Professional Documents
Culture Documents
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.
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
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
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
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.
• 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.
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
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
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.
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.
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.
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
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
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
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.
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
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.
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
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
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.
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.
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
.22 Long Rifle .38 Special .41 Long Colt .44 Magnum
.25 ACP .40 S&W 7.63x25mm Mauser 5.7x28mm
.17 HMR .38 Long Colt 7.62x25mm Tokarev 4.6x30mm
.380 ACP .38/200 .455 Webley .44 Special
.32 ACP .38 S&W .44 American 7.63mm Mannlicher
.41 Rimfire .38 Super 9mm Japanese Revolver .454 Casull
.32 Rimfire .357 Magnum .44 Russian .50 Action Express
8x22mm Nambu .45 ACP 7.62x38mmR Nagant
9x19mm .45 GAP .357 SIG
9x18mm Makarov .45 Long Colt 10mm Auto
Carbines
Carbine rifles are almost always Large, chambered in 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.
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
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.
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.
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
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.
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
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.
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.
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
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.
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.
• 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 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
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).
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.
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
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
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
• 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
4 8 3
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
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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
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
14.4.1 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
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.
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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 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.
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.
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.
• 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
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
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.
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
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.)
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.
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
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.
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.
Tiny Pistol Tiny pistol calibers include Shotgun Shell Shotgun shells include
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
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
Table 109: Equipment, Pharmaceuticals, Painkillers Table 113: Equipment, Pharmaceutical Equipment
• 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.
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.
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%
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.
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
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
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.
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.
11.4.1.1 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
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.
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
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
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
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
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.
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
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
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
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
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
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
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.
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
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
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.
Shanxi Type 17 Welrod (.32 ACP) one 8 round magazine, Permanent Lv. 1
Detachable stock suppressor
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
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.
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
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.
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
11.5.1.1Cheap 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
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.
11.5.3.2 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
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
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
11.6.0.3 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
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
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
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
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
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
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
11.6.4.1 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.
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
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
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
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
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
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.
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.
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
11.7.1.1Cheap 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
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
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
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
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
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
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
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
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.
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
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
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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
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.
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.
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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.
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
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
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.
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.
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.
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
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.
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
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.
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.
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.
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’.
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.
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.
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.
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
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
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 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.
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
13.4.1 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
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
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
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
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.
240
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
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.
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
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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.
14.12.13 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.
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.
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
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
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.
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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
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.
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).
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.
3.12 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.
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
252
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
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.
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
254
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).
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).
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.
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.
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’.
8.17 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.
258
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
259
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
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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.
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.
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.
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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
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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.
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
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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.
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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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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.
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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.
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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.
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.
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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.