. When a magazine is attached, it grants
chance of the firearm falling out from rough movement. While
a +1 to all multi-shot attacks. Only Handguns and Machine Pistols
using a secure-clip a character does not have to roll a Reflex Save
may use this upgrade.
to catch their firearm while Waistband carrying it. Only Small or
smaller firearms may use this upgrade.
229

Upgrade Available for Loc Cost Time Wt Restr


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

Table 210: Tactical Upgrades

13 Ammunition Glass Breaker This ammunition is a hollow ball of nylon, used


to break glass at a safe distance. It deals no damage against
Ammunition consists of the items required for ranged creatures, although it will hurt and get their attention.
weapons to function.
Self Defense This ammunition is a hard rubber ball used
Type Cost primarily as a self defense weapon. It does 1d3 Non-lethal damage.
Speargun Spears (5) 1 The rounds are reusable, if collected.
CO2 Cartridges (40) 1
Taser Cartridge 2 Practice This ammunition is a soft rubber ball used to practice
Flamer Fuel Cartrige(2) 1 by both paintball players and law enforcement. It does no damage
and the rounds are reusable, if collected. Practice ammunition is
Table 211: Equipment, Ammunition available in various colors.

Type Cost #/box Restr


13.1 .68 Paintball Ammunition
Pepperball 1 20 None
Paintball ammunition is used in paintball markers. Ammunition Pava Round 1 10 R
cost includes the propellant that paintball markers use. Marker 1 500 None
Glass Breaker 1 100 None
Self Defense 1 50 None
Pepperball This ammunition is paintball capsules filled with OC Practice 1 100 None
chemical irritant. When hit, the target must make a Fortitude Save
[TN15] or be blinded for 1d4 rounds. A gas mask renders the Table 212: Equipment, .68 Paintball Ammunition
target immune to the effects and a wet cloth held over the eyes,
nose, and mouth provides a +2 to the Fortitude Save.
13.2 Crossbow Bolt Heads and Arrowheads
Pava Round This ammunition is paintball capsules filled with Crossbow Bolts and Arrowheads are used with bows and
extra strength Pava chemical irritant. When hit, the target must crossbows.
make a Fortitude Save [TN20] or be blinded for 2d3 rounds.
Fieldpoint These heads are the standard heads for arrows and
crossbow bolts. They have no special rules.
Marker This ammunition is paintball capsules filled with a high
visible, non-toxic food grade coloring. It leaves a splotch of paint
on whatever it it fires at. Marker ammunition is available in Blunt These heads are rounded and made of plastic. They do
various colors. non-lethal damage.
230

Bodkin These heads are hardened and tapered for maximum Type Cost #/box Restr
penetration, giving a +1 attack bonus against any armored target. Rimfire
FMJ/Lead 1 500 None
JHP 1 400 None
Broadhead These heads are wide and sharpened for maximum Explosive 1 20 None
damage upon impact. They add +1 damage die. Match Grade 1 50 None
Tracer 1 100 None
Frangible 1 50 None
Type Cost/20 Blank 1 200 None
Light Rimless Handgun
Fieldpoint 2
FMJ/Lead 1 50 None
Blunt 2
Surplus 1 200 None
Bodkin 4
JHP 1 50 None
Broadhead 5
Frangible 1 10 None
Table 213: Equipment, Bolt & Arrowheads Match Grade 1 25 None
Blank 1 50 None
Intermediate Rimless Handgun
FMJ/Lead 1 100 None
13.3 Cased Ammunition Types Surplus 1 400 None
JHP 1 50 None
Cased ammunition is ammunition that uses a metal case to Ratshot 1 10 None
hold all of the components of the ammunition together, normally Frangible 1 25 None
made of brass, steel, or aluminum. All calibers within a category Armor Piercing 1 5 M&P
have the same cost for the type of rounds listed. Non-lethal 1 20 None
Match Grade 1 25 None
• Rimfire A box of rimfire ammunition weighs 6 oz per 50 Tracer 1 10 None
rounds. Blank 1 200 None
Heavy Rimless Handgun
FMJ/Lead 1 50 None
• Light Rimless Handgun A box of light rimless ammunition Surplus 1 200 None
weighs 8 oz per 50 rounds. JHP 1 25 None
Ratshot 1 10 None
Frangible 1 25 None
• Intermediate Rimless Handgun A box of intermediate
Armor Piercing 1 5 M&P
rimless ammunition weighs 10 oz per 50 rounds.
Non-lethal 1 20 None
Match Grade 1 25 None
• Heavy Rimless Handgun A box of heavy rimless Tracer 1 10 None
ammunition weighs 15 oz per 50 rounds. Blank 1 200 None
Semi-Wadcutter 1 50 None
Solid 1 5 None
• Light Rimmed Handgun A box of light rimmed ammunition Light Rimmed Handgun
weighs 10 oz per 50 rounds. FMJ/Lead 1 50 None
Surplus 1 100 None
• Heavy Rimmed Handgun A box of heavy rimmed JHP 1 30 None
ammunition weighs 16 oz per 50 rounds. Ratshot 1 10 None
Frangible 1 30 None
Armor Piercing 1 5 M&P
• Light Rifle A box of light rifle ammunition weighs 4 oz per Tracer 1 10 None
20 rounds. Blank 1 100 None
SJHP 1 30 None
SJSP 1 30 None
• Intermediate Rifle A box of intermediate rifle ammunition
weighs 8 oz per 20 rounds. Wadcutter 1 50 None
Semi-Wadcutter 1 50 None

• Heavy Rifle A box of heavy rifle ammunition weighs 12 oz


per 20 rounds.

• Super Heavy Rifle A box of super heavy rifle ammunition


weighs 30 oz per 20 rounds.
231

Type Cost #/box Restr Caliber Damage Recoil Craft Category


Heavy Rimmed Handgun Mod
FMJ/Lead 1 50 None .41 Rimfire 1 +0 2nd
Surplus 1 100 None .22 Short 1d2 +0 2nd
JHP 1 20 None .22 Long Rifle 1d4 +0 2nd
Ratshot 1 10 None .32 Rimfire 2d3 +0 2nd
Frangible 1 20 None .17 HMR 1d4+2 -1 2nd
Armor Piercing 1 5 M&P .22 WMR 2d4+2 -2 2nd
Tracer 1 10 None .44 Henry 3d6 -4 2nd
Blank 1 100 None
SJHP 1 20 None Table 214: Rimfire Ammunition
SJSP 1 20 None
Wadcutter 1 50 None
Semi-Wadcutter 1 50 None
Solid 1 5 None
Light Rifle
FMJ/Lead 1 40 None
Surplus 1 160 None
JHP 1 20 None
Tracer 1 20 None Caliber Damage Recoil Craft Category
Blank 1 100 None Mod
Armor Piercing 1 10 M&P
.25 ACP 1d3 +0 2nd
Match Grade 1 20 None
.32 ACP 1d6 -1 2nd
Intermediate Rifle
7.65mm 1d4+2 -1 3rd
FMJ/Lead 1 40 None
Longue
Surplus 1 160 None
JHP 1 20 None Table 215: Light Rimless Ammunition
Solid 1 10 None
Frangible 1 20 None
Incendiary 1 5 M&P
Armor Piercing 1 10 M&P
Match Grade 1 20 None
Tracer 1 20 None
Blank 1 100 None
Heavy Rifle
FMJ/Lead 1 20 None
Surplus 1 100 None Caliber Damage Recoil Craft Category
JHP 1 20 None Mod
Frangible 1 20 None .380 2d4 -1 2nd
Match Grade 1 10 None ACP/9x17mm
Incendiary 1 10 M&P Kurz
Armor Piercing 1 10 M&P 8x22mm 2d4 -1 2nd
Tracer 1 30 None Nambu
Blank 1 100 None 9x18mm PM 2d4+1 -1 3rd
SJSP 1 20 None 9x19mm 2d6 -2 3rd
SJHP 1 20 None .40 S&W 3d4 -3 3rd
Explosive 1 5 M&P .38 ACP 2d6+1 -2 3rd
Solid 1 5 None .38 Super 3d4+4 -5 3rd
Super Heavy Rifle 7.63x25mm 2d8 -3 4th
FMJ/Lead 1 10 None Mauser
Surplus 1 40 None .22 TCM 2d3+3 -1 4th
JHP 1 10 None 7.63mm 1d6+4 -3 5th
Frangible 1 10 None Mannlicher
Match Grade 1 5 None .357 SIG 2d6+2 -3 5th
Incendiary 1 5 M&P 7.62x25mm 2d8+2 -4 5th
Armor Piercing 1 5 M&P Tokarev
Blank 1 20 None 9x23mm 2d6+3 -3 7th
Explosive 1 1 M&P Steyr
Solid 1 5 None
Table 216: Intermediate Rimless Ammunition
232

Caliber Damage Recoil Craft Category Caliber Damage Recoil Craft Category
Mod Mod
.45 ACP 3d4+2 -4 4th .44 American 1d6+3 -2 4th
.45 GAP 3d4+2 -4 4th .44 Russian 1d6+3 -2 4th
10mm Auto 2d6+4 -4 5th .45 Schofield 2d4+3 -2 4th
.44 AMP 3d6 -4 5th .327 Federal 2d6+1 -2 4th
.45 3d6+1 -4 5th Magnum
Winchester .45 Long Colt 2d6+1 -2 4th
Magnum .41 Long Colt 3d4+1 -3 4th
.50 GI 6d3+2 -7 5th .455 Webley 3d4+1 -3 4th
.475 Wildey 3d6+5 -6 5th .357 3d4+3 -4 4th
Magnum Magnum
.460 4d4+2 -5 6th .32-20 1d10 -3 5th
Rowland Winchester
.50 Action 3d6+2 -5 6th .44 Special 1d6+4 -3 5th
Express .38-40 1d6+5 -3 5th
Winchester
Table 217: Heavy Rimless Ammunition .44-40 1d10+2 -4 5th
Winchester
.44 Magnum 3d6 -4 5th
.454 Casull 3d6+2 -5 6th
.500 S&W 5d6+4 -8 6th
Special
.500 4d6+2 -6 7th
Wyoming
Express
.500 S&W 7d6 -9 7th
Magnum

Table 219: Heavy Rimmed Ammunition

Caliber Damage Recoil Craft Category


Mod
.17 2d6 -2 2nd
Remington
4.6x30mm 3d4−1 -3 5th
5.7x28mm 3d4−1 -3 5th

Table 220: Light Rifle Ammunition

Caliber Damage Recoil Craft Category


Mod
.38 Long Colt 1d4 -2 3rd Caliber Damage Recoil Craft Category
.38/200 1d4+3 -1 3rd Mod
.38 S&W 1d4+3 -1 3rd .30 Carbine 3d6+1 -4 6th
.38 Special 2d4+1 -1 3rd 5.45x39mm 4d4 -4 7th
.476 Enfield 1d4 +0 4th 5.8x42mm 4d4 -4 7th
9mm 1d6+2 -2 4th 6.5x50mm Arisaka 4d4 -4 7th
Japanese 5.56x45mm NATO 5d4 -5 7th
Revolver 9x39mm 4d4+4 -6 8th
7.62x38mmR 1d8+2 -2 4th 6mm Lee Navy 5d4+2 -6 8th

Table 218: Light Rimmed Ammunition Table 221: Intermediate Rifle Ammunition
233

Caliber Damage Recoil Craft It provides a +2 damage bonus plus +1 damage bonus per damage
Mod Category dice over 3, against unarmored targets.
7.92x33mm Kurz 3d8 -5 7th
.243 Winchester 4d6+2 -6 7th 13.3.4 Semi Jacketed Hollow Point (SJHP)
.300 AAC Blackout 4d6 -5 8th
.30-30 Winchester 4d6+1 -5 8th This ammunition contains a conical cavity in the nose that
6.5mm Grendel 4d6+1 -5 8th ‘‘mushrooms’’ in a target, transferring greater kinetic energy, but
7.62x39mm 4d6+2 -6 8th the metal jacket extends about halfway up the bullet, exposing
7.5x54mm French 4d6+4 -7 8th the bare lead underneath. It provides a +1 damage bonus per
7.62x51mm NATO 5d6 -6 8th damage dice and +10% error range.
8mm Lebel 5d6+1 -6 8th
7x57mm Mauser 5d6+2 -7 8th 13.3.5 Semi Jacketed Soft Point (SJSP)
7.62x54mmR 5d6+2 -7 8th
This ammunition is a bullet that has the metal jacket that extends
.303 British 5d6+3 -7 8th about halfway up the bullet, exposing the bare lead underneath.
.30-40 Krag 5d6+4 -8 8th It provides a +2 damage bonus per damage dice and +10% error
7.7x58mm Arisaka 5d6+4 -8 8th range.
7.92x57mm Mauser 5d6+5 -8 8th
.30-06 Springfield 6d6 -8 8th
6.8mm Remington SPC 6d4 -7 9th 13.3.6 Armor Piercing
.56-56 Spencer 2d10+5 -6 9th This ammunition is specifically constructed to pierce armor. It
.45-70 Government 3d10 -6 9th provides −1 damage die. When attacking targets that are armored
.50-70 Government 3d10+5 -8 9th or have natural armor to Ballistic damage, it provides +2 Piercing
.458 SOCOM 3d12 -7 9th damage dice.

Table 222: Heavy Rifle Ammunition


13.3.7 Incendiary
Caliber Damage Recoil Craft Category This ammunition contains a compound that burns rapidly and
Mod causes fires. It provides +1 Fire damage die and +10% error range.
.300 7d6 -9 9th
Winchester 13.3.8 Frangible
Magnum
.338 Lapua 7d8 -10 9th This ammunition is designed not to pierce solid surfaces such
Magnum as schoolhouse walls or aircraft bulkheads. It provides a −4
7.92x94mm 7d8 -10 10th damage penalty for armored targets and a +3 damage bonus to
.50 BMG 10d8 -16 10th unarmored targets. Any object with a Hardness of 2 or greater
13.9x99mmB 12d8 -19 10th immediately defeats this ammunition.
12.7x108mm 10d8 -16 11th
14.5x114mm 10d10 -17 11th 13.3.9 Non-lethal
20x102mm 12d10 -20 11th
This ammunition consists of powdered chalk compacted into a
20x105mm 12d10 -20 11th
bullet. It deals Non-lethal damage only.
20x125mm 12d10 -20 11th

Table 223: Superheavy Rifle Ammunition 13.3.10 Match Grade


This ammunition is of high quality, used for competition targeting
13.3.1 Full Metal Jacket (FMJ) and Lead and precision sniping. It provides a +3 attack bonus when used
with a match barrel.
This ammunition consists of either plain lead bullets or lead bullets
encased in a metal casing. This is the standard ammunition for
all firearms. It has no special rules. 13.3.11 Tracer
This ammunition leaves a string of light when fired, allowing for
13.3.2 Surplus Ammunition correcting when firing multiple shots. It provides a +1 attack bonus
for all multi-shot attack rolls as long as 50% of the fired rounds
This ammunition consists of plain lead bullet that lack the quality are tracers.
of modern manufacturing. Quantity has a quality all it’s own. It
provides +20% error range.
13.3.12 Blank

13.3.3 Jacketed Hollow Point (JHP) This ammunition lacks any projectile, simply creating a loud bang
and muzzle flash. It does no damage and provides a 50% error
This ammunition contains a conical cavity in the nose that range. If blank ammunition makes up more than one-fifth of the
‘‘mushrooms’’ inside a target, transferring greater kinetic energy. rounds fired, the firearm does no damage.
234

13.3.13 Wadcutter Type Cost #/box Restr


Light Shotshell
This ammunition is a special-purpose flat-nosed bullet specially 00 Buckshot 1 25 None
designed for shooting paper targets, usually at close range and #4 Buckshot 1 25 None
at subsonic velocities. It provides a +4 damage to unarmored #6 Birdshot 1 40 None
targets plus +2 damage bonus per damage dice within the first #3 Birdshot 1 20 None
range increment and a +30% error range. Non-lethal, rock salt 1 50 None
Slug 1 10 None
Frangible 00 Buckshot 1 10 None
13.3.14 Semi-wadcutter Frangible #3 Birdshot 1 20 None
Saboted Slug 1 25 None
This ammunition is a compromise between the wadcutter and Wax Slug 1 20 None
FMJ/Lead ammunition, featuring the sharp edges of a wadcutter, Blank Shell 1 20 None
with the slightly tapered nose of a FMJ/Lead bullet. It provides a Marker 1 25 None
+2 damage per damage dice to unarmored targets within the first Intermediate Shotshell
two range increments and a +10% error range. 00 Buckshot 1 25 None
#4 Buckshot 1 30 None
#9 Birdshot 1 100 None
13.3.15 Exploding Ammunition #6 Birdshot 1 100 None
#3 Birdshot 1 100 None
This ammunition is a bullet that has a small cavity filled with Non-lethal, beanbag 1 5 None
low explosives within the tip, designed to go off once it impacts Non-lethal, rubber ball 1 20 None
something hard, such as bone. It grants 1 additional dice damage Non-lethal, rock salt 1 200 None
of concussion damage that affects the target’s CHP immediately Slug 1 20 None
and +10% error range. OC Shell 1 10 R
Saboted Slug 1 10 None
Blank Shell 1 20 None
13.3.16 Solid Ammunition Tracer 1 10 None
Taser 1 5 R
This ammunition is a bullet machined out of a solid piece of metal, Frangible 00 Buckshot 1 5 None
usually copper or brass. It provides a +6 damage bonus and +3 Frangible #6 Birdshot 1 10 None
damage bonus per 2 damage dice over 3, -1 recoil per damage Frangible #3 Birdshot 1 10 None
dice over 2, and a +25% error range. Breaching 1 5 None
Explosive 4 1 M&P
Flamethrower 2 3 None
13.3.17 Rat Shot Flare 1 3 None
Stun 1 2 R
This ammunition is a bullet with a plastic cap filled with birdshot, Strung Buck 1 4 None
turning any firearm loaded with it into an impromptu shotgun. It Magnum 00 Buckshot 1 10 None
grants a −8 damage penalty and a +2 to attack rolls, but is only Magnum #4 Buckshot 1 10 None
effective for 50’. Magnum #9 Birdshot 1 50 None
Magnum #6 Birdshot 1 25 None
Magnum #3 Birdshot 1 15 None
Magnum Slug 1 5 None
13.4 Shell Ammunition Types Wax Slug 1 25 None
Marker 1 25 None
Shell ammunition is ammunition that uses a plastic, brass or
Heavy Shotshell
paper shell to hold all of the components of the ammunition
00 Buckshot 1 25 None
together. All calibers within a category have the same cost for
#4 Buckshot 1 30 None
the type of rounds listed.
#9 Birdshot 1 100 None
#6 Birdshot 1 50 None
• Light Shotshell A box of light shotshells weighs 6 oz per #3 Birdshot 1 25 None
25 rounds. Slug 1 20 None
Magnum 00 Buckshot 1 10 None
• Intermediate Shotshell A box of intermediate shotshells Magnum #4 Buckshot 1 10 None
weighs 12 oz per 25 rounds. Magnum #9 Birdshot 1 50 None
Magnum #6 Birdshot 1 25 None
Magnum #3 Birdshot 1 15 None
• Heavy Shotshell A box of heavy shotshells weighs 12 oz
Magnum Slug 1 5 None
per 25 rounds.
235

Caliber Damage Caliber Craft Category 13.4.7 Magnum


Recoil
Mod This ammunition is comprised of larger shells that allow for more
powder and shot. Different sizes of shot provide different bonuses
.410 Bore 3d4+1 -3 1st
and penalties, but still retain any non bonus or penalty benefits
Table 224: Light Shotshell Ammunition and properties that come with the ammunition. All modern-day
shotguns with internal magazines can chamber magnum buckshot,
but when using it with any shotguns with an internal magazine
Caliber Damage Caliber Craft Category
above 3, they lose 1 round of capacity when using magnum
Recoil
ammunition.
Mod
00 Buckshot Provides a +1 damage die and a +3 damage
20 Gauge 4d6 -5 1st bonus
16 Gauge 4d6+3 -6 1st #4 Buckshot Provides a −1 damage penalty
12 Gauge 5d6 -6 1st #9 Birdshot Provides a −3 damage dice, a +3 attack bonus,
and a +2 damage bonus
Table 225: Intermediate Shotshell Ammunition
#6 Birdshot Provides a −2 damage dice, a +2 attack bonus,
and a +2 damage bonus
Caliber Damage Caliber Craft Category #3 Birdshot Provides a −1 damage die, a +1 attack bonus,
Recoil and a +3 damage bonus
Mod Slug Provides a +2 damage dice, a −2 attack bonus, and a
10 Gauge 7d6 -9 1st +4 damage bonus

Table 226: Heavy Shotshell Ammunition


13.4.8 Non-lethal

13.4.1 00 Buckshot This ammunition deals non-lethal damage only and provides a
20% error range increase.
This ammunition consists of .33 caliber heavy lead balls fired Rubber Ball This shot consists of eight rubber balls and has
simultaneously from a single shell. It has no special rules. no special rules
Beanbag Provides a −2 attack penalty and +2 damage dice
13.4.2 #4 Buckshot Rock salt Provides a +1 attack bonus and −3 damage dice

This ammunition consists of .24 caliber heavy lead balls fired


simultaneously from a single shell. It is weaker than buckshot, but 13.4.9 Stun Ammunition
still an effective defensive load. It grants a −4 damage penalty This ammunition is a shotgun-launchable flashbang shell, that
and can be used in a choked barrel without damaging it. works exactly like its thrown counterpart. It has a maximum range
of 45’ and a blast radius of 15’. Any target caught in the blast
13.4.3 Birdshot must make a Will Save [TN16] or be blinded for 1d4 rounds, and
a Fortitude Save [TN16] to avoid being deafened for 1d4 rounds.
This ammunition is similar in design to buckshot, except that the It grants +55% error range.
pellets are much smaller and more numerous. Different sizes of
shot provide different bonuses and penalties.
13.4.10 Frangible
#9 Birdshot Provides a +3 attack bonus and −3 damage
dice This ammunition is designed not to pierce solid surfaces, such as
#6 Birdshot Provides a +2 attack bonus and −2 damage schoolhouse walls or aircraft bulkheads. It provides a +20% error
dice range, regardless of the type of shot. Any object with a hardness
#3 Birdshot Provides a +1 attack bonus and −1 damage die of 2 or greater immediately defeats this ammunition. It comes in
various shot configurations
13.4.4 Slug #6 Birdshot Provides a +2 attack bonus, a −12 damage
penalty to armored targets, and a +1 damage bonus to unarmored
This ammunition consists of a single massive cylinder of lead. It targets.
provides a −2 attack penalty and +2 damage dice. #3 Birdshot Provides a +1 attack bonus, a −9 damage
penalty to armored targets, and a +3 damage bonus to unarmored
13.4.5 Wax Slug targets.
00 Buckshot Provides a −6 damage penalty to armored
This ammunition consists of birdshot that has been solidified in targets and a +6 damage bonus to unarmored targets.
wax. It grants +1 damage die.
13.4.11 Blank
13.4.6 Saboted Slug
This ammunition lacks any projectile, simply creating a loud bang
This ammunition increases a shotgun’s range. This ammunition and a muzzle flash. It does no damage and provides a 40% error
multiples a shotgun’s range increment by 1.5 rounded up to the range. If blank ammunition makes up more than one-fifth of the
nearest 5’, and provides +1 damage die. rounds fired, the firearm does no damage.
236

13.4.12 Breaching 2d4 Fire damage. Anyone shot with a flare round must make a
Reflex Save [TN18] or be caught on fire. A flare shell can also
This ammunition is specially made for the purposes of door
ignite flammable material and fluids. This ammunition provides a
breaching. These shells contain a metallic powder that disperses
+45% error range.
on contact. When fired at an object it ignores 10 points of hardness,
provides −2 damage dice, and +30% error range. They have a
maximum range of 20 feet. 13.4.20 Taser

A miniaturized taser unit packed into a shell that releases a


13.4.13 Flechette powerful electrical current on impact. On a successful hit the
This ammunition is a bundle of flechette darts packed into a shell deals 1d3 Electricity damage and 1 Non-lethal damage die.
shell. When fired, the flechettes rip and shred their target. It does The target must make a Fortitude Save [TN15] or be paralyzed
Piercing damage instead of Ballistic. for 1d6 rounds.

13.4.14 Tracer 13.4.21 Strung Buck


This ammunition leaves a string of light when fired, allowing for This ammunition consists of two heavy lead balls connected with
corrections when firing multiple shots. It provides a +1 attack a steel cable. It provides a +4 damage bonus and a −2 attack
bonus for all multi-shot attack rolls as long as 50% of the fired penalty.
rounds are tracers.

13.4.15 Marker 13.5 Grenade Ammunition Types


This ammunition is a homemade round, replacing the shot with 13.5.1 Fragmentation
a highly visible, non- toxic, light refracting powder, that allows
The most common type of launched grenade. Uses a small
targets to be marked for future identification. It does no damage,
explosive charge to fling shards of metal in all directions.
and is limited to 1 range increment. It provides a +60% error
range.
13.5.2 High Explosive (HE)
13.4.16 Explosive These grenades are packed with a shaped charge that detonates
This ammunition is a small shotgun grenade that works like a small on impact, intended for use against armored targets and buildings.
grenade launcher grenade. When fired at an object it ignores 6 An HE grenade ignores 15 points of hardness.
points of hardness. It provides a −1 attack penalty and −1 damage
die, but all damage dealt is Concussion and Fire damage with a 13.5.3 High Explosive Dual Purpose
5’ blast radius.
These grenades combine high explosive and fragmentation
13.4.17 OC Shell grenades and are suitable for use on armored or soft targets. An
HEDP grenade ignores 10 points of hardness.
A shell that consists of tightly packed irritant powder. It shoots a
5-foot wide, 20-foot long line of OC powder that causes all those
caught in the blast to make a Fortitude Save [TN15] or be blinded 13.5.4 Tear Gas
for 1d4 rounds. No attack roll is necessary. A gas mask renders
These grenades are used to disperse crowds and smoke out
the target immune to the effects and a wet cloth held over the
hostage takers. When the grenade is launched, a tear gas grenade
eyes, nose, and mouth provides a +2 bonus to the Fortitude Save.
fills the four squares around it with tear gas. On the following
It provides a +50% error range.
round, it fills all squares within 10’ and on the third round it fills
all squares within 15’. Any target caught in the cloud of tear gas
13.4.18 Flamethrower must make a Fortitude Save [TN15] or be blinded and stunned for
A shell that consists of tightly packed magnesium powder. It 2d4 rounds. A gas mask renders the target immune to this effect,
shoots a 5-foot wide, 20-foot long line of flame that deals 2d6 and a wet cloth held over the eyes, nose, and mouth provides a
points of Fire damage to all creatures and objects in its path. No +2 to the Fortitude Save.
attack roll is necessary. Any creature caught in the line of flame
can make a Reflex Save [TN15] to take half damage. It provides 13.5.5 Smoke
a +50% error range.
These grenades create smoke to serve as signals or concealment.
When the grenade strikes a hard surface, it bursts and fills all
13.4.19 Flare
squares within 10’ with smoke. On the following round it fills all
A flare that illuminates a 30’ radius as if it were lit by daylight for squares within 15’ and on the third round it fills all squares within
7 rounds. When used as a signal, a flare round may be spotted at 20’. The smoke obscures all sight, including night vision goggles.
a distance of 3 miles with a successful Perception check, [TN20] Anyone within the area has total concealment. It disperses after 10
during the day or [TN15] at night. A flare may also be used as a rounds. Smoke grenades are available in several colors including
weapon, with a maximum range of 30’ and the potential to do white, red, yellow, green, blue, orange, and purple.
237

13.5.6 Beehive 13.5.13 Thermobaric

These grenades fire a bundle of flechette darts that rip and shred These grenades are a fuel-air explosive, that use the surrounding
their target. Has the same damage penalty for range as shotguns. air in order to keep the fire and explosion running. Anything
This grenade must be used against a specific target, and does not caught in a thermobaric grenade explosion is immediately on
gain the Bludgeoning damage or incur the attack penalty from fire.
normally firing a grenade at a target.
13.5.14 Grapnel
13.5.7 Foam Slug These grenades come with 100’ of paracord, and a hook built
into the grenade. These grenades can fire 80’ straight up, or 120’
These grenades consists of a large foam slug, used when non-
at a specific target or square.
lethal force is necessary. This grenade must be used against
a specific target and does not gain the Bludgeoning damage
or incur the attack penalty from normally firing a grenade at a
target.
13.6 Mortar Ammunition Types
13.5.8 Buckshot 13.6.1 High Explosive (HE)

These grenades fire a bundle of buckshot rounds that penetrate These shells are packed with a shaped charge, that when
the target, turning the grenade launcher into a large shotgun. Has impacted, destroy armored targets and buildings. An HE shell
the same damage penalty for range as shotguns. This grenade ignores 35 points of Hardness.
must be used against a specific target, and does not gain the
Bludgeoning damage or incur the attack penalty from normally 13.6.2 Smoke
firing a grenade at a target.
These shells create smoke to serve as signals or conceal-
ment.When the mortar strikes a hard surface, it bursts and fills all
13.5.9 Flare squares within 20’ with smoke. On the following round it fills all
squares within 25’, and on the third round it fills all squares within
These grenades illuminates a 60’ radius as if it were lit by daylight30’. The smoke obscures all sight, including night vision goggles.
for 10 rounds. When used as a signal, a flare round may be spotted Anyone within the area has total concealment. It disperses after
at a distance of 5 miles with a successful Perception check, [TN20] 10 rounds. Smoke shells are available in several colors, including
during the day or [TN15] at night. Anyone shot with a flare round white, red, yellow, green, blue, orange, and purple.
must make a Reflex Save [TN18] or be caught on fire. A flare
round can also ignite flammable material and fluids. Does not
gain the Bludgeoning damage or incur the attack penalty from 13.6.3 Airburst
normally firing a grenade at a specific target. These mortars are fused to explode before they hit the ground,
thereby causing the maximum amount of damage to soft targets.
13.5.10 Hornet’s Nest

An insert that holds 10 .22 LR rounds that all get fired at once,
working somewhat like a more lethal buckshot grenade. Can be
refilled and reused. Only usable with 40x46mm launchers.
13.7 Ammunition Upgrades
Linked This ammunition upgrade links ammunition to be fired
by weapons that used linked ammunition. Any cased ammo may
13.5.11 Taser be linked. The price listed is for 100 rounds of any ammunition.
These are an upscaled version of taser shells capable of
being fired from a standalone or underbarrel grenade launcher. Overpressure This ammunition upgrade loads the ammunition
Designed for military use, they easily outrange the standard to a higher internal pressure than standard for the ammunition of
taser offerings allowing for a long distance takedown. On a its caliber. It provides a +6 damage bonus and +20% error range,
successful hit, the darts deal Electricity damage and the target but if a firearm jams while using this ammo, it explodes, causing
must make a Fortitude Save [TN20] or be paralyzed for 2d4 1d6 Slashing damage and completely destroying the firearm. This
rounds. Only usable with 40x46mm launchers. This grenade affects all firearms, including revolvers, unless otherwise noted.
must be used against a specific target and does not gain the Any cased ammunition may be overpressured.
Bludgeoning damage or incur the attack penalty from normally
firing a grenade at a target.
Subsonic This ammunition upgrade loads the ammunition with
a reduced propellant charge so that the bullets do not exceed
13.5.12 Airburst the speed of sound. It provides −5 damage, a −15 penalty to
the Perception check to hear the weapon when used with a
These grenades are fused to explode before they hit the ground, suppressor, and +25% error range. Any cased ammunition may
thereby causing the maximum amount of damage to soft targets. be subsonic.
238

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

Table 227: Equipment, Grenade Ammunition

Mortar Type Damage Damage Type Blast Radius Sz Wt Cost Restr


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

Table 228: Equipment, Mortar Ammunition

• Top Speed The highest speed category the vehicle can


Type Cost Time Restr reach.
Linked 2 30 minutes None
• Defense The vehicle’s Defense.
Overpressure 1 for 4 rounds 10 minutes per round None
Subsonic 1 for 10 rounds 10 minutes per round None • Hardness The vehicle’s hardness. Subtract this number
from any damage dealt to the vehicle.
Table 229: Equipment, Ammunition Upgrades
• Hit Points The vehicle’s full normal hit points.
• Size Vehicle size categories are defined differently from
14 Vehicles the size categories for weapons and other objects.
Vehicles are described by a number of statistics • Cost This is the Wealth point cost to acquire the vehicle.
This number reflects the base price and doesn’t include any
• Crew The standard number of crew. In most cases, only one
modifiers for purchasing the vehicle on the black market.
person is needed to drive the vehicle; other crew members
serve as gunners or copilots. • Restriction The restriction rating for the vehicle, if any.
• Passengers The number of passengers (in addition to the
crew) the vehicle is designed to carry. Vehicles that carry 14.1 Standard Car Classifications
passengers can use that space to carry additional cargo Most new standard cars include such standard features as air
when passengers aren’t present. Each unused passenger conditioning, air bags, anti-lock brakes, cruise control, keyless
slot allows the vehicle to carry an additional 100 pounds of entry, and an AM/FM radio with CD player. Luxury vehicles
cargo. often also include extras such as heated side mirrors, power
• Cargo Capacity The amount of cargo the vehicle is seats, leather upholstery, and sunroofs. In general, these luxury
designed to carry. Many vehicles can carry extra amenities can be added to a non-luxury car with an increase of
passengers instead of cargo, but doing so is usually a 10% to the Wealth Point cost. It takes 4 Combat Points to Enter or
cramped, uncomfortable, and unsafe experience for those Exit a car.
passengers. As a rule of thumb, one additional passenger Unless otherwise noted, civilian cars provide three-quarters
can be carried for every 200 pounds of unused cargo cover for their occupants (although passengers who lean out of
capacity. windows or sunroofs, perhaps to fire weapons, may be reduced
to one-half or even one-quarter cover).
• Initiative The modifier added to the driver’s or pilot’s
initiative check when operating the vehicle. 14.1.1 Toy Car
• Maneuver The modifier added to any Drive or Pilot checks A toy car is any kind of single passenger recreational vehicle,
attempted with the vehicle. meant for private roads such as road tracks. It lacks any covering
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at all and does not provide cover of any type for its occupant. 14.2.1 Grand Tourer Car
Includes go-karts and 4-weelers. Toy cars are a single 5’ square.
A Grand Tourer is a luxury vehicle, capable of both long
distance and high speed driving. They are usually expensive,
14.1.2 Microcar finely tuned machines that can be driven as a normal car,
or driven on a racetrack. Examples include the Maserati
A Micro car is a tiny car, built to hold two passengers, used GranTurismo, The Porsche 911 GT, the Nissan Skyline and GT-R,
mostly in crowded cities. They have very little cargo space, but and the Ford GT. Grand Tourer Cars are 20 ft. long and 10 ft
can fit in spaces that would be otherwise impossible for other wide.
cars. Examples include the Ford Fiesta and the Smart TwoFor.
Microcars are 10 ft long and 10 ft wide.
14.2.2 Supercar

14.1.3 Compact Car Supercars are even more expensive versions of Grand Tourers.
They are usually marketed as limited production, elite vehicles,
A compact car is a car that is not as small as a microcar, but not or are vehicles that are custom built for power and performance.
as big as a mid-sized car. These cars make up a large majority of Examples include the Bugatti Veyron and the Lamborghini
vehicles on the road, hailed for their adequate passenger space, Reventon. Supercars are 20ft long and 10 ft wide.
cargo room, and fuel efficiency. Examples include the Ford Focus,
Honda Civic, and the Toyota Corolla. Compact cars are 15’ long,
and 10’ wide. 14.2.3 Muscle Cars

Muscle cars are the American version of a Grand Tourer, but


14.1.4 Mid-sized Car instead of being built for performance and long distance, these
cars are built for torque and drag racing, with high horsepower
Midsized cars are larger than compact cars, usually boasting engines. Examples include the Dodge Challenger and Charger,
roomy interior, advanced features such as moonroof and the Pontiac GTO, and the Chevrolet Camaro. Muscle cars are 20
enlarged cargo space over a compact car. Examples include ft long and 10 ft wide.
the Chevrolet Malibu, and the Ford Fusion. Midsized cars are 15’
long and 10 ft wide.
14.3 Standard Van Classifications
14.1.5 Entry Level Luxury Car Vans include transport and cargo vans of all types. They are
encapsulated all around, and unlike pickup trucks, give cover to
Entry level luxury cars are cars that are the size of a mid-sized their cargo as well. They also have the same standard features
car, but have luxurious additions, such as heated seats and power that cars have, such as anti-lock brakes, air bags, and AM/FM
seating. They also tend to have a slightly more powerful engine. radio with CD player. Unless otherwise noted, vans provide three-
Examples include the BMW 3, the Audi A4, and the Mercedes-Benz quarters cover to their occupants.
C-Class. Entry level Luxury cars are 15’ long and 10’ wide.

14.3.1 Multi Purpose Vehicle


14.1.6 Full Size Car
A Multi-purpose vehicle is a van designed for personal use,
Full size cars are cars with a wide body, a very large, usually transporting passengers. Examples include the Ford C-
comfortable interior, with lots of cargo space. For this purpose, Max, Chevrolet Orlando, Chrysler Town and Country, the Ford
they are often used as police cars. Examples include the Chevrolet Galaxy, and the Volkswagen Touran. Multi-purpose Vehicles are
Impala, Ford Taurus, and the Ford Crown Victoria. Full sized cars 20 ft long and 10 ft wide.
are 20 ft long and 10 ft wide.

14.3.2 Cargo Van


14.1.7 Full Size Luxury Car
Cargo Vans are large vans that have a large opening in the rear
These are roomy, comfortable towncars, often driven by car for transporting cargo. In addition to the single side door, they
services and people wanting to make a statement. Examples of usually have two rear doors that can be opened. Any cargo or
these cars include the Audi A8, BMW 7 Series, Lexus LS, and the passengers that are in the cargo area have full cover. Examples
Mercedes-Benz S Class. Full Size Luxury Cars are 20’ long and include the Chevrolet Express 150, Ford e350 van, and the GMC
10’ wide. Vandura. Cargo Vans are 20 ft long and 10 ft wide.

14.2 Sports Car Classifications 14.3.3 Passenger Van

Sports cars are cars made for the sole purpose of racing; they Passenger vans are vans used to transport large amounts of
are fast, agile, and powerful. They also have the same ammonites people, usually upwards of 12 to 15, with little room for cargo.
as luxury cars such as heated side mirrors, power seats, and Examples include Chevrolet Express 1500 and the Ford E350
leather upholstery. Wagon. Passenger vans are 25 ft long and 10 ft wide.
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14.4 Standard Truck Classifications 14.5.4 Full Sized SUV


Trucks include pickups of all types. They generally have the A Full sized SUV is the largest of SUVs, usually including a large
same features as cars. Like cars, trucks generally provide three- amount of cargo room and passenger space. Examples include
quarters cover to their occupants. The rear bed of a pickup truck, the Cadillac Escalade, Chevrolet Suburban and the Ford Explorer:
however, provides only ½ cover. Full Sized SUVs are 20 ft long and 10 ft wide.

14.4.1 Mini Pickup Truck 14.6 Standard Motorcycle Classifications


A Mini Pickup truck is a compact pickup truck, usually used Unlike getting into a vehicle, mounting a motorcycle cost
for light duty. Examples include the Toyota Hilux, the Chevrolet 1 Combat Point. Motorcycles tend to perform better than
Montana and the Volkswagen Saveiro. Mini pickup trucks are 15 automobiles in the terms of acceleration and maneuverability,
ft long and 10 ft wide. but they provide no cover to their occupants. All motorcycles are
10 ft long and 5ft wide.
14.4.2 Mid-sized Pickup Truck
A Mid-sized Pickup Truck is a pickup truck with a larger cab 14.6.1 Standard Motorcycle
than a mini pickup truck, but still has the same bed. Examples A standard bike is a general use motorcycle, with a natural
include the Ford Ranger, the Chevrolet Colorado, and the Nissan posture and are often used as general purpose street bikes. They
Navara. Midsized pickup trucks are 15 ft long and 10 ft wide. have good speed and good handling. Examples include the Suzuki
GS500E and a Honda Hornet 599.
14.4.3 Full Sized Pickup Truck
Full sized pickup trucks are trucks that have a large bed and 14.6.2 Cruiser Motorcycle
a roomy cabin, most often used for hauling large amounts of
These bikes are styled after American Machines from the 1930s
material. Examples include the Dodge Ram, the Ford F150, and
to the 1960s, with a relaxed posture, extended handle bars, and
the Toyota Tundra. Full Sized Pickup trucks are 20 ft long and 10
lots of torque and power. Examples include various Harley-
ft wide.
Davidsons, Indians and Excelsior-Hendersons.

14.4.4 Heavy Duty Pickup Truck


14.6.3 Sport Bikes
Heavy Duty Trucks are large trucks made for hauling the
heaviest of cargo. Examples include the Chevrolet Silverado, the These bikes emphasize speed, acceleration, braking and
Dodge Ram Heavy Duty, and the Ford Superduty. Heavy Duty cornering on paved roads, made for racing and flash. Examples
Pickup Trucks are 20 ft long and 10 ft wide. include the Kawaski Ninja and the Suzuki GSX.

14.6.4 Touring Bikes


14.5 Standard SUV Classifications
Touring bikes are bikes designed for long distance riding, offer
Sport Utility vehicles are vehicles that are made for both on
good weather and wind protection, as well as large capacity
road and off-road work, usually possessing 4x4 Drive to tackle
fuel tanks and expansive luggage. Examples include the BMW
tough terrain. Like Trucks, they usually have the same amenities
R1200RT and K1600GL, and the Honda Gold Wing.
as cars. Unless otherwise noted, they provide their passengers
with three-fourths cover.
14.6.5 Dual Sport
14.5.1 Mini SUV Dual sport bikes are dirtbikes that have street legal tires, mirrors,
A Mini SUV is a small, but powerful SUV, built for compactness. lights and signals, horn, muffler, and fairings. These bikes are
It sacrifices cargo space for comfort. Examples include the Jeep built for dual purpose and have the ability to drive off road, as
Wrangler, and the ford EcoSport. Mini SUVs are 15 ft long and 10 well as on road with no issues. Examples include the Honda XRV
ft wide. series, the Yamaha XT series and the Kawasaki KLR series.

14.5.2 Compact SUV 14.6.6 Dirtbikes

A compact SUV is a small SUV, larger than a Mini-suv that Dirtbikes are off-road motorcycles used primarily for
incorporates some cargo space. Examples include the Ford recreation, and not usually ridden on roads. They lack the
Escape, the Jeep Compass, and the Chevrolet Equinox. Compact necessary fairings, mirrors, or lights to be driven safely on roads,
SUVs are 15 ft. long and 10 ft wide. and the tires are usually knobby and built for dirt. Examples
include the Yamaha YZ250F and Kawasaki KDX220.
14.5.3 Mid-sized SUV
14.7 Standard Rotary Aircraft
A Midsized SUV is a large SUV, complete with good cargo space
and ample room for passengers. Examples include the Ford Edge, A rotary-wing aircraft is a heavier-than-air flying machine that
the Jeep Grand Cherokee, and the Volkswagen Touareg. Midsized uses lift generated by wings, called rotary wings or rotor blades,
SUVs are 15 ft long and 10 ft wide. that revolve around a mast, also called helicopters.
241

14.7.1 Utility Helicopter 14.9.1 Moving Truck

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

14.9.2 Bus
14.7.2 Gunship Helicopter
This is a large vehicle for transporting large amounts of people.
This is a helicopter that has a primary role of engaging ground It has a door at the front and a second door about halfway down
targets. It is equipped with a 30mm autocannon, and has 4 the right-hand side or a door at the rear. This vehicle is two
external hardpoints that can mount rockets, missiles or guns. It is squares wide and eight squares long. It provides three-quarters
60 ft long and 15 ft wide. cover for crew and passengers. It is 40 ft long and 10 ft wide.

14.7.3 Transport Helicopter 14.9.3 Armored Truck

This is a large helicopter who’s sole purpose is to transport Used to transport money between businesses and financial
a large amount of troops, cargo, or supplies from one area to institutions, armored trucks are designed to deter would-be
another. It is 65 ft long and 15 ft wide. thieves. The truck has three doors and firing ports that allow
the crew to use their firearms without leaving the vehicle. The
armored truck is two squares wide and four squares long. It
14.8 Standard Fixed Wing Aircraft provides nine-tenths cover for its occupants. It is equipped with
Run-flats. It Is 20 ft long and 10 ft wide.
A fixed-wing aircraft is an aircraft capable of flight using wings
that generate lift caused by the vehicle’s forward airspeed and
the shape of the wings. 14.10 Military and Police Vehicles
Several military and police vehicles are covered here. In
14.8.1 Standard Prop Aircraft addition, a number of the standard vehicles covered above are
commonly seen in military and police service.
This is a standard aircraft that is powered by a single propeller.
It makes up the bulk of all civilian aircraft. Examples include the 14.10.1 Armored Personnel Carriers
Cessna 172.
Armored Personnel Carriers are vehicles designed to carry
troops into various conflicts and protect them from small arms
14.8.2 Military Prop Aircraft fire. Some are equipped with a full turret mounted General
Purpose Machinegun, while others are unarmed, usually those in
This is an aircraft built for military specifications. It is equipped
police roles. APCs provide full cover for all of the occupants and
with two .50 BMG machine guns and has 5 external hardpoints
the driver, and three-quarters cover for the gunner, if applicable.
that can accept, rockets, missiles or guns. Examples include the
It takes 12 Combat Rounds to enter the driver or gunner seat of
A-29 Super Tucano and the P51 Mustang
an APC and another 12 Combat Points to start it moving. It takes
4 Combat Points to Enter the passenger seat of an APC. Examples
14.8.3 Standard Jet Aircraft include the M113, BMP-2, Lenco Bearcat, and Cougar. APCs are
20 ft long and 10 ft wide.
These aircraft are similar in size to prop aircraft, but instead
have a jet engine, allowing them increased speed, often used for
14.10.2 Infantry Fighting Vehicle
transportation.
Infantry Fighting vehicles are vehicles designed to carry troops
into battle and support them. They differ themselves from APCs
14.8.4 Military Jet Aircraft by the weaponry they carry, built for more heavy fighting. They
These aircraft are jet aircraft built for military specifications. have a 30mm cannon and a secondary machinegun, mounted
They are equipped with a single heavy machine gun and have 6 on the same axis as the 30mm cannon. IFVs provide full cover
external and 2 internal hardpoints for rockets, missiles or guns. for all of the occupants, the driver and the gunner. It takes 12
Examples include the F/A-18, the F16, and the F-15. Combat Rounds to enter the driver or gunner seat of an IFV and
another 12 Combat Points to start it moving. It takes 4 Combat
Points to Enter the passenger seat of an IFV. Examples include
14.9 Other Vehicles the BMP-3 and M1126 ICV Stryker. APCs are 20 ft long and 10 ft
wide. IFVs are 25 ft long and 15 ft wide.
A few types of vehicles don’t fit neatly into the categories
covered above. Many of these (such as the armored truck and
14.10.3 Main Battle Tank
the limousine) are usually custom built, so the model name isn’t
specified as it is with most other vehicles in this section. The A Main battle tank is a tank that fills the heavy direct fire role
description and stats reflect a typical model. and the secondary infantry and IFV support. Examples include
242

the M1 Abrams and T90. Main battle tanks have a Tank Gun, a 14.12.3 Service Kit (Body)
General Purpose machine gun mounted on the same axis as the
Tank Gun, and a secondary machine gun of its choice. MBTs are This upgrade is used for Fire, EMS, and auxiliary vehicles to
40 ft long and 15 ft wide. change their looks to be more visible. This upgrade gives the
vehicle lights, sirens, and markings for the selected use. Cars
receive space for a Standard Kit, and Trucks, Vans and SUVs
14.10.4 Multi-use Vehicle receive space for a Deluxe Kit.
A Multi-use vehicle is a vehicle that is used when armored
transport is not necessary, or would cause too much attraction. 14.12.4 Police Kit (Body)
This version can be configured in a variety of ways, including
This upgrade gives the vehicle lights and sirens, markings (if a
a two-door pickup, a four-door pickup with a short bed, and a
marked unit), a professional radio, and a spotlight. Cars, Trucks,
completely enclosed, SUV-like body with a hatchback and four
SUVs, and Vans also receive two long-gun mounts, capable of
doors, and a Heavy Machine Gun mount on the top. This position
securely storing two large firearms in a lock (HanTNuff Lock).
proved one-half cover. When the MUV is configured with the
APCs, IFVs and MBTs that take this kit have all of their weapons
machine gun, it has one less passenger, and one more additional
removed.
crew. It is equipped with Run flat tires. A MUV is 20 ft long and
10 ft wide.
14.12.5 Racing Kit (Body)

14.11 Other Transportation This upgrade adds a spoiler, and removes all non-essential
parts in the car for racing, such as the rear seats, radio and CD
14.11.1 Horses player, and the AC and heat. This upgrade reduces the passenger
A horse is a single hooved, quadrupedal mammal that has rating to 1, and reduces the weight of the vehicle by 20%.
been domesticated for work and riding. There are many different
breeds of horses, the one listed representing the average work 14.12.6 Light Armor Kit (Body)
horse. The cost listed includes two saddle bags, and a saddle.
Unlike other vehicles, horses die if their hit points reach zero, and This upgrade fits the car with bullet resistant windows, and
they can be healed using the first aid skill. Mounting a horse costs plating under the doors. Visibly, it looks identical to an unmodified
3 Combat Points. vehicle. It increases the HP of the vehicle by 10%, and the hardness
by 2 points. Only Cars, Trucks, SUVs, Vans and Military and Police
Vehicles may take this upgrade.
14.12 Vehicle Upgrades
A vehicle can be upgraded with various upgrades to make them 14.12.7 Heavy Armor Kit (Body)
faster, more resilient to attacks, or mount weapons. Vehicles can This upgrade fits the vehicle with heavy plating and thick,
be upgraded in a number of slots reinforced bullet resistant windows. It increases the HP of the
Vehicle by 30%, the hardness by 10 points, but reduces the max
• Body The frame, the plating, and any other superficial
speed category by 1. Only Cars, Trucks, SUVs, Vans and Military
equipment such as the lighting, windshields, paint job, and
and Police Vehicles may take this upgrade.
interior.

• Wheels The tires, rims, and the brakes of a vehicle. 14.12.8 Weapon Pintle Upgrade (Body)

• Powertrain The engine and any auxiliary equipment This upgrade fits the vehicle with a mount that allows for a
hooked up to it, such as a turbocharger. large or larger weapon to mount onto a vehicle. When mounted,
the weapon gets a +6 to all multifire attacks. Only Trucks and
• Drivetrain The transmission and the suspension. Vans can use this upgrade. When used on Trucks this upgrade
puts the mount in the bed of the truck, and the pintle has full
Unless otherwise noted, a vehicle can have as many upgrades range of motion. When used on vans, the mount is put either at
of each type as the owner can afford. the rear doors or on the side doors, if the vehicle has one, and
gains only the firing arc of the opening doors. A Vehicle can only
14.12.1 Paint Job (Body) have one Weapon Pintle Mount.

This upgrade gives the vehicle a brand new color, tint and hue.
14.12.9 Internal Hardpoint Upgrade (Body)
The car can be painted any color the character wishes.
This upgrade fits the vehicle with an internal hardpoint that can
14.12.2 Convertible (Body) accept a single missile, a rocket pod bay, or a large or larger
weapon. These can be fired by the driver, or wired to a gunner
This upgrade gives the vehicle either a hard-top or soft top position. If it is wired to a gunner position, remove one passenger
convertible, allowing the top to retract or extend at the push of a location and add one crew location to the vehicle, and increase
button. It takes 1 round for the top to retract or extend. When the the cost by 25 WP. Only Cars, Trucks, Vans, SUVs, and Military
top is retracted, all characters in the vehicle have one-half cover. and Police Vehicles May take this upgrade, and this upgrade may
Only Cars, Trucks, SUVs and Vans may take this upgrade. be taken a maximum of six times. Because of its internal nature, it
243

is impossible to detect when not in use. When taking this upgrade, 14.12.18 Nitrous Oxide Kit (Powertrain)
a firing arc must be selected.
This upgrade fits the vehicle with a single Nitrous Oxide tank,
used by racers to gain a sudden boost of speed. A driver activates
14.12.10 External Hardpoint Upgrade (Body)
the tank for 2 Combat Points, and the vehicle immediately gains
This upgrade fits the vehicle with external hardpoints, that can two speed categories. Each tank can be activated only once
accept a single missile, a rocket pod bay, or a large or larger before it must be refilled, spare nitrous costing 4 WP per refill.
weapon. These can be fired by the driver, or wired to a gunner The vehicle must not be stationary in order to gain this benefit.
position. If it is wired to a gunner position, remove one passenger This upgrade can be taken up to three times, each time giving an
location and add one crew location to the vehicle, and increase additional tank.
the cost by 20 WP. This upgrade may be taken a maximum of six
times. When taking this upgrade, a firing arc must be selected.
14.12.19 Standard Transmission (Drivetrain)
14.12.11 Standard Tires (Wheel)
This Transmission is the standard transmission installed in
This upgrade is the standard, general use tires. They grant no vehicles. It grans no bonuses or penalties.
bonuses or penalties.

14.12.12 Racing Tires (Wheel) 14.12.20 Sprint Transmission (Drivetrain)


This upgrade changes the standard tires for high performance This Transmission reduces the overall speed of a vehicle, but
racing tires, that grant a +4 Bonus to Maneuvering while on any helps it get off the line faster. When using this upgrade, a vehicle
paved roads, but grants a -3 Penalty when driving on any other can immediately go from stationary to avenue speed, but has a
kind of surface, and when driving on wilderness, the car becomes maximum speed of Street Speed.
stuck immediately and can not move.

14.12.13 Snow and Ice Tires (Wheel) 14.12.21 Long Distance Transmission (Drivetrain)
This upgrade changes the standard tires for knobby snow tires,
This transmission reduces the acceleration of a vehicle, but
that have metal studs in the rubber. They grant a +5 bonus to
increases the gear ratio to help increase its overall speed. When
Maneuvering while on any ice or snow terrain, but grant a -5
using this upgrade, it takes two rounds to increase to the next
Penalty when driving on paved roads, and a -3 Penalty when
speed, but the maximum speed is increased by 3.
driving on any other kind of surface.

14.12.14 All Terrain Tires (Wheel) 14.12.22 Racing Transmission (Drivetrain)


This upgrade changes the standard tires for off-roading tires,
fitted with knobby rubber studs that dig into soft ground. When This transmission is a customizable transmission, allowing for
driving on wilderness, or semi-paved roads, the vehicle’s speed variable gear ratios. It can be set to either Sprint, Standard or Long
loss due to terrain is reduced by 2 categories. Distance, and uses the same rules as the selected transmission.

14.12.15 Run-flat Upgrade (Wheel)


14.12.23 All Wheel Drive Transmission (Drivetrain)
This upgrade will upgrade any set of tires to their run-flat
variant. Any attack or action that would cause the tires to be This transmission ties all of the wheels together to increase its
destroyed, and the penalties incurred from that is negated for traction and reduce loss of speed on loose and rough terrain.
45 minutes. After 45 minutes, the tires are damaged as normal, When driving on wilderness or semi-paved roads, the vehicle’s
and any skill checks or saving throws are then completed, if speed loss due to terrain is reduced by 1 category.
necessary.

14.12.16 Racing Brakes (Wheel) 14.12.24 Improved Suspension (Drivetrain)

This upgrade replaces the standard brakes with a set of high This upgrade increases the effectiveness of the suspension,
performance racing brakes. The vehicle can reduce its speed by making the vehicle easier to handle. It grants a +2 to Maneuver.
two levels every round.

14.12.17 Turbocharger Kit (Powertrain)


This upgrade fits the vehicle with a turbocharger and an
intercooler, which work together to increase the overall output of
a vehicle’s engine It increases the maximum speed category of a
vehicle by 1.
244

Name Crew Pass. Cargo Init Maneuver Top Speed Defense Hardness HP Size Cost
Sports Car Categories
Grand Tourer Car 1 1 50 lb. −1 −2 All Out 7 3 40 H 5,000
Supercar 1 1 75 lb. +0 −2 All Out 7 3 55 H 8,000
Muscle Car 1 1 250 lb. −2 −2 All Out 7 5 62 H 1,800

Table 230: Equipment, Vehicles

Upgrade Time Cost A house grants certain luxuries like the ability to store deluxe-
Paint Job 2 hours 20 sized kits and have them on call for use, as well as giving the
Convertible 4 hours 50 character a place to rest without paying for temporary lodging.
Service Kit 4 hours 20
Police Kit 3 hours 25 Location dramatically affects a home’s value. The given Wealth
Racing Kit 4 hours 30 Point cost assumes a typical suburban location. An undesirable
Light Armor Kit 6 hours 45 location, such as a bad neighborhood or a remote rural site,
Heavy Armor Kit 8 hours 65 reduces the Wealth point cost by 10%, rounded up. A particularly
Weapon Pintle 2 hours 10 good location in an upscale neighborhood or city center increases
Internal Hardpoint 8 hours 22 the wealth point cost by 15%, rounded up.
External Hardpoint 3 hours 10
Standard Tires 20 min. 10
Racing Tires 20 min. 30
Snow and Ice Tires 20 min. 12 Renting
All Terrain Tires 20 min. 15
Run-flat Upgrade 20 min. 5 A character (or group of characters) can always decide
Racing Brakes 10 min. 15 to rent instead of purchasing their own house, albeit at a
Nitrous Oxide Kit 1 hour 8 monthly cost. It costs 10% of the price of the domicile to
Turbocharger Kit 2 hours 18 rent it for a month.
Standard Transmission 1 day 100
Sprint Transmission 1 day 150
Long Distance Transmission 1 day 150
Racing Transmission 1 day 300
All Wheel Drive Transmission 1 day 180
Improved Suspension 1 day 50

Table 233: Equipment, Vehicle Upgrades

15 Lifestyle and Services 15.2 Entertainment

15.1 Housing
Costs are given for several entertainment options. They
A number of types of homes are mentioned on Table: Lifestyle. represent the purchase of a single ticket or session.
The WP cost covers the down payment and financing, not the
total cost of the home. A character buying a home does not have
to worry about mortgage payments.
The Small apartment is a one- or two bedroom apartment
complete with a small kitchen, and out-front parking. The large
apartments are three to four bedrooms, and generally include
a parking lot. 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 15.3 Transportation
four-bedroom home with a two-car garage, while the mansion is
a five- or six-bedroom home with an extra den, spacious rooms
throughout, and a three-car garage. All of these homes are of
typical construction; luxury appointments or Avant-garde design Airfare tickets are for a single passenger round trip. One-way
is available with a 25% increase to the Wealth point cost, rounded tickets are available, but only reduce WP costs by 30%, rounded
up. up. Car rentals and lodging rates are per day.
245

Name Crew Pass Cargo Init Maneuver Top Speed Defense Hardness HP Size Cost
Standard Car Categories
Toy Car 1 0 0 lb. −3 +0 Alley 12 0 25 M 12
Microcar 1 1 50 lb. −2 −1 Street 9 3 40 L 180
Compact Car 1 3 125 lb. −2 −2 Highway 8 5 45 H 200
Mid-sized Car 1 4 145 lb. −2 −2 Highway 8 5 45 H 450
Entry Level Luxury Car 1 4 190 lb. −1 −2 Highway 8 5 48 H 1,100
Full Size Car 1 4 225 lb. −1 −3 Highway 7 5 50 H 750
Full Size Luxury Car 1 4 235 lb. −1 −3 Highway 7 5 55 H 2,000
Standard Van Categories
Multi-Purpose Van 1 7 280 lb. −1 −2 Highway 7 6 55 H 400
Cargo Van 1 1 2,800 lb. +0 −2 Highway 6 6 48 H 500
Passenger Van 1 12 250 lb. −2 −2 Street 6 6 46 G 650
Standard Truck Categories
Mini Pickup Truck 1 1 1,200 lb. −1 −1 Highway 8 5 38 L 220
Mized-sized Pickup Truck 1 2 1,600 lb. −1 −2 Highway 8 5 45 H 310
Full Sized Pickup Truck 1 3 2,000 lb. −1 −2 Highway 7 5 60 H 380
Heavy Duty Pickup Truck 1 4 2,500 lb. −2 −3 Highway 7 5 70 G 420
Standard SUV Categories
Mini SUV 1 3 280 lb. −1 −1 Highway 7 5 50 L 220
Compact SUV 1 4 320 lb. −1 −2 Highway 7 5 60 H 310
Mid-sized SUV 1 4 430 lb. −1 −2 Highway 6 5 70 H 380
Full Sized SUV 1 5 650 lb. −2 −3 Highway 6 5 80 G 420
Standard Motorcycle Categories
Standard Bike 1 1 100 lb. +2 +2 Highway 10 2 25 M 500
Cruiser Bike 1 1 150 lb. +1 +1 Highway 9 2 45 M 700
Sport Bike 1 1 0 lb. +3 +3 All Out 10 2 26 M 725
Touring Bike 1 1 300 lb. +1 +2 Highway 8 2 28 M 800
Dual Sport 1 1 50 lb. +1 +2 Highway 10 2 25 M 650
Dirt Bike 1 0 0 lb. +0 +4 Street 11 0 19 M 250
Standard Rotary Aircraft
Utility Helicopter 2 3 250 lb. −3 −4 All Out 4 5 45 G 8,750
Gunship Helicopter 2 0 50 lb. −2 −3 All Out 5 15 60 G 12,000
Transport Helicopter 2 5 3,000 lb. −4 −4 All Out 4 5 50 G 9,000
Standard Fixed Wing Aircraft
Standard Prop Aircraft 2 2 150 lb. −6 +0 All Out 3 5 23 C 7,000
Military Prop Aircraft 1 0 0 lb. −6 +0 All Out 3 12 40 C 11,000
Standard Jet Aircraft 2 8 500 lb. −5 −2 All Out 2 5 25 C 150,000
Military Jet Aircraft 2 0 0 lb. −5 −2 All Out 2 18 60 C 300,000
Other Vehicles
Moving Truck 1 2 33,000 lb. −4 −4 Avenue 6 5 44 G 400
Bus 1 39 50,000 lb. −4 −4 Avenue 6 5 48 G 5,000
Armored Truck 2 0 3,600 lb. −2 −2 Street 8 10 36 H 520
Military & Police Vehicles
APC 2 8 250 lb. −3 −3 Street 6 20 60 H 6,000
IFV 2 8 280 lb. −4 −3 Street 6 25 65 H 12,000
MBT 4 0 50 lb. −6 −4 Avenue 2 45 80 G 100,000
MUV, 2-Door Pickup 1 1 1,800 lb. −2 −2 Street 7 10 55 H 5,000
MUV, 4-Door Pickup 1 3 1,000 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/o Gun 1 4 250 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/ Gun 2 3 100 lb. −2 −2 Street 7 10 55 H 5,000
Other Transportation
Horse 1 1 100 lb. +1 +2 Crusing 12 0 25 L 250

Table 231: Equipment, Vehicles (cont.)


246

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

Table 232: Equipment, Vehicle Weapons

Lifestyle Cost 15.5 Bail Bonds and Legal Services


Housing, Small Apartment 150
Housing, Large Apartment 250 Characters jailed for crimes can seek bail. Bail is a monetary
Housing, Small Condo 560 guarantee that the suspect will show up for his trial. The bail
Housing, Large Condo 650 amount is set by a judge or magistrate, sometimes immediately
Housing, Small House 620 following arrest (for minor crimes) and sometimes days later (for
Housing, Medium House 740 serious crimes). If bail is granted, a character can arrange for a
Housing, Large House 800 bail bond, a loan that covers bail. The costs represent the fees
Housing, Mansion 1000 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
Entertainment, Movie Ticket 1
up, the agency loses the bail loan and may send bounty hunters
Entertainment, Theater Ticket 2
or other thugs after the character.
Entertainment, Sporting Event Ticket 2
Bail amounts vary dramatically, depending on the
Entertainment, Target Practice 2
seriousness of the crime, the suspect’s criminal history, their role
Meals, Fast Food 1
in society, their family life, and other factors the judge believes
Meals, Family Restaurant 2
indicate that the character will or will not flee (or commit other
Meals, Upscale Restaurant 4
crimes) before the trial. An upstanding citizen with a good job
Meals, Fancy Restaurant 6
and a family who has never before been charged with a crime
Transportation, Airfare, Domestic, Coach 6 gets minimal bail; a career criminal with nothing to lose receives
Transportation, Airfare, Domestic, First Class 12 maximum bail or may not be granted bail at all. The WP cost
Transportation, Airfare, Int’l, Coach 15 shown assumes the suspect is viewed positively by the court. If
Transportation, Airfare, Int’l, First Class 30 not, increase the cost by as much as 25%, rounded up. Whatever
Transportation, Car Rental, Economy Car 4 the base cost, a successful Presence check [TN15] by the suspect
Transportation, Car Rental, Mid-size Car or Truck 6 reduces the purchase price by 10%, rounded up.
Transportation, Car Rental, Luxury Car 10
Lodging, Budget Motel 2
Lodging, Average Motel 4 15.5.1 Legal Services
Lodging, Upscale Hotel 10
The cost of legal services is 15 + the lawyer’s Knowledge (Civics)
Table 234: Lifestyle rank

15.5.2 Civil Crime


15.4 Auto Repair
This crime involved civil matters, no one was threatened or
hurt physically as a part of the crime.
Having a car repaired can be expensive; the level of expense
depends on the amount of damage the vehicle has suffered. The
WP cost for damage repair assumes that the vehicle has not 15.5.3 Property Crime
actually been disabled; if it has, increase the WP cost by 50%,
rounded up. Repair generally takes 1 day for every 10 HP of The crime involved only the destruction of property; no one
damage dealt and results in the vehicle being returned to full hp. was attacked or seriously hurt as part of the crime.
247

15.5.4 Assault Crime 15.6.4 Treat Poison/Disease


The crime involved an attack intended to capture, kill, or
seriously injure the victim. Represents one application of treatment for a poison or disease.
The cost is 10 + cost of Antidote.
15.5.5 Death Crime
Someone died as a result of the crime. Service Cost
Auto Repair, 1-10 HP Damage 10
15.6 Medical Services Auto Repair, 11-20 HP Damage 15
A character’s medical insurance is built into their salary; Auto Repair, 21-30 HP Damage 20
the cost represents the ancillary expenses not covered or only Auto Repair, 30+ HP Damage 35
partly covered by insurance. Medical services must be paid for Auto Repair, Towing 5
in full regardless of whether they are successful. See the Treat Bail Bonds, Civil Crime 15
Injury skill for more information on the medical services described Bail Bonds, Property Crime 25
below. In a hospital setting the necessary treat Injury checks are Bail Bonds, Assault Crime 120
always successful. The Wealth Point cost is per check. Bail Bonds, Death Crime 250
Bribery, Bouncer 2
15.6.1 Long-Term Care Bribery, Bureaucrat 25
Bribery, Informant 5
The cost represents treatment for regaining HP or ability score Bribery, Police Officer 10
points more quickly than normal on a given day. Legal Services See text
Medical Services, Long-Term Care 10
15.6.2 Restore Hit Points Medical Services, Restore HP 12
The cost represents treatment for HP damage from wounds or Medical Services, Surgery 15
injuries on a given day. Medical Services, Treat Poison/Disease See text

Table 235: Services


15.6.3 Surgery
The cost represents a single surgical procedure.
248

Chapter VIII 2.1.3 Archetype Features

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

1.3 Adjudicate the Game


Finally, the GM rolls the dice, decides to add a thug or two
to keep the heroes in danger and actually referees the use of the 2.1.5 Battle Value
rules contained in this book. The players must be able to count
on you to run the game fairly and in everyone’s interest. An ordinary character has a BV equal to their CL−1. A 1st -level
ordinary has a BV of ½.

2 NPCs Children have a BV of 0 and ‘‘heroes’’ receive no experience


points for murdering them.
2.1 Ordinaries
‘‘Ordinaries’’ are non-heroic supporting characters and
extras. Ordinaries are built using the six archetypes and have 1 Aloof 25 Even Tempered
occupations, skills, and feats. As they gain levels, ordinaries 2 Bad breath 26 Exacting
increase their skill points, BAB, and saving throw modifiers. 3 Bald 27 Eyeglasses
4 Bookish 28 Eye patch
However, ordinaries differ from heroes in three ways. An ordinary
5 Braces or dentures 29 Fanatical
character has 6 Brave 30 Fast talker
7 Capricious 31 Fidgets nervously
• The standard starting ability score package
8 Careless 32 Foppish
9 Clean 33 Forgiving
• No talents or special abilities 10 Collector 34 Forging
11 Condescending
• No ability focuses 35 Foul-mouthed
12 Cowardly
36 Hacking cough
13 Crooked Teeth
37 Hard of hearing
2.1.1 Starting Ability Scores 14 Crooked Teeth
15 Cruel 38 Helpful
39 Hot tempered
Ordinaries do not roll their ability scores. They start with the 16 Cryptic, evasive, or secretive
40 Hyperactive
standard score package: 15, 14, 13, 12, 10, 8. The GM can assign 17 Dirty and unkempt 41 Impeccably dressed
the scores as they see fit. At 3rd level and 6th character level, an 18 Distinctive jewelry 42 Inquisitive
19 Distinctive nose
ordinary adds 1 point to one ability score. 43 Jealous
20 Distinctive scar
21 Doesn’t like to be touched 44 Jokester
2.1.2 Hit Points 22 Drunkard 45 Jumpy
23 Easy going 46 Lazy
Just like heroes, Ordinaries receive the standard set hit points. 24 Enunciates very clearly 47 Loquacious
249

48 Melancholy 75 Sexist, Racist, etc. 3.5 Celebrity


49 Missing tooth 76 Promiscuous
50 Missing finger 77 Shaky hands A celebrity most often always has a smartphone, a camera,
51 Moody 78 Sings or hums a lot and any other indulgences they prefer, as well as any instruments
52 Multiple piercings 79 Talks a lot they may need to perform.
53 Nasal voice 80 Stooped back
54 Nervous twitch 81 Strong body odor
55 Neurotic 82 Stutters lisps or slurs
56 Never shuts up 83 Suave 3.6 Creative
57 No sense of humor 84 Suspicious
58 Not very observant 85 Sweaty Creative characters always have their medium of choice nearby
59 Obsequious 86 Theatrical whether that’s paper, pens and pencils, a laptop, or a good DSLR
60 Obese 87 Unfeeling camera.
61 Opinionated 88 Unusual hair style or color
62 Optimistic 89 Uses big words
63 Overbearing 90 Uses expressive hand gestures
64 Particularly high voice 91 Very short 3.7 Criminal
65 Particularly long hair 92 Very tall
66 Particularly low voice 93 Visible birthmark Criminals such as bank robbers, crime family soldiers, gang
67 Passionate artist or hobbyist 94 Visible tattoo members, and drug dealers usually carry their weapon of choice,
68 Perfect teeth 95 Walks with a limp which is usually cheap, concealable, and powerful, as well as a
69 Pessimistic or cynical 96 Wears flamboyant or outlandish kit that suits their job, such as a lockpicking kit for burglars and
70 Pleasant-smelling attire thieves, or a forgery kit for con artist. Pirates, regardless of the
71 Preachy 97 Wears toupee or wig locale, are often armed with heavy automatic weapons.
72 Reclusive 98 Well read
Hitmen usually keep .22 LR, .32 ACP or .25 ACP Pistols on hand,
73 Self destructive 99 Well mannered
equipped with a threaded barrel and a suppressor, as well as
74 Self glorifying 100 Whistles
sub-sonic ammunition.

3 NPC Occupations
3.8 Dilettante
Character occupations can determine the personality,
background, and even the preferred equipment of the character. Dilettantes usually have a hobby that consumes a large amount
Below are notes on equipment, based on the occupation of the of their time and money. If they do carry weapons, their weapon
character. is most often customized, rare, or exotic.

3.1 Academic
3.9 Doctor
Academics of all types are often nearby computers, and usually
have various writing materials and text on hand. Doctors of all types on call will always have plenty of medical
supplies; however, when out of the office, their supplies will be
limited to a small First Aid Kit.
3.2 Adventurer Pharmacists would have access to a deluxe chemistry kit while
Adventurers such as daredevils and extreme sports enthusiast at their main place of work.
have some type of equipment that suits their thrill of choice, such
as a motorcycle or parachute.
Big game hunters will always have a high powered assault 3.10 Emergency Services
rifle, battle rifle, or sniper rifle for hunting, usually in 5.56x45mm
NATO, 7.62x39mm, 7.62x51mm NATO, .30-06 Springfield, or .243 Rescue workers, Firefighters, Paramedics, Hazardous Material
Winchester. Handlers and Emergency Medical Technicians all fall under this
Explorers and field scientist will always have camping category.
equipment, as well as adequate equipment to do calculations Firefighters and Rescue Workers are issued a Turnout coat as
and equations in the field. standard issue, while Paramedics and EMS workers are issued
a standard First Aid Kit, which comes in the form of a large red
bag.
3.3 Athlete
Emergency Medical Technicians are issued a laptop in order
Athletes, regardless of type, are always nearby their athletic to complete their job.
equipment of choice.

3.4 Blue Collar 3.11 Entrepreneur


Blue collar character’s equipment can vary wildly based on the Entrepreneurs always have some form of computer on their
job they perform. person at one time, whether it be a smartphone or a laptop.
250

3.12 Investigative of 9x19mm, .38 Special, .357 Magnum, .40 S&W, .45 ACP, and
5.56x45mm FMJ/Lead and JHP rounds, and boxes of 12 gauge
Federal agents and police detectives are issued the badge
00 buckshot and Non-lethal rounds. The armory also has X26
of their respective departments, a backup or full sized semi-
Tasers, taser cartridges, and extendable batons (light club) for
automatic handgun in either 9x19mm, .38 Special, .357 Magnum,
issue.
.40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair
S.W.A.T. team members have access to much heavier weapons,
of steel handcuffs and a tactical holster. They may take the
including sub-machine guns such as the H&K MP5A4 and MP5A5,
wealth points given to them, and add their own money to
UMP9, UMP40, UMP45, and FN P90, assault rifles such as the
purchase a more expensive firearm, as long as it meets the caliber
FN SCAR-L and SCAR-H, carbines such as the Colt M4A1, and
requirements. The WP allocated for the issued firearm is for the
M4, shotguns such as the Benelli M1, M2, M1014, Mossberg JIT
firearm only, and does not cover any upgrades. Ammunition is
and 590A1, Remington 870 Express Tactical and Remington 1100
provided for this firearm by the department, either FMJ/Lead or
Tactical, and sniper rifles such as the Remington 700 and the
JHP (GM choice). Federal agents or police detectives will only be
Accuracy International AWM. They also have grenades, such as
issued a handgun if they take the Personal Firearm Proficiency
Tear gas, Stun, Sting, and Concussion.
feat. The officer or agent must also purchase a license to go
A concealable vest is issue for all police officers, state troopers,
with the weapon. The issued weapon does come with a condition
deputy sheriffs, and S.W.A.T. members while on duty and is turned
however; that they act in perform in the role becoming to a
in when off duty.
agent or officer. A serious break to this code could result in
Military police are issued a uniform, a badge, and a sidearm
consequences such as the weapon and position being revoked,
based on their country and only possess this sidearm while on
the character being demoted in position, or in the most severe
active duty.
cases, the firing of the agent or officer.
Federal agents and police detectives have the Military and
Police license for free, but any purchases using it must be United States and France Beretta M9 with three 15 round
approved by their superior officer (the GM). magazines
Private investigators also carry firearms, usually sticking to
either a backup or full sized handgun. United Kingdom and Canada Browning Hi-Power with three
Photojournalist and investigative reporters always have a 13 round magazines
camera of some type, such as a DSLR camera for photojournalists
or a camcorder for Investigative reporters. Israel Jericho 941 with three 16 round magazines
Espionage agents are a special case. Because of the nature of
their work most of the weapons they carry are procured during China Norinco QSZ-92 with three 15 round magazines
assignment, making any weapon a potential weapon. Espionage
agents prefer smaller, more easily concealed weapons as a
Russia PM with three 8 round magazines
general rule.

Germany H&K USP 9 with three 15 round magazines


3.13 Law Enforcement
Law enforcement personnel have the Military and Police license
Police officers, state troopers, deputy sheriffs, S.W.A.T. members for free, but any purchases that require this license must be
are issued the badge and uniform of their respective departments, approved by their superior officer (the GM).
a backup or full sized semi-automatic handgun in either 9x19mm,
.38 Special, .357 Magnum, .40 S&W, or .45 ACP that costs 25
Wealth Points or less, a pair of steel handcuffs and a tactical
3.14 Military
holster. They may take the wealth points given to them, and Military personnel are issued fatigues of their branch, as well
add their own money, and purchase a more expensive firearm, as a dress uniform, regardless of whether they are on or off duty.
as long as it meets the caliber requirements. The wealth If a character is on active duty in a combat area or on assignment,
points allocated for the issued firearm is for the firearm and the equipment for a character in the military profession is based
extra magazines or speedloaders only, and does not cover on what branch, type of classification, and country they belong to.
any upgrades. Ammunition is provided for this firearm by the While on active duty in a combat area or on assignment military
department, either FMJ/Lead or JHP (GM choice). Police officers, personnel have the Military and Police license for free.
state troopers, deputy sheriffs, or S.W.A.T. members will only be
issued a handgun if they take the Personal Firearm Proficiency
feat. The officer must also purchase a license to go with the
3.15 Religious
weapon. The issued weapon does come with a condition however; Ordained clergymen own traditional garb and text of their
that they perform in the role becoming to an officer. A serious religion, while scholars and experts would be equipped just as
break to this code could have the weapon and position revoked, academics would be.
a demoted position, or in the most severe cases, the firing of the
agent or officer.
3.16 Rural
In addition to the service handgun officers are issued, police
officers have access to the police armory, which will normally Farm workers, hunters, and others who make a living in rural
include ArmaLite AR-15s and Remington 700 rifles, Remington 870 communities fall under this category.
Express Tactical shotguns, and Mossberg 590A1 and JIT model Farm workers favor target and heavy handguns, lever action
shotguns, as well as a well stocked ammunition depot, with boxes rifles, and shotguns of various gauges and types.
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The preference of a hunter depends on what he is hunting. For Military Snipers Military snipers are the generators of the
small to medium game, a pistol caliber carbine or a .22 caliber definition of sniper. Military snipers are marked with high
rifle is more than sufficient. For medium to large game, a larger discipline, teamwork, and expert in snipercraft. Marksmanship
caliber rifle or a shotgun would be more suited. is important, but their job usually entails being out in the field,
watching and giving intelligence back to the main base and other
squads, as well as providing overwatch and cover. Snipercraft,
3.17 Student such as stealth, camouflage, movement, tracking and moving
Students will always have a computer of some type, their text without being tracked, deep survival, and most importantly,
of study and a backpack to carry it all around in. patience, are heavily trained and have strict requirements that
must be passed in training before a soldier can be called a sniper.
Military Snipers are required work with others. a military sniper
3.18 Security often attached to a unit, with a spotter. In addition to their rifle,
they carry any other military equipment that would aid them in
Security personnel usually have at least a flashlight and radio
completing their mission. Most also carry a sidearm.
to accompany their gear, and, if they deal with threats on a
constant basis, a firearm. They also have handcuffs, to keep
suspects secured so they do not attack innocents or them. Lesser Police Snipers Police snipers are a much newer breed of sniper,
security personnel will keep non-lethal weapons such as chemical compared to Military. Instead of the focus on snipercraft, they
irritants or tasers. instead focus on intelligence, and high risk engagements. They
are usually covered by other officers when they are engaging
a target, which negates the necessity for a lot of aspects that
3.19 Technician military snipers focus on. What they do focus on is marksmanship,
A technician’s equipment depends on what kind of technician and neutralizing a target in high risk situations. Another aspect
they are. A chemical engineer would have access to a deluxe that is unique to Police Snipers are that they are often patrol
chemistry kit on site, and a small chemical kit at their home. A officers, who perform all of the duties expected of a patrol officer,
mechanical engineer would have access to a deluxe mechanical in addition their S.W.A.T. and sniper duties when they are called
kit on site, and a small mechanics kit at home. An electrical on.
engineer would have access to a deluxe electronics kit on site, Police snipers, when on duty, often carry their policing
and a small electronics kit at home. A programmer or computer equipment, with their S.W.A.T. gear in the trunk of their patrol car.
technician would have a laptop. A civil engineer would have his
sketching and surveying equipment.
4.2 Sniper Basics

3.20 Unemployed A sniper is no good without tools. The first and foremost
important tool in a sniper’s arsenal is his rifle. The rifle is rarely
An unemployed character doesn’t have any other resource an off-the-shelf model, instead tuned and customized to that
besides free time, the library computer, and the local want ads. particular sniper’s requirements and taste. It will have at least a
3× telescopic sight. It can be bolt action or semi-automatic, with
semi-automatic becoming more popular. It is also chambered in
3.21 White collar a common, high-powered cartridge, such as the .308 Winchester,
White collar workers would always have access to a computer, 5.56x45mm NATO, .338 Lapua Magnum, or .300 Winchester
as well as any text that may be relevant to their job, as well as a Magnum. Snipers should also invest in upgrades that increase
company car. the range and accuracy of their rifle, such as the heavy barrel
upgrade, match barrel upgrade, and ergonomic stock upgrade.
Snipers should also invest in a good sidearm, since the main
4 Snipers firearm is a long distance rife that performs poorly in close
ranges. A good handgun or compact machine-pistol makes a
This supply drop is a supplement the main book on proper sidearm.
instructions and hints involved with playing a sniper, that includes A sniper should place themselves and strive to have a majority
focus and duties, types of snipers and the applicable gear they of the engagement area to be within their 2nd range increment,
should and do use, and the aspects of snipers in games from to maximize their effectiveness.
both a player and GM standpoint.
4.3 Playing a Sniper and GMing for a Sniper
4.1 What is a Sniper?
Playing a sniper is vastly different from any other style of play.
A sniper is a highly trained marksman who operates alone, Snipers should only play their role when there is at least some
in a pair, or with a sniper team to maintain close visual contact time to setup and prepare for the oncoming battle. Instead of
with the enemy and engage targets from concealed positions or choosing a spot within the battlefield, a sniper will sit off-grid, at a
distances exceeding the detection capabilities of enemy personnel. specified distance from the battlefield, usually at a high vantage
These sniper teams operate independently, with little combat asset point if possible. For the purpose of ranging shots, a token will be
support from their parent units. placed on the corner of the battle map that represents the sniper’s
Snipers come in two forms: Military Snipers and Police Snipers. location, from that distance. Any shots taken by the sniper will
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be calculated from that spot, and then the distance the sniper is the threat level of the encounter; and considering the encounter
away will be added to that distance. circumstances.
Snipers and spotters are also not apart of the standard initiative.
Instead of rolling for initiative, Snipers and their spotters can Character Enemy
choose to either be placed at the top of the initiative, or the Modifier BV Worth
bottom, acting either before everyone else, or after everyone Character level 1×Level
has. Character is armed with. . .
Game Masters should be encouraged to give snipers plenty to A Simple Melee Weapon +1
do; spotting, relaying information about enemy location, taking An Archaic Melee Weapon +2
out hard to reach or difficult targets. Sniping and spotting can be An Exotic Melee Weapon +4
a boring, but important job and it’s the job of the GM to make An Improvised Weapon +2
sniping interesting and fun. A Single Shot Firearm +1
A Semi-automatic Firearm1 +2
A Firearm with Burst fire1 +3
5 Setting Prices A Fully Automatic Firearm1 +4
A Bow or Crossbow +3
Ops & Tactics uses a wealth system called Wealth Points,
A taser or chemical irritant +1
where 1 WP is equal to about 20 USD. This makes the setting of
A Ranged Thrown Weapon +2
prices very easy. If a hero wishes to purchase something that
An Explosive +3
isn’t in the book, you can set the price for it, based on wealth
points. If it falls somewhere in the middle, always round up for Character is wearing. . .
the price. If the cost of the item is less than half a single wealth Light armor +2
point, then the character can purchase multiples of the object, for Medium armor +3
a single wealth point. Heavy armor +4
Environments
Slightly Hostile Total BV×1.10
5.1 Salary Moderately Hostile Total BV×1.25
Every Hero has a a profession, and that profession provides Severely Hostile Total BV×1.50
them with a salary. Every two weeks in game time or when the Extremely Hostile Total BV×2.00
GM thinks it’s applicable, the heroes get to roll their salary. This is Actions
added to their total wealth point pool. It is assumed that when the Performing a heroic action in combat +1-15
characters are not adventuring, the are off doing their respective Completing an objective in combat +1-10
jobs, in the background.
1 These Bonuses stack for multiple firing modes for a firearm

6 Encounter Goals Table 236: Encounter Level

Heroes receive experience points for overcoming obstacles 6.3 Heroic Actions and Objectives
that stand in the way of achieving the goals of the adventure.
Feel free, however, to adjust the experience awards depending Heroic actions come in many forms, but generally they
on how easily the heroes achieve an encounter goal. encompass a character putting themselves in danger for a noble
cause, whether that is retrieving an important piece of equipment
or dragging a disabled comrade out of the line of fire. The GM can
6.1 Battle Value gauge the amount of risk and grant the battle value appropriately.
Every encounter is rated with a Battle Value (BV), that indicates
how challenging the encounter is expected to be. In general, an 6.4 Hostile Environments
encounter with a battle value around the same as the heroes is
moderately challenging; difficult or dangerous enough to make A hostile environment is an environment that does not promote
the heroes pay attention, but probably not life threatening if itself for combat, that can possess anything from distractions to an
they’re reasonably careful. A Battle Value of two to three times actively hostile environment such as land mines. An example of
higher than the heroes is a much more dangerous. On the other a slightly hostile environment would be fighting out on populated
hand, minor encounters throughout the adventure might have city streets. A moderately hostile environment would be fighting
a BV of two to three times lower than the heroes. In addition in a densely populated mall. An example of a severely hostile
to indicating challenge level, the BV is also used to determine environment would be fighting in the middle of a sandstorm. An
the amount of experience characters get for succeeding in those example of an extremely hostile environment would be fighting
encounters. in the middle of an active warzone.

6.2 Determining Encounter Levels 6.5 Calculating XP Gain


Determining the level of an encounter involves four steps: There are two forms of experience points: party experience and
determining the amount of opponents or hazards; calculating personal experience. Party experience is given to all characters
the overall Battle Value from those individual BVs; considering who participated in the battle, and is what they learn from being
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in combat. Personal experience is given atop party experience to 7.3 Catching on Fire
each character for their individual acts in the combat.
Heroes exposed to open flames might find their clothes, hair,
• Party (Total Enemy BV)d2×75xp or equipment on fire. Heroes at risk of catching fire are allowed
a Reflex Save [TN15] to avoid this fate. If a hero’s clothes or hair
• Personal Defeated Enemy’s BV×50xp catch fire, they take 2d6 points of damage immediately. In each
• Actions Action BV×150xp subsequent round, the burning hero must make another Reflex
Save. Failure means they take another 2d6 points of damage that
round. Success means that the fire has gone out. That is, once the
Assisting
character succeeds at the saving throw, they are no longer on
Often players will work together and assist one another fire. A character on fire may automatically extinguish the flames
with defeating enemies, using healing aids on one another, by jumping into enough water to douse him or herself. If no body
and even pulling a friend out of the fire or executing of water is at hand, rolling on the ground or smothering the fire
combos. When two or more characters assist one another with blankets or the like permits the hero another save with a +4
in an action that would gain them XP, they both receive bonus.
the personal XP in its entirety.
7.4 Starvation and Thirst
Sometimes heroes might find themselves without food and
7 Environments water. In normal climates heroes need at least ½ gallon of fluids
and about ¼ pound of decent food per day to avoid the threat of
starvation. In very hot climates heroes need two or three times
7.1 Darkness and Light
as much water to avoid dehydration. A character can go without
It’s a rare mission that doesn’t end up in the dark somewhere water for one day plus a number of hours equal to their CON
and heroes need a way to see. See Table: Light Sources for the score. After this, the character must make a CON check each
radius that a light source illuminates and how long it lasts. The hour [TN(10 +1 for each previous check)] or take 1d6 points of
light sources listed are for light being broadcast in a circle from CHP damage. A character can go without food for three days, in
their origin. growing discomfort. After this, the character must make a CON
check each day [TN(10 +1 for each previous check)] or sustain
Item Light Duration 1d3 points of CHP damage. Damage from thirst or starvation
Candle 10’ 12 hours cannot be recovered until the chraracter receives water or food,
Torch 20’ 2 hours as needed.
Halogen lantern 40’ 1 day
Match 10’ 1 round 7.5 Suffocation and Drowning
Lighter 10’ 1 hour
Road Flare 40’ 1 hour A character in an airless environment (underwater, vacuum)
Chemical Light Stick 10’ 6 hours can hold their breath for a number of rounds equal to their
CON score. After this period of time the character must make a
Table 237: Light Sources CON check [TN10] every round to continue holding their breath.
Each round, the TN of the CON check increases by 1. When the
character fails one of these CON checks they begin to suffocate
7.2 Heat and Cold
or drown. In the next round the character falls unconscious with
Temperature Ranges: Extremely Cold, Very Cold, Cold, Mild, Hot, 0 hit points. In the following round, the character drops to −1 hit
Very Hot, Extremely Hot points and is dying. In the third round after failing the check the
A character’s clothing and armor may protect them from certain character dies of suffocation or drowning.
temperature ranges. If a character is in a hot or cold environment
not counteracted by their armor, they must attempt a Fortitude
7.6 Smoke
saving throw (TN15+1 for each previous check) depending on how
many steps away from their counteracted range the environment Characters breathing heavy smoke or similar toxic gases must
is. For one step removed, the save must be attempted every hour make a CON check [TN10], TN+1 for each previous check, each
and the character loses 1d4 hit points on failure. For two steps round or spend that round choking and coughing. Characters
removed, the save must be attempted every ten minutes and who choke for 2 consecutive rounds take 1d6 points of damage.
the character loses 1d6 hit points on failure. For three or more Smoke also obscures vision, giving one-half concealment (20%
steps removed, the save must be attempted every minute and the miss chance) to characters within it.
character loses 2d6 hit points on failure. Damage taken from Hot
and Cold environments cannot be recovered until the character
7.7 Strangulation
counteracts or escapes from the inclement temperature, and as
soon as they suffer it they are considered fatigued. If a character When a character is strangled by an instrument or an attacker,
takes no action besides counteracting the heat or cold, by sitting use the rules below. A character can strangle or choke a target
in the shade or huddling for warmth or other such activities, they of the same size category or one size category larger or smaller.
can reduce the severity of the environmental damage by one The strangling attempt incurs an AoO. To begin the choke, the
step. attacker must succeed at an opposed grapple check. If the grapple
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succeeds, the attacker can choose to deal normal unarmed 7.10.1 Perils of Using Poison
damage as well as choke the target. The target can hold his
A character has a 5% chance (roll a d%) to expose him or
of her breath for a number of rounds equal to their CON score.
herself to a poison whenever the character applies it to a weapon
After this period of time, the target must make a CON check [TN(10
or otherwise readies it for use. Additionally, a character who rolls
+1 for each previous check)] every round to continue holding their
a 3 on an attack roll with a poisoned weapon must succeed at a
breath. The target begins to suffocate on a failed check (see
Reflex Save [TN15] or accidentally poison him or herself with the
Suffocation and Drowning). If at any time the target breaks free
weapon.
or slips free of the grapple the stranglehold is broken (although
any damage that was dealt remains). Note that a grappled target
who is not pinned can use a melee attack to strangle their attacker. 7.10.2 Poison Immunity
Creatures with natural poison attacks are immune to their own
poison. Nonliving creatures and creatures without metabolisms
7.8 Falling are immune to poison. Certain kinds of creatures are immune to
poison, as detailed in their descriptions, though it is conceivable
A character takes 1d6 points of damage for every 10’ of a fall, that a special poison could be synthesized specifically to harm
to a maximum of 100d6 points. If the character succeeds on a them.
Reflex Save (TN10, +1 for each 10’ fallen), this damage is halved.
If the saving throw fails full damage is applied. A character can
make an Acrobatics check [TN15] to treat a fall as if it were 10’ 7.11 Disease
shorter when determining the damage and Reflex saving throw When a character is exposed to a treatable disease, the
TN required by the fall. character must make an immediate Fortitude Save. The victim
must make this roll when they come into contact with an infectious
carrier, touches an item smeared with diseased matter, consumes
7.9 Falling Objects food or drink tainted with a disease, or suffers damage from a
contaminated attack. If the character succeeds the disease has
Objects that fall upon characters (or creatures or vehicles) deal no effect on them—the character’s immune system fights off the
damage based on their size and the distance fallen as noted infection. If the character fails the save they take damage after
on Table: Damage from Falling Objects. Objects deal the initial an incubation period; once per day thereafter, the character must
damage given in Table: Damage from Falling Objects if they fall succeed at a Fortitude Save to avoid secondary damage. Two
10’ or less. An object deals an additional 1d6 points of damage successful saving throws in a row indicate that the character has
for every 10’ increment it falls beyond the first (to a maximum fought off the disease and recovers, taking no more damage.
of 200d6 points of damage). Objects of Fine size are too small The characteristics of some treatable diseases are summarized
to deal damage, regardless of the distance fallen. A successful below.
Reflex save indicates that the target takes half damage. The size
of the falling object determines the save TN. If the save fails by
10 or more, and the object is at least three size categories larger
than the character, the character is pinned under the fallen object.
7.11.1 Type
A pinned character cannot move but is not helpless. The character
can make a STR check to lift the object off of him or herself or an The disease’s method of delivery—ingested, inhaled, or via an
Acrobatics check [TN25] to get out from underneath. The GM can injection—and the TN needed to save. Most diseases that are
modify the TNs for these checks based on the circumstances. inhaled can also be ingested (and vice versa).

7.11.2 Incubation Period


The amount of time before initial damage takes effect if the
victim fails their Fortitude Save.
7.10 Poison
When a character takes damage from an attack with a poisoned 7.11.3 Initial Damage
weapon, touches an item smeared with contact poison, consumes The damage the victim takes after the incubation period.
a poisonous substance, inhales a poisonous gas, or is otherwise
poisoned the character must make a Fortitude saving throw. If the
7.11.4 Secondary Damage
character fails, they take the poison’s full initial damage (usually
ability damage). If they suceed, they take half of the initial damage, The amount of damage the hero takes one day after taking
rounded up. The character faces secondary damage 30 seconds initial damage if they fail a second saving throw. This damage is
later. This secondary damage also requires a Fortitude saving taken each day the saving throw fails.
throw to avoid by half.
Poisons are detailed in the Craft (Chemical) Skill description.
7.12 Acid
Poisonous liquids are usually administered through injection or
by application to a weapon. Poisonous gases must be inhaled to Corrosive acids deal damage each round of exposure. The
be effective. Poisonous solids are usually ingested with food or amount of damage varies depending on the acid’s strength as
drink. noted below.
255

Object Size Examples Initial Damage Reflex Save TN STR Check TN


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

Table 238: Falling Objects

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

Table 239: Disease

Acid Strength Splash Attack* Total Immersion* environment, they are never encumbered. Their movement cost
Mild 1d6 4d6 is doubled.
Potent 2d6 8d6
Concentrated 3d6 12d6
8 Conditions Summary
*Damage per round of exposure.
If more than one condition affects a character, apply them
Table 240: Acid Damage all. If certain effects can’t combine, apply the most severe effect.
Acid damage from an attack reduces hit points. A character
fully immersed in acid takes potentially more damage per round 8.1 Ability Damaged
of exposure than a character splashed with acid. The fumes from
most acids are inhaled poisons. Those who come within 5’ of a The character has temporarily lost 1 or more ability score points.
large body of acid must make a Fortitude Save [TN15] or take 1 Lost points return at a rate of 1 per day unless noted otherwise by
point of temporary CON damage. A second save must succeed 1 the condition dealing the damage. A character with STR 0 falls to
minute later to avoid taking another 1d4 points of CON damage. the ground and is helpless. A character with DEX 0 is paralyzed.
A character with CON 0 is dead. A character with INT, WIS, or CHA
0 is unconscious. Ability damage is different from penalties to
7.13 Electricity ability scores, which go away when the conditions causing them
Electrical hazards come in many forms, including stun guns, go away.
downed power lines, and electric security fences. Table: Electricity
Damage gives damage values for various electrical hazards based 8.2 Ability Drained
on relative voltage. A character can make a Fortitude saving throw
to reduce the damage by half. If that character is grounded or is The character has permanently lost 1 or more ability score
otherwise insulated from the current, a successful save indicates points. The character can regain drained points only through
that no damage is suffered. rest. A character with STR 0 falls to the ground and is helpless.
A character with DEX 0 is paralyzed. A character with CON 0 is
dead. A character with INT, WIS, or CHA 0 is unconscious.

7.14 Weightless & Microgravity 8.3 Blinded


Weightless and microgravity environments function very The character cannot see. He takes a −2 penalty to Defense,
differently from normal gravity areas. Regardless of how much loses his DEX bonus to Defense (if any), Movement cost is doubled,
weight a character is carrying in a weightless or micrgravity and takes a −4 penalty on Perception checks and on most STR and
256

Type Examples Damage Fort Save TN


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

Table 241: Electricity

DEX based skill checks. All checks and activities that rely on vision grow accustomed to these drawbacks and can overcome some
automatically fail. All opponents are considered to have total of them.
concealment to the blinded character. Characters who remain
blinded for a long time grow accustomed to these drawbacks and
can overcome some of them.
8.11 Disabled
A character with 0 HP, or one who has negative hit points but
8.4 Blown Away has become stable and conscious, is disabled. The character
can only spend 5 Combat Points. Performing any action the
Depending on its size a creature can be blown away by winds game master deems strenuous deals 1 point of damage after the
of high velocity. A creature on the ground that is blown away is completion of the act. Unless the action increased the disabled
knocked down and rolls 1d4×10’, taking 1d4 points of nonlethal character’s hit points, they are now in negative hit points and
damage per 10’. A flying creature that is blown away is blown dying. A disabled character with negative hit points recovers hit
back 2d6×10’ and takes 2d6 points of non-lethal damage due to points naturally if they are being helped. Otherwise, each day
battering and buffering. they have a 10% chance to start recovering hit points naturally
(starting with that day); otherwise, he loses 1 HP. Once an unaided
character starts recovering hit points naturally she is no longer
8.5 Confused
in danger of losing hit points (even if their current hit points are
The character is puzzled by something they have seen or heard, negative).
and are therefore hesitant on completing actions. All of a confused
character’s action costs are increased by 3 Combat Points.
8.12 Dying
A dying character is unconscious and near death. They have
8.6 Cowering
between −1 and −9 CHP. A dying character can take no actions
The character is frozen in fear and can take no actions. A and is unconscious. At the end of each round (starting with the
cowering character takes a −2 penalty to Defense and loses their round in which the character dropped below 0 HP), the character
DEX bonus (if any). loses 1 HP. If a dying character reaches −10 hit points they are
dead.
8.7 Dazed
8.13 Energy Drained
The creature is unable to act normally. A dazed creature can
take no actions but has no penalty to Defense. A dazed condition The character gains one or more negative levels, which might
typically lasts 1 round. permanently drain the character’s levels. If the subject has at
least as many negative levels as Hit Dice, he dies. Each negative
level gives a creature the following penalties: −1 penalty on attack
8.8 Dazzled
rolls, saving throws, skill checks, ability checks; loss of 5 HP; and
The creature is unable to see well because of over stimulation −1 to effective level (for determining the power, duration, TN, and
of the eyes. A dazzled creature takes a −1 penalty on attack rolls other details of special abilities).
and perception checks that use sight.
8.14 Entangled
8.9 Dead
The character is ensnared. Being entangled impedes
The character’s CHP have been reduced to −10, his CON is movement, but does not entirely prevent it unless the bonds
reduced to 0, or he is killed outright by an effect. The character’s are anchored to an immobile object or tethered by an opposing
soul/aura/nothing leaves his body. Dead characters cannot force. An entangled creature moves at twice the combat point
benefit from normal healing. A dead body decays normally cost and takes a −2 penalty on all attack rolls and a −4 penalty
unless preserved. to DEX.

8.10 Deafened 8.15 Exhausted


A deafened character cannot hear. She takes a −4 penalty on An exhausted character moves at twice the Combat Point
initiative checks and automatically fails Perception checks that cost and takes a −6 penalty to STR and DEX. After 1 hour of
involve hearing. Characters who remain deafened for a long time complete rest an exhausted character becomes fatigued. A
257

fatigued character becomes exhausted by doing something else prone by the force of the wind. Flying creatures are instead
that would normally cause fatigue blown back 1d6×10’.

8.16 Fatigued 8.24 Nauseated


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

8.17 Flat-Footed
8.25 Panicked
A character who has not yet acted during a combat is flat-footed
and is not yet reacting normally to the situation. A flat-footed A panicked creature must drop anything it holds and flee at top
character loses his DEX bonus to Defense (if any) and cannot speed from the source of its fear, as well as any other dangers it
make AoO. encounters, along a random path. It can’t take any other actions.
In addition, the creature takes a −2 penalty on all saving throws,
8.18 Frightened skill checks, and ability checks. If cornered, a panicked creature
cowers. A panicked creature can use special abilities to flee;
A frightened creature flees from the source of its fear as best indeed, the creature must use such means if they are the only
it can. If unable to flee, it may fight. A frightened creature takes way to escape. Panicked is a more extreme state of fear than
a −2 penalty on all attack rolls, saving throws, skill checks, and shaken or frightened.
ability checks. A frightened creature can use special abilities, to
flee; indeed, the creature must use such means if they are the
only way to escape. Frightened is like Shaken, except that the 8.26 Paralyzed
creature must flee if possible. Panicked is a more extreme state
of fear. A paralyzed character is frozen in place and unable to move
or act. A paralyzed character has effective DEX and STR scores
of 0 and is helpless, but can take purely mental actions. A winged
8.19 Grappling creature flying in the air at the time that it becomes paralyzed
Engaged in wrestling or some other form of hand-to-hand cannot flap its wings and falls. A paralyzed swimmer can’t swim
struggle with one or more attackers. A grappling character can and may drown. A creature can move through a space occupied
undertake only a limited number of actions. He does not threaten by a paralyzed creature—ally or not. Each square occupied by
any squares and loses his DEX bonus to Defense (if any) against a paralyzed creature, however, counts as 2 squares.
opponents he isn’t grappling. See Grapple.
8.27 Pinned
8.20 Helpless
Held immobile (but not helpless) in a grapple.
A helpless character is paralyzed, held, bound, sleeping,
unconscious, or otherwise completely at an opponent’s mercy.
A helpless target is treated as having a DEX of 0 (−5 modifier). 8.28 Prone
Melee attacks against a helpless target get a +4 bonus (equivalent
to attacking a prone target). Ranged attacks receives no special The character is on the ground. An attacker who is prone has
bonus against helpless targets. a −4 penalty on melee attack rolls, but a +2 to ranged attack rolls.
A defender who is prone gains a +4 bonus to Defense against
ranged attacks, but takes a −4 penalty to defense against melee
8.21 Inebriated attacks.
Drunken and consumed too much alcohol. An inebriated
character takes a −4 on all attack rolls and their CP cost to move
is doubled. 8.29 Rattled
A rattled character is visibly disturbed, and can barely function.
8.22 Invisible A rattled character takes a −4 penalty on attack rolls, saving
throws, skill checks, and ability checks.
Visually undetectable. An invisible creature gains a +2 bonus on
attack rolls against sighted opponents and ignores its opponent’s
DEX bonuses to Defense (if any). 8.30 Shaken
A shaken character takes a −2 penalty on attack rolls, saving
8.23 Knocked Down
throws, skill checks, and ability checks. Shaken is a less severe
Depending on their size, creatures can be knocked down by state of fear than frightened, rattled or panicked, but worse than
winds of high velocity. Creatures on the ground are knocked unnerved.
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8.31 Sickened The derringers are highly prized by collectors as each one is
crafted by hand.
The character takes a −2 penalty on all attack rolls, melee
weapon damage rolls, saving throws, skill checks, and ability
checks. 9.4 AMT
Arcadia Machine & Tool was a firearms manufacturer from
8.32 Stable Irwindale, California. The company produced several weapons,
often clones of existing firearms. Plagued by quality and reliability
A character who was dying but who has stopped losing hit
problems, the company went bankrupt and the assets and
points and still has negative hit points is stable. The character
trademark were acquired by IAI (Irwindale Arms Incorporated).
is no longer dying, but is still unconscious. If the character has
become stable because of aid from another character (such as a
Treat Injury check), then the character no longer loses hit points. 9.5 ArmaLite
He has a 10% chance each hour of becoming conscious and
disabled (even though his hit points are still negative). If the ArmaLite is the name of a small arms engineering facility
character became stable on his own and hasn’t had help he is founded in the early 1950s, and once associated with the Fairchild
still at risk of losing hit points. Each hour, he has a 10% chance of Engine and Airplane Corporation. ArmaLite was responsible for
becoming conscious and disabled. Otherwise he loses 1 hit point. small arm designs that evolved into many of the infantry weapons
in service worldwide today, including the M16 assault rifles and
the M4 carbine. The original ArmaLite ceased all operations in the
8.33 Stunned early 1980s, and ArmaLite’s successor, ArmaLite, Inc. is currently
A stunned creature can’t spend any Combat Points, takes a −2 located in Geneseo, Illinois. The company changed many hands,
penalty to Defense, and loses his DEX bonus to Defense (if any). before landing in the hands of a former U.S. Army Ordnance
officer, who now manufacturers a number of AR-15 and AR-10
based rifles, as well as a .50 Caliber Anti-materiel rifle.
8.34 Unconscious
Knocked out and helpless. Unconsciousness can result from 9.6 Astra
having current CHP between −1 and −9 or from losing all XHP due
to a non-lethal attack. Astra was a Spanish weapons manufacturer founded on July 17,
1908 under the name of Esperanza y Unceta by Juan Esperanza
and Pedro Unceta. First located in the city of Eibar, the stronghold
8.35 Unnerved of the Basque arms industry, the company moved in 1913 to
An unnerved character has lost their demeanor. They take a Guernica. They produced various copies of more famous guns,
−1 penalty on attack rolls, saving throws, skill checks, and ability such as the Mauser Broomhandle and the Browning Vest pocket
checks. Unnerved is a less severe state of fear than shaken, pistol.
frightened, or panicked.
9.7 Barrett Firearms Manufacturing
9 Firearms Manufacturers Barrett Firearms Manufacturing is an American manufacturer
of firearms and ammunition. It was founded in 1982 by
Below listed is a list of manufacturers of firearms, and the Ronnie Barrett for the single purpose of building semi-automatic
histories behind the company. rifles chambered for the powerful 12.7×99mm NATO (.50 BMG)
ammunition, originally developed for and used in M2 Browning
machine guns. Barrett began his work in the early 1980s and the
9.1 Accu-Tek
first working rifles were available in 1982, hence the designation
Accu-Tek firearms are manufactured by Excell Industries, M82. Barrett designed every single part of the weapon personally
specializing in small .380 ACP backup handguns. Their firearms and then went on to market the weapon and mass produce it
are generally low cost—perfect for those on a tight budget. out of his own pocket. He continued to develop his rifle through
the 1980s, and developed the improved M82A1 rifle by 1986.
Their most recognizable rifles are the Barrett M82 and the M95
9.2 Accuracy International anti-materiel rifles, firing the .50 BMG round. They also have
Accuracy International is a specialist British firearms manufac- produces assault rifles and machine guns.
turer, best known for their Arctic Warfare series of sniper rifles,
which are some of the most highly prized precision rifles around.
9.8 Benelli Arms
The Arctic Warfare Super Magnum currently holds the record for
the longest confirmed kill. Benelli Arms is an Italian firearm manufacturer founded in 1967,
located in Urbino, Italy, best known for high quality shotguns used
by military, law enforcement, and civilians all over the world.
9.3 American Derringer
Particularly famous is the Benelli M3 12 gauge, used extensively
American Derringer Corp is a Texas company, reviving the by American SWAT teams, and the Benelli M4, used extensively
old style Remington .41 over under rimfire derringers and putting by various organizations, including the USMC and the U.S. Army.
them into modern calibers, such as .38 Special and .357 Magnum. Benelli also manufactures target pistols and shotguns for hunting
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and competition use, which are considered to be some of the Nearly all of John Browning’s designs have been manufactured by
best shotguns made. other companies, including Winchester, Colt, Remington, Fabrique
Nationale de Herstal of Belgium, and Miroku. Browning is currently
9.9 Pietro Beretta a fully owned subsidiary of Fabrique Nationale de Herstal (FN).
Browning Arms Company is best known for the Browning BPS
Beretta is an Italian firearms manufacturer founded in 1526. shotgun, the A-Bolt rifle, X-Bolt rifle, the Auto-5 semi-automatic
Their firearms are used worldwide for a variety of civilian, shotgun, the BAR semi-automatic rifle, and the Hi-Power 9mm
law enforcement, and military purposes. It is also known for pistol. Browning also manufactures a set of trap shotguns in the
manufacturing shooting clothes and accessories. Beretta is the Cynergy series.
oldest active firearms manufacturer in the world. Beretta is known
for its broad range of fire arms: side-by-side shotguns, over-and-
9.13 Bushmaster Firearms
under shotguns, hunting rifles, assault rifles, sub-machine guns,
lever and bolt-action rifles, single and double action revolvers and Bushmaster Firearms International is a manufacturer and
semi-automatic pistols. The model Beretta 92FS is the primary distributor of guns which is based in Madison, North Carolina in the
side arm of the United States Army, Marine Corps, Air Force, the United States. Bushmaster’s product line revolves around semi-
United States Border Patrol and the United States Immigration and automatic pistol and rifle variants of the AR-15 design. Bushmaster
Naturalization Services, designated the M9 pistol, and was the is currently the best-selling brand for AR type firearms in the
former sidearm of various large Police Departments, including United States. Bushmaster is part of the Freedom Group, owned
the Los Angeles Police Department and the Los Angeles Sherif’s by Cerberus Capital Management.
Department, as well as fictional organizations, such as the Raccoon
City Police Department. Other Famous Models include their newer 9.14 Calico
line of handguns, the Px4 series, its carbine counterpart, the
Cx4, and the machine pistol variant of the 92FS, the 93R. Beretta Calico Light Weapons Inc. is a privately held firearms
currently owns Benelli Firearms as well as their subsidiary Stoeger. manufacturing company based in Cornelius, Oregon. The
company was established in 1982 in Bakersfield, California, and
9.10 Bersa released its first production weapon in 1985. Calico was sold in
1990 but remained in Bakersfield. The company was sold again
Bersa is an Argentine arms manufacturer located in the city in 1991 to the original concept designer, and in 1998 operations
of Ramos Mejia in Argentina. The company is well known were moved to Sparks, Nevada, where replacement parts for
among firearm enthusiasts for producing high quality guns at existing weapons were produced. In 2006, Calico was sold once
very reasonable prices and it spends very little money on again, and moved to Hillsboro, Oregon, where full production of
advertisement. While strong and well built, nicely engineered, firearms resumed. Calico implemented a CNC machining process
accurate, visually appealing and very reliable, Bersa handguns and upgraded materials used in manufacture. Additionally, there
are not on par with the most prestigious brands (such as SIG or were minor redesigns of some production models to increase
Beretta) when it comes to finishing. However, firearms made by durability and reliability. Calico produces a line of pistols and
such companies can cost twice as much or more compared to pistol-caliber carbines which feature a top-mounted, helical-feed,
a Bersa pistol in the same caliber and with similar features. The high-capacity (50 or 100 round) magazine that ejects spent shells
Argentine company is often influenced by the German firearms from a port in the bottom.
manufacturer Walther in the design of its handguns; the Thunder
22, 32 and 380 are basically clones of the famous Walther PP 9.15 Charter Arms
and PPK, while the Thunder 9 and 40 are somewhat similar in
appearance and some mechanical aspects to the Walther P88. Charter Arms Co. is an American manufacturer of revolvers that
are relatively inexpensive yet serviceable handguns. The original
9.11 Bond Arms Charter Arms produced revolvers chambered in calibers .22 Long
Rifle, .22 Winchester Magnum, .32 Long, .32 H&R Magnum, .327
Bond Arms Inc. is a firearms manufacturer located in Granbury, Federal Magnum, .357 Magnum, .38 Special and .44 Special. The
Texas. Bond arms was founded by longtime tool and die maker, most famous revolvers manufactured by Charter Arms are the
Greg Bond. The company became incorporated as Bond Arms in .44 Special Bulldog and .38 Special Bulldog Pug.
1995 and was licensed by the BATFE as a firearms manufacturer
and dealer. Bond Arms is the largest manufacturer of derringers
9.16 Cobray
in the firearms industry, popular for having two-shot derringers
in calibers from .22 LR and .25 ACP up to .410 Bore and .45 Long The Cobray Company was a manufacturer of sub-machine
Colt. guns and semi-automatic carbines, handguns and shotguns as
well as non-lethal 37 mm launchers. They produced a copy of
9.12 Browning Arms Company the Armsel Striker 12, the MAC-10, and MAC-11, in both full and
semi-automatic only firing modes
Browning Arms Company is a maker of firearms, bows and
fishing gear. Founded in Utah in 1927, it offers a wide variety of
9.17 Colt
firearms, including shotguns, rifles, pistols, and rimfire firearms
and sport bows, as well as fishing rods and reels. Colt’s Manufacturing Company is a US firearms manufacturer,
The company was founded to market the sporting designs of whose first predecessor corporation was founded in 1836 by
John Browning, one of the world’s most prolific firearms inventors. Samuel Colt. Colt is best known for the engineering, production,
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and marketing of firearms over the later half of the 19th and the 9.22 Glock
20th century. Colt’s earliest designs played a major role in the
Glock Ges.m.b.H. (trademarked as GLOCK) is a weapons
popularization of the revolver and the shift away from earlier
manufacturer headquartered in Deutsch-Wagram, Austria, named
single-shot pistols. While Sam Colt did not invent the revolver
after its founder, Gaston Glock. While the company is best known
concept, his designs resulted in the first very successful ones.
for its line of striker-fired polymer-framed pistols, it also produces
The most famous Colt products include the Walker Colt, Single
field knives, entrenching tools, and apparel.
Action Army or Peacemaker, and the Colt Python. John Browning
Glock handguns are used by armed forces and law enforcement
worked for Colt for a time, and came up with a design for a
organizations worldwide, including a majority of US law
semiautomatic pistol, which debuted as the Colt M1900 pistol and
enforcement agencies. Glock handguns are also very popular
eventually evolved into the Colt M1911 pistol. Though they did not
with civilians for personal protection and practical shooting, and
develop it, for a long time Colt was primarily responsible for all
the company sponsors a competitive shooting team which travels
M16 rifle production, as well as of many derivative firearms. The
worldwide. Glock produces more than two dozen models of
most successful and famous of these are numerous M16 carbines,
handguns in seven different calibers.
including the Colt Commando family and the M4.

9.18 CZ 9.23 HK
CZUB (Ceská zbrojovka Uherský Brod) was established in 1936 Heckler & Koch (HK) is a German defense manufacturing
as a branch of the Ceská zbrojovka armament firm in the small company that produces various small arms. Some of their
Moravian town of Uherský Brod in Czechoslovakia, now in the products include the SA80, MP5, G3, G36, HK 416, MP7, the
Czech Republic. They manufacture a wide line of handguns and USP series of handguns, and the high-precision PSG1. All firearms
machine pistols, the most popular being the Cz 75 9mm pistol, as made by HK are named by a prefix and the official designation,
well as a number of Surplus Handguns, such as the CZ-82 pistol. with suffixes used for variants.
HK has a history of innovation in firearms, such as the use of
polymers in weapon designs and the use of an integral rail for
9.19 Daewoo flashlights on handguns. HK also developed modern polygonal
S&T Daewoo (formerly Daewoo Precision Industries) is a South rifling, noted for its high accuracy, increased muzzle velocity, and
Korean firearms and auto parts manufacturer founded in 1981. Its barrel life. Not all of its technologically ambitious designs have
firearms equip most frontline units of the Republic of Korea Armed translated into commercially successful products (for instance,
Forces. They produce licensed copies of the M1911 handgun, the the advanced but now abandoned G11 assault rifle, which fired
USAS-12 automatic shotgun, and the K1, 2, and 3 series of rifles. caseless high-velocity ammunition). HK produces a whole range
of small arms, from pistols to grenade launchers and machine
guns. In its extensive product range, HK has used most of the
9.20 FN operating systems for small arms: blowback operation, short-
Fabrique Nationale d’Herstal—self identified as FN Herstal and recoil, roller-delayed blowback, gas-delayed blowback, and gas
often referred to as Fabrique Nationale or simply FN—is a firearms operation.
manufacturer located in Herstal, Belgium. FN is a subsidiary
of the Belgian Herstal Group, which also owns U.S. Repeating 9.24 Hämmerli
Arms Company (Winchester) and Browning Arms Company. FN
Herstal is the parent company of two United States entities: Hämmerli is a Swiss manufacturer of firearms aimed mostly at
FN Manufacturing and FNH USA. FN Manufacturing, located in sport shooting. Their firearms are praised for their accuracy and
Columbia, South Carolina, is the manufacturing branch of FN ergonomics, but these come at a high price.
Herstal in the United States, producing firearms such as the M249
and M240 machine guns and M16 rifle, among others. FNH 9.25 Henry Repeating Arms
USA, located in McLean, Virginia, is the sales and marketing
branch of FN Herstal in the United States. Firearms designed Henry Repeating Arms is a firearms manufacturing company
and/or manufactured by FN include the Browning Hi-Power, Five- that leads in the manufacture of lever action firearms. Henry
seveN, FAL, FNC, F2000, P90, M2 Browning, MAG, and Minimi. Repeating Arms takes its name from Benjamin Tyler Henry, the
FN Herstal’s firearms are used by the armed forces of over 100 inventor who patented the first repeating rifle in 1860. The
countries. company also produces bolt action and pump-action rimfire
rifles as well as a new generation of the AR-7 takedown rifle,
now known as the Henry US Survival rifle, which was originally
9.21 Franchi
designed for the United States Air Force. The Henry Golden Boy
Luigi Franchi S.p.A. is an Italian manufacturer of firearms, most is the company’s signature model, featuring a Brasslight receiver
notably various shotguns. Notable Franchi products include the and octagonal barrel. A larger caliber centerfire version is known
military SPAS-12 and SPAS-15 and the sporting-type long-recoil as the Henry Big Boy.
action AL-48. Franchi are renowned for their semi-automatic
shotguns and are a division of Benelli. Franchi remained a
9.26 Hi-Point
family business since its founding until 1987, when it was acquired
by the industrial conglomerate Socimi, based in Milan; with the Hi-Point Firearms is a firearms manufacturer based in Mansfield,
bankruptcy of Socimi in 1993, Franchi was acquired by the Beretta Ohio. They manufacture low-cost pistols and carbines, in 9x19mm,
Holdings which is the current owner. .380 ACP, .40 S&W and .45 ACP. The semi-automatic pistols are
261

polymer-framed and generally regarded as simple, inexpensive started in August 2004 using the molds and machinery from
handguns, which trade-off aesthetics for lower manufacturing bankrupt Bryco Arms and currently makes five models of firearm,
cost, and ruggedness. the J.A.-NINE a, J.A.-380, J.A.-22, J.A.-32 ,and the J.A.-25, which
are all low cost, affordable firearms.
9.27 Israel Military Industries
9.33 Kahr Arms
Israel Military Industries Ltd. (IMI) is an Israeli weapons
manufacturer. It manufactures firearms, ammunition and military Kahr Arms is an American small arms manufacturer specializing
technology mainly for Israeli security forces (especially the IDF), in compact and mid-size semi-automatic pistols chambered for
although its small arms are very popular throughout the world. popular cartridges, including .380 ACP, 9x19mm, .40 S&W, and .45
Popular firearms include the world famous Desert Eagle family of ACP. Kahr pistols feature polymer or stainless steel frames, single-
handguns, Uzi, Negev LMG, and the Galil and Tavor assault rifles. stack magazines, and double-action-only striker firing actions.
Company headquarters is in Blauvelt, New York and the Kahr
9.28 Intratec manufacturing facility is located in Worcester, Massachusetts.
The Kahr K9 is a popular backup weapon with the New York
Intratec was a firearms company based in Miami, Florida. The City police officers, even to this day. Popular firearms include
company’s most famous product was the TEC-9. Intratec began as the aforementioned Kahr K9 and K40, as well as their various
Interdynamic USA, an offshoot of Swedish firearms manufacturer polymer versions of their handguns, the PM Series.
Interdynamic AB. Due to the lack of firearm market in Sweden,
Interdynamic AB set up a subsidiary in the United States to sell the
9.34 Kel-Tec
KG-9. This company eventually became Intratec and continued to
sell variants of the KG-9 which was renamed to TEC-9. It went out Kel-Tec is a US manufacturer of firearms based in Cocoa,
of business in 2001 under pressure of lawsuits and the anti-gun Florida, the company has manufactures semi-automatic pistols,
movement. rifles and shotguns, touted as the third largest manufacturer of
handguns in all of the united states. Notable firearms include the
9.29 Ithaca Gun Company P-11, the Sub-2000, and the SU-16 Series of rifles, as well as the
PLR-16, a long range rifle based on the SU 16, and the PMR30
The Ithaca Gun Company is a firearms manufacturer of rifles handgun, the RFB rifle and the KSG Shotgun.
and shotguns based in Ithaca, New York. Ithaca became famous
for building firearms based on expired Remington patents, as well
9.35 Korth
as their model of the M1911 .45 ACP handgun and M3 grease gun
for the US during World War II. Its 12-gauge shotguns were the Korth is a manufacturer of high end revolvers, and autoloading
standard and are still in use today by some departments. Popular handguns, made by renowned German gunmaker Willie Korth.
firearms include the various versions of the Ithaca 37 pump action These handguns are very limited and are high end, custom,
shotgun and the M3 Grease Gun. usually one of a kind pieces of work.

9.30 IZHMASH 9.36 Marlin Firearms


The Izhevsk Machinebuilding Plant is a Russian weapons Marlin Firearms Co. formerly of North Haven, Connecticut, was
manufacturer based in Izhevsk, founded in 1807 at the decree of a manufacturer of high power, center fire, lever action, and .22
Tsar Alexander I, and is now one of the largest corporations in caliber rimfire rifles. In the past, the company made shotguns,
its field. It manufactures the famous Kalashnikov series of assault derringers and revolvers. Marlin owned the firearm manufacturer
rifle, along with a host of other Russian arms, including medium H & R Firearms, and was owned by Remington Arms, part of the
cannons, missiles, and guided shell. They have manufactured Freedom Group.
such iconic arms as the Mosin-Nagant, SKS-45, SVT-40, the Saiga Marlin firearms was issued a patten for their specialty
series of rifles and shotguns, and the entire series of AK rifles, MicroGroove rifling, which has multiple, small rifling grooves
including the AK-47, AKM, AK-101, AK-103, and AK-12. instead of the standard ballard or cut rifling. This has lead to their
increased accuracy with factory ammunition, but on the downside,
9.31 IZHMEKH makes them less accurate with handloaded ammunition, because
of the bullet diameter. Popular firearms include the Marlin Model
The Izhevsk Mechanical Plant is a major russian firearms 20 bolt action rifle, the Marlin 1879 and the Marlin Model 336
manufacturer founded in Izhevsk in 1942 for manufacturing small lever action rifles.
arms. After the end of World War II it continued producing firearms,
both for military and hunting applications, and later high-tech
weapons and civilian machinery. Notable and popular firearms
9.37 O.F. Mossberg & Sons
include the ‘‘Baikal’’ shotguns and the Makarov pistol. O.F. Mossberg & Sons (commonly known as Mossberg) is
an American firearms manufacturer, specializing in shotguns,
9.32 Jimenez Arms, Bryco Arms, Jennings rifles, scopes and firearm accessories. From the 1940s through
the 1960s, it also produced a line of .22 caliber target and
Firearms
sporting rifles. Mossberg also soon produced gun racks, golf
Jimenez Arms, also known as ‘‘J.A.’’, is an American firearms clubs, campers and sailboats, while maintaining the core sporting
manufacturer based in Henderson, Nevada. The company was firearms business. The company has remained a family-owned
262

business to this day, and is the oldest family-owned firearms 9.42 Rheinmetall AG
manufacturer in America. Popular Firearms include their flagship
Rheinmetall AG is a German automotive and defense company
products, the Mossberg 500 and 590 pump action shotguns, the
with factories in Düsseldorf, Kassel and Unterlüß. The company
both being used currently by the U.S. Marine Corp and the U.S.
has a long tradition of making guns and artillery pieces. The
Army,and the Mossberg 930 Semi-auto shotgun.
company is also involved in a variety of advanced metal-working
Mossberg also owns a subsidiary called Maverick Arms, aimed
and milling technologies, allowing it to provide special high-
at a selling fordable, budget-level shotguns, the most popular of
quality components for small arms in addition to heavy weapon
these being the Maverick 88 Pump action shotgun.
production.
Popular weapons include the MG3 machine gun and the 120mm
9.38 Norinco M1 Abrams main gun.
Norinco (China North Industries Corporation) is a multi-market
manufacturer, based in Beijing, China. Norinco manufactures 9.43 Royal Small Arms Factory Enfield
vehicles (trucks, cars and motorcycles), machinery, optical-
electronic products, oil field equipment, chemicals, light industrial The Royal Small Arms Factory (RSAF) was a UK government-
products, explosives and blast materials, civil and military firearms owned rifle factory in the London Borough of Enfield in an area
and ammunition, known for producing master copies of popular generally known as the Lea Valley. The factory produced British
firearms. Popular firearms include their copies of the 1911A1, Sig military rifles, muskets and swords from 1816. It closed in 1988,
P226 and P220, AK-47 and AKM, M14, Cz75, as well as their own but some of its work was transferred to other sites. Popular and
production firearms, the QBZ series of assault rifles, made for the famous firearms inclued the FAL battle rifle, L85 Assault Rifle, Sten
People’s Liberation Army. Submachine gun, and the Lee-Enfield Bolt action rifle.

9.39 North American Arms 9.44 Sturm, Ruger & Co., Inc.
North American Arms is a US company, headquartered in Provo, Sturm, Ruger & Company was founded by William B. Ruger and
Utah, that manufactures small pistols and mini-revolvers. They Alexander McCormick Sturm in 1949 in a small rented machine
specialize in pocket pistols that are barely three to four inches in shop in Southport, Connecticut. Just prior to their partnership, Bill
length. Popular firearms include the NAA mini revolver, and the Ruger had successfully duplicated two Baby Nambu pistols in his
NAA Guardian. garage, from a captured Nambu that he acquired from a returning
US Marine, at the close of World War II. When it came to designing
their first auto pistol, Ruger decided to incorporate the looks of
9.40 Para-Ordnance the German 9mm Luger and the American Colt Woodsman into
Para-Ordnance is a Canadian firearms manufacturer founded their first commercially produced .22 caliber pistol, which became
in Toronto in 1985 by two childhood friends. Para-Ordnance so successful that it launched the entire company.
has a factory in Scarborough, Ontario, Canada. The company Ruger has been under fire with the firearms community for
originally started out manufacturing sub-machine gun paintball his personal beliefs when it came to fireams, stating that ‘‘No
guns, but soon transitioned to the manufacturing of handguns. honest man needs more than ten rounds’’ and would not sell
Para-Ordnance is the originator of the high magazine capacity high capacity magazines to civilians. Despite this, ruger firearms
M1911-style pistol. Para-Ordnance offers a wide range of products are still some of the most prized firearms to this day. Popular
for the law enforcement, military, and civilian markets. The firearms include the Ruger Mark II and III, SP101, 10/22, and the
company has created a true double-stack 1911 pistol, in addition famous Mini-14.
to single- and double-stack pistols in .45 ACP, .40 S&W, 9 mm,
and .38 super calibers. Para pistols have found a variety of uses, 9.45 Smith & Wesson
including competition, law enforcement, concealed carry, and
general barrier shooting. Popular Firearms include the P14-45, Smith & Wesson a manufacturer of handguns and Rifles in
the P18-9, and the P16-40 handguns. the United States. The corporate headquarters is in Springfield,
Massachusetts. Founded in 1852, Smith & Wesson’s pistols and
revolvers have become standard issue to police and armed forces
9.41 Remington Arms
throughout the world. They are also used by sport shooters and
Remington Arms Company, Inc. was founded in 1816 by have been featured in numerous Hollywood movies. Smith &
Eliphalet Remington in Ilion, New York, as E. Remington and Wesson has been known for the many types of ammunition it
Sons. It is the oldest company in the United States which still has introduced over the years, and many cartridges bear the
makes its original product, and is the oldest continuously operating company’s name.
manufacturer in North America. It is the only U.S. company which Popular and Famous firearms are numerous, including the
produces both firearms and ammunition domestically, and is the Model 10, Model 36, the Sigma and M&P, as well as the First,
largest U.S. producer of shotguns and rifles. Second, and Third series of Autoloading S&W handguns, such as
Remington has produced a number of iconic firearms, such the 59, 669, and the 5906.
as the Model 870 series of pump action shotguns, popular with
various law enforcement agencies, the Model 700 bolt action rfile,
9.46 SIG Sauer
the basis for the M24 SWS, used by the United States Army as their
standard Sniper Rifle, and he Model 1100 series of Semi-automatic SIG Sauer GmbH is the German representative of Switzerland-
Shotguns. based manufacturing firm Swiss Arms AG, which was spun off
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from Schweizerische Industrie Gesellschaft (SIG) in 2000. SIG Popular firearms include the PPK and the P99—both pistols
Sauer Inc was established in 1985 with the name Sigarms to carried by the fictional character James Bond—and the P38, the
import and distribute SIG firearms into the United States, although standard-issue sidearm of the German military in World War II.
it now also has some manufacturing capabilities. Since 2000 it
has been a separate entity.
10 Weapons in Use
9.47 Springfield Armory, Inc. This chapter talks about the general trends that firearms have
Springfield Armory, Inc. is a firearms manufacturer and followed throughout the years, as well as trends that generally
importer based in Geneseo, Illinois, founded in 1974. It is one follow for the armed citizen. In most campaigns, players should
of the largest firearms marketers of imported firearms in the be free to choose the weapons for their characters; however, if
United States. They Import the HS2000, which they market as they don’t know what to choose, this section can provide some
the XD series of handguns, and produce semi-automatic copies useful advice depending on what kind of campaign or setting is
of the M14 rifle, named the M1A, as well as Copies of the M1911A1 being played. The information in this chapter, and more broadly,
handgun, in various calibers. this book, focuses on the United States and its firearm laws. For
other countries, similar firearms should be used, but they might
not be as common for some types of characters. For instance,
9.48 Stoeger Industries in the UK, a bartender might have a bat over a shotgun, but an
armored car guard will probably be armed along the same lines
Stoeger Industries is a manufacturer and importer of firearms
as their US counterpart.
into the United States, specializing in shotguns. Stoeger Industries’
This chapter also covers what kinds of ammunition and
headquarters are in Accokeek, Maryland, United States. Stoeger
reserve weapons various organizations would have on hand, if
is a wholly owned subsidiary of Benelli, which in turn is owned
need called for them.
by Italian firearms manufacturer Beretta. Famous and Popular
firearms include the Stoeger Cougar, a licensed copy of the
Beretta 8000, and the M2000, a Semi-automatic shotgun. 10.1 Local and State Law Enforcement
Local and State Law Enforcement encompasses the major
9.49 Steyr Mannlicher uniformed officers who deal with local and state crime,
investigating everything from petty thief and indecency calls,
Steyr Mannlicher is a firearms manufacturer based in the city
all the way to statewide drug rings and murder sprees. They
of Steyr, Austria. Originally a part of the Steyr-Daimler-Puch
generally do not contact Federal Agencies (or are contacted by
manufacturing conglomerate, it became independent when the
federal agencies), unless the case becomes a federal case, that
conglomerate was broken in 1990.
is, crosses state lines. They will often call in Federal Agencies
Steyr has produced the AUG for the Austrian army, and is quite
for guidance and assistance on things that are out of their scope,
famous for its short overall size while still having a full length
such as profiling.
barrel.

10.1.1 Small Police Station or Sheriff’s Department


9.50 Taurus
A Small police station is a station that has less than 20 sworn in
Forjas Taurus is a manufacturing conglomerate based in officers or deputies. Because of this, service handgun restrictions
Porto Alegre, Brazil. Beginning as a tool and die manufacturer, are generally lax, usually consisting of caliber requirement for
the company now consists of divisions focusing on firearms, the selected handgun(From 9x19mm up to .45 ACP), and the
metals manufacturing, plastics, body armor, helmets, and civil requirement that the officer or deputy be able to qualify and
construction. display proper use and maintenance of their weapon. Because of
Taurus produces a number of variants on popular manufac- their size, officers and deputies are heavily stressed to carry
turers, including Beretta, Colt, and Smith and Wesson. They a backup weapon. Police stations and Sheriffs departments
are known in the firearms industry for pushing the envelope on of this size generally do not have their own SWAT team, and
designs, producing a 5 shot revolver that fires .410 bore shotgun usually have to ask a larger, nearby department, for assistance.
shells, and the first revolver with a polymer frame, as well as Service handgun habits for departments of this size span the
various revolvers chambered for rounds traditionally thought of entire department, from the rookie Patrol Officer or Deputy, all
as autoloader rounds, such as 9x19mm, .40 S&W, .45 ACP, and the way up to the Chief or Sheriff.
even some rifle rounds, such as the .30 Carbine. The armory may include between 1-5 extra boxes of JHP Ammo
Popular Firearms include their variant on the 1911, the PT92, for duty work, 6-8 boxes of 12 Gauge 00 Buckshot Ammo, and
a Beretta 92F copy with a frame mounted safety, and the 24/7 3-5 12 Gauge pump action shotguns of assorted manufacturer.
series of handguns, as well as their revolver that fires both .410 Examples of these Police Stations and Sheriff’s Departments
bore shotgun shells and .45 LC rounds, the Taurus Judge. include small town Sheriff’s Department or Campus Police at a
small college.
9.51 Walther Arms
10.1.2 Medium Police Station or Sheriff’s Department
Carl Walther GmbH Sportwaffen or Walther is a German arms
manufacturer. Walther has made major breakthroughs in the A Medium police station is a station that has between 21-
development of pistols. 100 sworn in officers or deputies. They generally issue specific
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firearms, though the requirement that the officer or deputy be The SWAT team in a large Station is comprised of dedicated
able to qualify and display proper use and maintenance of their officers who are solely on the SWAT team, and do not do patrol
weapon still applies. Popular firearms for Police Stations and work. Because of their area of coverage, they are mostly active
Sheriff’s Departments for their officers and deputies include the answering calls where their forces are needed, and when not
Glock Series in 9x19mm, .45 ACP, and .40 S&W, The Smith and doing so, are undergoing training to keep their skills sharp
Wesson 59 Series and the M&P Series in 9x19mm and .40 S&W, until their services are needed. SWAT team members generally
The SIG P229 in .40 S&W, the Springfield Armory GI 1911A1 in are relaxed from the strict requirements that other officers are
.45 APC, and the XD in .40 S&W and .45 ACP, and The Beretta imposed about their sidearms, allowing to choose a sidearm to
92FS in 9x19mm and the Px4 in 9x19mm, .40 S&W and .45 ACP. fit their specific needs. The SWAT team would have the same
In addition to their sidearm, they often carry an expendable or equipment as a medium-sized department, just more of it, but
fixed baton, pepper spray or for more well funded departments, would also possess shotguns such as the Mossberg 930 Tactical,
a Taser, at least two reloads for their sidearm, a multi tool or Remington 1100, and Benelli M1014, Carbine Rifles such as the
pocket knife, a small flashlight, a pair of handcuffs, and a radio. Colt M4, H&K G36K, Designated Marksman Rifles such as the H&K
They are also issued a ballistic vest, or receive a stipend to pay PSG1 and M14 SWS, and even Grenade launchers such as the
for one. Detectives and Investigators will generally carry the H&K M320, as well as multiple Entry shields and riot shields. A
same firearms issued to the officers, though older detectives SWAT team in a department of this size will also have Tear Gas,
grandfathered in before the widespread use of automatics will Smoke Sting, Stun and even Concussion grenades. Departments
carry their .38 Special and .357 Magnum revolvers, such as the such as these also have weapons dedicated for purely non-lethal
Colt Detective Special and the Smith and Wesson Model 36, as engagement, and will have multiple .68 Cal. Paint-ball markers
well as a pair of handcuffs. Higher officers, such as the Captains, for subduing a subject without firearms.
Majors and Chiefs, pull double duty and are out on the street just The armory for a large Police Department will have hundreds
as much as they are in the office, carrying what suits them. of boxes of various types of ammunition, though a bulk of their
The SWAT team is usually comprised of various officers who ammunition will be JHP issued for duty. The armory will also
work their normal duty work until their services are needed. not only have a multitude of spare firearms and magazines, but
Unlike the standard officers, SWAT team members generally will possess its own staff of armorers dedicated to repairing,
carry personalized handguns, that have been fitted to their maintaining, and cataloging said firearms.
specific needs. The SWAT team, when on a mission is equipped Examples of these Police Stations and Sheriff’s Departments
with Shotguns such as the Mossberg 590A1 and Remington 870 include police forces of Metropolises, such as the New York City
Police, Sub-machine guns such as the HK MP5A4 and MP5A5, police Department, the Los Angeles Police Department, and the
UMP9, UMP40, and UMP 45, and Bolt action rifles such as the Atlanta Police department, and the Los Angeles County Sheriff’s
Remington 700P, as well as a Single Entry shield. A SWAT team Department.
in a department of this size will also have Tear Gas and Smoke
grenades.
The armory will have 10-15 extra boxes of JHP Ammo for 10.1.4 Park Rangers
regular duty work, 8-10 boxes of FMJ/Lead for target practice,
10-20 boxes of 12 Gauge 00 Buckshot Ammo, and 5-8 boxes of Park rangers hold a special place in Law enforcement, in the
12 Gauge Nonlethal beanbag and rubber ball ammo. The armory fact that they do not perform just the standard duties that is
will also have between 5-25 spare handguns that have not been associated with law enforcement. In addition to enforcing park
issued or are spares, with extra magazines for these handguns, regulations and laws, they are charged with educating the various
as well as 6-10 12 Gauge pump action shotguns, usually of an visitors of the parks, which can be as simple as weather forecast
unformed nature, the most common being the Mossberg 500 and and giving directions, to complex as giving full guided tours that
the Remington 870 Express. talk about the park’s ecology, history, and demonstrations. They
Examples of these Police Stations and Sheriff’s Departments are also charged with watching for forest fires and answering
include a State Patrol, Large town police force or Campus Police emergency calls and dispatching help to those in need.
at a large University. Because of their somewhat remote nature, Most park Rangers
carry weapons that would be considered heavy or excessive in
a civilian setting, with revolvers chambered in .44 Magnum or
.454 Casull, or autoloaders chambered in .45 ACP or 10mm Auto,
10.1.3 Large Police Station or Sheriff’s Department to stop large animals such as bears and mountain lions. They
also generally have a shotgun or rifle in their vehicle, as well as
A large police station is a station that has over 100 sworn in a complete medical kit, a map of the area, a compass, flashlight,
officers or deputies. These stations or departments are generally blankets, water and food rations.
stringent on their specific firearms, sticking to strictly issued
firearms for its personnel. They follow the same trends a
medium sized police station would in choice of firearms and issued 10.2 Federal Agencies
equipment, though the requirement that the officer or deputy be
able to qualify and display proper use and maintenance of their Federal agencies are agencies that investigate federal crimes,
weapon still applies. Detectives and Investigators will generally that is, crimes that are either attempted against the entire United
carry the same firearms issued to the officers. Higher officers, States of America, or that involve multiple states. They generally
such as the Captains, Majors and Chiefs, are usually confined to do not bother themselves with local petty crime, but will get
clerical and managerial work, and as such, do not make it a habit involved with larger crimes, as well as lend assistance, manpower,
to carry a weapon while on duty. and firepower to local agencies who need it.
265

10.2.1 Federal Bureau of Investigation 10.2.4 Federal Air Marshal Service

The Federal Bureau of Investigation (FBI) is a governmental The Federal Air Marshal Service (FAMS) is a United States
agency belonging to the United States Department of Justice federal law enforcement agency under the supervision of the
that serves as both a federal criminal investigative body and an Transportation Security Administration (TSA) of the United States
internal intelligence agency (counterintelligence). Department of Homeland Security (DHS). The Air Marshal Service
The current issued sidearm for special agents is the Glock 22 is meant to promote confidence in civil aviation by effectively
or Glock 23 if they pass their first qualification. If they fail their deploying federal air marshals (FAMs) to detect, deter, and defeat
first qualification, they will be issued either a Glock 17 or Glock hostile acts targeting the United States.
19 to aid in their next qualification. The Glock 26, Glock 23, and The current issued sidearm for Air Marshals is the SIG P229,
Glock 27 are authorized as backup weapons. Special agents are chambered in .357 SIG.
authorized to purchase and qualify with the Glock 21 for duty
carry. 10.2.5 Drug Enforcement Agency
Special agents of the FBI Hostage Rescue Team and FBI SWAT
teams are issued the Springfield Armory 1911A1 Loaded Operator The Drug Enforcement Administration (DEA) is a federal law
in .45 ACP. enforcement agency under the United States Department of
The HRT and SWAT team maintains a stock of H&K MP5/10A3 Justice, tasked with combating drug smuggling and use within
and MP5SD6 SMGs that have been outfitted with laser sights, the United States. Not only is the DEA the lead agency for
tactical flashlights, red dot sights, and a vertical foregrip, as well domestic enforcement of the Controlled Substances Act, sharing
as Colt M16A2, M4 and M4A1, M14, and M40A1 rifles. They also concurrent jurisdiction with the Federal Bureau of Investigation
have access to Barret M82A1 Anti-materiel rifles, M79 grenade (FBI) and Immigration and Customs Enforcement (ICE), it also
launcher, Tasers, and stun grenades when needed. has sole responsibility for coordinating and pursuing U.S. drug
investigations abroad.
The current issued sidearm for Special Agents is the Glock 22
or Glock 23, chambered in .40 S&W, but they can qualify with
10.2.2 Bureau of Alcohol, Tobacco, Firearms, and Explo- the S&W M&P chambered in .40 S&W as well. The Glock 23, and
sives Glock 27 in .40 S&W are authorized as backup weapons. The
H&K UMP40 is the standard SMG, and the Remington 870 Police
The Bureau of Alcohol, Tobacco, Firearms and Explosives (ATF) is the standard shotgun. Agents also have begun to use the RRA
is a federal law enforcement organization within the United States CAR A4 Tactical, that has been upgraded to fire fully automatic
Department of Justice. Its responsibilities include the investigation as well. Special Agents can also use their personal firearms, but
and prevention of federal offenses involving the unlawful use, all must be approved by the DEA Firearms office before use.
manufacture, and possession of firearms and explosives; acts of
arson and bombings; and illegal trafficking of alcohol and tobacco
products. The ATF also regulates via licensing the sale, possession, 10.2.6 Immigrations and Customs Enforcement
and transportation of firearms, ammunition, and explosives in U.S. Immigration and Customs Enforcement (ICE) is a federal
interstate commerce. law enforcement agency under the United States Department of
The currently issued sidearm for special agents is the Glock 22 Homeland Security (DHS), responsible for identifying, investigating,
or Glock 23. and dismantling vulnerabilities regarding the nation’s border,
economic, transportation, and infrastructure security. The largest
components within ICE are Homeland Security Investigations (HSI)
10.2.3 United States Marshals Service and Enforcement & Removal Operations (ERO).
ICE HSI Special Agents and ERO Officers and Agents are issued
The United States Marshals Service (USMS) is a United the SIG P229 pistol, chambered in .40 S&W, as their primary
States federal law enforcement agency within the United States sidearm. They also may be assigned the Remington Model 870
Department of Justice. The Marshals Service is part of the Police shotgun, the Steyr AUG rifle, or the Colt M4 carbine. Agents
executive branch of government, and is the enforcement arm of and officers assigned to a Special Response Team (SRT) are
the United States federal courts. The U.S. Marshals are responsible specifically assigned the Colt M4 carbine while some operators
for the protection of court officers and buildings and the effective may also carry the H&K MP5A4 or MP5A5 sub-machine gun,
operation of the judiciary. The service also assists with court although these are being replaced by the H&K UMP40 chambered
security and prisoner transport, serves arrest warrants, and seeks in.40 S&W.
fugitives.
The current issued sidearm for Marshals is the Glock 22 or 10.2.7 United States Secret Service
Glock 23, chambered in .40 S&W, but a Marshal may choose to
carry any 9x19mm, .40 S&W, .45 ACP or .357 Magnum backup or The United States Secret Service is a United States federal law
Full Sized handgun, providing they pay the full cost and qualify enforcement agency that is part of the United States Department
with it. of Homeland Security. The sworn members are divided among
While on assignment, Marshals will also carry ArmaLite AR-15 the Special Agents and the Uniformed Division. Until March 1,
and Colt M4A1 rifles, and Mossberg 500 and Remington 870 2003, the Service was part of the United States Department of
Police Shotguns. the Treasury. The U.S. Secret Service has two distinct areas
The Special Operations Group (SOG) are issued the Springfield of responsibility; Treasury roles, covering missions such as
Armory 1911A1 Loaded Operator in .45 ACP. prevention and investigation of counterfeiting of U.S. currency
266

and U.S. treasury securities, and investigation of major fraud, handgun series, the Walther PP Series, the SIG P290 and P238,and
and protective roles, ensuring the safety of current and former the Glock 26, 27, and 28. These are usually tucked away inside
national leaders and their families, such as the President, past briefcases, bags, and under suit jackets.
Presidents, Vice Presidents, presidential candidates, and foreign
embassies. 10.3.4 Drug Cartels
Secret Service Special Agents are issued the is the SIG P229,
chambered in .357 SIG, or the FN Five-seveN chambered in A drug cartel is a criminal organization developed with the
5.7x28mm FN. Agents are also trained on the H&K MP5K, MP5K- primary purpose of promoting and controlling drug trafficking
PDW, MP5A4 and MP5A5 Sub-Machine Gun, The Remington 870 operations. They can range from an agreement between two
Police Shotgun, and the FN P90 Sub-machine gun. street gangs to work together, all the way up to interstate and
even international, multi billion dollar formal industries.
While they have a similar structure to a common street gang,
10.3 The Underworld their size, funding and training rivals legitimate governmental
The underworld encompasses the world of crime that exist as agencies. Most soldiers in a drug cartel are trained in the
a whole, spanning everything from petty drug dealers to crime various arts of asymmetrical warfare, close-quarters combat,
lords, Mafia bosses, and Set leaders, who control and run the weapons handling and maintenance, and some have even
lower soldiers and gang members. received explosives handing and training. Most of this training
comes form legitimate state training, which the knowledge is then
10.3.1 Petty Criminals passed down if an officer dissents.
Weapons carried by the cartel include, but are by no means
This group encompasses singular criminals, petty thieves, con- limited to, M16, M4, AK-47 and AKM assault rifles, shotguns of
men, and singular drug dealers. These criminals have their every make and model, AT4 and M72 LAW rocket launchers, M79
fingers directly in the crime, though most of their crime is either Grenade launchers, and even Barret M82B anti-materiel rifles.
opportunistic, or for profit. The ATF has come under firer for arming the drug cartels under
Low level criminals don’t have a specific group of firearms: they the guise of attempting to trace guns back to Mexico.
can quite literally be caught with anything from a single shot pistol
from World War 2 to a Fully automatic assault rifle. As a general 10.3.5 Assassins and Hitmen
rule, these criminals, if they go armed, generally use melee
weapons for their ease of acquisition, lack of restriction, simplicity Assassins are people who commit a targeted murder. Hit men
in use, and sometimes, added benefit of plausible deniability. are assassins for hire.
When they do carry firearms, they prefer any gun that can be Assassins and hit men’s method of killing can range from
concealed, and is available. Because of their criminal records, poisoning to blowing up an entire car, but when firearms are
they can not go and purchase a firearm from a legal dealer, involved, they prefer to either fire from a long distance, using a
instead opting for illegal street deals, or stealing a firearm. high powered rifle with a scope and possibly a suppressor, or
close range with a suppressed handgun, or machine pistol. They
10.3.2 Street Gangs also use a melee weapon, a knife usually, for truly quiet kills.

This group is a level above the unstructured criminal, and 10.3.6 Gunrunners and Arms Traffickers
includes street gangs with an identifiable power structure and
leader. These groups generally deal purely in profit, often coming Gunrunners and arms traffickers are people who smuggle
from the same neighborhood or of a similar race, creed, or contraband weapons and ammunition for a profit. They sell
lifestyle. They usually also have a mutualistic interest: Money, their arms, acquired legally or otherwise, to anyone who has the
and work together because of it, and the chaos and criminalistic cash and need. Arms traffickers and gunrunners should not be
activity they cause is merely a byproduct. They usually wear confused with people who sell firearms for legal commerce, such
identifying colors or pieces of clothing, such as certain colors, or as a legally operating gun store.
even leather jackets or vest with the club’s insignia. Because of their nature of business, they have the best selection
Outlaw motorcycle gangs are atypical of this behavior, as the and quantity of weapons: it’s their business to have as such.
chaos and criminalistic behavior are the desired ways of life, and Gunrunners are generally heavily armed, either by choice or
the criminal enterprise is a means to live, in order to continue the simply by having stock, usually with a few handguns and an
life of chaos. assault rifle or two, as well as grenades, explosives, magazines,
Smaller street gangs are generally equipped with concealable ammunition, and anything else their customers would like to
handguns and pump-action shotguns, as these are the cheapest sample. They also have a tendency to wear body armor, in order
to acquire, use, and replace, while the larger gangs may possess to avoid getting killed by their own merchandise.
heavier firepower such as automatic weapons such as assault
rifles, and even anti-materiel rifles. 10.3.7 Insurgents and Terrorists
Insurgents and Terrorist armament depends completely on
10.3.3 Gang Leaders and Crime Bosses
their funding, and their supporters. Underfunded insurgents will
Gang leaders generally prefer to keep their hands clean of use crude, homemade firearms, while well funded and equipped
any actual violence or drugs, preferring to delegate those task to insurgents will use everything from Fully automatic rifles to Rocket
lower ranking gang members, but will generally carry a smaller Launchers. Because of their nature, any weapon is viable for a
concealable handgun of decent to high quality, such as the Kahr terrorist or insurgent.
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10.4 Civilian Forces weapons in lieu of semi-automatic rifles and carbines, as well as
concealed handguns.
Civilian forces encompass regular people who have a mind to
carry a firearm for protection, specifically those who have to do
so as a part of a job, but are not law enforcement, or regular 10.4.6 Hunters
citizens who prefer to have their protection and safety in their The weapon a hunter carries depends on the personal
hands. preference of the hunter, and what they are hunting. For Birds,
or small animals, a light birdshot is generally preferred in a
10.4.1 Armored Car Drivers shotgun, modified with a choked barrel. Varmint hunters will
choose something with a smaller caliber, such as .22 LR or .17
Armored cars are popular target for professional bank thieves,
HMR. Hunters of larger game will prefer high powered rifles, or
and as such, their drivers are armed. Armored car drivers are
shotguns with slug barrels, loaded with slugs. A hunter may also
generally equipped with a ballistic vest, a uniform, and a handgun,
choose to carry a crossbow, or bow and arrow, for a silent kill.
that they must purchase themselves, but do receive a stipend for
it. Popular firearms span far and wide, but they most often keep
full sized handguns in a tactical holster, with a pump action or 10.4.7 Security Guards
automatic shotgun in the truck. Security guards are charged with over-watching an area,
usually an office building or dock. They are generally not given
10.4.2 Bartenders firearms, rather to observe and report, and call the authorities if
anything does happen. They are usually given a flashlight and
Bars are often the starting scenes for rowdy behavior, and as
possibly a can of pepper-spray.
such, the bartender is often armed. They often keep a shotgun,
such as a Mossberg 500 or Remington 870 Police under the bar
for serious altercations, but many bartenders have begun to opt 10.4.8 Militia Members
for a full sized handgun, because of their maneuverability and Local Militia members are armed depending on their funding,
size. They also will have melee weapons, such as a bat, to deal and location. Militia groups in the United States will normally be
with less rowdy, but still problematic, patrons. armed with self loading rifles such as the Ruger Mini 14, and Mini
30, while well funded militias will have AR-15s and FALs. Because
10.4.3 Shopkeepers of their semi-organized nature, firearms will rarely be universal
across the members, many using what they can afford or even
Shopkeepers generally follow the same rules as bartenders,
get their hands on.
but their weapons are more used for people attempting a quick
stickup job. The level of armament of the shop is completely
dependent on the shopkeeper’s views, as well as what they sell. 10.5 Militaries Around the World
A gun store is guaranteed to have an armed shopkeeper, while
This section covers the basic issued equipment for the various
a fine china store in a wealthy neighborhood may go without
armies listed.
firearms, electing to call the authorities instead.
*
10.4.4 Mercenaries A rifleman is the standard infantryman.
A mercenary is a person who takes part in an armed conflict, A grenadier is a medium range engagement infantryman.
who is not a national or a party to the conflict, and is ‘‘motivated An automatic rifleman is a suppressive fire infantryman.
to take part in the hostilities essentially by the desire for private A designated marksman is a long range quick engagement
gain and, in fact, is promised, by or on behalf of a party to the infantryman.
conflict, material compensation substantially in excess of that A corpsman is a field medic.
promised or paid to combatants of similar ranks and functions in A sniper is a precision long range engagement specialist.
the armed forces of that Party’’. Most mercenaries in the modern A specialist is a close quarters combat infantryman.
age are employees of private security firms such as Blackwater, An anti-tank is a anti armored vehicle infantryman
Xe Services, Triple Canopy, Armour Group, PBE, and Dyncorp. An anti-personnel is a defense focused infantryman
Mercenaries are generally armed the same, or more usually, A crewman is a armored vehicle driver
better than their soldier counterparts, equipped with the best A pilot is a helicopter pilot
body armor, weapons, vehicles, and ammunition, provided by A boatcrewman is a board-and-secure specialist
the company they work for. This equipment is generally on loan
from the company while they perform their services, though it
isn’t uncommon for a mercenary to carry their own personal 10.5.1 United States Marine Corps, United States Army, and
sidearm. The type of handgun a mercenary carries is completely the Canadian Armed Forces
dependant on their personal preference but .45 ACP, .40 S&W,
and .357 Magnum are the most popular calibers. Rifleman One Colt M16A4 or M4A1 rifle with either a red dot
sight or a 1.5x telescopic sight installed on the optic mount, nine
30 round M16/M4 magazines loaded with 5.56x45mm NATO
10.4.5 Bodyguards
FMJ rounds, eighty 5.56x45mm NATO FMJ rounds in 10 round
Bodyguards are equipped just as mercenaries, though because stripper clips, two fragmentation grenades, two smoke grenades,
of their dealings in the states, they will bypass fully automatic one combat helmet, one tactical vest with eight large magazine
268

pouches, two cased ammunition pouches, one utility pouch, and Sniper (M110 SASS) One M110 SASS rifle with a Match
two grenade pouches, a backpack, a canteen, a pair of standard Barrel, five 10 round M110 magazines loaded with match grade
binoculars, two flares, a bayonet, a professional radio, and a 7.62x51mm NATO rounds, one Beretta M9 handgun, three 15
shovel. round M9/92FS magazines loaded with 9x19mm FMJ rounds, two
smoke grenades, one combat helmet, one tactical Vest with one
grenade pouch, one utility pouch, one holster pouch, one small
Grenadier One Colt M16A4 or M4A1 rifle with either a red magazine/speedloader pouch, and four large magazine pouches,
dot sight or a 1.5x telescopic sight installed on the optic mount a backpack, a canteen, a pair of electro-optical binoculars, four
and a M203 grenade launcher on a tactical mount, five 30 flares, a survival knife, and a shovel.
round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
rounds, three fragmentation grenade launcher grenades, three
HE grenade launcher grenades, two smoke grenade launcher Specialist One Colt M16A4 or M4A1 rifle with a red dot sight
grenades, one combat helmet, one tactical vest with four large installed on the optic mount, nine 30 round M16/M4 magazines
magazine pouches, one utility pouch, and four grenade pouches, loaded with 5.56x45mm NATO FMJ rounds, one Benelli M1014,
a backpack, a canteen, a pair of standard binoculars, two flares, Mossberg 590A1, or Remington 870 Express Tactical shotgun, ten
a bayonet, and a shovel. 12 Gauge breaching shells, fifteen 12 Gauge 00 Buckshot shells,
two fragmentation grenades, two smoke grenades, one combat
helmet, one tactical vest with eight large magazine pouches,
Automatic Rifleman One M249, three 100 round belts of one utility pouch, one shell pouch, and two grenade pouches, a
5.56x45mm NATO FMJ rounds, two fragmentation grenades, two backpack, a canteen, a pair of standard binoculars, two flares, a
smoke grenades, one combat helmet, one tactical vest with three bayonet, and a shovel.
utility pouches and two grenade pouches, a backpack, a canteen,
a pair of standard binoculars, two flares, a survival knife, and a
Anti-Tank One Colt M16A4 or M4A1 rifle with either a red dot
shovel.
sight or a 1.5x telescopic sight installed on the optic mount, nine
M16/M4 30 round magazines loaded with 5.56x45mm NATO
Designated Marksman One M21 SWS rifle, seven 20 round FMJ rounds, one AT4 rocket launcher or FGM-148 Javelin anti-
M14 magazines loaded with 7.62x51mm NATO FMJ rounds, two tank missile, two fragmentation grenades, two smoke grenades,
fragmentation grenades, two smoke grenades, one combat one combat helmet, one tactical vest with eight large magazine
helmet, one tactical vest with six large magazine pouches, one pouches, one utility pouch, and two grenade pouches, a backpack,
utility pouch, and two grenade pouches, a backpack, a canteen, a canteen, a pair of standard binoculars, two flares, a bayonet,
a pair of standard binoculars, two flares, a survival knife, and a and a shovel.
shovel.
Anti-Personnel One Colt M16A4 or M4A1 rifle with either a red
Corpsman One Colt M16A4 or M4A1 rifle with a red dot sight dot sight or a 1.5x telescopic sight installed on the optic mount, nine
installed on the optics mount, nine 30 round M16/M4 magazines 30 round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
loaded with 5.56x45mm NATO FMJ rounds, one fragmentation rounds, three directional mines with detonator, two fragmentation
grenades, three smoke grenades, one combat helmet, one tactical grenades, two smoke grenades, one combat helmet, one tactical
vest with eight large magazine pouches, one kit pouch filled with vest with eight large magazine pouches, one utility pouch, and
a small first-aid Kit, and two grenade pouches, a backpack, a two grenade pouches, a backpack, a canteen, a pair of standard
canteen, a pair of standard binoculars, two flares, a bayonet, and binoculars, two flares, a bayonet, and a shovel.
a shovel.
Crewman One Colt M4A1 rifle with a red dot sight installed on
the optic mount, one 30 round M16/M4 magazine loaded with
Sniper (M40A3) One M40A3 rifle with a Match Barrel, forty-five 5.56x45mm NATO FMJ rounds, one Beretta M9 handgun, three
Match Grade 7.62x51mm NATO rounds, one Beretta M9 handgun, 15 round M9/92FS magazines loaded with 9x19mm FMJ rounds,
three 15 round M9/92FS magazines loaded with 9x19mm FMJ one combat helmet, a tactical holster, and a survival knife.
rounds, two smoke grenades, one combat helmet, one tactical
Vest with one grenade pouch, one utility pouch, one holster
pouch, one small magazine/speedloader pouch, and one cased Pilot One Beretta M9 handgun, three 15 round M9/92FS
ammunition pouch, a backpack, a canteen, a pair of electro- magazines loaded with 9x19mm FMJ rounds, one combat helmet,
optical binoculars, four flares, a survival knife, and a shovel. one smoke grenade (red), a tactical holster, and a survival knife.

10.5.2 United States Coast Guard


Sniper (M24A3) One M24A3 rifle with a Match Barrel, five
5 round M24A3 magazines loaded with Match Grade .338 Boatcrewman (M4A1) One Colt M4A1 rifle, seven 30 round
Lapua Magnum rounds, one Beretta M9 handgun, three 15 M16/M4 magazines loaded with 5.56x45mm NATO FMJ rounds,
round M9/92FS magazines loaded with 9x19mm FMJ rounds, one SIG P229 handgun, three 12 round P229 magazines loaded
two smoke grenades, one combat helmet, one tactical Vest with with .40 S&W FMJ rounds, one tactical vest with six large magazine
one grenade pouch, one utility pouch, one holster pouch, one pouches, one holster pouch, one small magazine/speedloader
small magazine/speedloader pouch, and four cased ammunition pouch, and two utility pouches, a backpack, a canteen, a pair
pouches, a backpack, a canteen, a pair of electro-optical of standard binoculars, one flare gun with three flares, and a
binoculars, four flares, a survival knife, and a shovel. flotation vest.
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Boatcrewman (870) One Remington 870 Express Tactical with 5.56x45 NATO FMJ rounds, one SIG P228 handgun, three
shotgun, thirty-three 12 Gauge 00 Buckshot shells, one SIG P229 12 round P228 magazines loaded with 9x19mm FMJ rounds, one
handgun, three 12 round P229 magazines loaded with .40 S&W fragmentation grenades, three smoke grenades, one combat
FMJ rounds, one tactical vest with one shell pouch, one holster helmet, one tactical vest with eight large magazine pouches, one
pouch, one small magazine/speedloader pouch, and two utility holster pouch, one small magazine/speedloader pouch, one kit
pouches, a backpack, a canteen, a pair of standard binoculars, pouch with a small first-aid kit, and two grenade pouches, a
one flare gun with three flares, and a flotation vest. backpack, a canteen, a pair of standard binoculars, two flares, a
bayonet, and a shovel.
Pilot One Beretta M9 handgun, three 15 round M9/92FS
magazines loaded with 9x19mm FMJ rounds, one smoke grenade Specialist One H&K MP5N with a red dot sight installed on
(red), a tactical holster and a survival knife. the optic mount, seven 30 round MP5 magazines loaded with
9x19mm FMJ rounds, one SIG P228 handgun, three 12 round
P228 magazines loaded with 9x19mm FMJ rounds, one Benelli
10.5.3 United States Navy
M1014 shotgun, ten 12 Gauge breaching shells, fifteen 12 Gauge
Rifleman One Colt M4A1 rifle with either a red dot sight or a 00 Buckshot shells, two fragmentation grenades, two smoke
1.5x telescopic sight installed on the optic mount, nine 30 round grenades, one combat helmet, one tactical vest with eight large
M16/M4 magazines loaded with 5.56x45mm NATO FMJ rounds, magazine pouches, one utility pouch, one holster pouch, one
eighty 5.56x45mm NATO FMJ rounds in 10 round stripper clips one small magazine/speedloader pouch, one shell pouch, and two
SIG P228 handgun, three 12 round P228 magazines loaded with grenade pouches, a backpack, a canteen, a pair of standard
9x19mm FMJ rounds, two fragmentation grenades, two smoke binoculars, two flares, a bayonet, and a shovel.
grenades, one combat helmet, one tactical vest with eight large
magazine pouches, two cased ammunition pouches, one utility Anti-Tank One Colt M4A1 rifle with either a red dot sight or
pouch, and two grenade pouches, a backpack, a canteen, a pair a 1.5x telescopic sight installed on the optic mount, nine 30
of standard binoculars, a professional radio, two flares, a bayonet,
round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
and a shovel. rounds, one SIG P228 handgun, three P228 12 round magazines
loaded with 9x19mm FMJ rounds, one AT4 rocket launcher,
Grenadier One Colt M4A1 rifle with either a red dot sight or two fragmentation grenades, two smoke grenades, one combat
a 1.5x telescopic sight installed on the optic mount and a M203 helmet, one tactical vest with eight large magazine pouches, one
grenade launcher on a tactical mount, five 30 round M16/M4 holster pouch, one small magazine/speedloader pouch, one utility
magazines loaded with 5.56x45mm NATO FMJ rounds, one SIG pouch, and two grenade pouches, a backpack, a canteen, a pair
P228 handgun, three 12 round P228 magazines loaded with of standard binoculars, two flares, a bayonet, and a shovel.
9x19mm FMJ rounds, three fragmentation grenade launcher
grenades, three HE grenade launcher grenades, two smoke Anti-Personnel One Colt M4A1 rifle with either a red dot sight
grenade launcher grenade, one combat helmet, one tactical vest or a 1.5x telescopic sight installed on the optic mount, nine 30
with four large magazine pouches, one holster pouch, one small round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
magazine/speedloader pouch, one utility pouch, and four grenade rounds, one SIG P228 handgun, three 12 round P228 magazines
pouches, a backpack, a canteen, a pair of standard binoculars, loaded with 9x19mm FMJ rounds, three directional mines with
two flares, and a bayonet. detonator, two fragmentation grenades, two smoke grenades,
one combat helmet, one tactical vest with eight large magazine
Automatic Rifleman One M249, three 100 round belts of pouches, one holster pouch, one small magazine/speedloader
5.56x45mm NATO FMJ rounds, one SIG P228 handgun, three pouch, one utility pouch, and two grenade pouches, a backpack,
12 round P228 magazines loaded with 9x19mm FMJ rounds, a canteen, a pair of standard binoculars, two flares, a bayonet,
two fragmentation grenades, two smoke grenades, one combat and a shovel.
helmet, one tactical vest with three utility pouches one holster
pouch, one small magazine/speedloader pouch, and two grenade 10.5.4 People’s Liberation Army Ground Forces
pouches, a backpack, a canteen, a pair of standard binoculars,
Rifleman One Norinco QBZ Type 95 rifle with either a red dot
two flares, a survival knife, and a shovel.
sight or a 1.5x telescopic sight installed on the optic mount, nine
30 round QBZ magazines loaded with 5.8x42mm FMJ rounds,
Designated Marksman One M14 rifle with a 8x day/night sight two fragmentation grenades, two smoke grenades, one combat
installed on the optic mount, seven 20 round M14 magazines helmet, one tactical vest with eight large magazine pouches, one
loaded with 7.62x51mm NATO FMJ rounds, one SIG P228 handgun, utility pouch, and two grenade pouches, a backpack, a canteen, a
three 12 round P228 magazines loaded with 9x19mm FMJ rounds, pair of standard binoculars, two flares, a bayonet, a professional
two fragmentation grenades, two smoke grenades, one combat radio, and a shovel
helmet, one tactical vest with six large magazine pouches, one
holster pouch, one small magazine/speedloader pouch, one utility Grenadier One Norinco QLZ-87B Grenade Launcher with either
pouch, and two grenade pouches, a backpack, a canteen, a pair a red dot sight or a 1.5x telescopic sight installed on the optic
of standard binoculars, two flares, a survival knife, and a shovel. mount, One Norinco QSZ-92 handgun, three 15 round QSZ
magazines loaded with 9x19mm FMJ rounds, one combat helmet,
Corpsman One Colt M4A1 rifle with a red dot sight installed a tactical holster, three fragmentation grenade launcher grenades,
on the optics mount, nine 30 round M16/M4 magazines loaded three HE grenade launcher grenades, two smoke grenade
270

launcher grenade, one tactical vest with one utility pouch, and three QSZ 15 round magazines loaded with 9x19mm FMJ rounds,
four grenade pouches, a backpack, a canteen, a pair of standard one combat helmet, a tactical holster and a survival knife.
binoculars, two flares, a bayonet, and a shovel.
10.5.5 Israeli Defense Force
Automatic Rifleman One Norinco QBB Type 95 LSW with either
a red dot sight or a 1.5x telescopic sight installed on the optic Rifleman One IMI Tavor TAR-21 rifle with either a red dot sight or
mount, five 75 round QBZ magazines loaded with 5.8x42mm a 1.5x telescopic sight installed on the optic mount, nine 30 round
FMJ rounds, two fragmentation grenades, two smoke grenades, M16/M4 magazines loaded with 5.56x45mm NATO FMJ rounds,
one combat helmet, one tactical vest with four large magazine eighty 5.56x45mm NATO FMJ rounds in 10 round stripper clips,
pouches, and two grenade pouches, a backpack, a canteen, a two fragmentation grenades, two smoke grenades, one combat
pair of standard binoculars, two flares, a survival knife, and a helmet, one tactical vest with eight large magazine pouches,two
shovel. cased ammunition pouches, one utility pouch, and two grenade
pouches, a backpack, a canteen, a pair of standard binoculars,
Corpsman One Norinco QBZ Type 95 rifle with a red dot sight two flares, a professional radio, a bayonet, and a shovel.
installed on the optic mount, nine 30 round QBZ magazines loaded
with 5.8x42mm FMJ rounds, one fragmentation grenades, three Grenadier One IMI Tavor TAR-21 rifle with either a red dot
smoke grenades, one combat helmet, one tactical vest with eight sight or a 1.5x telescopic sight installed on the optic mount
large magazine pouches, one kit pouch filled with a small first-aid and a M203 grenade launcher on a tactical mount, five 30
Kit, and two grenade pouches, a backpack, a canteen, a pair of round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
standard binoculars, two flares, a bayonet, and a shovel. rounds, three fragmentation grenade launcher grenades, three
HE grenade launcher grenades, two smoke grenade launcher
Sniper One Norinco QBU Type 95 rifle, five 10 round QBU grenade, one combat helmet, one tactical vest with four large
magazines loaded with 5.8x42mm FMJ rounds, one Norinco magazine pouches, one utility pouch, and four grenade pouches,
QSZ-92 handgun, three 15 round QSZ magazines loaded with a backpack, a canteen, a pair of standard binoculars, two flares,
9x19mm FMJ rounds, two smoke grenades, one combat helmet, a bayonet, and a shovel.
one tactical vest with one grenade pouch, one utility pouch, one
holster pouch, one small magazine/speedloader pouch, and one
Automatic Rifleman One IMI Negev, three 100 round belts of
cased ammunition pouch, a backpack, a canteen, a pair of electro-
5.56x45mm NATO FMJ rounds, two fragmentation grenades, two
optical binoculars, four flares, a survival knife, and a shovel.
smoke grenades, one combat helmet, one tactical vest with three
utility pouches and two grenade pouches, a backpack, a canteen,
Specialist One Norinco QBU Type 95 rifle, five 10 round QBU a pair of standard binoculars, two flares, a survival knife, and a
magazines loaded with 5.8x42mm FMJ rounds, one Norinco shovel.
M98 shotgun, ten 12 Gauge breaching shells, fifteen 12 Gauge
00 Buckshot shells, two fragmentation grenades, two smoke
grenades, one combat helmet, one tactical vest with eight large Designated Marksman One IMI Tavor STAR-21 rifle, nine 30
magazine pouches, one utility pouch, one shell pouch, and two round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
grenade pouches, a backpack, a canteen, a pair of standard rounds, two fragmentation grenades, two smoke grenades, one
binoculars, two flares, a bayonet, and a shovel. combat helmet, one tactical vest with eight large magazine
pouches, one utility pouch, and two grenade pouches, a backpack,
a canteen, a pair of standard binoculars, two flares, a survival
Anti-Tank One Norinco QBZ Type 95 rifle with either a red dot
knife, and a shovel.
sight or a 1.5x telescopic sight installed on the optic mount, nine
30 round QBZ magazines loaded with 5.8x42mm FMJ rounds, one
RPG-7 rocket launcher, two fragmentation grenades, two smoke Corpsman/Medic One Colt M16A4 rifle with a red dot sight
grenades, one combat helmet, one tactical vest with eight large installed on the optics mount, nine 30 round M16/M4 magazines
magazine pouches, one utility pouch, and two grenade pouches, loaded with 5.56x45mm NATO FMJ rounds, one fragmentation
a backpack, a canteen, a pair of standard binoculars, two flares, grenade, three smoke grenades, one combat helmet, one tactical
a bayonet, and a shovel. vest with eight large magazine pouches, one kit pouch filled with
a small first-aid kit, and two grenade pouches, a backpack, a
Anti-Personnel One Norinco QBZ Type 95 rifle with either a red canteen, a pair of standard binoculars, two flares, a bayonet, and
dot sight or a 1.5x telescopic sight installed on the optic mount, nine a shovel.
QBZ 30 round magazines loaded with 5.8x42mm Chinese FMJ
rounds, three directional mines with detonator, two fragmentation
Sniper One M24A3 rifle with a match barrel, five 5 round M24A3
grenades, two smoke grenades, one combat helmet, one tactical magazines loaded with match grade .338 Lapua Magnum rounds,
vest with eight large magazine pouches, one utility pouch, andone IMI Jericho 941, three 16 round 941 magazines loaded with
two grenade pouches, a backpack, a canteen, a pair of standard9x19mm FMJ, two smoke grenades, one combat helmet, one
binoculars, two flares, a bayonet, and a shovel. Tactical Vest with one grenade pouch, one utility pouch, one
holster pouch, one small magazine/speedloader pouch, and four
Crewman One Norinco QBZ Type 95 Carbine with a red dot cased ammunition pouches, a backpack, a canteen, a pair of
sight installed on the optic mount, one 30 round QBZ magazine electro-optical binoculars, four flares, a survival knife, and a
loaded with 5.8x42mm FMJ rounds, one Norinco QSZ-92 handgun, shovel.
271

Specialist One IMI Tavor CTAR-21 rifle with a red dot sight Automatic Rifleman One FN MINIMI, three 100 round belts of
installed on the optic mount, nine 30 round M16/M4 magazines 5.56x45mm NATO FMJ rounds, two fragmentation grenades, two
loaded with 5.56x45mm NATO FMJ rounds, one Mossberg 500 smoke grenades, one combat helmet, one tactical vest with three
Persuader shotgun or Remington 870 Express shotgun, ten 12 utility pouches and two grenade pouches, a backpack, a canteen,
Gauge breaching shells, fifteen 12 Gauge 00 Buckshot shells, a pair of standard binoculars, two flares, a survival knife, and a
two fragmentation grenades, two smoke grenades, one combat shovel.
helmet, one tactical vest with eight large magazine pouches,
one utility pouch, one shell pouch, and two grenade pouches, a
Designated Marksman One L86 LSW rifle, seven 30 round
backpack, a canteen, a pair of standard binoculars, two flares, a
M16/M4 magazines loaded with 5.56x45mm NATO FMJ rounds,
bayonet, and a shovel.
two fragmentation grenades, two smoke grenades, one combat
helmet, one tactical vest with six large magazine pouches, one
Anti-Tank One IMI Tavor CTAR-21 rifle with either a red dot utility pouch, and two grenade pouches, a backpack, a canteen,
sight or a 1.5x telescopic sight installed on the optic mount, nine a pair of standard binoculars, two flares, a survival knife, and a
M16/M4 30 round magazines loaded with 5.56x45mm FMJ rounds, shovel.
one M72 LAW, two fragmentation grenades, two smoke grenades,
one combat helmet, one tactical vest with eight large magazine
Corpsman One L85 rifle with a red dot sight installed on the
pouches, one utility pouch, and two grenade pouches, a backpack,
optics mount, nine 30 round M16/M4 magazines loaded with
a canteen, a pair of standard binoculars, two flares, a bayonet,
5.56x45mm NATO FMJ rounds, one fragmentation grenades, three
and a shovel
smoke grenades, one combat helmet, one tactical vest with eight
large magazine pouches, one kit pouch filled with a small first-aid
Anti-Personnel One IMI Tavor CTAR-21 rifle with either a red kit, and two grenade pouches, a backpack, a canteen, a pair of
dot sight or a 1.5x telescopic sight installed on the optic mount, nine standard binoculars, two flares, a bayonet, and a shovel.
30 round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
rounds, three directional mines with detonator, two fragmentation
grenades, two smoke grenades, one combat helmet, one tactical Sniper One Accuracy International AWP rifle with a 10x
vest with eight large magazine pouches, one utility pouch, and telescopic sight installed on the optics mount and a match barrel,
two grenade pouches, a backpack, a canteen, a pair of standard nine 5 round AWP magazines loaded with match grade 7.62x51mm
binoculars, two flares, a bayonet, and a shovel. NATO rounds, one Browning Hi-Power handgun, three 13 round
Hi-Power magazines loaded with 9x19mm FMJ rounds, two
smoke grenades, one combat helmet, one Tactical Vest with one
Crewman One IMI Galil rifle with a red dot sight installed on grenade pouch, one utility pouch, one holster pouch, one small
the optic mount, one 25 round Galil 7.62 magazine loaded with magazine/speedloader pouch, and eight large magazine pouches,
7.62x51mm NATO FMJ rounds, one IMI Jericho 941 handgun, three a backpack, a canteen, a pair of electro-optical binoculars, four
16 round 941 magazines loaded with 9x19mm FMJ, one combat flares, a survival knife, and a shovel.
helmet, a tactical holster, and a survival knife.

Specialist One L85 rifle with a red dot sight installed on the
Pilot One IMI Jericho 941 handgun, three 16 round 941 optic mount, nine 30 round M16/M4 magazines loaded with
magazines loaded with 9x19mm FMJ, one combat helmet, one 5.56x45mm NATO FMJ rounds, one Benelli M1014 shotgun, ten
smoke grenade (red), a tactical holster, and a survival knife. 12 Gauge breaching shells, fifteen 12 Gauge 00 Buckshot shells,
two fragmentation grenades, two smoke grenades, one combat
10.5.6 British Army and the Special Air Service helmet, one tactical vest with eight large magazine pouches,
one utility pouch, one shell pouch, and two grenade pouches, a
Rifleman One L85 rifle with either a red dot sight or a 1.5x
backpack, a canteen, a pair of standard binoculars, two flares, a
telescopic sight installed on the optic mount, nine 30 round
bayonet, and a shovel.
M16/M4 magazines loaded with 5.56x45mm NATO FMJ rounds,
eighty 5.56x45mm NATO FMJ rounds in 10 round stripper clips,
two fragmentation grenades, two smoke grenades, one combat Anti-Tank One L85 rifle with either a red dot sight or a 1.5x
helmet, one tactical vest with eight large magazine pouches, one telescopic sight installed on the optic mount, nine 30 round
utility pouch, two cased ammunition pouches, and two grenade M16/M4 magazines loaded with 5.56x45mm NATO FMJ rounds,
pouches, a backpack, a canteen, a professional radio, a pair of one AT4 rocket launcher, two fragmentation grenades, two smoke
standard binoculars, two flares, a bayonet, and a shovel. grenades, one combat helmet, one tactical vest with eight large
magazine pouches, one utility pouch, and two grenade pouches,
a backpack, a canteen, a pair of standard binoculars, two flares,
Grenadier One L85 rifle with either a red dot sight or a 1.5x
a bayonet, and a shovel.
telescopic sight installed on the optic mount and a M203 grenade
launcher on a tactical mount, five 30 round M16/M4 magazines
loaded with 5.56x45mm NATO FMJ rounds, three fragmentation Anti-Personnel One L85 rifle with either a red dot sight or
grenade launcher grenades, three HE grenade launcher grenades, a 1.5x telescopic sight installed on the optic mount, nine 30
two smoke grenade launcher grenade, one combat helmet, one round M16/M4 magazines loaded with 5.56x45mm NATO FMJ
tactical vest with four large magazine pouches, one utility pouch, rounds, three directional mines with detonator, two fragmentation
and four grenade pouches, a backpack, a canteen, a pair of grenades, two smoke grenades, one combat helmet, one tactical
standard binoculars, two flares, a bayonet, and a shovel. vest with eight large magazine pouches, one utility pouch, and
272

two grenade pouches, a backpack, a canteen, a pair of standard grenade pouch, one utility pouch, one holster pouch, one small
binoculars, two flares, a bayonet, and a shovel. magazine/speedloader pouch, and eight large magazine pouches,
a backpack, a canteen, a pair of electro-optical binoculars, four
Crewman One L22 Carbine rifle with a red dot sight installed flares, a survival knife, and a shovel.
on the optic mount, one 30 round M16/M4 magazine loaded with
5.56x45mm NATO FMJ rounds, one Browning Hi-Power handgun, Specialist One AK-74 rifle with either no sights or a 1.5x
three 13 round Hi-Power magazines loaded with 9x19mm FMJ telescopic sight installed on the optic mount, nine 30 round AK-74
rounds, a tactical holster and a survival knife. magazines loaded with 5.45x39mm FMJ rounds, one Saiga 12
shotgun, two 10 round Saiga 12 magazines loaded with 12 Gauge
Pilot One Browning Hi-Power, three 13 round Hi-Power 00 Buckshot shells, two fragmentation grenades, two smoke
magazines loaded with 9x19mm FMJ rounds, one combat helmet, grenades, one combat helmet, one tactical vest with ten large
one smoke grenade (red), a tactical holster, and a survival knife. magazine pouches, one utility pouch, and two grenade pouches,
a backpack, a canteen, a pair of standard binoculars, two flares,
a bayonet, and a shovel.
10.5.7 Russian Ground Forces
Rifleman One AK-74 rifle with either no sights or a 1.5x Anti-Tank One AK-74 rifle with either no sights or a 1.5×
telescopic sight installed on the optic mount, nine 30 round telescopic sight installed on the optic mount, nine 30 round AK-
AK-74 magazines loaded with 5.45x39mm FMJ rounds, two 74 magazines loaded with 5.45x39mm FMJ rounds, one RPG-7
fragmentation grenades, two smoke grenades, one combat rocket launcher with either iron sights or a 2.7× telescopic sight,
helmet, one tactical vest with eight large magazine pouches, one two fragmentation grenades, two smoke grenades, one combat
utility pouch, and two grenade pouches, a backpack, a canteen, helmet, one tactical vest with eight large magazine pouches, one
a pair of standard binoculars, two flares, a professional radio, a utility pouch, and two grenade pouches, a backpack, a canteen, a
bayonet, and a shovel. pair of standard binoculars, two flares, a bayonet, and a shovel.

Grenadier One AK-74 rifle with either no sights or a 1.5x Anti-Personnel One AK-74 rifle with either no sights or a 1.5x
telescopic sight installed on the optic mount, five 30 round AK- telescopic sight installed on the optic mount, nine 30 round AK-74
74 magazines loaded with 5.45x39mm FMJ rounds and a GP- magazines loaded with 5.45x39mm FMJ rounds, three directional
30 grenade launcher on a tactical mount, three fragmentation mines with detonator, two fragmentation grenades, two smoke
grenade launcher grenades, three HE grenade launcher grenades, grenades, one combat helmet, one tactical vest with eight large
two smoke grenade launcher grenade, one combat helmet, one magazine pouches, one utility pouch, and two grenade pouches,
tactical vest with four large magazine pouches, one utility pouch, a backpack, a canteen, a pair of standard binoculars, two flares,
and four grenade pouches, a backpack, a canteen, a pair of a bayonet, and a shovel.
standard binoculars, two flares, a bayonet, and a shovel.
Crewman One AKS-74U rifle, four 30 round AK-74 magazines
Light Machine Gunner One RPK-74, three 100 round AK- loaded with 5.45x39mm FMJ rounds, one combat helmet, a MOLLE
74 magazines loaded with 5.45x39mm FMJ rounds, two vest with three large magazine pounces, and a survival knife.
fragmentation grenades, two smoke grenades, one combat
helmet, one tactical vest with two large magazine pouches and
two grenade pouches, a backpack, a canteen, a pair of standard Pilot One PM handgun, three 8 round Makarov magazines
binoculars, two flares, a survival knife, and a shovel. loaded with 9x18mm PM FMJ rounds, one combat helmet, one
smoke grenade (red), a tactical holster, and a survival knife.
General Purpose Machine Gunner One PKM, three 100 round
belts of 7.62x54mmR FMJ rounds, two fragmentation grenades, 10.5.8 German Army
two smoke grenades, one combat helmet, one tactical vest with Rifleman One H&K G36 rifle, nine 30 round G36 magazines
three utility pouches and two grenade pouches, a backpack, a loaded with 5.56x45mm NATO FMJ rounds, eighty 5.56x45mm
canteen, a pair of standard binoculars, two flares, a survival knife,
NATO FMJ rounds in 10 round stripper clips, two fragmentation
and a shovel. grenades, two smoke grenades, one combat helmet, one tactical
vest with eight large magazine pouches, two cased ammunition
Corpsman One AK-74 rifle, nine 30 round AK-74 magazines pouches, one utility pouch, and two grenade pouches, a backpack,
loaded with 5.45x39mm FMJ rounds, one fragmentation grenade, a canteen, a pair of standard binoculars, two flares, a bayonet, a
three smoke grenades, one combat helmet, one tactical vest with professional radio, and a shovel.
eight large magazine pouches, one kit pouch filled with a small
first-aid Kit, and two grenade pouches, a backpack, a canteen, a Grenadier One H&K G36 rifle with an AG36 grenade launcher
pair of standard binoculars, two flares, a bayonet, and a shovel. on a tactical mount, five 30 round G36 magazines loaded with
5.56x45mm NATO FMJ rounds, three fragmentation grenade
Sniper One SVD rifle with a 10x telescopic sight installed on the launcher grenades, three HE grenade launcher grenades, two
optics mount and a Match barrel, four 10 round SVD magazines smoke grenade launcher grenade, one combat helmet, one
loaded with match grade 7.62x54mmR rounds, one PM handgun, tactical vest with four large magazine pouches, one utility pouch,
three 8 round Makarov magazines loaded with 9x18mm PM and four grenade pouches, a backpack, a canteen, a pair of
FMJ rounds, two smoke grenades, one Tactical Vest with one standard binoculars, two flares, a bayonet, and a shovel.
273

Automatic Rifleman One H&K MG4, three 100 round belts of FMJ rounds, one combat helmet, a MOLLE vest with four large
5.56x45mm NATO FMJ rounds, two fragmentation grenades, two magazine pouches, and a survival knife.
smoke grenades, one combat helmet, one tactical vest with three
utility pouches and two grenade pouches, a backpack, a canteen, Pilot One H&K USP 9, three 15 round USP 9 magazines loaded
a pair of standard binoculars, two flares, a survival knife, and a with 9x19mm FMJ rounds, one combat helmet, one smoke grenade
shovel. (red), a tactical holster, and a survival knife.

Designated Marksman One H&K G3SG/1 rifle, seven 20 round 10.5.9 French Army
G3 magazines loaded with 7.62x51mm NATO FMJ rounds, two
fragmentation grenades, two smoke grenades, one combat Rifleman One FAMAS G2 rifle with an optics mount upgrade,
helmet, one tactical vest with six large magazine pouches, one either a red dot sight or a 1.5x telescopic sight installed on the optic
utility pouch, and two grenade pouches, a backpack, a canteen, mount, nine 30 round M16/M4 magazines loaded with 5.56x45mm
a pair of standard binoculars, two flares, a survival knife, and a NATO FMJ rounds, eighty 5.56x45mm NATO FMJ rounds in 10
shovel. round stripper clips, two fragmentation grenades, two smoke
grenades, one combat helmet, one tactical vest with eight large
Corpsman One H&K G36 rifle, nine 30 round G36 magazines magazine pouches, two cased ammunition pouches, one utility
loaded with 5.56x45mm NATO FMJ rounds, one fragmentation pouch, and two grenade pouches, a backpack, a canteen, a pair
grenade, three smoke grenades, one combat helmet, one tactical of standard binoculars, two flares, a bayonet, a professional radio,
vest with eight large magazine pouches, one kit pouch filled with and a shovel.
a small first-aid kit, and two grenade pouches, a backpack, a
canteen, a pair of standard binoculars, two flares, a bayonet, and Grenadier One FAMAS G2 rifle with an optics mount upgrade
a shovel. and a tactical mount upgrade, with either a red dot sight or a 1.5x
telescopic sight installed on the optic mount and an M203 grenade
Sniper One H&K PSG1 rifle with a match barrel, five 5 round launcher on a tactical mount, five 30 round M16/M4 magazines
PSG-1 magazines loaded with match grade 7.62x51mm NATO loaded with 5.56x45mm NATO FMJ rounds, three fragmentation
rounds, one H&K USP 9 handgun, three 15 round USP 9 magazines grenade launcher grenades, three HE grenade launcher grenades,
loaded with 9x19mm FMJ rounds, two smoke grenades, one two smoke grenade launcher grenades, one combat helmet, one
combat helmet, one Tactical Vest with one grenade pouch, one tactical vest with four large magazine pouches, one utility pouch,
utility pouch, one holster pouch, one small magazine/speedloader and four grenade pouches, a backpack, a canteen, a pair of
pouch, and four cased ammunition pouches, a backpack, a standard binoculars, two flares, a bayonet, and a shovel.
canteen, a pair of electro-optical binoculars, four flares, a survival
knife, and a shovel. Automatic Rifleman One FN MINIMI, three 100 round belts of
5.56x45mm NATO FMJ rounds, two fragmentation grenades, two
Specialist One H&K G36 rifle, nine 30 round G36 magazines smoke grenades, one combat helmet, one tactical vest with three
loaded with 5.56x45mm NATO FMJ rounds, one Remington 870 utility pouches and two grenade pouches, a backpack, a canteen,
combat shotgun, ten 12 Gauge breaching shells, fifteen 12 Gauge a pair of standard binoculars, two flares, a survival knife, and a
00 Buckshot shells, two fragmentation grenades, two smoke shovel.
grenades, one combat helmet, one tactical vest with eight large
magazine pouches, one utility pouch, one shell pouch, and two Designated Marksman One G3A3 rifle with an optics mount
grenade pouches, a backpack, a canteen, a pair of standard upgrade and a 6x telescopic sight, seven 20 round G3 magazines
binoculars, two flares, a bayonet, and a shovel. loaded with 7.62x51mm NATO FMJ rounds, two fragmentation
grenades, two smoke grenades, one combat helmet, one tactical
Anti-Tank One H&K G36, nine 30 round G36 magazines loaded vest with six large magazine pouches, one utility pouch, and two
with 5.56x45mm NATO FMJ rounds, one Panzerfaust 3 rocket grenade pouches, a backpack, a canteen, a pair of standard
launcher, two fragmentation grenades, two smoke grenades, binoculars, two flares, a survival knife, and a shovel.
one combat helmet, one tactical vest with eight large magazine
pouches, one utility pouch, and two grenade pouches, a backpack, Corpsman One FAMAS G2 rifle with a red dot sight installed
a canteen, a pair of standard binoculars, two flares, a bayonet, on the optics mount, nine 30 round M16/M4 magazines loaded
and a shovel. with 5.56x45mm NATO FMJ rounds, one fragmentation grenade,
three smoke grenades, one combat helmet, one tactical vest with
Anti-Personnel One H&K G36, nine 30 round G36 magazines eight large magazine pouches, one kit pouch filled with a small
loaded with 5.56x45mm NATO FMJ rounds, three directional first-aid kit, and two grenade pouches, a backpack, a canteen, a
mines with detonator, two fragmentation grenades, two smoke pair of standard binoculars, two flares, a bayonet, and a shovel.
grenades, one combat helmet, one tactical vest with eight large
magazine pouches, one utility pouch, and two grenade pouches, Sniper One FR F2 rifle with a match barrel, five 10 round FR F2
a backpack, a canteen, a pair of standard binoculars, two flares, magazines loaded with match grade 7.62x51mm NATO rounds,
a bayonet, and a shovel. one Beretta 92FS handgun, three 15 round M9/92FS magazines
loaded with 9x19mm FMJ rounds, two smoke grenades, one
Crewman One H&K MP7A1 with a red dot sight installed on the combat helmet, one Tactical Vest with one grenade pouch, one
optic mount, five 30 round MP7 magazines loaded with 4.6x30mm utility pouch, one holster pouch, one small magazine/speedloader
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pouch, and four cased ammunition pouches, a backpack, a loaded with 5.56x45mm NATO FMJ rounds, three directional
canteen, a pair of electro-optical binoculars, four flares, a survival mines with detonator, two fragmentation grenades, two smoke
knife, and a shovel. grenades, one combat helmet, one tactical vest with eight large
magazine pouches, one utility pouch, and two grenade pouches,
Anti-Tank One FAMAS G2 rifle with an optics mount upgrade a backpack, a canteen, a pair of standard binoculars, two flares,
with either a red dot sight or a 1.5x telescopic sight installed on a bayonet, and a shovel.
the optic mount, nine 30 round M16/M4 magazines loaded with
5.56x45mm NATO FMJ rounds, one AT4 rocket launcher or FGM- Crewman One FAMAS G2 rifle with an optics mount upgrade
148 Javelin anti-tank missile, two fragmentation grenades, two with a red dot sight installed on the optic mount, one 30 round
smoke grenades, one combat helmet, one tactical vest with eight M16/M4 magazine loaded with 5.56x45mm NATO FMJ rounds,
large magazine pouches, one utility pouch, and two grenade one Beretta M9 handgun, three 15 round M9/92FS magazines
pouches, a backpack, a canteen, a pair of standard binoculars, loaded with 9x19mm FMJ rounds, one combat helmet, a tactical
two flares, a bayonet, and a shovel. holster and a survival knife.

Anti-Personnel One FAMAS G2 rifle with an optics mount Pilot One Glock 17 handgun, three 17 round Glock 26 magazines
upgrade with either a red dot sight or a 1.5x telescopic sight loaded with 9x19mm FMJ rounds, one combat helmet, one smoke
installed on the optic mount, nine 30 round M16/M4 magazines grenade (red), a tactical holster, and a survival knife.
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Chapter IX If an object or target is within the line of fire of the projectile,


the original attack roll is used to see if it collides with that target,
Variant Rules but the target is considered Flatfooted, as they are unaware that
the attack is even coming for them. If the roll succeeds, then it is
considered a hit and damage is rolled as it would be if it were a
1 Level 5 Plus normal attack.

This variant rule changes how characters level up, and slows
3.2 Overpenetrating a target
the progression of levelling up by maxing values out at half.
All characters gain all archetypal benefits until level 5. After When using FMJ/Lead, Wadcutter, Semi-Wadcutter, Armor
level 5, a character only receives half of the skill points (rounded Piercing, Solid, or Match Grade cased ammo or Slug or Saboted
up) of their most prominent archetype and a singular feat per Slug shell ammo, if the ammunition does less than half of the
level. They do not receive any other benefits for gaining a new total possible damage to the target, the round has shot though
level. Because of how this is done, the new maximum level a the target and has the possibility to hit someone else. Refer to
character can have is 15. After level 5, a character will receive a the rules for missing a target to handle what target was hit. If
new level every 5,000XP they gain. a secondary target is hit, that target takes half the damage the
original target received. If the target is armored with armor that
provides DR to the attack, the rounds do not over-penetrate.
2 Gridless Combat
3.3 Uses for this rule
Tactical affairs such as movement are best handled on a grid,
but for players who prefer the wargame type of movement, or This rule can be used if you want to add a more simulation
who do not want to be tied to a grid-like movement, this variant type of play, where players will need to watch their crossfire and
rule gives them options. be mindful of what’s behind their target, as well as not act as
The primary advantage of this variant is that it eliminates the recklessly with the wrong kinds of ammunition, and gives more
grid and the issues that come with it, such as moving diagonally, incentive for anti-personnel ammunition purchases.
and complicated aiming and throwing distances. It also makes
creating organic scenes using props much easier. All distance is
measured in a straight line.
4 Simple Firearms
5 feet in game is equivalent to 1 inch, and the recommended These tables list firearms in various categories, as well as the
miniatures sizes is 22mm. It is highly recommended that a tape game statistics that go along with them.
measure is on hand, and string and circular cutouts with 1 inch
notations. All ranges are rounded up to the nearest inch, when • Magazine Size, Cost, and Type The size of all available
needed. magazines for the firearm and what type of device the
firearm uses.
Grenades, explosives, and any weapons with blast radius
work as normal. The blast radius is calculated as a diameter.(a • Upgrade Points The type of upgrades the firearm can
5 ft blast radius will be a circle 1 inch across, a 10 ft radius will accept. F Frame / B Barrel / O Optics / T Tactical
have a circle 2 inches across, etc). The diameter of the explosive
must only touch the miniature in order for it to be affected. For • Range Increment The range increment for the firearm. All
the purpose of this variant rule, wounding radius is removed. benefits from upgrades have been already calculated in
the weapon’s range increment.
All creatures sized medium and less should be able to fit
into a 1 inch diameter circle, Large creatures will fit into a 2 inch • Rate of Fire
diameter circle, Huge creatures will fit into a 3 inch diameter
circle, Gargantuan creatures will fit into a 4 inch diameter circle, – Semi stands for semi-automatic, where the firearm
and Colossal creatures will fit into a 5 inch or larger circle. cycles itself for the next shot, and can perform a
single fire attack, a bump fire attack (if it meets all the
prerequisites), a double tap attack or a potshot attack.
3 Overpenetration and Missed Shots – Auto stands for fully automatic, where the firearm can
perform an autofire attack, a suppressive fire attack,
On a base level, Ops and Tactics ignores the aftereffects of a sweepfire attack, a sprayfire attack or five round
using improper ammunition when in combat, or when one misses burst fire attack.
their shot. This variant rule adds the notion of missing or shooting – 3RB stands for three round burst, which allows the
through your target. weapon to perform a three round burstfire attack.
– Single stands for single fire, where the firearm must
be reloaded after being fired. These types of weapons
3.1 Missing the intended target can perform single fire attacks.
If an attack roll results in a missed attack by a ranged weapon, – Bolt & Pump Bolt stands for bolt action and Pump
the projectile does not simply disappear. The projectile continues stands for pump action, where the firearm’s bolt or
on for 5 range increments in the direction it was fired until it pump must be worked manually to eject the spent
loses momentum force and lands on the ground or collides with casing or shell and cycle a new one. These weapons
another object. can perform single and potshot attacks.
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• Size The size of the firearm. The smaller size denotes how Handguns Handguns are split into five different types: Light
large the weapon is when it is folded up, while the larger Pistol, Standard Pistol, Heavy Pistol, Light Revolver, and Heavy
size denotes how large the weapon is fully extended or Revolver. Light pistols are pocket handguns, with a small
assembled. A Small or smaller weapon is considered a light magazine and a small punch, but good for hiding away. Standard
weapon and is easier to use in the character’s off-hand. Pistols are service weapons used by various law enforcement
agencies, as well as your common thugs, at times. Heavy pistols
• Weight How much the firearm weighs with all of the are pistols chambered in large, wide caliber handguns, carried by
accessories equipped. Unless stated otherwise, this is given few and used by even less. Light revolvers are pocket revolvers
in ounces. that are often used as backup weapons. Heavy revolvers are
large service style handguns, that pack a powerful punch in a
• Wealth Point Cost The cost of the firearm to purchase, not small package.
including the license. The Light Pistol comes with one magazine.
The Standard and Heavy Pistol come with two magazines.
• Error Range The range of error the firearm possesses
when purchased brand new. Machine Pistols Machine Pistols are split into two different
types: Light Machine pistols and Heavy Machine Pistols. Light
• Restrictions The restriction rating to purchase the firearm. machine Pistols use Light Pistol Ammo, and sport a 25 round
Magazine. Heavy Machine Pistols use Standard Pistol Ammo, and
• Standard Equipment What you receive when you can take Standard Pistol Magazines as well as their own 32 Round
purchase the firearm, fully assembled. If the firearm has magazines. Machine Pistols lack the stock of SMG, but still have
a permanent piece of equipment, that equipment cannot the full auto power.
be removed or modified. All firearms and magazines are The Light Machine Pistol comes with one magazine.
unloaded and empty when purchased. The Heavy Machine Pistol comes with two 32 round magazines.

SMGs Sub-Machine Guns are split into two different types: Light
4.0.1 Simple Firearms and Ammo
SMG and Heavy SMG. Light SMGs use Light Pistol ammo, and
When your players don’t know or don’t care about the while small, don’t pack as much as a punch. Heavy SMGs use
differences between a Beretta 92FS and a Glock 19 and want to Standard Pistol ammo, and are bulkier, but pack more of a punch.
simply jump into the action without worrying about the finer points Non-automatic/burst versions of these rifles can be purchased
of firearms, these firearms may be substituted for the Armory. for −3 WP cost, and a licensed restriction.
Firearms are split into major categories, and all categories use the The Light SMG comes standard with one magazine and a folding
same ammunition and magazines of their type unless otherwise stock.
noted. Upgrades work exactly the same as regular firearms. The Heavy SMG comes standard with two magazines and a
fixed stock.
Type Ammo Cost
Shotguns Shotguns are split into two different types: Hunting
Light Pistol 1 WP per 50
Shotgun and Tactical Shotgun. While both shotguns use the same
Standard Pistol 2 WP per 50
type of ammunition, the application is vastly different. Hunting
Heavy Pistol 3 WP per 50 shotguns are long barreled, small capacity weapons that are
Light Revolver 1 WP per 50 primarily used for hunting game. Tactical Shotguns are used by
Heavy Revolver 4 WP per 50 police officers and other LE agencies, often as a Police Cruiser
Shotgun 2 WP per 50 gun.
Light Rifle 2 WP per 50 Both Shotguns come standard with a fixed stock.
Heavy Rifle 5 WP per 50
Grenade Launcher 6 WP each
Assault Rifles Assault Rifles are split into two different types:
Light Assault Rifle and Heavy Assault Rifle. Light Assault rifles
Type Magazine Cost share common ammo with Light Sniper Rifles and Light Machine
Light Pistol 1 WP each Guns, while Heavy Assault Rifles share Common ammo with
Standard Pistol 1 WP each Heavy Sniper Rifles and Heavy Machine Guns. Light Assault
Heavy Pistol 2 WP each rifles are light and maneuverable and hold more ammo, but fire
Light Machine Pistol 2 WP each weaker rounds. Heavy Assault rifles are unwieldy, but sturdy
Heavy Machine Pistol 2 WP each and powerful, however holding less ammunition. Non-automatic
Light SMG 2 WP each versions of these rifles can be purchased for −5 WP cost, and a
Heavy SMG 2 WP each licensed restriction.
Light Assault Rifle 1 WP each Both the Assault Rifle and Battle Rifle come standard with one
Heavy Assault Rifle 1 WP each magazine and a fixed stock.
Light Machine Gun 2 WP each
Medium Machine Gun 3 WP each Machine Guns Machine Guns are split into two different types:
Light and Medium. Light Machine Guns share common ammo with
Table 242: Simple Firearms Ammunition & Magazines Light Sniper rifles and Light Assault Rifles, while Medium Machine
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Guns share common ammo with Heavy Sniper Rifles and Heavy Cost Benefit
Assault Rifles. Light Machine Guns are light and maneuverable, but 2 PXP +1 BAB (max. +10, once per lvl)
fire weaker rounds and don’t punch through cover as well. Heavy 1 PXP +1 Save Bonus in one area (max. +10)
Machine Guns are unwieldy, but sturdy and powerful, useful for 1 PXP +3 additional Skill Points
heavy cover. 1 PXP +3 additional XHP
Both Machine Guns come standard with one empty ammo box, 1 PXP +1 additional Archetype Skill
a bipod, and a fixed stock. 4 PXP +1 additional Special Ability

Sniper Rifles Sniper Rifles are split into two different types: Table 244: Unarchetype Practical XP
Light Sniper Rifle and Heavy Sniper Rifle. Light Sniper Rifles share
common ammo with Light Machine Guns and Light Assault Rifles, 5.2 Race Building
while Heavy Sniper Rifles share Common ammo with Heavy
Machine Guns and Heavy Assault Rifles. Both rifles are accurate This is a template for a GM and players to build their own races
and do the job well, but one is lighter and easier to carry while for games. All races are sentient beings, capable of some form
one is heavier and packs a bigger punch. of independent thought and have some way to manipulate tools
Both sniper rifles come standard with a 10× telescopic sight and weapons.
and a fixed stock When designing a race, be sure to think of how they look as
well. What do the males and females look like (If there are males
Explosive Launchers Explosive launchers are split into two and females)?, What are their cultural norms? What languages do
different types: Grenade Launcher and Rocket Launcher. Neither they speak? What places are they from and what is the geometry
use the same ammunition, but both can be devastating against a of their homelands? Do they generally prefer one form of combat
group of enemies. Grenade launcher lobs a loaded grenade at a or area of study over another? These are just a few questions
single square. The rocket launcher is a single use rocket, meant you can ask yourself, and your players in order to flesh out the
to be discarded after each use. Rocket Launchers deal Fire and created races.
Concussion damage.
5.2.1 Dominant and Recessive Traits
A race’s Dominant Traits are its Combat Point Score and Core
Hit Point Formula, and its Recessive Traits can be selected from
5 Archetypes and Race Construction its Abilities. A race can have up to 3 racial ability points worth of
Racial Abilities before handicaps, and up to 2 points of handicaps.
Ops and Tactics begins with Archetypes designed to provide
as much freedom as possible while still remaining unique, but 5.2.2 Base Racial Values
they are limited in their function. This supply drop adds a new
archetype to the core rules, a variant archetype that is classless, Medium Sized Races
and the ability for players and GMs to build their own races. This race is of medium size, being the standard size.
• The race has a base Combat Point score of 12.
5.1 The Unarchetype • The race has a base CHP formula of CON−1.
This archetype, the unarchetype, is a completely classless • The race receives two feats at base.
archetype that should be used when all players want a much
more open building for their characters. It should not be used • The race receives 9 racial ability points, which they can
with any other archetype, and should instead be used in place of spend on abilities. Each ability can only be taken once,
all of the other archetypes. It should only be used when all other unless otherwise specified.
players are using it. Small Sized Races
The Unarchetype is a fully customizable archetype, for a truly This race is of a smaller statue, being harder to hit but having
classless feel. Instead of a set progression, they gain Practical less health and having more difficulty using larger weapons.
Experience every level, that they can use to increase their HP,
• The race gains a +1 Size bonus to Defense, for their size.
BAB, Saving Throws, Skill points, or add new archetypal skills
when they level. • The race gains a -1 Size bonus to Attacks, for their size.
CHP Formula 2+CON or Racial CHP formula
• The race has a base Combat Point Score of 14.
Starting XHP 5+CON Mod
XHP per level 2+CON Mod • The race has a base CHP Formula of CON−2.
Starting CP 15 or Racial CP score
• The race has the Small Frame Handicap but do not receive
Archetype Skills Choose 8. Knowledge, Craft, and Perform are
the bonus points from the handicap.
singular. Linguistics and Knowledge (Pop Culture and Streetwise)
are always archetypal • The race is not allowed to take the Large Frame Handicap.
Skill Points per level 3+INT Mod
• The race receives two feats at base.
Practical XP per level +7
Archetype Talents The Abnormal may take any talent. • The race receives 9 racial ability points, which they can
Special Ability The Unarchetype may take any Special ability spend on abilities. Each ability can only be taken once,
given to any of the six archetypes at their first level. unless otherwise specified.
278

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Restr


Light Pistol 1d6 Box:7 FB 15’ Semi T 12 8 0% L
Standard Pistol 2d6+1 Box:15 F B 1T 30’ Semi S 22 15 0% L
Heavy Pistol 3d6 Box:8 FB 35’ Semi M 34 25 0% L
Light Revolver 1d6+1 Cyl:5 FB 20’ Semi S 16 10 0% L
Heavy Revolver 3d6+2 Cyl:6 FB 35’ Semi M 40 28 0% L
Light Machine Pistol 1d6 Box:25 F B 1T 25’ Semi/Auto S 28 11 0% L
Heavy Machine Pistol 2d6+1 Box:15|32 F B 1T 35’ Semi/Auto M 32 18 0% L
Light SMG 1d6 Box:20 F B 1T 30’ Semi/Auto S/L 72 14 0% M&P
Heavy SMG 2d6+1 Box:30 F B 1T 40’ Semi/3RB/Auto L 88 30 0% M&P
Hunting Shotgun 5d6 Int:3 FB 45’ Pump L 72 10 0% L
Tactical Shotgun 5d6 Int:7 F B 1T 25’ Pump L 88 25 0% L
Assault Rifle 4d6+3 Box:30 F B O 4T 65’ Semi/Auto L 112 30 0% M&P
Battle Rifle 6d6 Box:20 FBO 80’ Semi/Auto L 185 35 0% M&P
Light Machine Gun 4d6+3 Linked Box:75 F B O 2T 55’ Auto L 240 54 0% M&P
Medium Machine Gun 6d6 Linked Box:100 F B O 1T 70’ Auto L 400 65 0% M&P
Light Sniper Rifle 4d6+3 Int:5 FBO 120’ Bolt L 160 60 0% L
Heavy Sniper Rifle 6d6 Int:5 FBO 155’ Bolt L 200 70 0% L
Grenade Launcher 6d6 15’ Blast Int:1 — 45’ Single L 236 30 0% M&P
Rocket Launcher 30d6 20’ Blast Int:1 — 200’ Single L 80 38 0% M&P

Table 243: Equipment, Simple Firearms

5.2.3 Racial Abilities 1.5× Multiplier on 1 Save This ability gives the race a new
formula for a single saving throw, which is: (Base Selected Saving
+1 CHP This ability grants a +1 to the CHP formula. It can be Throw Score×1.5)+Ability Modifier+Misc. Modifiers. This ability
taken a maximum of 5 times. may be taken a maximum of 3 times, each time applying to a
different Saving Throw.
+1 Combat Point This ability grants a +1 to the Combat Point
score. It can be taken a maximum of 5 times. Racial Recoil Bonus This ability grants a +1 to the Recoil Modifier
Formula. It can be taken a maximum of 6 times.

+10 Mental Limit This ability grants a +10 bonus to the Mental
Limit Formula. It can be taken a maximum of 3 times. Blindsight Ability This ability grants the race the ability to use
non-visual senses, such as sensitivity to vibrations, scent, acute
hearing, or echolocation, the race maneuvers and fights as well
1 Specific Feat This ability grants the race a single preselected as a sighted creature. Invisibility and darkness are irrelevant. This
feat. This feat must have no prerequisites in order to be taken. ability has a 35’ range.

Any 1 Feat This ability grants the race the ability to select any Constrict Ability This ability gives the race the ability to crush
one feat at character generation. their opponents after making a successful grapple check, dealing
1d8+POW damage, and will continue to deal 1d8+POW damage
for every round the grapple lasts.
No Encumbrance Penalty to CP This ability allows the race to
ignore all Combat Point reductions due to being encumbered.
Darkvision Ability This ability grants the race the ability to see
in total darkness, out to 50 feet. Darkvision is black-and-white
Extra Effort Doesn’t Flatfoot/AoO This ability allows the race only, but is otherwise like normal light.
to not become flatfooted or provoke AoO when using the Extra
Effort action.
Fast Healing Ability This ability grants the race the ability to
regenerate 1 CHP per round. Fast healing stops working when
−1 Size Category with Melee Weapons This ability allows the the race is reduced to −10 HP or fewer. Fast healing also doesn’t
race to treat all Melee weapons as one size smaller when using restore HP lost to starvation, thirst, or suffocation, and it doesn’t
them. This applies only to using, not concealing. allow a creature to regrow or reattach severed body parts.

−1 Size Category with Ranged Weapons This ability allows Low-Light Vision Ability This ability grants the race the ability
the race to treat all Ranged weapons as one size smaller when to see twice as far as normal in poor lightning conditions. The
using them. This applies only to using, not concealing. creature can still distinguish colors, even in dim lighting.
279

Poison Ability This ability grants the race the ability to Swim Ability This ability grants the race the ability to move
produce poison through glands. By default, the race injects the through water as normal without making an Athletic check. It
poison through a non-lethal, non damaging bite which must be gains a +8 bonus on any swim check to perform some special
accomplished after a successful grapple attack or spits it which is action or avoid a hazard. The race always can choose to take
a ranged attack that cost 3 CP with a total range of 10’. A race 10, even if distracted or endangered when swimming.
with natural weapons can, on a successful attack, also poison the
target as they see fit. Natural Melee Weapons This ability grants the race a natural
melee weapon that has a damage of 1d6+POW, that does either
Poison Damage piercing, slashing, or bludgeoning damage, and has a critical
Neurotoxin 1d4 CON / 1d8 CON range of 16-18. This weapon is considered a small simple melee
Dendrotoxin 1d4 DEX / 1d8 DEX weapon, that the race is proficient in using. This ability can be
Cardiotoxin 1d4 STR / 1d8 STR taken a maximum of 3 times, each time choosing a different kind
Hemotoxin 1d6 CHP / 2d6 CHP of damage. A race with the poison ability can also use this attack
to poison a target.
Table 245: Poison Ability
Natural Ranged Weapons This ability grants the race a natural
Poison attacks deal initial damage to the opponent on a failed ranged weapon that has a damage of 1d6, that does either
Fortitude save. Unless otherwise noted, another saving throw piercing, slashing, or bludgeoning damage, has a range of 30
is required 1 minute later (regardless of the first save’s result) feet and has a critical range of 16-18. This weapon cost 5 Combat
to avoid secondary damage. Select one kind of poison. The Points to use. The race is proficient in using this weapon. This
race’s poison provides this initial and secondary damage. A race ability can be taken a maximum of 3 times, each time choosing a
is immune to its own poison, and can not poison itself, even different kind of damage. A race with the poison ability can also
purposely. use this attack to poison a target.
The Fortitude save against poison is TN(10 + poisoning
character’s CON Mod). A successful save negates the damage. Cybernetic Mental Limit Reduction Exclusion This ability
grants the race the ability to ignore any mental limit reductions
Regeneration Ability This ability grants the race the ability due to Cybernetics.
to regrow and reattach severed body parts, allows extremity
damage to be healed as normal, and stop bleeding at the rate 1 Combat Point Reduction With Any Type of Magic This
of 1 bleed damage per 5 rounds. Severed parts that aren’t ability grants the race a permanent −1 Combat Point cost when
reattached wither and die normally. Regeneration doesn’t restore the race Releases a Spell, Recites an Incantation, or uses Psionics.
hit points lost to starvation, thirst, or suffocation. Regeneration
stops working when the race is reduced to -10 hp or fewer. Non-Verbal Complete Communication This ability grants the
race the ability to complete completely without any kind of
Scent Ability This ability allows the race to detect approaching overt verbal communication. Such communications can take
enemies, sniff out hidden foes, and track by sense of smell. Races the form of anything as small as facial twitches to as overt as
with the scent ability can identify familiar odors. The creature dances. This communication is complete, in the fact that all forms
can detect any object or creature that has an odor within 150 of communication (literal words, tone, context, etc) are passed
feet by sense of smell. If the object or creature is upwind, the through it, requiring no verbal clarification. This functions as a
range increases to 300 feet; if downwind, it drops to 75 feet. second, spoken-only language, that the race receives at creation.
Strong odors can be detected at twice the ranges noted above.
Overpowering odors can be detected at triple normal range. Environment Immunity This ability grants the race immunity
When an odor is detected, the exact location is not to a single environment, as listed below, as well as the benefits
revealed—only its presence somewhere within range. If the listed with that environment.
detector moves within 30 feet of the source, the creature can
• Cold Do not have to make a saving throw against cold
pinpoint that source.
environments
This ability can also be used to follow tracks by smell, making
a WIS check to find or follow a track. The TN for a fresh trail • Hot Do not have to make a saving throw against hot
is 10 (no matter what kind of surface holds the scent). This TN environments
increases or decreases depending on the strength of the odor,
the number of objects or creatures being tracked, and the age of • Wet Do not have to make a saving throw against Diseases.
the trail. For each hour that the trail is cold, the TN increases by 2. • Dry Do not require additional water beyond the normal
Every additional object or creature reduces the TN by 1. Strong amount in hot or very hot climates.
odors decrease the TN by half rounded down, and overpowering
odors decrease the TN to a third rounded down.
Preferred Racial Damage This ability grants a race a bonus
to all attacks equal to their character level of a selected damage,
Water Breathing Ability This ability grants the race the ability with any weapon, spell, psionics, or incantation that they are
to breathe underwater, as if they were on land. The race can not proficient in. The available damages for this ability are Cold, Fire,
drown in water, and does not have to make CON checks in order Electricity, Concussive, or Acid. This ability may be taken multiple
to hold their breath in water. times, each time selecting a different damage.
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Natural Energy Resistance This ability grants the race natural Environment Bound This handicap grants a −4 Combat Point
energy resistance of 1 against Cold, Fire, Electricity, Concussive, penalty to the race when not in specified environment. The
or Acid damage. This ability can be taken a maximum of 5 times. available environments for this ability are cold, hot, specific gas
rich (such as oxygen, nitrogen, hydrogen, helium, etc.), a specific
atmospheric pressure, light, or dark.
Receptive Healing Ability This Ability grants the race the ability
to heal at a quickened rate. The Race heals at twice the normal
amount from all medicinal and magical healing, and heals twice Mental Limit Reduction This handicap grants a −5 Mental Limit
as fast through normal healing. reduction to the race. This handicap may be taken a maximum
of 5 times.

Point Cost Benefit


1 +1 CHP (+5 max) Key Gear This handicap reduces two ability scores of a race
1 +1 CP (+5 max) by 3 when the race lacks a key piece of equipment. The piece
1 +10 ML (+30 max) of equipment is free at creation, and must cost 3 WP or less to
2 1 specific feat replace if lost or broken. The racial creator may choose what
3 any 1 feat effects happen if the key gear is not possessed.
1 No encumbrance penalty to CP
1 Extra Effort does not flatfoot/AoO Substance Vulnerability This handicap makes the race weak
1 −1 size category with melee weapons to a specific substance, causing them 1d4 damage per minute
2 −1 size category with ranged weapons of contact, if they come in physical contact with the substance.
2 1.5× on 1 save The amount of points gained from this handicap depends on the
1 +1 Natural Recoil Bonus(Maximum increase of +6) rarity of the substance.
3 Blindsight
2 Constrict • Very Common (+5) Water, sunlight, dirt/earth, any plant or
2 Darkvision animal matter, any metal.
2 Fast Healing
1 Low-Light Vision • Common (+4) Precious metals, or wood.
4 Poison
2 Regeneration • Uncommon (+3) Specific metals or materials.
2 Scent
2 Water Breathing • Rare (+2) Specific precious metals.
2 Swim
2 Natural Melee Weapons • Very Rare (+1) Specific radioactive materials, a singular
3 Natural Ranged Weapons rare specimen of tree.
2 ML Cybernetic Exclusion
2 1 CP reduction with all Magic types
Environment Vulnerability This handicap makes the race
2 Non-verbal complete communication weak to a specific environment. Whenever the race is in that
2 Environment Immunity environment, they take the listed penalties as long as they are
3 Racial Damage Preference in that environment. A race can not be vulnerable to the same
3 Natural Energy Resistance environment they are immune to.
1 Receptive Healing Ability
• Cold The fortitude saving throw to resist cold environments
Table 246: Racial Abilities is doubled.

5.2.4 Racial Handicaps • Hot The fortitude saving throw to resist hot environments
is doubled.
Handicaps are negative restrictions that can offset a race’s
positive benefits, allowing them to gain more abilities. Handicaps • Wet The fortitude saving throw to resist diseases is doubled.
grant racial ability points equal to their value. A race can only
gain +5 points worth of racial ability points from handicaps. • Dry Requires double the normal water intake in dry
environments.
Small Frame This handicap disallows the race to use Giant
weapons, requires that Huge weapons be used only while prone,
Damage Vulnerability This handicap makes the race weak
grants a −2 attack penalty to all Large weapons, and grants a −1
to a specific kind of damage. Whenever the race receives the
attack penalty to all Medium weapons.
selected damage from any weapon, spell, incantation or power,
they take 1.5× the damage, rounded up. The available damages
Large Frame This handicap disallows the race to use Fine, for this handicap are Cold, Fire, Electricity, Concussive, or Acid.
Diminutive, or Tiny sized weapons and grants a −2 attack penalty This handicap may be taken multiple times, each time selecting a
to all Small weapons. different damage.
281

Specific Diet This handicap limits what the race can eat for Alternate Biochemistry This handicap changes how a race’s
substance. The bonus given to racial ability points is determined biochemistry is, for the purposes of medicines. This race gets no
by how restrictive the diet is. Consuming food out of diet will benefit from using standard medicines and pharmaceuticals, and
sustain the race, but it makes them sick, and the character is instead must have specific pharmaceuticals made for them. All
considered sickened until they eat food from their selected diet. medicines, drugs, and pharmaceuticals cost twice as much and
Below are listed diets and their point values. when crafting pharmaceuticals for the race, the TN is increased
by + 6
• Herbivore or Carnivore (+1) Any kind of plants, or any
kinds of flesh/animals. Light Blindness This handicap makes the creature blind in any
bright light, or direct sunlight, causing them to become blind unless
• Light Monophagous Herbivore or Carnivore (+2) Specific they are wearing some kind of dimming glasses, or goggles.
subset of Plants, such as any kinds of leaves or fruits, or
specific subset of animals, such as any kind of fish or birds. Point Gain Benefit
+1 Small Frame
• Heavy Monophagous Herbivore or Carnivore (+3) +1 Large Frame
Specific plant, such as the eucalyptus plant or a specific +1 Environment Bound
animal, such as the rainbow trout. +1 ML Reduction
+3 Key Gear
• Scavenger (+4) Carnivore, but the meat must be dead for +1-5 Substance Vulnerability
more than 24 hours. +2 Environment Vulnerability
+1 Damage Vulnerability
+1-4 Specific Diet
Verbal Non-Communication This handicap disallows a race to +2 Verbal Non-Communication
communicate through verbal means. All communication must be +2 Slow Hearing
written, or communication must occur through a different mean. +4 Alternate Biochemistry
+2 Light Blindness

Slow Healing This handicap slows the rate at which a race Table 247: Racial Handicaps
heals. A race takes twice as much time to heal wounds. The race
can not take this handicap and have the Fast healing ability.

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